Monday, January 30, 2017

Game 139: Gorten1 vs Rahn1

Scenario is Incursion. Nooooooooooooooo!!!!!
Got to put this scenario down to a player weakness. Or some manner of cure for Gorten mayhap? Then again, something has to make up for The Pit.

My cunning plan of "Dodge Circle" has failed in a pants on head style. Fortunately they weren't my pants and suffered no shame by their removal.

I wasn't in super dodge mode for Ret, though ultimately after Circle they were what I didn't want to run into.

Naturally, it's Dilsharn. Well, at least it'll definitely be fun.

It's Rahn and Issyria. Yada yada Thexus oink oink withered corpse stats meep meep Rahn rolling in mud. Gorten again, to, I'm sure, your absolute shock.

Gorten, Crocs, Pigs, Drillers, Bunnies, Support, Eliminators, Acosta
vs
Rahn1 (Forges of War) - Helios, Discordia, 2x Chimera, Sylyss, House Shyeel Artificer w/ Hydra, Battle Mittens, 2x House Shyeel Magister, 3x Arcanist

Table is pretty open centrally, it is defined far more by one side having a central forest that would be bad for me. Otherwise that forest side has a flank flag with a nearby wall, water near the centre one whilst the right flag has a forest on either side of it.
Other side has a hill that for some reason looks unappetizing.
I lose the roll I believe, Ret take first. it's the side without the evil forest for me.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJI5pAhsypBYImONlAEZu9BA-Ixa6n2oQXP3afl89nnhIft8c6UF54o7UmXqAj8hEvsmJtIL-BC50pZmLJ7Hp28crqrjXQudoZVITpO2V4hyphenhyphenZX5Z8t4NxdG3Au_IbtZj25PGtQBPwtiNLh/s1600/034+%2528800x450%2529.jpg [/img]
Ret 1: Ret runs up on their opening turn.

Around the left flag heads a Chimera and the Mittens. There's then a centre clump, with Hypnos on the left, Discordia, marshalled Hydra and the other Chimera on the right. behind that lot is a Magister, Artificer, Rahn, Sylyss and Arcanist. Toward the right flag is a magister with no friends.


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Merc 1: So, I avoided saying what my deployment was, principally because it was done in error.
I had a specific thought as soon as the pairing went out (Rahn vs Gorten turned out to be an accurate assumption) that I needed to Gorten safe by plonking him behind the Crocs to stop him getting TK'ed then dragged to death.


I completely dropped this thought when I deployed. Most of it is fine, the plan is to use feat to push for the centre and right flag while Pigs fight out on the left one with suicide contesting Kayazy. Where I've blindsided myself is that I plonked the Crocs centre and Gorten on the right, not an insurmountable error but it definitely caused some head slaps and, more importantly, slows the advance of a caster who's speed is already lacklustre at best.


Ergo, Pigs go out left jacks spread between the centre and the right flag, Crocs charge across at the right side magister, allowing Gorten to charge up behind them. Submerges happen, Gorten puts up Solid Ground. Another hampering aspect of the matchup was that I feared focus fire on Gorten, as his Line of Sight is never blocked, so wanted to camp multiple on him every turn which causes problems for Strength of Granite and Rockwalling. solid Ground against the Force Hammer caster also feels like a choice I didn't really get a say in until things don't matter on the table (i.e the spell drops when the game is essentially decided).


