Monday, November 28, 2016

Game 110 - Gorten1 vs Elara2

There will come a day when the courage of Gorten players fail. That is not this day. Hobbits and stuff. SMEAGOL.

Into Swarley, who we last saw imploding Haley1 so fast I had to include the clock to get to four pics.

Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators, Acosta
Objective: Bunker

Ayep. That list again. Revelations abound.

It's something something paired with Rahn. Yeah, Thexus was never happening. In any event:

Elara2 - Imperatus, Banshee, Phoenix, Halberdiers w/UA and Soulless Nutbag, Arcanist, 2x Mage Hunter Assassins, Narn, Lannysa
Objective: Effigy of Valor

Entrenched, because I don't play it much and need the practice. Definitely not because it was still out on the table. Perish such thoughts.

One side has a Trench on the left, a centre forest and water on the right. Smack bang in the centre of the table is a trench, the other side then has a hill, a wall and a smaller forest.

He's got threat range of dooooom, so I pick first. Nothing quite like going over your threat range, saying Ninja Pig goes fourteen and being asked without sarcasm "Is that it?".
I pick first, because by god I need to get somewhere before I get threatened the hell away.

Youtube, it's spray paint. God damn spray paint. It's not antique furniture restoration, you're just painting a sodding chair blue. Get over it. Stop advertising non-Alcohol products to me.

Laziness gives me the table side with the more inconvenient forest, probably the right choice anyway.

Is that.....someone bitching about modern music as they listen to some good old classic released in 2013?! WHAT IS WRONG WITH THESE PEOPLE?!
Alright,I'll try to ignore the internet now.


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Merc 1: There's a blob. It advances. I keep stuff out of the obscene threat range of the Ret solos. I place for a theoretical Goren toss if I need one.
Pigs go left. Flanking Rorsh, truly I'm as inventive as ever.
Acosta runs way to the right, ostensibly to satisfy my flanking urges, probably more likely because I didn't think about him when I moved up fort Gorten.


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Ret 1: We cover Gorten's threat range. Swarley looks at my unpack and says the throw assassinate isn't going to work.
The Ret stuff moves up, Imperatus goes behind the wall, Halberdiers around the hill on the left, other jacks and stuff around Imperatus.


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Merc 2: Elara is within threat range of Gorten (20, because I wanted to camp in case I screwed up somehow). There's a baiting conversation about the assassination happening. Elara isn't positioned behind the wall, so I decide sod it lets make it happen.
I plot out the assassination, now committed by both the successful baiting and the clock time I've invested in plotting it out. Elara is camping a fair chunk (4 or 5 I think).
The Gunners move up, pot shots spike and do some damage to Elara (Def 16 is nothing! NOTHING I SAY!).
Green Eliminators run to positions to stop inconvenient secondary drags.
Gorten gets picked up and thrown forward by a Driller, then walks up and drags Elara in. I nab the Banshee by necessity, which engages and stops the bonus Gun Shot but oh well.
One spray Bunny moves up, does a little.
Holt tries some shots, rolls miserably.
Red Kayazy charge, one gets in with a Combo Strike that rolls obscenely well.
Ancillary stuff moves out of the way.
Wrongeye runs up to a spot to keep the Control area going.
Snapjaw charges Elara, boost the charging Bite, hit and kill without needing to do a damage roll.


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Me on the right, because I guess?


That was just weird. Actually doing the throw and assassinate jank style is rare, so good to try that out I guess? More likely I was just manipulated out of a conspiratorial need to exchange the Haley1 assassination experience.




Game 109 - Gorten1 vs Rahn1

Lame-joke-word-representing-Monday games!

Brain still fried after that last rep. Sod it, I've had to much sugar to sleep anyway. I can always post it later and clean it up (Pfff. The posting will happen. The clean up not so much.)

It's theoretical Cancon practice into the terrorists of the Iron Kingdoms with the evil push pully guy (Movement casters outside of mine are clearly immoral). It sure as fuck isn't going to be Thexus, I can tell you that (Sac Pawn doesn't work against Magic zap zap. Pew pew safety only).

Ergo:
Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators, Acosta
Objective: Bunker

It weirds me out that I don't even consider changing the list. Never really had that before, outside a Karchev list in Mark 2 of all things. Errata on throws screwing that up right before Cancon coming up shortly!

It's Entrenched, which as my least played scenario is good. Though again, the randomiser tried to give me Linebreaker. WHY CHAPPER?! WHY YOU DO DIS?! *grumble *grumble* awesome page *grumble* grumble* entitled user *grumble* *grumble* never mind me. Grumble.

Rahn1 - 2x Chimera, Sphinx, 2x Battle Mages, Mage Hunters w/UA Phantom Seeker Peep, Sentinels + UA, Arcanist, Mitten solo guy
Objective: Fuel Cache

I win the roll, elect to go second. The Mage Hunters will get a sweet round of shooting into me, but that's manageable. Plan is to use the Crocs to fort up Gorten to stop him being dragged to a heavy, which is pretty much what it'll take to pop him without an Eiryss to strip him.

Terrain wise, we have the Warmachine 2d terrain that isn't made in the Steamroller sizes, because.........Hamsterdance. Dodedodeodeodeodoedoe or something. Rat claws behind my eyeballs scratching up into my brain. Music is bad. A 1000 years of Darkness is better than willful blindness in the sun. Not the literal sun, that'd be brief and scorching.

Um.....so one side has a trench on a flank and a central hill between the zone, with irrelevant water to the right.
The other side has a pair of devil forests that I want nothing to do with, let the Tree meandering elves have that junk.


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Round 1: The left most unit is Halberdiers proxying as Battle mittens.
Outflanking Mittens move up either side, Strike Force go up the guts, jacks behind. One of the Chimeras is a pair of legs behind the wall. The Sentinels form an elf pyramid (like a human one, but only if you knew you had gods and managed to accidentally cause them to starve to death).
Rahn is waaaaaay back. No juicy murder for me.

Crocs Submerge and charge up partially, blocked by Eliminators to get the positioning I want. Gorten charges up behind them with Solid Ground and three camp up. Jacks and Drillers blob up nearby, Ragman shielded by a Driller, hoping to waste Rahns time with a Force Slammy spell thingy on a model I didn't really need that hampers a model with no threat range anyway.
Ninja Pig and the other Eliminators go to the left, this Big Piggie threatening the Elven Fuel Reserves while the Kayazy definitely weren't there to die. Lol.


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Ret 2: Thus begins an utter fricken travesty.
The Mage Hunters populate the hill and the Merc zone, pop their Phantom Hunter thing. One shoots Raggles, I ping it to Snapjaw for a damage. Sweet tech I stole from the better local Merc.
The Tinker gloriously hides beneath his cart and is near impossibru to hit, so after surveying all the stealth junk they shoot the right Spray Bunny.
Ever seen seven Mage Hunters miss a Rhulic jack? The tilt was swift and justified. The other three land hits, do most of the boxes but Dwarf tech being serious business no systems go out.
One Chimera runs up in my face, followed by the Sentinels. The Ret Heavy stays touching the wall.
The right Battle Mages mostly hide behind the forest, two run up to contest my zone on the far right edge.
Left wise, the other Mittens also run around, one goes to be one inch from a Red Eliminator (Brief flashback to when I had Pressgangers and called one unit the Communists and the other the Smurfs. I used to be funny, what happened?). The leftier of the Chimera's then slams him into an Eliminator, killing the mitten and leaving the Kayazy on one box and knocked down (Just a liiiiiiittle bit out of the Solid ground range).
Lastly Rahn chills out in the back, Force Slams the Spray Bunny (I name him Boris. BECAUSE HE'S INVINCIBLE.), killing a Green Eliminator and causing mild discomfort to Wrongeye. He then TK's Gorten back and around, which is suuuuuper annoying, but such is the Speed 4 life.


