Thursday, December 29, 2016

Game 120 - Durgen1 vs Makeda3

Our quest begins to replace Thexus with something less brain hurty. Candidate 1:
Durgen1 - 3x Gunners, Blasters, 2x Drillers, Reinholdt, Tinker, Aiyanna + Holt, Dahlia w/Skarath, Kayazy Assassins, 2x Kayazy Eliminators, Piper
Objective: Bunker


Filched from better minds, original list has two Kayazy Assassin units but I don't own a second unit and love the Snake, so that happened. Originally Piper was also Saxon for more Stealthness, the Snake change meant I got seduced by the prospect of using Piper to trigger Dahlia's Prowl.


It's into pre-Errata Skorne, so this can only go well right?


Makeda3 w/droobs - Molik, 2x Aradus Soldiers, Archidon, Gladiator, Bone Grinders (Min), Paingivers, Feralgeist
Objective: Bunker


It's Recon, one side gets a poorly placed Trench, a sweet wall at the end of the zone and a slightly impeding forest, then there's a forest and water on the centre line, water and a wall on the other side.
I lose the roll, get given first and to my surprise receive the side with the zone wall, possibly habitual expectation that I'll play without any pathfinder? Forgot to inquire after the game.


My brain white noises a bit when asked how to deploy units, it's been a while. I end up angling for Durgen and Bunnies to go to the left to use the wall, Kayazy a bit to the right though they'll move to the centre anyway, Eliminators outflanking and the Snake to tackle the forest.


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Merc 1: Skorne have deployed essentially symmetrically, so no amazing duke it out manoeuvres on turn one.
Durgen/Bunnies go toward the wall, Kayazy start up the middle, Eliminators go up on either flank. Snake goes into the forest.
Haunting Melody, Force Field and Assassin Primed goes up. I forgo Redline as I didn't place Durgen with appropriate LoS, figure I can just cast it next turn and skip the damage roll for now.


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Skorne 1: The Archidon lazily flies forward and all the other beasts run up. The left Aradus shelters behind the mid line forest, the right stays out of Snakey charge range.
Vortex of Destruction goes up on Makky, whatever the Overtake/Grievous thing is goes on Molik.
The Feralgeist hangs out way on the right for....reasons?


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Merc 2: Pretty simple, jam up and shoot up.
The Assassins get march off Piper and run up, one gets a charge on the left Aradus for some damage.
Eliminators run up each flank to threaten the Paingivers next turn.
Durgen and Bunnies move up around the wall and shoot down the Archidon, using the centre forest to not give the left Aradus a charge angle.
Drillers move up to counter kill the Bugs if they move up, I again activated them at an awkward point so didn't get Redline out.
Dahlia goes into the zone as she is near invulnerable, Skarath hangs out in the forest because as we all, the worst thing for trees is getting chained to hippies, so he made sure that didn't happen.


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Skorne 2: Molik goes into some Kayazy, takes some Primed damage then Repositions backward.
Left Aradus tramples through the woods, kills a Kayazy for a damage roll, ties up the Bunnies.
Right Aradus goes in, maxes fury failing to hit the Assassins sweet Defence 13. No Underboss needed apparently.
Gladiator goes way up on the right side, inspired by the Feralgeist managing to hit and pop an Eliminator. Dangit.


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Merc 3: Seems easy enough. Drillers pop an Aradus each, Snake kills Gladiator, easy cruise to an attrition win.
Both Driller get fully loaded, I drop Force Field and keep Primed going.
Start with the left heavy, walks into the Aradus. It's pre-damaged, so should overkill it by a fair bit. Promptly miss the initial Drill attack and roll low damage, so it gets left with 7 boxes. Hmm. Not good.
Backup plan, send in three Kayazy, I put two into the right Aradi and three into the one that must be killed (Gang with Primed should kill with average rolls).
Kayazy do two points, five left. Oh god.
Alright, new mid turn plan, Gunner walks out of the way, Bug has lost its Mind so misses the Free Strike, shoots Molik for giggles which Maks buddy Shield Guards, goes to 1 point and triggers Battle Driven. Own worst enemy.
Durgen walks back as far as he can, swings his amazingly stupid looking hammer, boosts damage, 50/50 chance to kill. Leaves bug on 2 boxes, this is the worst. Now onto the final plan I have, Durgen does the lamest feat in the world.
Now GunFighter Gunner moves into .5 of the offending Bug, shoots, manages to blast through the Carapace to kill him.

Gunner, Tinker, Reinholdt all try to shield Durgen, but can't fit in the gap between him and the wall.

Moving on from that sodding disaster and my impending death to Molik....
The other Driller charges the right Bug, also pre damaged from Kayazy. Misses the charging Drill attack.

....

Dr Evil, I too would like a bone.
The Driller swings on, fails to finish off.

Aiyanna Harms the Gladiator, which then dies to the Snake charging, so that was nice.
Spray Bunny and left Eliminators run in front of Molik. Right Eliminator kills the Feralgeist.

Now to Brace.


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Skorne 3: The surviving Aradus frenzies, blats an innocent Kayazy.
Makeda and workers splat the important blocking Eliminator and the Spray Bunny. Molik charges up, the Eliminator misses the freestrike. Kills a Kayazy, has to take the Primed blast to get to the Durgen stab spot, I fall a box shot of killing the Spirit. Molik gets just in melee range, blats Durgen. Sadness.