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgph6bgetVwr8TRWVQCk7Nk7aaj0_5OQ1PoDZCIUHNyeAYel2hSBbDtD7d1b3hiG0WuOF6ELNW3EFiVGJdzB1fQjtObvnKhBEGkMqgdbFjyDAvqqNhKMUQ5MfB8EWQ_Z7pwcSy6vdHXbu4w/s1600/036+%2528800x450%2529.jpg [/img]
Ret 2: The Elves have quite a conservative turn, nearly everything just walks back and does the Thriller dance. With Apparition and Whiplach, the right Chimera gets far enough forward to channel a Force hammer that knocks the far right spray bunny into the driller, then back up with it's actual movement.
Force Barrier/Disco's Imprint spring up. I believe I forgot to mention that Hypnos has Polarity Shield on it, and it was driving me nuts trying to work out how to deal with it.
*something* killed one of the Green Eliminators, but I have no idea what it was. probably Disco's spray plus a TK backward.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXAtNd3mfNgN80mehtjkGqo62yyKaf2VJs2tOprISPT_PvW7F6rr7FQ0Vq8eUmtLtXlztQV0S3RjK1mILGihha4LBe4GFzaK07hn5UVnP1UMNJYlrKv39dnPRMHSfTzrcqRs06LHCjduT4/s1600/037+%2528800x450%2529.jpg [/img]
Merc 2: Retribution reticence regarding rapacious re-location rears room regards scenario. Sod, ran out of R words.
Anyway, I can easily spawn a pair of control points off the flank flags, then try to push scenario, I expect Hypnos will go to contest the centre and right flag, allowing a Gorten feat to try to push it on the right. if Hypnos doesn't go that way then I have the chance of getting stuff up to threaten Hypnos under cover of feat speed restrictions. Hopefully anyway.

On the right, a Gunner runs tot eh flag. I wanted to use the Spray Bunny (Much less use in the matchup against loads of anti-gun armour, Gunner at least forces Shield Guard positions) but alas the Force barrier took out his Cortex. That Spray Bunny instead moves to the right, behind one of the forest copses'. Tinker runs to get in position to repair him next turn out of long term planning optimism.

Centre wise, Gorten tepidly advances behind the Crocs, looks like I kept back out of Hypnos charge range, which curtailed getting the feat threat up the board. The Drillers run in front, hopefully threatening something next turn with a drag. ragman/Aiyanna hang back, waiting to pop their anti-armour.

Around the left flag the remaining Green Eliminator runs to score, the Pigs go far left.

This leaves two Bunnies, some Eliminators and Acosta. I decide to sacrifice them to the scenario plan, hopefully buying time (plus, as always, sometime Acosta is magic). They jam around the Mittens and Hypnos. If Acosta is lucky he might live, the rest are most certainly dead, hopefully without Hypnos getting to move though (Mittens have little trouble killing Kayazy in my experience).

Mercs go to 2 CP.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqrCkX3KMCDvQBJooFHQVDo0dvMr6ql9U5eTSYpthXM1xxfIe32R3Hc13cVvv_tcsGqJXZfTqCyfl1R-MBnxbrsh00WJx2p8epHEcHg0vih84nzF0ZW18deDQ1hbfHYQBnFriGb_v7cXRa/s1600/038+%2528800x450%2529.jpg [/img]
Ret 3: Chimeras apparate a little bit.
The Mitten go, they pin in Acosta using magic bolts kill him and the Eliminators. Sadness.

Arcanists buff hypnos, Rahn TK's the forward Driller forward and around.
Hypnos smashes the Bunnies and Driller with punches, I get a sharp reminder that I haven't played this Colossal before as he Dual Attacks to shoot Gorten and push him directly back 3 inches. The revelation my caster was getting 1 inch movement a turn caused a mental internal replication of what I assume an Agonizers scream is like.
Disco chills at the back like a bro.
On the right the Chimera, friendless magister and marshalled Hydra go up to the right flag, kill the Gunner I've got on their.

Those disasters aside, I thought things where going awesomely. I was going to get a third point, then feat to conjure the winning scores in a round, Hypnos push be damned.
The last Ret activation was the left Chimera, who walks and contests the left flag. Dangit.