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Merc 2: Rahn is to far back to assassinate, I don't have an easy way to score, attrition it is. Normally clearing those two end Mittens wouldn't be to hard, except I had to devote resources to keeping Gorten safe, so killing that central blob it is.
The Green Eliminator runs to engage the two Battle Mittens on the right.
Snapjaw moves forward and kills the right Chimera.
These moves give space for Gorten to walk up and feat push the forward Sentinels and Mage Hunters into a blob on the hill, I also ensure I catch the Ret Heavy though I don't get the four Sentinels including the officer behind him.

The Spray Bunnies then advance and unleash straight up murder, they kill most of the blob.
Various Guns and Raggies Zap Zap spell polish more off, three Mage Hunters live due to being the outer edge I moved last with feat, so are way to the left, plus one feated on Sentinel.
This includes a Driller that I charge up as a "deal with me or I'll do bad things" piece. Disposable Heavy is best heavy. Well, not really, but damn they're easier to play.

Lastly for the centre blob Snapjaw and the other Driller finish off the fort, el Croco Submerging again. Acosta then runs up to be in the way.


Left wise, the Kayazy that got slammed walks to the back of the trench. She's the Grunt, so the unit leader charges up into the Ret zone, gutting a Battle Mage. Sod Coherency!
Brine charges the Chimera, eats it with a bought attack, Rorsh then Souie's him backward. I opt to leave Rorsh on full camp, the frenzy is highly likely but my turn has gone well enough that I think that isn't a massive issue for me.



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Ret 3: Vengeance moves ding the suicide Driller.
Rahn feats, TK's said Driller around, Force Slams a Spray Bunny over Ragman. Puts him one 1 box, because sometimes randomised chance is the worst.
The fully loaded Sphinx moves up, boosts to hit Acosta. Misses. I dodge and attack. Does it again. Misses again.

Ichiban concedes at this point, his god awful dice being to demoralising for the game to be that fun. If you are one of the four or, dare I say it, five readers of this thread, if nothing else take away that if the game isn't fun just stop. Its hard for both sides to enjoy it when one half clearly isn't.





Sunday, November 27, 2016

Game 108 - Gorten1 vs MacBain1

Round 2, sweet Slamism. The list remains:

Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators, Acosta
Objective: Bunker

Scenario, after a couple attempts of the randomiser trying to offer Linebreaker (How about...no...) is Incursion. From the best Gorten scenario to the worst. Dangit.

Into my ex-favourite caster from that other game, the one Thexus awkwardly asks about as we cuddle at night on the bed (Assuming all pairing casters + Players are essentially a sitcomish Polyamorous relationship).

Somewhere I probably wrote that McaBain is trash. The unfortunate truth is he's fine, but he doesn't do what I want him to anymore, in that he significantly improved in the details and overall is extremely unchanged (i.e. his skill cap is managed by how good you are at managing/selecting your upkeeps) but the pieces I liked with him are no longer applicable (Alexia1 no longer does hilarious Counter Measure bubbles, Kayazy Assassins are both trash and I veered away from in Mark 2 anyway, Gun Mages can't even be taken in Mercs).
The whole Grievous Wounds nightmare didn't really pan out.

Woe is me.

In any event, time to eat some words!

MacBain1 - Galleon, 2x Nomads, 2x Steelheads (Min), Trenchers + UA, Rangers, Orin, Kell

So I win the roll, and I find myself hating the table. Whoever runs these Slams things is a terrible person.

There's a wall off centre of the table, so that'll limit things pretty hard. One side gets some water, a central brown hill and a forest of doom on the right.
Other side has two forests.

I'm thrown back into my regret for the lack of Pathfinder. I decide to go second and pick the less foresty side, this is a mistake for a couple reasons that we'll get to later.


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MacBain 1: Some Hammerdwarves are Proxying as Steelhead Halberdiers.
Kell goes into the left forest. Trenchers head out to the left and behind the safety wall, Nomads and Steelheads behind. Galleon moves up to the right of centre of the board, Rangers crowd into the right forest. Everything sticks back from Bunny threat ranges, though for whatever reason I suffer sever discombobulation and struggle to add up 5+8=13.
The centre Nomad gets Failsafe, the Trenchers get Fortune, the righter side of Halberdiers (the Black Undercoat chaps) get Countermeasures.


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Gorten 1: The pangs of table side regret strike early. Still 9997 hours or so until I master fighting Kingmakers (Though given it's comparative local popularity we might get their eventually).
Essentially the issue is Kingmakers (MacBain/Damiano iterations anyway) projects a lot of board presence early on, which is awful when the play for me to normally make is to play for the centre and another flag to get the scenario game going, that ain't happening. The forests also aren't really that bad, it's partially why the list is loads of individual models rather than units.

Rorsh, Brine and Ragman move up on the left a little. This is the point wily Judgetron points out my lame error on Rorsh's range, which undoes two successful tough rolls. Brine and Raggles then cover the little pig.
The Crocs head toward the Rangers/Galleon side, though really they just add to the line of blob that is fort Gorten. Principal intent is to keep Gorten safe (Put up Solid Ground and Strength of Granite, one camp isn't safe) and if Orin pips forward for Electro leaps he can at most pop the forward pair of Eliminators via hitting his own model, rendering Acosta and the other Eliminators safe.

In my favour is that Galleon, while it'll maul a model of mine, at least doesn't drag in to get a free heavy each turn (well, force me to play around it anyway. Actual drags shouldn't be super common in my view).


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MacBain 2: Rangers spread around, one toes the right flag though can only score if I kill the right load of the unit. Galleon trundles up behind, shoots off half of the right Driller (Other one on the left has Strength of Granite).
The Trenchers pot around, alongside Kell they maul the shit out of Brine. Way more than I was expecting, I calculated expected damaging without accounting for two man CRA's that make armour 17 very sad. Like, super sad. They also with Ranger assistance pop the two forward most Elimiantors (So much for Orin fear).
MacBain feats, rolls minimum, puts it on the Counter Measured Steelheads and the forward Rangers.
Said Steelheads then run around, three of the feated one get in my face.
The other unit of Steelheads runs out to the extreme left.

Side (Under?) Note: MacBain's feat is worse now it's Random. Loads worse. There's about half a dozen threads of me arguing with another poster who feels the exact opposite with the same fervour, so to each their own.


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Gorten 2: This is the turn I'm most disgruntled with myself. Robain has done the correct counters to Gorten, Galleon is far enough to threat the centre of the board, the Nomads are safe from being killed, MacBain can't be reliably assassinated hugging the Galleon as he is.
The correct play here should be a mental slap to initiate what I'm meant to realise at the beginning of the game: This is an attrition game, not a scenario one. The goal should be to get my heavies to the Galleon or at least both Nomads with feat.
Instead I've unpacked in a tepid manner that suits throwing Gorten, feating, walking back and scoring two flags, when that plan isn't tenable at all.
I decide I have to save feat. The plan is for the Drillers to throw the Steelheads away, then spray from just out of Counter Measure range and pop half a dozen infantry or so.
Two problems here: Still reeling from my poor planning, I end up in an a self inflicted order of activation issue.
Acosta knocks down two of the forward Steelies no issue, one Driller gets in and throws with no worries. The other can't without moving two Bunnies out of the way, in which case they won't be in position to shoot anyway.
The net result is a bit half arsed.
The Bunnies all run to blocking/engaging positions, if they become urgently needed I can always include that thought when I feat.
Tinker repairs the damaged Driller for one point, alongside snappy they move to be just beyond Galleon's charge range.
The remaining Eliminator unit goes right, killing a Ranger.
Left wise, Ragman tries to pew pew a Steelhead and misses, Rorsh moves up sod all, Brine, charge with his Animus and I get very lucky, as I hit two Trenchers that fail their tough rolls and I get maximum Snacking rolls.