[img] https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNDheKkNUMiIh9taN5vMECfhbl1l1SkdLYZ1PTzUYz5kQvB-c-9l2ZIfNWt16VFHad7fS8qUJiJ0D7rd4ShjSeuNnEkPECatdm_zi5Ab-ZdijTyQ5JdNM8ye2DT_Fb87A4CdaFWNXroit-/s1600/097+%2528800x450%2529.jpg[/img]
Me on the right.


Dangit. Definitely felt some burns on this one. Got greedy with the Assassins on the right Aradus, could also have risked the 8 needed by Aiyanna to harm. Biggest issue being the failure to put Redline out, waited until it was too late to fix it. Spray Bunny placement also could have gone further back, outside of Makeda's threat range.

Definitely a lot easier to play Durgen than Thexus. Then again the Caphalyx list wouldn't have had no issue steamrolling the Mak list....








Monday, December 26, 2016

Game 119 - Gorten1 vs Severius1

The joys of 50 point games is a quick re-rack into a 75, as given the state of the warmachine going on nearby a new opponent wasn't going to rear up at an opportune time (as in I saw Trolls on the board).

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

Into the same list with some more pieces added:
Severius1 - Blessing of Vengeance, Castigator, Reckoner, 2x Kicky Monks, 2x Wracks, Flame Bringers, Choir, Sunburster, Vassal Mechanik, Avatar of Menoth and Nicia
Objective: Bunker

Scenario is Extraction, one side of the board has a spread of forest/hill/trench/wall, the other has a wall and forest and back trench that doesn't come up.

I won the roll, it's not the fastest list so I choose table side, opting for the side where the obstinate forest is on a flank that I can use. I give away a wall that could be used to ameliorate my feat, but opt that as preferential to the wall that ends up on my side that Sevvy could use well to not get assassinated.

Killbox works for me, as Gorten has to be aggressive anyway, whereas old man Sevvy would rather not. An annoyance for me however will be ashes to ashes, which bypasses the sweet Croc boat defence tech. Alas Acosta.

So, that going second counter deploy stuff. Didn't really succeed at that.
On the right it's all good, courtesy of a forest it's pretty much just a Reckoner versus Wrongeye and Snapjaw, if the Reckoner camps at contesting the right flag I just sit a croc behind the wall and get work in the middle, if the Jack goes in to do work in the centre he'll get mauled by a handbag.
Centre and the Left side are a bit messy, the Eliminators are somewhat boned. Ninja Pig ends up across from the Daughter Cav, though really the Baconers are hoping some Bunny shots will force the cav to jam up rather than butchering them.


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Round 1: Menites run forward, predictably Defenders Ward goes on the Cav. Vision goes on the Castigator. Nicia also hangs out with the Flame Bringers.

I run back at them, I put Acosta behind a Driller, if an Ashes to Ashes comes up to eat him then the Driller will be in charge range of Blessing of Vengeace or if the Elimiantor in front them pops it'll trigger Vengeance. Strength of Granite and Solid Ground go up.


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Menoth 2: The Flame Bringers duke into the middle, Avatar goes up front and pops Gaze, pinging the two Gun Bunnies in front of Gorten. On the right the Reckoner stomps into the forest to get a shot in on a Bunny. Sevvy chills out in the back, feats on Gorten and arcs an Ashes to Ashes to kill the Red Eliminators. Sweet 6 inch control area ahoy.
The Sunburster also does a scatter to set three of the Bunnies, Gorten and the Objective on fire, an


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Merc 2: I'd placed the Kayazy to trigger Acosta's Righteous Vengeance, but the need to keep him in a safe spot meant it wasn't especially meaningful as he crawls around the Driller.
This is just a wait it out turn, fully expected when my solos have higher or equal Fury/Focus stats to my Warcaster (Wrongeye did not seize this clear opportunity to take charge alas).
Centre wise the jacks just hover around, Bunnies kill a Flame Bringer. Drillers hover just shy of the Avatar's threat range.
On the left Acosta charges in and kills Nicia, Green Kayazy move to positions to slow up the cav going into the Pigs as Rorsh misses his shots on a Daughter.
Right side Snapjaw goes over the wall, Submerges in a spot where the Reckoner can't charge in through the forest. Wrongeye hangs out behind the wall.


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Menoth 3: Flame Bringers kill Acosta and an Eliminator. Sadness, I'd really hoped for that first attack to miss to Dodge out and get a pointless Vengeance Trigger this time.
Kicky Monks get up in front of my face, stay in stance of doom. God I hate those guys. I'd almost watch the Green Lantern movie again to get their FA reduced.
Castigator with Vision goes up and kills a Gun Bunny, hurts the other one. Avatar walks up behind him, Reckoner does another Pot Shot. Avatar gets Enlivened.