My contesting with the damaged Sprayer at least pays off, as the points go up to 2v1 to me.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEZk15sjoM5yrQsmw8NdpaLr7tYg6YslqN8qObO8YdopNWgNaGEwPAFipnBoMleEU4ESudx3NLgPNLG871VZuTSib4bBsW-TyA29lPGUQCTNdq2FEM-4WnJkmS-VRe0hvH3Tpn2p57mQpU/s1600/039+%2528800x450%2529.jpg [/img]
Merc 3: Alright, the plan is having trouble, I'd not accounted for the Driller loss in my attrition arithmetic. Had he been a little further back he might have been safe, but ultimately I need to threaten the flags, as Rahn ain't giving me a feat drag line anytime soon.

Alright, Hypnos isn't in on the left side and Gorten isn't in meaningfull feat range, so we'll score one and limp the dwarf back.

Left wise, Brine goes in and pops the Chimera and a pair of the Mittens, the Green Eliminator hangs on the flag for the score.

Aiyana/Holt Stealth, Snapjaw runs up to Hypnos and contests the centre flag.

Gorten runs up and across, intending to feat clear the right flag in the future, tries to hide between Wrongeye and the Driller.

Around the actual right flag the Tinker repairs the Bunny, who kills the Magister.


I go to 3 and resent the turn. Positive Charge was mucking me up to much, Aiyanna should have harmed Hypno, then the Croc and Driller should have trampled in and bought attacks to at least damage the git, assuming they were in range.

Really feeling the effects of the inexperience. Should have had a Bunny behind behind Gorten from the Get go to stop the 3 inch push back.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZuN5mv4heE0ftqeu7vuAz1dri6iZSc7TtGsHoil04KdbIAbbctEzaU7_xoiQayQOPDGhKRnRNkwlWcV6T8ho1MMwRIIG0UDWoiLdwTqy1pvRBP_qucjuBC5wTtmuOq3Mwxvh4Vln29Opu/s1600/040+%2528800x450%2529.jpg [/img]
Ret 4:  Hypnos kills Brine and Snapjaw, contests the left zone, shoots Gorten and pushes him away. The Mittens run behind the Colossal in the backfield.
Discordia goes to the centre flag and Imprints away.
Rahn and support bros hang out in the backfield.
On the far right the Artificer, Chimera and Hydra hang around the right flag, kill the SPray Bunny on the way.

Scores end at 3 all.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgc3FnFfb2LAXFaM-n9mASLpF4czxe7z4GttlZ8rClH660xrJp2a8UiF047VlXX-vghtyvbEXp3bYjrm-zHMqmbr9M08lfkvdezaufd6iiivdm2deNymvOV-JYYELdYRLCQXPTsXutjAFIb/s1600/041+%2528800x450%2529.jpg [/img]
Merc 4: Hypnos isn't going anywhere, need to push for the right flag and Prey and I can somehow wing a 5th point from here.
Ninja Pig hides behind the wall and contests the left flag.

Centre flag, Holt contests at a distance, Wrongeye charges Discordia, swings and does some reasonable damage that I wasn't expecting.
Driller then runs up to a spot, Gorten goes behind him, shoots down teh Artificer and pushes the Chimera and Hydra to the right board edge and put Discordia into the water, my hope being that the Driller would live and get to pop an opposing heavy. Also ping Hypnos with feat.

Tinker goes to the right flag and scores.

Gets up to 4 v 3.


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Ret 5: Hypnos kills Holt, stays contesting the left/right flag and pushes Wrongeye away.

Rahn and Mittens stay safe and conservative, not giving me any cheap assassination angles.
Discordia gets TK'ed to deal with his lack of Pathfinder, then stabs the last Driller and messes it up pretty hard.