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MacBain 3: Counter Measures and Failsafe drop, Nomads get fuelled.
The Nomads go forward, and maul a Bunny each, the Trenchers hit Acosta though it takes far more attacks than it should courtesy of just dreadful dice, leaving him with 3 boxes.
The Centre Steelheads don't do to much from memory, I think they basically stand and flail with attacks.
Galleon blows up an Eliminator, puts the Driller down to 5 boxes, though I'm lucky and only lose the right arm.
The far left Steelheads charge Brine and Ragman, have no issues butchering both.
Kell advances to the left flag, pops the killing shot on Acosta.

MacBain goes to 1 CP.


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Gorten 3: I've got more pieces than expected, disappointing though Brine's death is. This is definitely feat turn, I've got to turn the positioning around and threaten the Galleon.
I activate the remaining Gun Bunny first, who goes and pops Kell. I had to do it early, as my intended feat push would put him in a spot in the forest that would be difficult for me to deal with.
Likewise, the remaining Red Eliminator and Snapjaw nom on the Steelies/Ranger on the right before I feat them away. I screw up with the Eliminator, killing a Ranger but missing on the last Steelehad in the blob, meaning she's left without being fully in the forest.
Gorten charges up to a Trencher, having a good line threading through my models. Attacks do nothing, I feat push everything back, I make sure the position clipped Galleon. I don't get Macbain, the right most Ranger or left unit of Steelheads.
Tinker repairs for three points this time, yay for Gradual improvement.
Spray Bunny goes to the middle flag, mauls a few Trenchers.
Rorsh goes mad Gun Ninja, kills the four Steelheads on the left.
The damaged Driller moves up toward the middle flag, intent being to go on the hill, be out of the Galleon run and jack Hammer range, whereas if the Galleon moves up to contest the middle flag he'll be in range of said Driller and Snapjaw.
The left Driller I charge up to kill a Trencher, as I was feeling like I needed to kill more stuff. Dreadful move, but I was already discontent with the length of my turn as it was, though times were broadly equal at this point I think.

Scores level at 1 apiece.


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MacBain 4: Galleon destroys the Eliminator annoying the right flag, tries to light up the Driller and rolls poor on damage again (In a simile to a dog, the opposing dice had a more fearsome Bark than Bite, though they were doing well enough for the most part), re-knocking off the right arm.


Gorten 4: So.....a few caveats from here...
First, I stopped here to play two games, so the memory got scrambled.
Second, under 15 minutes, so turns weren't particularly as planned.
Third, I wrote this bit out then my PC overheated and shut down without auto-saving.

All of the action from this point occurs between the left and right flag.

I resolve to just kill stuff and score points if I can. At some point I lose my slight clock advantage tanking over whether to send Snappy into the Galleon or not.
Aiyanna harms the centre Nomad, I send in the right Driller who still had a Cortex, leave it with three boxes and movement so the Gunner finishes it off.
The left Driller, lacking it's Drill arm and Cortex, flails impotently.
Ragman, Holt and Wrongeye finish off the Steelheads and the last Ranger on the right flag.
Snapjaw runs to the left, as I abandon the idea of killing the Galleon completely.

I don't score, as I didn't realise there was a contesting Trencher on the centre flag until to many attacks had been expended.


MacBain 5: Galleon goes to the right flag, I don't think it shoots anything? Or if so, it's not meaningful. Well, memorable after multiple brain fades at this point.
The remaining Nomad kills the Driller it previously kicked the shit out of. MacBain charges and destroys the right Driller, then energizers back. Orin kicks it up back.
The Trenchers finally pop their mini-feat, drop some clouds, I save the goddamn post before something happens. The clouds leave a gap from the centre flag to MacBain, though there isn't much I can do with it.
Ragman dies.

MacBain takes the lead, 2v1 CP.


Gorten 5: Roll dice! Slap a monkey! Headbutt the table!
Tinker runs to contest the right flag, Gobbers being renowned for their willingness to go toe to toe with Colossals.
Gorten and the Crocodiles charge in and finish off the last Nomad.
Spray Bunny attacks MacBain, does sweet sod all.

Scores level at 2 all as I score the centre flag.


MacBain 6: The Galleon shoots point blank at the Tinker, the blasts only injure him, then the Harpoon gets the boxcars to kill him. Boo.
It's Orin and MacBain vs the Crocs, Gorten, Aiyanna/Holt and a pair of Bunnies on the other flags. Seems untenable, so in comes the murder time.
Orin charges Gorten, its....he's an old man ok? He blows his stack, but POW 9 does nada.
MacBain Energizers, charges Gorten for a low odds assassination (Camping 3, fairly sure I'm quite safe). Leaves Gorten with 6 boxes.

MacBain gets up 3v2 CP, I think there was a last Trencher contesting the centre flag? I'm just not sure now. Maybe the scores level at 3, but irrelevant as I didn't spot it at the time.


Gorten 6: Wrongeye gets out of the way, Snapjaw, moves to be base to base with MacBain. The Gunner does a boosted Slam to knock him down, he has no camp but I have to stop him from Dodging away.
I miss the Slam.
It's awful play under time stress here. I could have used Wrongeye and not had the -2 MAT penalty for Slamming a larger base. I could have placed Snapjaw Properly for the back arc bonus. I could have potentially just killed Orin and scenario'd it.
In any case, I boost to hit rolls with Gorten, hoping to land the Crit Smite then finish off with Holt and the spray Bunny. I get hits but not crits.
I don't even get to Aiyanna and Holt's activations, I essentially tap the clock and auto lose on scenario, but realistically I clocked out anyway. Meant to activate all meaningful models and I knowingly didn't, so awful tourney play from me on that score.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3vf_Czqg2vVfDSH3cgGYaPwNJ12zDTEXHLttBOtR-mp_z-IOspCksfzwAGufF_xn9SqWpTg42t6uJtsMo_sxoH8LrVJWC4OPWe-Ahdr1efdBGEPxwhh3qri9yiELs9bLWxN09ien65DDa/s1600/017+%2528800x450%2529.jpg [/img]
End of game state, technically there's a MacBain turn where he finishes off Gorten, but no matter.


So like....conclusions or something?

First off, I hope the other side battle report is a lot clearer than this rubbish.
I think the important thing after a long many turn game like this is to find the early errors, which for me is definitely not considering the opposing list at all, thinking just about my scenario strategy. After that the turn 2 was a poor counter to an opponent that made the right choices.

Obviously that assassination run was pathetic, could have easily made it a 98%er, instead poor choices made it a 75% and it didn't pan out.

Opposition wise, the only thing I think the MacBainians should have done differently is put Countermeasures on the Trenchers later in the game, though I can't pretend to know when that time would be most apropos with the need to get work done. Or charge the Galleon in at some point, though there were minimal pieces available to score the right flag at that point.








Game 107 - Gorten1 vs Zaadesh2

Events conspired against me having any mid week games, but joyously managed to get another Slam. Now in ye old Cancon practice mode in theory, plus being lazy about sorting out my Shae model, it was either Thexus or Gorten. Had enough of weird Squid head control freaks for the moment, so it's the other Push feat in Mercs time.

Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators, Acosta
Objective: Bunker

It's glorious rematch time into aulie-aulie-aulie.

Zaadesh2 - Tiberion, Despoiler, Gladiator, Orin, Paingivers, Hakaar, Nihilators, Slingers, Saxon Orrick

Change from last time being the Nihilators replacing the Immortals and by care about the anti-magic tech dropping considerably.

Scenario is the glorious Pit, which is excellent for me.