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Merc 3: Feeling good, the Menites didn't do much work and now my Control area is back. In an ideal world I hold the feat, but the heavies are up in my grill.
Regretting the drop of Strength of Granite last round now, but oh well. Upkeep Strength of Granite, fully load both Drillers.
Begin on the right, as the Reckoner is about to get feat moved so Snapjaw goes in first for some free maulage. Charges, buys a bunch of attacks, leaves him with just the melee arm. I don't Submerge or by a last attack as I spaz out with Wrongeye, who goes to the right flag and Submerges/Star Crosses.
Gorten then walk up onto the hill, feat pushes the Kicky Monks, half the Flame Bringers and all the Heavies to the left side of the board, ordering it such that the Avatar and Castigator can get Drilled.
Bunnies/Tinker shield Gorten.
One Driller goes into the Castigator, pops Vision and does a bunch of damage. Brine then goes in, throws Castigator at the Avatar to stop Enlivening shenanigans.
Remaining Driller goes into both jacks, pops the Castigator and flails at the Avatar, removing only armour boxes to my disappointment.
Kicky Monks die to the last Kayazy and a Spray Bunny.

I go to 1 CP.


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Menoth 4:Flame Bringers smell the Bacon, they roll pretty badly on damage though and Brine lives with all aspects running on half a dozen boxes after a crit Grievous Wounds.
Blessing and Avatar destroy the forward Driller. Ashes to Ashes kills the Tinker and dings Bunnies.
Reckoner took a pot shot rather than moving to contest, so I go to a second control point.


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Merc 4: Brine doesn't frenzy, so things are looking good. the right score up plan is working out, but Brine being functional against the odds means I can really push the attrition advantage.
On the right, Snapjaw tramples to the Reckoner and one shots it, Submerges. Wrongeye sticks it out on the flag.
The Bunnies move around the centre, they are so damaged by pot shots and fire that they don't achieve anything.
Aiyanna Harms Blessing of Vengeance, various Handcannons shoot it and do chip damage.
Ragman walks up and Deathfields, letting the remaining Driller charge up and finish the Avatar and Blessing of Vengeance.
Brine boosts all his initials to hit, kills three of the Flame Bringers.
Gorten hides behind my Objective.

I go to 3 CP.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8Y3-Ex0LxSVfRJkF2ti7XW0ZZDRQcLv34RPD7Wk2sYAIKEeqK0HPAS9R_uXjYZ8dIFwDYFudbJh0_6SKw6UXSCYYXzmeRN_ghZ0FVdy3T7z1NFodpfRIk5b-hQ0nJZxE0jyGT6LYLumUs/s1600/019+%2528800x450%2529.jpg [/img]
Menoth 5: Choir run to contest the right flag, Flamebringers kill Brine and engage bits.
Sunburster does a random shot.
Severius sighs and advances up, does some pew pews and flops over, belly exposed in front of a giant Gator.

I eat a choir, run something to the left and score it out.


Sevvy needs to leverage that feat turn, but is constrained to pop it early in the matchup. I think of him as a good Gorten answer in Menoth, but I'm relatively convinced at this point that it is still hard going if patience is applied and scenario is played around. Ashes to Ashes is the worst, how dare the game have answers for my stuff. Rabble rabble.


Feel like I have the dumb. I've stressed in my post errata Gorten thoughts around the place that the wall is where it's at, but I never hit a point where it felt like the right call, I specifically dropped Strength of Granite anticipating putting it down and just....nada....


It's weird to say, but I'm no longer sure about the Drillers. The Croc/Pig/Damage Buff stuff all feels fine, but do I need two slow albeit cheap beaters? Assassin stock also went up with friendly Slams gone, but I now dislike having models super dependent on being in Gorten's non-thrown control area to not trivially die. Plus it'd make Strength of Granite a dead spell, which is what Eruption and Molten Metal nicely fill as is.











Game 118: Old Witch1 vs Severius1 (50 Pointer)

A pair of ye old day of Boxing matches into Has Dams.

First off is ye old 50 pointer, I threw down my needs-to-be-altered Baba Yaganess.

Old Witch1 w/Scrapjack - Behemoth, Destroyer, Gun Carriage, Drakhun
Objective: Bunker

Awful list. Well, it's mostly OK, the Destroyer is only there because I made this the day after the Errata and he slotted in nicely, should really be some contesting or jamming bits or something. 50 Points lists are hard.


It's that old Protectorate dude in his slightly younger guise:
Severius1 - Blessing of Vengeance, Castigator, Reckoner, 2x Kicky Monks, 2x Wracks, Flame Bringers, Choir, Sunburster, Vassal Mechanik
Objective: Bunker


It's Entrenched, one side is a little bereft of terrain around the deployment, though gets the joy of a zone with offensive forest placement, the other gets a nice hill and cloud arrangement. Some walls and Trenchers are on one side, though they aren't super important.


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Khador 1: The Menite cultists took the side with protective central terrain, leaving glorious homeland with going firstness.
My unpack basically features my flanks redeploying, as the Gun Carriage goes to the right to throw rough terrain in front of Menoth Jacks, the Drakhun goes left to harass the Flame Bringers. Jacks go central cause mission make glorious not Russian stompy robots quicker has been torpedoed severely (Mad Dogs are unknown. Dead experiment. Walk away Citizen.).
Spell wise, the Murder of Croes goes next to the carriage, in prep for Old Witch to prowl and possibly score in the future, Scrappy gets Avatar of Slaughter in case the Flame Bringers give me an option to kill them and the Drakhun gets Iron Flesh (Bit sad to have the solo as the highest armour in the list, oh well).