On the right the Chimera and Hydra contest the flag.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf7iEcpyYnhiAG0MnX0aW8q6uN1iS-769Ea6tD0yXw7Vd5NkXQVb4PFVe7aa9HQuqQDaLZtzyjNjlUuDrtE7uNIaEz9M-F9PoLnyOImASk2_IGjG4IveqzNYJpKV7Br0cbX0sw7oP-6-ow/s1600/043+%2528800x450%2529.jpg [/img]
Merc 5:  My only forlorn hope is to try to somehow get a point on the right flag.
Brine goes behind the wall and contests the left flag safely.
Aiyanna contests the centre flag and stealths randomly.
Wrongeye charges up and eats a Magister, more an army points kill gathering exercise. Plus Whip Snap thingy is aggravating.
The Driller shuffles a little, manages to kill off Disco, Tinker tinks.
Gorten runs to be next to the forest and we hope for miracles.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJNIlR4YqBWfsM_F_bOUEqxc2gkvlVhOeVBbUereJAYKkqPRwM5d0Sg-lT0szse3qWkJpNRHPzjqi2qLhbRfqe2oEO_ShBMIy5NbLvwUwgBxKVzPnrLo4_XiHBPzr_Ab2d9RYRXeJkI7IL/s1600/044+%2528800x450%2529.jpg [/img]
Ret 6: Ret only needs to points to win, so Hypnos goes to the centre flag and kills Wrongeye/Aiyanna. Hydra goes to the right flag, Chimera arcs a Force Hammer to get rid of the contesting Tinker and that's game.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitZ3N1PVPrOhe_ADn2_B0xyUUC18IJqGWsLPWRG4yUyGFukTbiXvupFYkAd1VTc-ZSM6EoLva7XGu_kMiy3rDv2MjT0DtyjmoscDwUw7BZOO697elSeAOQTWT2X9q7Hq2cS4uCSmTdWY1_/s1600/045+%2528800x450%2529.jpg [/img]
Me on the left, clock win was also a stretch alas.


Well, Hypnos is interesting. Need more practice. Did not Git Gud. One more round, maybe a win gets me top four if I'm very lucky?












Sunday, January 29, 2017

Game 138: Gorten1 vs Una2

Two rounds in, three to go, pretty sure I just drained all my fate points.

Round 3 of Cancon Masters, sure enough Bender's Arse plate has dropped off as the Circle Dodge plan eats itself out of existence.

Pairing is Una2 and something there to fulfill the two list requirement of the tournament.

Griffons into a caster with the defensive stats 14/14/15? How about no. I think Gorten can maybe Una at this point? Rockwall stops me dying, got at least a couple spray bunnies. I regret the lack of local Circle players to practice into.

Gorten, Drillers, Gunners, Sprayers, Pigs, Crocs, Eliminators, Acosta, support chumps
vs
Una2 - 5x Scarsfell, Rotterhorn, 2x Wolwyrd, Ghetorix, Gorax, Blackclad, Shifting Stones, 2x Sentry Stones, whatever that attachment that gives herding/free upkeep

Scenario is Two Fronts (One day we'll forget it was called Close Quarters)
Something that is on my side is the terrain. The guts is incredibly open aside from a minute cork hill, both sides get a double trench. These things don't matter.
What it does have is that both sides have a pair of walls, a weird curved one near each flag and a standard one toward the other corner.
Middling useful terrain is a hill on the left flank and a forest on the right.

I win the roll, given the terrain mirroring and the slow scenario, plus sodding birds, I pick first.


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Merc 1: Woah. That is an ugly table cloth. I remember it not being appetizing, but the photo definitely adds to the puke-consisting-of-snot complexion.

Gorten/Jacks hang on the left to threaten the defensive score, Crocs in the centre to go where needed. Pigs go super right flank to hopefully threaten the opposing flag in the distant rounds after Una's feat.

Across from me is a ye old line of Sentry Stones plus twiggy plebs, then a line of Beasts. One of the left group is the Rotterhorn, the Green Pureblood isn't in the list and gets removed shortly, Una central, Ghetorix slightly to the right, Gorax is the cool kid at the back of the class.

Pigs up on the right, prepping to stab the clock.

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Circle 1: Manikins spread out front as you do, then it's a line of Griffons, then Una/Blackclad/Ghetorix.
Gheto gets Mirage, I think Hand of Fate doesn't happen?