I won the roll and picked second for the sake of getting the first scoring opportunity, one side of the zone had an obstruction in a position of doom so I nabbed that. I also get a Trench and an outflanking forest, there's some central rubble on ne side of the zone, some Skorne impeding water and other terrain that doesn't prove to be relevant.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhs_e5_koLMxNRlTkiBtwCvilaIC7IgmK8iSv-23ldNN8MmpRbmFQ-TT5zLzfO7XpfAJ-O7MTv2s3J8O3DvvhxjN_yRW2FI_zx3ph8lcMBzrfR6uGkdl_BX9eeF2PK0Tg58XufpVko9p7x7/s1600/001+%2528800x450%2529.jpg [/img]
Skorne 1: Everything runs up, Slingers go up on the left, Nihilators up the guts, Zaadesh and Beasts on the back right.
Inviolable Resolve goes on the Nihilators.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihBMxGfuR91yy7EoAK_cO3d8bKmkErCbLkVzviSy4BP9PUTfb6LhRFbOsq5gQSuVI36aeZ0l5PyeouAP_pmMJaqxMurWay24u8H3RxDR7HuYQBzEnhZULqAHRGR3tvEuXUvKR63t9rcgq7/s1600/002+%2528800x450%2529.jpg [/img]
Merc 1: Standard plan, Gorten will go to the friendly flag to get the slow burn scoring game on, everything moves up mostly as a clump at the bottom of the zone. I throw up a wall that adds to the Obstruction block, Eliminators go out front in place to run and contest the Skorne flag if coutner scoring gets attempted. Acosta goes up behind the wall and waves his hands.
The Drillers hang back, no need for the heavies to get super mauled from the Slingers.
Ninja Pigs go up the right edge, moving to threaten the opposing flag with Ragman accompanying.

Solid Ground, Star Crossed and Submerges throw down.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFHiaOwZfMyunGVoPhLu4XTg8dJ-NT4YuqHGVSkdJ6jFyb1i-6iswrXN9S4qJRjdwocieNudmqrSIlVqXRcXKU0pNIl7fvJOIsCuJvFfbjDwjKTzKO22imLU0lzDJTkLk32sCWgR736Uwe/s1600/003+%2528800x450%2529.jpg [/img]
Round 2: Skorne mostly run up again. Slingers maul the most forward Gunner.
Despoiler charges up, gets purposely slowed down the rubble for a little bit with Arcane Suppression up.
Zaadesh goes over the wall up the back but doesn't go to the flag and feats. Nihilators run up, two charge Acosta, they miss courtesy of wall and Star Crossed, he Dodges out of the way (Moving I would trigger Retaliatory strike, would rather preserve him for later).
A pair of clouds go up to block line of sight to Despoiler, in Countercharge range if I try to ping him with shots.

An error that didn't get caught until next game: Rorsh is range 10 on his gun, not 12, which I misplayed this game like a muppet.

Continue enacting the plan, I drop the wall for now to let the Eliminators in.
Orin isn't in range to Vortex Hakaar, so Aiyanna harms the old bloke, between Holt and the mauled Gunner I spike hard and manage to blow him away.
Left Eliminators charge up and pop some Slingers, avoiding giving Tibbers a Countercharge trigger.
Wrongeye stays in hiding, pops Star Crossed again.
Gorten hugs the flag, puts down a new wall at contesting range.
On the other side of the obstruction, I put a Driller to threaten Despoiler with Eliminators in front to make it work for the Skorne Skeksi to get in. Even if he does, a 10 point Driller is worth it.
Rorsh and the right most Gunner move in and pew pew Despoiler, Brine and Raggles move up to be in safe range from the Skorne heavies.

Mercs go to 1 CP.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPfCdQAXPeBNFbUKku7D5Jx7nWcb8WHBJcWhFsLsUCO82JPXuWo4SmHKa-s8DTb0ImTgSRjYzcRGYNgFYl6vqBFwzfCmoHoZESz81NL2CsK1Rp62VzC_Eo-jgRO9YycZC_gCC2gzej3SXT/s1600/004+%2528800x450%2529.jpg [/img]
Skorne 3: Slingers move around, finish off the mauled Gunner.
Orin Lightnings the Driller, popping both Green Eliminators, allowing Despoiler to charge in and pop the sacrifice heavy. Oh well.
The other skorne heavies hang back, Zaadesh goes to the skorne flag and puts down two clouds to stop Brine coming in on him.

Nothing contests my flag, so points go to 2 vs 1 to Mercs.
Looking at it, the Nihilators didn't activate at all, skipped in the various tank phases. Alas.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsed9XlmuUjQuHiNpTabNvB6aG0k8qxRR_TZtzPKGOSvn-vsIRPCx-iKAjf5FaKyYisi5qXmYZ_tDrHWTze6iYBX3vNvWNP8Qc-YVr6bQpIEAbbRvawB_SOMy-zPWW34APtFafypLH1w_w/s1600/005+%2528800x450%2529.jpg [/img]
Merc 3: Gorten continues chilling.
Aiyanna Harms Despoiler, between Holt and Rorsh he gets shot down.
Red Eliminators kill more Slingers and the front Nihilator, letting the Spray Bunnies come in and churn down more of the chaff Skorne and Orin.
Acosta slashes down some Slingers, Snapjaw runs across to the left in the Trench, in case Tibbers comes barrelling up.
Brine moves in a little bit, Ragman runs to contest the Skorne flag.

I go up 3 to 1 CP.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg41AmDDU5oAMIvgV3zndyuBa4dJTt-qi8ojnhOQoFKXKiFArGqXI4x51iisAbpI9qeJ4_zwi9qKjysVA_vQ0cqgl36x3I4H2pzTuBAcbaxT2Luwq2P30RDjejRus0SSCMHcUARRvu82vmX/s1600/006+%2528800x450%2529.jpg [/img]
Skorne 4: Slingers run up, do flail attacks and contest my flag.
Nihilators charge a spray Bunny on the right, do not particularly great.
Tibbers tires of constantly falling over, turns into a Green Proxy base and moves further into the zone.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNw2ztEOKZSXa8glYfMWaZeLU216YxaXq8X_-9gOdiUX0ffmN-ijusKvPIfMw4tAZ7eToVmHWG0X9iEBwY_GhHPP_SusbuPMCAOqN7ViYzvhML2JRn2JSf1Y_ILKrSTIp4puTf_lul0HLj/s1600/007+%2528800x450%2529.jpg [/img]
Merc 4: Close out time.
Gorten moves to the far side of my flag, feats things away, ensuring he wings Tibbers with his control area. Eliminators, Acosta and Snapjaw clear off Slingers and Saxon, Bunnies kill the Nihialtors so nothing can contest my flag. One Eliminator also pops a pair of Paingivers.
Brine goes in, pops Animus and kills the Gladiator.

I go to 4, there's no way for Skorne to contest or kill Gorten, so that's game.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5WN6GWrPY9w57OuWFNDXPAIZbIHdGJzf7iBtjA2mk2fYq57wQTQRmQUbw5Bz7sNYiLFb_noiK9K-fkzmpY2FeUAaQUU7Ne5iRelBBVuQE80_wTwuOWv0IXJZ5h8IZyzrtYsioHOlDWjkH/s1600/008+%2528800x450%2529.jpg [/img]
Me on the left.


Well, the Pit remains the same good place for Gorten to be. If I don't screw up I'm not really sure what Skorne gets to do here.








Monday, November 21, 2016

Game 106 - Thexus1 vs Zaadesh2

Slam finale, it remains Leather clad and Oiled man meat.
Thexus1 - Subduer, 3x Wrecker, 3x Warden, 3x Agitator, 2x Dominator + Eliminator
Objective: Stockpile

Into the Rensinor with the most popular of the factions I play into locally for...reasons I guess?