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Menoth 1: The Flame Bringers get Defenders Ward, which has yet to not be immensely irritating.
The Kicky Monks, the other Menite head ache, go into lame stance of jerkness and move up, one in the centre, the other toward the Khador zone.
The Reckoner moves onto the hill up the back, the Castigator and Blessing hiverin and next to the cloud on the right side. Vassal Mechanik is behind the Castigator.
Reckoner gets Vision, all the jacks get Passaged.


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Khador 2: Plan is simple enough, Jacks will shoot down Daughter Cav, Drakhun will go to draw out the Reckoner, Carriage will throw down rough terrain.
Destroyer moves up and flubs it, as he hits a Daughter cav but doesn't kill, should have given over another focus. Behemoth says he's got this you loser non-character smuck and blows up two Flame Bringers.
Drakhun charges into the Menite zone, kills a third Flame Bringer and reposition to the nearest corner.
Old Witch and Scrapjack hide out in the Murder of Croes, she feats and I camp four, worried about an Immolation assassination run or even an Ashes to Ashes iteration.
Carriage could shoot at either the right most kicky monk or the Vassal Mechanik (I target the Vassal either way, it just depends on where I want to randomly scatter from to throw down the rough terrain).
I opt to try to kill the Vassal, don't have a means to hit boost so instead just wing him a bit then reposition backward, though at least the Castigator is mired in the craters.
End of my turn the cloud also goes away.


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Menoth 2: Defenders Ward drops, Vision stays.
The Sunburster tries a shot at the Drakhun, manages a mighty damage point. The Reckoner doesn't charge in, opting instead for a gun shot that does a mighty pair of boxes. A Daughter then tries to charge and vaporises to Old Witches feat, the other unit member then runs way into the left back of the field. The left Kicky Monk then tries to move up to a position annoying to my jacks, again gets torched by the feat and fails his tough roll. Unexpected success.
The other jacks shuffle around, Severius opts to hang way back. I thought he might move up to feat on Old Witch and shrink her feat aura, but feared my threat ranges enough to not go for it. Plan foiled.


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Khador 3: Clock feels tight in these games, plan is to push the scenario element while keeping Old Witch safe.
The Drakhun goes first, goes over and zots the objective then goes next to the wall.
Old Witch hides behind her Murder of Crows cloud, gives Weald Secrets to Behemoth, this lets Behemoth try a not terrible shot on the Daughter, though sadly he misses. I then do the second shot into the Sunburster, also miss, but get a lucky scatter that still flattens the unit.
The Destroyer moves up in front of Behemoth, intent being to block the Reckoner charge. He really needed to run, but I got Greedy and did an ineffectual shot on Blessing of Vengeance.
Gun Carriage moves up, shoots Blessing, killing the Mechanik but not doing a great deal of damage before Repositioning backward.
I then had a hard time mulling out what to do with Scrapjack. I essentially had two overall plans in my mind, the first was to keep him alive in preparation for the Unseen Path offensive Dominate. I ended up going with the second option, which was charging Blessing of Vengeance. It did a little damage, the intent more was to absorb the Menoth jacks and focus into killing my stuff instead of going for an assassination which I feared.


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Menoth 3: Choir did Battle, then as hoped the Castigaotr went into scrapjack. Hit a couple times, which was enough to leave it on a single line of boxes, which thankfully had both Movement and Cortex.
Blessing then tried a couple stabs, Def 14 proved to much as he missed everytime. Sevvy then got in the action, trying a boosted Immolate that also missed.
All that went above and beyond the plan, things then went wrong as the Reckoner charges Behemoth and perfectly knocks off both arms. Balls.
The last Flame Bringer then runs up and neighs at Old Witch. Double Nuts. Or a healthy amount if you like.


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Khador 4: In glorious hindsight, had Sevvy feated on me I'd have been screwed. Apparition doesn't pop till after allocation, so I don't think I could fuel any of the jacks.
In any event, the surprise survival of Scrapjack means I can easily get Old Witch into Sevvy who in his desperate plight to try to stop this shenanigan went down to 1 focus, so its all assassination time.
Had this not been available with Scrapjack expected demise, I would have loaded up the Destroyer and given one to Behemoth to trash the Reckoner, use the Drakhun as well if needed. Have Old Witch kill the Flame Bringer, Carriage to keep throwing rough terrain on the remaining pair of Jacks.

Destroyer and Gun Carriage shoot at Sevvy, knock off his camp and do a couple points.
Scrapjack moves up a little to stab Sevvy, triggers Blessing of Vengeances Defensive Strike. If he hits this the plan is scuppered and I'm in an awful place.

I luck out and he misses. Scrapjack then lands a hit and knocks off a good chunk of health. Old Witch then moves up, Unseen Paths to Sevvy, Avatar of Slaughter's herself, hits the first initial and kills him.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4G-Mc2zUcNQTM6AN1Eqb5Qz2VEe8whUUk_IJFA1qrWhhuOQ3H6D7kwQnszXJBLluK597YZdmwS55W7LgSWeZkplVlST6oDm8bNtlqgQdg0klLvMsRnBHD7m1WmJHAuD7ZcotZNp2NK0Ug/s1600/009+%2528800x450%2529.jpg [/img]
Me on the left.