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Merc 2: I measured the Griffons feat turn run and engage. Was super sad.
One of the Sentry Stones forgot to pop a forest, so at the very least I'll try to kill that damn thing.
Otherwise plan is to put in a griffon restraining order and keep the things I need alive for my next turn.

Gunner moves up, one shots the Sentry Stone. Sweet. Other Gunner moves up and tries to pop a Shifting stone. Fails hard.
Definition of consistency right there.

Gorten walks as close as he can to the curved wall, gets enough to stop the front landing zone. I then put a wall behind him and put some jacks to stop the Griffons getting in on Gorten, my thinking being that if Griffons surround Gorten it dictates to much what board edge I have to push.

I run the Red Eliminators and Acosta, the Kayazy jam on the left most Griffon, Acosta gets just within Vengeance trigger range on the left, sadly can't do that and be on the hill.
Tinker, Spray Bunny and Aiyanna/Holt hang so far back they are embarrassed, pretty impressive for inanimate dollies.

Ragman/Crocs hang in the trench, Submerge out of habit. Need Ragman further forest to try to put down Death Field, makes the POW 10 Sprays a lot better.

On the right, I run the Green Eliminators behind the wall. I expect they'll die to Mannikin sprays, should they live though they'll hopefully be able to get in and pop them, at least slow down the other Sentry wrecking my day.
The Pigs again move up but stay super flanky, Rorsh goes behind the forest, think he'd either draw three Griffons away or he could do a smoke pop escapish deal.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_4LO1grhMvj87RotgR4GkiXzPx0XotObgR3jMy482Wyt8ThSuyfAvyok4J1FU_EtGi1AFMiZF4PJ8ckoeF32taF14Inw_fYQLaSVlaip8pKZi2_kUw3-5aOQtMuUutLaCLjvP19O7EQ1p/s1600/028+%2528800x450%2529.jpg [/img]
Circle 2: So....that Griffon the Red Eliminators jammed? Rotterhorn. SMRT to me.
Rotterhorn squaks, kills one Eliminator, puts the other on a box.
Una walk to the centre of the double trench, pops feat, tries a shot on Acosta that misses. Already have Vengeance triggered, so he pops up on the hill.
A Griffon then goes in on Acosta, misses his boosted charge so he Dodges up the board to be behind the top left wall. Another Griffon runs up to him and blocks.

Centre wise the Wold Wyrds advance and pew pew down the left Gunner.
The Gobbers then move between the Wolds and pop down their big cloud, Ghetorix and Gorax stay behind it. Shifting stones jiggle around, one goes in front of Una which stops any chance of dragging her in.

Around Gorten, Three Griffons run up and get in the way.

On the Circle Defensive flag, the Sentry Stone drains itself boosting Sprays which kills one of the Green Eliminators and damages the other Kayazy.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6RLYueZ6HkHcwBkB3geDX331Z0WkiA-7Hx85DZN_0uH1j-tBZ0SHIhDp19ugKbjR1iWJbeua6II6bxln0n613QiOccRkaKGzaE-Hs95mLWo1MnhV2YBLLmCDbsCKA1n1YFItWpm8UQQJk/s1600/029+%2528800x450%2529.jpg [/img]
Merc 3: My win condition was established in the last turn. I've got an easy feat choice and attrition/assassination plays, more than that though is that the last turn involved some good tank time for Circle, enough that clock is easily my strongest play. My activations only need to be reasonable and timely rather than great (I want to say it was about 45 minutes vs 25).

The remaining Gunner had gotten somewhat mauled to Griffon attacks, more to the point it was in the way of where I wanted to drag, so it moved out and died to freestrikes.
Gorten then walks around the Griffon in front of him to end up on the left of my flag, in front of the terrain wall, does a gun shot to finish off the injured Shifting Stone in front of Una.
He puts down a new Rockwall in front of him and feat pushes everything on the left eight inches to the right, though I don't get Una/Ghetto who are in the trench.
The three Griffons who were around Gorten get bunched up in a line near the spray bunnies, chocking up on the Green Eliminator that I moved into the relevant position.
The two Griffons on Acosta end up next to the Gobber cloud, the Wolds and other stuff end up next to the Circle flag.