Zaadesh2 - Gladiator, the Skeksi beast guy, Tiberion, Slingers, Immortals, Hakaar, Pain Givers, Saxon, Orin

Rebranded Close Quarters alas, so not super live.
Plan is the usual trade up and attrition it out. Assassinate when it opens up.
Important terrain is one flag abuts a trench, the other is in water and the centre of the board has a forest.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYsCCZCdXqHddRPNCPace4JUSo4yR5ZSCl2E0eTisoIqCqWnGbxwq9EVrHPXq3GASbKWV_waUmzuGRrnqn-V8xh4v5g9EuUXP2eCea4Y4J8TF-iKyDMGxpFEsdwfejeINPpGi5YGiwgt5H/s1600/010+%2528800x450%2529.jpg[/img]
Round 1: Fuel up and throw focus around. Thexus leans to the right side, experiences the joy of having stabby bits and becomes a yellow proxy base.
Skorne stuff runs up, Slingers on the left, Immortals on the right, beasts in the centre. Tibbers leads out, with Orin 3 inches away.
Inviolable Resolve goes on the Immortals.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYsCCZCdXqHddRPNCPace4JUSo4yR5ZSCl2E0eTisoIqCqWnGbxwq9EVrHPXq3GASbKWV_waUmzuGRrnqn-V8xh4v5g9EuUXP2eCea4Y4J8TF-iKyDMGxpFEsdwfejeINPpGi5YGiwgt5H/s1600/011+%2528800x450%2529.jpg [/img]
Merc 2: I can pop Tibbers this turn, but it'll require my feat and a pair of Wreckers to do so. It feels like the right play at the time, Tibbers being the most annoying piece for me to deal with on the opposing side.

Looking at it now, I ponder if I should have sacrificed a Wrecker to just arcnode. Orin would cancel, but that burns some power tokens then if Tibbers doesn't come forward I sit pretty and if he does I kill him with less valuable non-Wrecker pieces.

In any event, I feat to push back Orin, Rampager Tibbers forward and TK two Wreckers forward.
They go in and eat the character heavy. Good times.
Otherwise my stuff hangs back out of Immortal charge range, I have a very uneven split of one Warden out left and everything else out right, the non-suicidal Wrecker should have been more central behind the forest to go where it would be most impactful.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_QAMOrVcoBjVv86bL178ZAJw84-jHQ4e2PWRR0_daAGxmCfnr7GF-MjIlzfELIwtp5uPadh47Qc6Rpw6IXGx8vkGLX7oux4xt-4Ly6q_J5cXRJOt2wC7XAwKhBVxhZ_kVPRTY9_u1tQ-W/s1600/012+%2528800x450%2529.jpg [/img]
Skorne 2: Zaadesh hangs on the hill back in the Skorne side and feats, drops Inviolable. Gladiator Rushes Despoiler, who charges and kills one Monstrosity then pops Arcane Suppression. The Immortals pop the other Wrecker.
Slingers run up and chock up the left Warden.
Hakaar and Orin hang out as Despoilers butt buddies.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVXanbmiQepjQo0odnhvJh4DHd2IuCqTIWiQ2hT-ETT97IplcJlCYPjNTUJo_Azn7RY4rtx-_ZmzsTVAra_NzV3H4upHq13lOhEbAEb8EFqf4PTaBsjvjLv2t0Uo8DCSt0iTz1LAvRqfBi/s1600/013+%2528800x450%2529.jpg [/img]
Merc 3:
This feat is actually very annoying for me. Immortals with increased strength hitting the wrong columns on my paper armour jack equivalent is bad.
I resolve to kill all the Immortals, I should be going for Despoiler as well but I don't fathom a good way to do it and I'm definitely behind clock wise.

Thexus falls back out of Suppression range, heals and does three TK's to group up Immortals for good slams and AoE3 clumping.
Eliminators go through and clean up some Slingers, which is not an ideal use of their time.
Subduer aims, knocks down five of the Immortals, dragging one in to die.
One Warden then slams one Immortal into two others, killing two. The other Warden then slams an Immortal into Orin, sadly doesn't kill him.
I then put the Wrecker in and kill most of the Immortals, leaving one of them alive.


Left Warden kills some Slingers, I guess he's basically the sibling that can't hold a job.
Various support pieces run around like headless chickens.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6ZjGTrmD7WcL5rG_LlNCNj2nOMdFpsdJNt_NZA0qVFU2fipKY9wDCvSyiLsE0-Q0-umLsVsP5W4ghuiq1EaOnBbyvd5K7-l3ntBF2kENi6U1bYFsGLM0BCXs0cfNXNgciCck2DlisINnN/s1600/014+%2528800x450%2529.jpg [/img]
Skorne 3: Hakaar goes into a Warden and frankly embarrasses himself. My memory of him is primarily with Last Stand, this was not that.
Despoiler and the Gladaitor then come in and maul said Warden and the last Wrecker.
Zaadesh moves up in the backfield, ready to participate in the future. Puts Inviolable Resolve on Despoiler, which I personally am not a fan of.
Slingers jam in, because they are gits.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2zJ2bc_vvq0GO7z-6Aa7UzEmIkWMMAL3fZCXpZdwgGk7-6dihdcXH1r9tdu9UD9qf-CxSlC7N6MpzOvHYjuO22c3BxwgUhCT0oi1Cmweu2AHpfhER3VdKHf-u-IDlLo5uFV7dyYPluHbK/s1600/015+%2528800x450%2529.jpg[/img]
Merc 4: The Heavy trading isn't go as well as I'd anticipated, it feels quite bad at this stage. "You should've killed Despoiler by now" screamed as a consistent refrain in my brain.
Plan is to fix that by killing the Gladiator and Despoiler.

Eliminators that were mired in Slingers go up and kill Orin, the other lot fuel up the Subduer and the Warden.
Thexus goes even further back toward Killbox corner, Hex Blasts Inviolable away.
It takes me a bit to nut it out, I end up using the Subduer to drag in the Gladiator. He then rolls like rubbish and doesn't kill it, though I'm pretty sure on average he doesn't anyway. I don't think I'm mentally calibrated to not having the Subduer be one of the opening disposal pieces, they lack the attacks of the Warden and the raw power of the Wrecker.
Warden then charges Hakaar, I roll far greater than I deserve and pop him with the charge attack, then kill the Gladiator, then maul Despoiler pretty badly but don't kill him.
Left Warden tires of being mired in nonsense and kills a bunch of Slingers.



Skorne 4: No Pic, as I was under the clock constraint time.
Zaadesh goes in and kills the Warden. Despoiler then walks up and attacks the Subduer. Fortunately for me his Body was healed from the previous turns mauling, so he maxes Fury and achieves little. The other bits and pieces fail to do anything of note.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCSo_HPV704rlPd49MKXrRLTR1aYqfeaHKRbF8n5Tz_-SYDl7RO_6IQaoX_s1TxHTNd4UjpDAV1nKLtG3Iw5aIlyGNrAy2KeyocA0ksnclqk-sxOwsuxSBg-0wsqFSdPOY119eDaR0DFbV/s1600/016+%2528800x450%2529.jpg [/img]
Merc 5: It's murder Zaadesh time, as he's been forced forward to try to pip the attrition angle.
Thexus charges Despoiler, TK's him away, TK's Zaadesh around. Subduer drags him in, easily kills him.


Not my greatest Thexusing. A few different Skorne moves and it could have gone badly.

At the time I thought my big mistake was Wrecker fails, I maintain that to be the case. Need to lead out with a Warden/Wrecker combo in situations where it's all about suiciding a heavy.









Game 105 - Thexus1 vs High Reclaimer

Finally got to play in a Slam!

Laziness means I throw down the Cephalyx.

Thexus1 - Subduer, 3x Wrecker, 3x Warden, 3x Agitator, 2x Dominator + Eliminators
Objective: Stockpile

Round 1 we get High Reclaimer piloted by the Salt and Pepper patrol, who lacking my innate laziness already did a better write up over here: http://mk3menoth.com/?p=137

It's the Dingaling list from WTC:
High Reclaimer - Scourge of Hair, Reckoner, Cleansers + UA, Idrians (Min) + UA, Vengers, Choir (Min), Rhoven and jerks

It's Outlast on a table strewn with hills, one side has a splash of water and an obstruction, the other has a forest in a zone and a way back trench.