Surprised how well that panned out for me, though I definitely had an edge of knowing Sevvy1 versus Old Witch not being a known quantity. Her feat is.....an insult to compare it to a steaming pile, just not a lot of uses in the current Meta. Fun Carriage gold when pathfinder isn't around.









Game 117 - Gorten1 vs Maddox1

Last pre-Christmas game that I've indulged in sweet Slothness for writing time.

In amidst some training games there was a request for a tournament list. Alright then, need to see how Gorten is playing anyway.

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

Into Maddox, with a big battlegroup of Heavies, some long Gunners, Gun Mages and a Junior with a pair of Chargers.

Sweet Outflank, I won the roll and took first. To my surprise I get the side that doesn't have the horrible blob of water in front of the deployment zone.


Won't go in depth, don't trust my memories that much. I pushed everything up, use feat to clear out the left zone killing all the Gun Mages and Junior, the Cygnarites can't really get meaningful contesting going so Gorten just camps out and clocks up points to a scenario win.

List still feels okay, I'm struggling in planning stages as I contemplate power attacking my own stuff a lot, even outside of Gorten chucking.  In theory the Drillers get some better positioning now as they aren't reliant on being in position to throw, wasn't a super relevant part of the game here.

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Monday, December 19, 2016

Game 116 - Thexus1 vs Elara2

Random pickup game into not-Rahn Retribution, so lets give the Cephalyx a spin.

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

Into the seeing-if-this-list-works patrol:
Elara2 - Imperatus, Banshee, some other Heavy jack, Invictors + UA, 3x Arcanist, Narn, 2x Mage Hunter Assassin, Soulless Solo
Objective: Effigy of Valor

It's Entrenched, which one side getting a trench and hill, a central cloud, pair of forests on the other side plus a wall, alongside some other terrain that isn't super relevant.

I lose the roll, to my surprise get given first, Ret being keen for the wall, which seemed a bit to far back for relevance. Oh well.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhYb3X12PWfjPsnkTd7kIQuGqDfE3zMbntiw8HXts0e0gs2Q9StIZCuXPlIFj2xr0RPGD6tqm1Ica9DCeg2qTEC4xsGKsQkjfIkziXCssFP8o9nj6N2r1uPEnQ5GWcTg0xpctoEmEvf4Si/s1600/001+%2528800x450%2529.jpg [/img]
Merc 1: It's a line of dudes that run forward. I put up Deflection, with the Invictors it feels like it'll be super relevant. Going first with some opposing guns, I allocate out the rest of the focus and don't bother with the stabbing and healing gimmick.

I've got two Wardens on the far left as they are the most independent Monstrosity, pair of Wreckers beside them, Subduer central, Wrecker and Warden on the right.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMR-c5NsfeI_VkBkkCYA66TaEm3HfYisy6zjaUlrefOjN_X9tcwjpjvHDRV8YuXFYsRq3P1crH7LHYq12izwx1EoliizPRL1EyOI8He_jI5JzALF9lHDd8-vaMv-kTt0NPvEg9YMZ5tJFE/s1600/002+%2528800x450%2529.jpg [/img]
Ret 1: Everything moves forward without to much weird redeployness.
Invictors and one Mage Hunter Assassin are on the left with Imperatus on their side of problematic forest. Behind and just to the right of the forest and the other jacks, Elara and a bunch of solos. Lannysa and Narn are in that forest.
The sole model on the right side, who shelters somewhat behind the right most forest is the second Mage Hunter Assassin.

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Merc 2: The cloud dissipates like optimism in the face of US Presidential Election Main Party Nominees.
I decide to just go with the first turn advantage. Our lists threat to comparable distances, though both are reliant on some specific tech (TK's + feat vs Lannyssa + Feat/Boundless Charge spell).
Basically, if I threaten the Ret zone Elara won't go in to score, I'm further up the board so can start the scenario grind first on the top of 3.
My stuff all shuffles around, spreading out a bit and staying a touch over 16 from Imperatus.
Thexus hangs out on the hill.


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Ret 2: The two heavies on the right slip forward, one knocks down the Subduer with his gun.
The Subduer was buddied up with a Wrecker, they are on the receiving end of Hunters Mark off Lannysa and the Ret solos get Boundless charged and suicide forward. Both Monstrosities get heavily damaged, but keep their Brain systems active,so that works excellently for me.
On the left, the Invictors move in a scramble, do a couple CRA's that causes a Warden to Hyper Aggresive forward. An Invictor then caps one of his buddies, which gives Imperatus a charge angle after he gets buffed up by the Arcanists. He ends up next to the Ret Objective and easily butchers said Warden.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNwouc5HRa1lFR9Ld_XNeKQWuIpe43N0IlR-PozEcJZxDQB9kNoROv2Uz6DR6xvo07PMMQeYpPWNlcExAEB_Rkj_jhiAY0laAxzbYFGyTd1ZDg-W1cYwTyojgtqV1fXyFgbCmDWkVO357I/s1600/006+%2528800x450%2529.jpg [/img]
Merc 3: Plan is to bin two of the heavies, the only real question was if I tried to get greedy and drag in the third heavy. Reasoning I'd be ahead of trade even if I don't, I opt out of that plan.
Red Eliminators fuel up a Wrecker, Thexus then feats on the opposing Battlegroup and falls back toward the right, casts some sweet Surgery.
Agitators go up and Instigate, Green Eliminators kill Narn and one Mage Hunter Assassin.
it takes the left and centre Wrecker, but Imperatus drops. The left most Warden goes in and kills the Ret objective.
On the right I screw things up somewhat, as I need to keep a Mosntrosity near Thexus in case of errant gun shots. This means the Subduer has to be the one to kill the last Mage Hunter Assassin, so the Wrecker goes in on the right most Ret jack with no backup, rolls not great on damage leaving it with a cortex box and it's right arm intact.
The right side Warden then sits in front of Thexus.


I go to 1 CP.



[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAsDifWxwIHL-ikj_vLLPvu_X9usoT3UCGr-1jSeW-fNiZ_VSnjtx0DWfoZq-6Ig0nKvqdIgjShA6azvzGNNW9lFVI19gUSya-7A-pJ2tI8GpeuJabRWuhfktQxDSiCZ9ntMpEAoT6DQoT/s1600/007+%2528800x450%2529.jpg [/img]
Ret 3: The....Sphinx? Macticore? Heavy Arc Node guy. I can't tell Ret jacks apart. Actually, I think it's a Banshee. Whatever.
Said jack gets Arcanist buffed, charges up and obliterates the Subduer. Elara then arcs a pair of Convections at Thexus, putting him on seven health. Lannysa can't get in range for her own magic pew pew and the angry elves concede.



[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkcKnnIS1uESVkQDFDaBXs0kbLteTWYL16H-HsGcAoUx7750GkmycXm2BospbMQTiFKtkeILCy5R6PsgZN_vOWLiN3mRbEpOF2BJWlfhcoM_Pmxp9FwluFS8u_EiDtMxXTFTMEGTwJ8Fqr/s1600/009+%2528800x450%2529.jpg [/img]
Me on the right.


Fair enough to concede, I hadn't really clicked how far ahead I was, didn't even expect the assassination attempt. The Invictors can kill the damaged Monstrosity at mode, then get mauled, my right side Monstrosities will kill the Ret heavies then it's just a matter of Thexus hiding behind the Obstruction.


Think I've got to drop Thexus from me pairing anyway. Gorten is life, and Thexus is more a list I enjoy than a proper second list, much as I've theory machined for a long time without coming to a satisfactory other caster.











Saturday, December 17, 2016

Monday, December 12, 2016

Game 115 - Gorten1 vs Ragnar1

The joy of 50 point games is it's easy to snake in a second game, so here we go.

Some disclaimers that totally aren't excuses for whatever I dribbled out: I was flagging at the beginning of the game and it's now a couple days past, so accuracy of detail may be remiscent of a Robin Thicke song.

Trolls with Ragnar1 and Horgle2. Eep. it'll be Horgle for sure, I'm playing a pair of casters with feats that do Pushes. Thexus is far more screwed, so stunty time it is:

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

I then get.......Ragadon? This was acknowledged as the wrong choice by Yakan halfway through the game, though it's still a game I have to play rather than a sweet Pit face roll.

Ragnar1 (Band of Heroes) - Mauler, Axer, Bouncer, Kriel Stone + UA, Warders, Champs, Longriders, Horthol, Fell Caller Hero, Champ Hero, Sorcerer solo dude


Scenario is Extraction, table is just the same as the last game, so one side has a forest of doooom and an awkward wall, centre line has a trench and a flanking hill, other side has a hill and a slop of water on one side.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1OiXvvyXMCVZ0o9s2jAlLdAp1X0DOsELliiwuheEBrqQQqDVPKVd5gDBptuX7fPIz5j3QaSGyUAwuPLrnGYQCUKSsKa-S3siJeQ7dJJQ06LwztonR6u7pgmGd6nZmVsWzTYYcpMitdgNs/s1600/011+%2528800x450%2529.jpg [/img]
Merc 1: I pick first to get up the board, this was silly. I correctly get lumped with the side with the god awful forest that shouldn't be used in tourney's but sometimes is.
Deployment and unpack is principally affected by said terrain, Gorten and jacks go right of centre to go around my objective, Croc/Acosta/Kayazy boat go on the far right, Piggies go far left.
The counter deploy is pretty much straight across, I was worried the Longriders would go for the left flag, but that didn't eventuate as they took the right side. Champions in the centre of the brick, Warders and Horthol on the left and beasts/Kriel up back.
I throw up Strength of Granite on the right Driller and Solid Ground on Gorten.


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Troll 1: Warders run to left flag, Champs stay Central, Longriders move up on the right on the Croc boat (raft?). Everything else moves up in a block behind the Champs, Ragnar right behind them. He pops feat.


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Merc 2: So I have a low odds half arsed assassin play here. Ragnar is camping one due to fuelling the stone, I could feat to make him visible and shoot him with the Bunnies and Acosta. Really wasn't giving the feat enough credit, it pans out as a sweet 0.62%. Without Ragnar's feat it's a 72.87%, so how's that for not accounting for stuff.
Thinking I had about a forty percentish, because math hard on the fly apparently, I decide to try it anyway and hammer out a quick attrition back up play, which is to kill as many Long Riders as possible, get a Driller in position to go into the champs next turn and get Eliminators far up enough to cap the stone unit in my turn after.