Scenario isn't super live for me, so I have to pursue attrition, which means going for unit wipes and not getting deaded by the feat. The most threatening thing is the Vengers, as two of them charging Thexus fairly reliably gut him (I think, haven't bothered crunching the numbers).

I win the roll and dive on first, if I go second then I have no chance of getting the slow burn scenario going which greatly aids the attrition struggle.

Other side report has a lot better and less lazy photos, so go their for quality. Read on for hyperbole and brain drift.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7vYfKGoEDRMHZbr7Zsx8SN9DCfzkOtNODXFM9oN8LpRrH0OMeZSrsQgaIMZvq9fY538_4kmkeY-j21uhm6FcE5v1yJcQmZbxpzruuAr76aFj2m0Qo70_rDbLdaTCKwRiEUY4-8ovkirv4/s1600/001+%2528800x450%2529.jpg[/img]
Merc 1: I get the water/obstruction side.
Going first I decide to do the Eliminator stab for focus plan, as I expect the Menites will try to suss out a weird assassination which will keep my clock relatively safe.
A Wrecker ends up going way left, around the obstruction to take on the Cleansers.
I've got a blob of Monstrosities in the centre (Subduer, Wrecker, 2 Wardens), across from them is the Menite battlegroup. The centre Wrecker is also the Idrian Prey target, who relocated for the sake of making that ability less relevant (Prey is a hard proposition against this kind of low model good positioning tools list).
One Wrecker, warden and Thexus go right, intent is to get a sneaky Dominate on the right zone if the Vengers shuffle centreward to take on the Mosntrosity blob in the middle.


I cast Deflection, get distracted like a full and do a couple TK's without healing the Eliminator damage. That's just an elementary Thexus error at this point, though I'll pretend immediately spotting a bad error is like water in the face. Totes. Definitely stopped mistakes after that. Hope I'm convincing you of that, because it's not working as I try to convince myself.




[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe-PYXhcEu3v3qgb2Wwlv8djbGr8EarY-B2yxeqXy4FmMaRIpfrPYBYeeauy6xXYCb8IPcRZirc6Lt5Q2sRZyMBhmzO111JFSKOHS4VOx3qX9pqniej7-m3UE2WGTo4tOGYiHEGLP5mU8U/s1600/002+%2528800x450%2529.jpg [/img]
Menoth 1: The fanatics run screaming at me, like the mythical Gerbil charge off a cliff.
No weird redeployments, so the centre mob of Monstrosity distraction plan didn't work. More a hope than a plan really.


The Cleansers take up a classic checker board formation at the top of the left zone.
Reclaimer, Scourge and Rhoven's posse haul up around the trench. Reckoner goes out front.
On the right the Idrians hang around the forest, CRA the right side Warden who Hyper Aggressives forward after a decent wollop. The Vengers stick out on the right, spread out with the appropriate steering-clear-of-death fella up the back.


High Reclaimer puts a cloud in line with the forest, I like to think of as a sympathetic nod to my own miscasting of spells in my turn. Plus clouds plonking down against Cephalyx weirdly seems to be a thing (The to hit debuff would have been super relevant, but very hard to place without getting Reclaimer brutalised).
Choir also no-spells the jacks. This will be a reoccurring trend.
Cleansers get Hand of Fate. Boo.




[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsvTvj3RTp6wk6uixFarUNzlImU2a8U64yT0ZBUaqxge8-NE5GPIVyppw4ir2V0WnKeWsT7hyZ7L22B31h02MamxWAXZgto4KUCnFOG7cmEonWvWlBxwL07-jrynB9kvYA-onJSLn0Mh7w/s1600/003+%2528800x450%2529.jpg [/img]
Merc 2: I'm not killing squat this turn, nothing is far forward enough. I measured out a Subduer drag and murder on the Reckoner, but needed my feat which I wasn't willing to pop for a relatively low value kill (Feat needs to pop either Reclaimer or a full unit of something important).


Net result is Monstrosities spread out and barely toe zones. Two Wardens and a Wrecker takes the left, the damaged Warden and Wrecker take the right.
Eliminators fuel up some wardens, Subduer, Wrecker and Thexus go to the middle.


The front three Vengers can go into the Monstrosities in front of them, but can't all focus on one, so by my eyeball they should survive though might be a touch mangled.


Thexus also heals up this time, casts Deflection and camps three (should have spent those on healing heavies, but oh well).




[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe9GcnM-0Fkjy9VJaoZDYAE9gUAG5vYT1fZ1s5MQQvCa1w_5O16dRWa0boSnpmX8GkfnBBQURKcg3yenat5IokLlvbAxnNYQMfPFYzi1N9Mmx3wXYVfCrXAdEVJbceXHIBrCEsD2N2A2Rz/s1600/004+%2528800x450%2529.jpg [/img]
Menoth 2: Reclaimer, Jacks, Rhoven and choir don't really move. Reckoner pops a shot into the centre Warden.
Idrians move around, do another big CRA on the right Warden, does some damage.
These are free attacks essentially, if I Hyper Aggressive forward then I get into worse Venger chargers and the Knight Exemplar get into range.


Right side, the Vengers charge in, do some damage to the Wrecker, but two focus on the CRA's victimised Warden and maul him pretty bad, though thankfully his important system is functional (Like a zombie, monstrosities have a severe reliance on not being stabbed in the brain, though a great deal of the time they can still shuffle and flail ineffectually).


Left side the Cleansers move up, I think they pop their mini feat. They spray and roll absolutely awful, the three left Monstrosities get a load of focus and some better positioning in exchange for a handful of damage points.


The Knights Exemplar just sort of hang around, a few of them go up the middle into positions of extreme annoyance.




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Merc 3: The Vengers have a dude behind a forest and are completely safe. My only means of popping the unit is Hex Blasts on a battle Driven dude, which feels awful (Throw down number crunching here).
That's out the window, the next proposition is feat the Reckoner across, slam him over Reclaimer and get a Warden follow up move buying three attacks that autohit. He had plentiful camp alas, Shield Guards to stop the Subduer drag for an alternate take and none of the Agitators even with a TK were close enough for their puny Instigate bubble.


Finally we are on to the workable plan C. C for third in priority of what I want to do and also because it's Plan Cleanser Murder.
I have to wipe out the whole unit, for which I intend to utilise the left Wrecker and two Wardens.


Thexus goes first, he TK's the Subduer forward to get next to the Obstruction, feat pushes the left side of the board around, creating a dream Thresher (it was 8 or so models, courtesy of my opponents extreme courtesy in placement assistance), moves the Knights Exemplar around and pulls the Reckoner forward for a clean drag line so the Subduer can drag in and pop a Heavy to.
After that it was a TK on the central Wrecker so he could make it through the water and another Psycho Surgery for my variously damaged list.


The two side Agitators advance and Instigate. They really should just be called Instigators, I loathe when I need to use Influence.


Left Wrecker goes in, dream Threshers, I realise I'd botched the math, for whatever reason miscalculating in my head that I'd need 5's when I in fact needed 6's. The result is that after all the focus is spent, I've sadly left an unexpected Cleanser alive.


At this juncture, there are four Cleansers. One on the hill, the awful loser in front of the Wrecker and the officer with a back guy. The one on the hill has a date with a charging Wrecker, the other two I set up for a perfect slam from the other Warden. I struggle to find a way to kill that Wrecker engaging tool, who at least isn't in the zone though that isn't worth much.


I was out of range to throw one Cleanser into another, maybe there was a play with the Subduer if I drop the plan to kill the Reckoner, but even now I'm not seeing how I land it. Even the drag shot would have been fine, but getting the angle would be hard (Need a boosted 9 to hit the Cleanser).