A couple of the Gun Bunnies hop out of the way, freeing up a lane for the non-buffed Driller to throw Gorten forward. I stupidly forgot to allocate an extra point, so could have missed the 5 and been super sad.
Solid Ground lets Gorten to an elegant pirouette for a landing, absorbing his action but letting him free to dance. I mean feat. I feat and push stuff to the left side of the board. I sadly don't get the furthest two Warders, so things sort of just chalk up. The Long Riders mostly bunch up aside from one who, per the plan, goes way left away from the unit. Gorten then walks back a bit.
Feat falls short of getting the Kriel stone unit, Mauler and Horthol. The real issue, however, is I didn't check Ragnar's drag line early enough, so he didn't slipped behind the Champs rather than being left in an open spot to be stabbed, so it was all attrition all the time now. Or at least set up for it.

On the right, Eliminators move to spots to threaten the stone, they should have done some anatomical stabs on Long Riders but I'm pretty sure I blanked on that.The remaining Gunner slams down the Long Rider that got separated from the pack, allowing an easy harm from Aiyanna. This then lets Snapjaw charge in and punch through Ragnar's feat to kill two Long Riders. Acosta then tries to mimic him, but a low charge damage roll means he only pops one.
Wrongeye goes behind his boat and pops Star Crossed. I don't bother submerging given the ranged attack ability of this Troll list (There's a Spray and Ragnar's spells. Sure.).

Centre wise sweet sod all happens, the Strength of Granite Driller runs up to threaten the middle of the table and is done.
Left wise a spray bunny moves up and does a light pat down, the Pigs take positions on the hill contesting the left flag, prepping for some sweet Soiue action. Ragman stays with them.


Turn done, happy for the most part. Probably a good thing that I screwed up the Ragnar move, would have been a waste of Acosta. Possibly there's a better iteration of the turn where I throw Gorten further up and get Brine into the Warders, though I'm not sure of that. Better to commit than enter the tank anyway.


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Troll 2: It's the Gorten feat turn, so the Trolls can't achieve to much.
Horthol and the Mauler stay chilling around the Troll objective, because sometimes Heavies get to be the reserve force. Eep.
Fell caller stands the knocked down stuff up, attempts a spray that gives Acosta a Dodge he doesn't need.
One Long Rider tries to kill Acosta, he hits back and causes a successful tough roll. The other Rider engages the forward pair of Bunnies.
The Champs and Warders can't move very far, so they group up in centre.
Fellcaller Hero tells those who toughed and didn't activate to kip up.
Bouncer moves up on the right edge of the brick, outside of star crossed where it gets attacks on the most forward Red Eliminator, binning her. Axer runs up to be next to the Bouncer.


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Merc 3: Attrition time, plan is to pop the stone with Kayazy and use my heavies to bin 3-4 of each unit with Bunnies doing ancillary work.

I start on the right, where things go pretty well. Acosta uses his Righteous Vengeance attack to kill off the Longrider, causing the one engaging the Bunnies to become the unit leader and stops his jam. The Kayazy go, the Green pair charge the Sorcerer solo, using Sidesteps to get into the stone, killing two members of the unit and with some nice luck pop the solo as a bonus. The Red Eliminator goes in, if she lands both attacks the stone unit is gone and it's a dream start. So naturally she misses the second attack.
I then try to finish the stone with the right Spray Bunny, sadly he toughs. I do get some sweet bonus damage on the Fellcaller Hero at least.
That's it for effective attacks I can make on the stone, but it's aura is at least quite reduced.

Snapjaw morphs into a Green Proxy base (Model on the right side of the board for facing clarification), goes over the right flag and eats the Axer, with a bonus couple attacks to lightly scratch the Bouncer, though Defence 12 stops me killing both lights as I expected to do. Wrongeye then goes out on the right where I don't think much can attack him and pops Star Crossed.

I then go over to the left, the intent is to use the various Guns to kill the left most centre Warder, creating a pocket where Brine can eat three Warders. Aiyanna Harms, Holt, Gun Bunnies and remaining Spray Bunny all have a go, various Shield Guards ping and sadly I fail to kill the desired Warder, though I do pop one on the top edge of the unit, which isn't helping Brine get the spot he wants to avoid freestrikes for a Souie move.

I hold off on Brine and flip to the Strength of Granite Driller. I want him to kill the Long Rider, the bottom most Warder and a couple Champs. This goes...poorly....Specifically, I choose my attacks poorly, as I allocate attacks without taking advantage of Sustained attack. I end up knocking down the Long Rider, killing a Warder and watched a Champ use the annoying tough>Steady>Retaliatory Strike junk, which was less than pleasant.

Brine goes in, eats a pair of Warders, Soiue'd back by Rorsh.

Gorten just chills in the back on onecamp, spare Driller runs up ready to avenge his bro's soon to be demise.

Not an ideal turn. The Stone and Acosta stuff was in line, then everything just wasn't quite as good as expected, it was also excessive in time taking 20 minutes to resolve the various interactions.