In any event, this was already a waaaaay longer turn than I wanted, when I needed my clock to be an ally against the now impending feat of doom.


One Warden goes up and clears the infantry out of the zone, powering up the Exemplars a little, the other hangs backfield (Though, looking at it, there is a distinct possibility I forgot to activate it at all, doesn't seem to have moved....).


Subduer/central Wrecker drag in and kill the Reckoner.




Now is maximum panic mode, I realise that I probably don't have enough Sac Pawn for Thexus with a single unhurt Monstrosity, plus there is a good landing zone for a couple Vengers I need to take up.
I take the only feasible solution I can see, though it isn't good.


The right zone Wrecker kills a Venger, freeing up the damaged as Warden to run over and shield Thexus.


With a sense of Resignation I go to 1 CP and slap the clock of sadness.




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Menoth 3: You can tell I was listening to Active Player for that last turn, went way longer than necessary.
Sure enough, Reclaimer walks up and feats. The Cleansers re-emerge in a line ready to flame on, a couple Knights Exemplar reform from the clay of the first losers Menoth was then a shitty dad to, the Venger I had to pop gets churned out of the pony death factory again.


My Sac Pawn targets are the Wrecker and super damaged Warden.


Idrian's CRA yet again the same Warden. because they are mean.
The respawned Venger and the Knight Exemplar go into the Warden and wipe it off (The poor Venger puts it on one box). The Exemplar don't do ideal attacks, primarily because the BFC is an idealised human playing my carbon copy iteration (Didn't specify target attacks, cost a redirected charge essentially). Wrecker loses most of his armour boxes and right arm.


The Cleansers then go in the critical error in the run. They aim to do shots instead of assaulting. They get two shots into Thexus that ping to the Wrecker, but ultimately cause the Subduer to Hyper Aggressive and engage them.


There's some other round about actions, but they don't matter at this point.


I don't know if it's just my particular fear or not, but I really feel that the melee assassination is miles better. I think the plan, as an uninformed player, is Heresy kills the back Venger guy, Idrians kill the one near the wrecker. They get feated back outside my Wreckers melee. Exemplars charge the damaged Warden, which then gets finished off or Impact cleared by the Vengers who pop Thexus. It's probably way more difficult to manage than I think with positioning and so forth, but that's that.




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Merc 4: Thexus heals, TK's Reclaimer forward and around, Instigated Subduer drags him in, Wrecker eeks forward to finish him off.




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Me on the right, though I'd be lower out of the times if not for the all in assassination run.




I think if we re-racked the odds go to Reclaimer, as the onus for the difficult plays goes to me first. That said had I stuck Thexus behind that Obstruction with a Warden next to him possibly things are just good for me? Gives away the right side of the board though, where I'm forced into a contest vs Menite scoring struggle.









Thursday, November 17, 2016

Game 104 - Thexus1 vs Harkevich1

Ran short on time for dollies this week alas, only managed one quick and brutal shenanigan.

Back to Mercs, saved by lack of monies for Dynamo or a second Centurion from indulging in my Nemo3 terribad lists.

Time restrictions also meant I hadn't sorted out the stuff for the Shae list, so Carey will have to wait :p

Wanted more fun lists, so paired Thexus with the shonky Durgen double Siege Crawler list (Still can't envisage a good looking model that utilises 50% of the boot like official version). Fun might be a misapplied term. Fun for me?


Into the Greatest of Springs, dropping either Irusk1 or Harkevich1. I rolled a dice and got Thexus, no Spray donkeys so it'll be a game for me regardless.

It pans out as Harkevich on Recon.

Most important terrain is the zone has a blob of water and two forests next to it. There's some walls and other stuff around, they don't matter as much.

Thexus1 - Subduer, 3x Wrecker, 3x Warden, 3x Agitator, 2x Dominator + Eliminators
Objective: Stockpile

Good old 7 Monstrosities. Still 30 Drudges short of running that other spam list, which I feel no impetus to. I knocked up a version at some point that was 8 Monstrosities, but you do that by losing Wreckers which is an awful plan.

The reds decide to make it a heavies on heavies bash:
Harkevich - Ruin, Black Ivan, Torch, 2x Kodiaks, Mechaniks (Max), Kell, Alten, Widowmaker Marksman, Ragman
Objective: Stockpile

This is an excellent matchup for me. I can happily trade down initially without losing attrition, minimal tools though there are some to threaten my support, excellent scenario advantage.

I win the roll and go second to get the opening score in.

Round 1 is both armies running toward each other and the pic gets discarded so I don't have to do an extra post for the PP boards image limit.

The Kodiaks lead out, doing the Vent Steam reposition behind trick (I did explain that my list is 80% eyeless sight). The Sniper crew go way out right.

In reply I try the new thing I want to do of not bothering with the turn one power up. Thexus casts Deflection and hands out focus for the non-Wardens to run up, putting two Wreckers in charge range of the end of the zone/opposing objective. A Wrecker also goes far right, he'll get Snipered to shit but that means the important guys in the zone are safe.
I spread the Wardens throughout for Shield Guard goodness.


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Khador 2: The Kodiaks trample forward, Vent and reposition back again. Not really sure why. One stays toeing the zone. Torch hides out behind the house, Ivan sits behind the right Kodiak. Ruin stays way up the back to party (If the Khador army is a skull, he'd be the mullet).
Sniper patrol out on the right dings up the distraction Wrecker, I'm not unduly phased. I don't bother Hyper Aggresiving forward, that'd be a waste. Alten actually hangs out in the back forest, which would be a useful advance, but he fails to do any damage. Foiled by my opponents awful dice! he then repositions behind the forest, which is certainly cute.


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Merc 2: Well there isn't a wall of feated jacks to deal with and Ruin is way up back, so I settle for sacrificing a Wrecker and Agitator in order to get in a dominant scoring position.
Eliminators move around and some stabs.
Agitator moves up in the forest nearest to me and Instigates. Wrecker charges the contesting Kodiak, in the first iteration of me remembering the rule he Beatbacks the Kodiak out of the zone then easily pops the Objective. I roll sweet sod all damage on the jack, but that hardly bothers me at this juncture.
The other Monstrosities move up in clear the zone or shield Thexus positions. Deceleration goes up, Thexus camps 3.

Mercs go to 3 CP.


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Khador 3: Harky stays in the back, feats and kills a Mechanik blocking Torch. Raggles pops Deathfield, the back Kodiak goes into the zone and just annihilates the poor Wrecker for whom I showed a clearly unethical disregard for their continued existence.
The other Kodiak charges the Wrecker in the Merc end of the zone, does some woeful punches but manages to chain attack throw him away. Vent Steam also kills the forward Agitator.
Ruin runs way to the left, thinking he needed to contest the flag, I offer a change of position as it was based on a misunderstanding but Great Weather was content to try the flank.
Torch flares an Eliminator that Ivan blows up, Should have Shield Guarded, but oh well.
Sniper patrol does some more dings on Monstrosities on the right.


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Merc 3: Plan is to clear out the two Kodiaks in the zone and score to win.
way left Agitator moves in and Instigates, Subduer goes left, hits and drags the forward Kodiak out (I was originally planning on just knocking him down for a warden slam, turned out the distances were just serendipitous for the range 6 gun). Thexus feats, moves the other Kodiak out of the zone and we're done.


Ideally we'd re-rack and I'd try out the Durgen list, but I didn't have the time or enthusiasm for it alas.
just an awful matchup for Khador. They could have pushed up further, but without easy ways to fuel Ruin I can easily drag forward a couple heavies, pop them, wait out/control on Hark's feat, then continue trading up.

Not fueling up early on creates some awkward eliminator placements, but when I'm not going into stealth mitigating shooting it's probably the right play, if only for clock and mental borking reduction reasons.