[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmz91fh3hgYp3A8TyV4E2KtgjZpi42tmucCB5dipXtv_Z0SCYXbYhAbv5MXApwRWrMr2XXFUMRqzvNRC7JPLng4zxvayWbgcMfysnL6maBg2-uabJ77C4wD1zumGS3_VFU1hijVHjqht0F/s1600/016+%2528800x450%2529.jpg [/img]
Troll 3: Right side, the Fellcaller stands the gits up, along with the Bouncer they go into Snapjaw. Star Crossed is magic here (Well, I guess it is by definition) and Snappy gets missed a lot by the Bouncer. He takes damage but keeps all aspects.


Centre wise, the Champs mob around the Strength of Granite Driller and proceed to do wither a massive spike or no damage, because getting to average results can happen by multiple means. The final attack sadly manages to bin the jack, it still had it's sweetest column too (Cortex and Right Arm).
This free up the Long Rider, who charges Gorten. The Mount misses, the melee attack lands a hit but I focus it down to very little (About 3 or so I think?).
Left wise, the remaining pair of Warders and Champ Hero charge Brine, easily bin the poor Piggy. The Champ hero also engages and dings up the left side Spray Bunny.


Up the back, The Mauler runs toward the left flag, Ragnar sits a couple inches in front of him, a few inches left of dead centre of the board. Horthol, who was chilling with the Mauler previously, walks across and kills two of the Kayazy, leaving a single surviving Green Eliminator.
At some point the stone also groggily stood up and shouted strength.




Merc 4: You thought it was bad? Now it gets suuuper bad, as I drop under 15 minutes this turn and no longer take pics.


The left flank is going somewhat miserably. The Mauler is coming up, so these Warders and Champ Hero need to die. Sadly I lack a good option for the Hero, because Steady stops the Bunnies headbutting. I got a bit stuck here, ultimately struggling to find a way to deal with the loser in a good way, so I basically end up ignoring him.
Rorsh shoots down the Warders, because he's a hero.
The Gunners and Ragman ping the Mauler, I roll outrageously well, taking out two Aspects. Sweetness.
On the right, the Eliminator kills the Kriel Stone, reducing the unit to just the UA. Acosta kills the Fellcaller Hero.


I've then got the damn Champs in the centre to deal with, Aiyanna Harms them. Gorten kills the Long Rider to free up the back Driller.
Between the Driller, Tinekr, Holt, Spray Bunny and Snapjaw I kill the Bouncer and three of the Champs, leaving two that are toughed on the ground, stopping the score. Sadness.
Wrongeye pops Star Crossed and goes to the right flag, though doesn't score due to the damn Champs.




Troll 4: On the right, the champs rise up and stumble across. Horthol charges in, killing off Snapjaw.
The Kriel Stone UA tries a stab on an Eliminator. It didn't work.


Left wise, Ragnar moves around, Digs in and heals the mauler's aspects. The Mauler goes in, eats the Spray Bunny on that side.
The Champion Hero, because he is the devil, moves over and engages both Gunners. Sadness.




Mercs 5: Alright, I'm pulling ahead in attrition and clock, just have to start scoring some points to finish this off. The left flag is safe, so I just have to clear the right and get something to kill the objective. Clock pressure makes me forget about killing the objective this turn, so wibble to you.


Acosta dismounts Horthol, I foolishly went to max melee range so then Wrongeye has to kill him, I luck out in doing it with a single Fury spend so get a last turn of Star Crossed.
The Driller goes into the champs. Loses a bunch of armour boxes as they obstinately tough and hit back. Woop woop.
I then try to kill them with the Spray Bunker, then with increasing desperation the Tinker. Fails all round.
The Eliminator was meant to kill the Stone UA to stop the contest next turn, that's no longer an option as she has to come in and kill the Champs. It's the sound of da police.
Gorten runs up this side as I swallow sadness.


Mercs finally go to 2.








[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwxK55ijY-Yzwk7ycqmXWOGW1vL3YcNC0Vikwh6l9T_Y8bPEmMwTcFqz4fyDp-5Rd4vXKFyLEriPnQswjHo2jOQvwxLFMx3e75_g5t7AjGpL6cMhhObKwNIiTX4wBC7vADz_mDV9lTtcxC/s1600/017+%2528800x450%2529.jpg [/img]
Troll 5: The Stone UA sure enough goes in and contests the right flag, Ragnar shockwaves Rorsh, putting him down to a couple boxes. The Champ Hero threshers on the Bunnies.
The Mauler picks up Ragman, throws him at Aiyanna and kills her.
Trolls clock out mid-throw.








[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAfglHkkyTlOSb_PY5svsHJftSAbLoqffRqyno5UaCydy8L50Kwp8DNasMq9zBi88m0gDe34KO13INWHrwvmJg6-LUuLIvCajwmkXAe_asxYKYcVR9gPqeQEesX0A3Sy81wVMGR0y3zsEm/s1600/018+%2528800x450%2529.jpg [/img]
Me on the right.


We play it out a bit after this, I end up camping Gorten on the right flag and getting to a scenario win with a minute and a half remaining.


That was long and exhausting. For me. Yacood is a long term Troll player and has built up appropriate stamina. My lack of wall use is weird and disconcerting. Gorten should have just hidden behind the objective mid game, Driller activations were done poorly, otherwise mostly happy with, even though the feat wasn't ideal.