Saturday, November 12, 2016

Game 103 - Haley1 vs Malakov2 Kapital Kup Heat3 Rnd3

Alas the pair down was victorious and we trucked into the third round.


It ends up being another repeat game with slightly changed lists, as Haley1 faces Malakov2. I didn't really look at the second list, it was telegraphed what was being dropped.


Once more:
Haley1 - Stormwall, Squire, Jakes + Thunderhead, Gun Mages, Arlan, Trenchers (Min) + 3x Grenadiers
Objective: Bunker


Now going into:
Malakov2 - 2x Kodiak, Behemoth, Juggernaut, Ruin, 2x Eliminators, Gorman, Orin, Mechaniks (max)


This was alright, but the scenario is Incursion, which is the other scenario my list doesn't handle well.
Plan is to put Thunderhead one way, Stormwall the other and just throw contesting bits into the Khadoran mulch machine on the centre flag. I'll essentially have to wait out a feat turn and control the game after that.


Same table as last time, so central water, one side with a hill/forest, another with a forest/wall/obstruction.

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Round 1: Everything moves up. Both lists are essentially centre table blobs, mine because that's how it works and the opposing because it is hemmed in by the forest and obstruction.
Stormwall goes left, Thunderhead right.
All the Trenchers make a cloud wall and I have no idea why. Just a waste of time.
Given Ruin looked to be Thunderhead hunting, I put Arcane shield on the Stormwall.

Khador wise, everything runs up, Eliminators spread out in the mix.
Behemoth takes the left, Ruin takes the right.
Gorman hops over the wall, Malakov stays behind it Prowled in the Veil of Mists.




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Cygnar 2: Delay, pop some shots.
Stormwall and Thunderhead both move to their corresponding flags contesting position and light up a character jack each, they don't do that much.
The Gun Mages move up, knock back a Kodiak to be next to Gorman. Trencher Grenadiers then shoot the Kodiak to blow up Gorman, the other tries a scatter hoping to get to the Mechaniks but instead attacks a bit of ground.
Trenchers wall up in front of Haley, again more cloud then needed, especially given they've had to move into threat ranges to get the clouds in the right spots. Primarily the far right two should be on the hill in front of jakes.




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Khador 2: Behemoth lumbers forward, blows up three cloud Trenchers including one Grenadier.
Ruin charges up, pop another Trencher. The right Eliminators go, one runs to engage two right Trenchers, the other pops them, with sidestep stabs.
Everything else basically runs, the left Eliminators and one Kodiak hover around the left flag, the other Kodiak goes in front of the centre flag, vents steam to creaete a flag then backpedals to score, Jugger hangs around behind Behemoth.
Malakov moves up into a Veil of Mists, Prowls himself and feats.


Khador goes to 1 CP.




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Cygnar 3: There's a trade Thunderhead for Ruin play on the table, but it doesn't feel strong enough to be worth doing (Or rely on a Kodiak not being able to kick Sidekicked Thunderhead). Basically Thunderhead Energises forward, walks up and throws Ruin toward Ragman outside of Malakov's feat, then he gets killed by the Stormwall. I opt to try the scenario play instead, but really I think this is just not the plays to make, I should have been looking to set up an assassination with Thunderhead in future turns. The lack of something able to kill a Heavy in the middle of the board is causing some grief.


End plan is I'll score with Thunderhead on the right and otherwise play some sweet holding action.
Around the left flag Stormwall moves up to threaten Behemoth (10 vs 9) and throws the left most Kodiak way to the left at a place Stormpod. I fail to arrange to kill the Eliminators, so can't score alas.


Haley falls back, puts up Temporal Barrier.


Right side, Thunderhead moves up, butt facing Ruin (MAX DISRESPECT YO) and pulses down the right side Eliminators (Point of the facing was an unlucky damage roll would trigger Malakov's feat). Jakes then Energises Thunderhead to the right, outside of Ruin's LoS so at best he can trample over and get two attacks.


Centre wise, the Grenadiers move up and kill a couple mechanics. I dream of some lightning.
Lastly the Gun Mages have sod all to do, so for jollies Thunderbolt Ruin a short distance back.


This was a reasonable turn until that final line. First is a conceptual issue, Ruin will walk to go to the right anyway, all I can possibly do is give him a free move with Mally's feat. It does something else instead as I don't spike damage, we'll get to that.


Score equal at 1 apiece.






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Khador 3: I've knocked back Ruin to have line of sight on Thunderhead to charge. Just.....the.....worst....at....dollies......


Ruin gets fuelled up by souls, charges Thunderhead, surprisingly fails to kill but knocks off the right arm and Cortex.
Centre Kodiak pops a different cloud, moves to the front of the flag to stop Thunderbolt shenanigans.
Orin pops around, Lightnings down a Trencher and two Gun Mages (OOOORRRRIIIINNNNNN!).
Behemoth blows up the other remaining Trencher.


Left Kodiak and Juggernaut move toward Stormwall.
Malakov goes back behind the wall, two Mechanics go to be Sucker targets.


Khador takes the lead 2v1.






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Cygnar 4: Alright, I have to survive this turn and try to assassinate next turn.


Jakes runs way up the right side of the Board as Thunderhead flails embarrassingly.


Stormwall with two focus moves up to the left Kodiak, if all my attacks hit on average with Dark Shroud I kill it. Unfortunately a jamming Eliminator creates some awkward movement, so I misplace Ragman and don't get Death Field in range by about 5mm.
Stormwall swings away, in theory average dice with a single spike still kills.
I hadn't activated Haley yet, so 2 of my 4 attacks miss with 3 on the dice. Urk. Blargh. Sorrow. Emo poetry. Knock off an arm at least, though given the Kodiak was super outside of Malakov's allocation I should have gone into the Juggernaught anyway. A pod also contests the centre flag.


Centre wise, the remaining pair of Gun Mages kill Orin.
Haley ducks left, pops Temporal Barrier, Scrambles the Jugger (Had the Stormwall gone into him I'd have disrupted Behemoth) and camps 1.


No new scores, but hey, maybe Behemoth just blows Haley up and I can stop the poor decision making train.






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Khador 4: Malakov stays chilling behind the wall.
Behemoth aims, shoots Haley, first shot down a ton of damage, second shot misses, scatter hits, damage rolls, left with 5 boxes and no camp.
Aha! Still have a technical chance!


Left Kodiak and Juggernaught stumble toward Stormwall, Kodiak gets to do some ineffectual swings. Centre Kodiak advances, Vents to kill a Pod and Gun Mage, then Tac Supremacies back to the centre flag.


Ruin picks Thunderhead up like a child and slaps his head off.


Khador goes to 4.






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Cygnar 5: Malakov didn't run behind the Obstruction, ahoy 30ish percent chance to win!
Loads of clock time, so don't exactly worry myself about screwing around. Mally is behind the wall with two Mechanik Sucker targets and a pair of focus points.


After a bunch of pre-measuring, Haley charges the centre Kodiak, Feats, hits Arcane Bolt on Malakov for a few point.
Lone Gun Mage moves up, shoots down one of the Mechanic Sucker targets and misses the other.
jakes walks and Energisers forward, shoots Malakov to remove the final Sucker target.
Arlan puts the Stormwall on max focus, Stormwall advances across, coping an irrelevant freestrike. Shoots Malakov three times, boosting to hit, leaves him on about 5 boxes I think.


Sadness.


I concede at that point as it's a diceless win from here (Centre Kodiak moves across, vents steam on the Gun Mage, Tac Supremacy's back to the flag to score to 5).





Ho hum, another Haley1 punched out by Malakov. I wish the Gun Mages were terrible instead of seriously handy so I'd stop misusing them. Otherwise wasted Trenchers and the Stormwall later on, but I'm sure there's a game there.


That's probably it for the Cygnar run, unless I work out a Nemo3 list that satisfies.....my inner masochist I guess?