I then attack the triple Griffin line, Ragman moves up and Deathfield, spreading Dark Shroud through the choke point Eliminator.
Both Spray Bunnie then move up and hit them, maul the hell out of them though I fell short on killing any. All were missing one or two aspects. The last Bunny also kills the Eliminator, was worth it.
Wrongeye Submerges and camps three, as I suspect he's going to get Griffoned. Snapjaw runs forward, as he'll likely be needed to clear out stuff contesting my flag next turn.

On the right, Aiyanna Stealths, Holt kills a pair of Mannikins.
Little Pig drops all his Fury and smoke, he goes to behind the forest. brine goes in, eats a manikin, then fluff enough attack rolls that I have to max his fury to kill a Wold Wyrd.

On the very top left, I have my lazy assassination attempt. Una is camping one. The last Red Eliminator walks into the back arc, does a pair of stabs, does five points I think.
Acosta charges her, hits, does 10 points that gets transferred to Ghetorix. Second stab hits, does seven or eight, whatever it is she goes to 1 box.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi11ICEjixhytFievpu63TQz46RbzUkNnZcZOghZh_V5b9AI8bmjpubtjdWTT_mXp3xZ58MV5XQdo2fYPXXOjAmA8uud63ZDGnXhl461T4BDTmUh9vKUTu4v9CA88gAC92UaAdGi0y0jeCn/s1600/030+%2528800x450%2529.jpg [/img]
Circle 3: The Gorax moves up behind Una, in the back of the Red Eliminator, gets the kill.
A pair of Griffins walk back, with Flank and backstrike the second puts down Acosta.
Blackclad hunters marks the Driller behind the wall, Ghetorix then charges him, maxes Fury to kill it.
Three Griffons in front of my trench go, one engages Ragman (No Spirit/Mind, so can't hit him) the other two, also missing aspects, go into Wrongeye, draws off a couple fury on transfers and leaves him with a scratch.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNUdHvWSm1ZFpZl0l2Hfm-AA_PisvcgD-tDzyJUGrmvO_aIbA2jTlHPtAeEIWZaLzMnN1GRvT6lyQw6KO3tH-D6tFs0zP3J5GA5mc9z2OdpW1xXK3PKQDlK6h5TG_YAdNHPwvgNOeXSh3-/s1600/031+%2528800x450%2529.jpg [/img]
Merc 4: Brine doesn't frenzy, so that's a bonus. Clock game still strong, plan is to be a coward with Gorten and kill some more stuff.

Gorten just runs backward.

In front of the trench, Ragman Death Fields again, the Spray Bunnies kill all the Griffons down there.
Wrongeye then moves up.

Snapjaw charges Ghetorix, loads up on Fury but sadly falls just shy of killing him. I'd been hoping to get the Driller backward to kill the Griffons that come in on Croc stuff, but it's not to be, so he goes in and easily finishes off Ghetto.

Rorsh gets into the forest, shoots down the Mannikin that spawned.
Brine goes into the next Wold Wyrd, kills it.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdMfl5Tg6TRb0Vl99n24w-g2Hl78-3kUL9hN-RxUDd5mYZIU_y1Z4NLzTHf8o0yXrCkQmfS0yNGuHwnP6TLvjPCMMGKl91KRnl2vwIJjvw9wM_wk08lC2S-nj7whbp7-VxvN-V84W_jwki/s1600/032+%2528800x450%2529.jpg [/img]
Circle 4: Griffons come in, they kill the Driller next to Snapjaw, Circle clocks.


I had 20 minutes remaining, so that worked out. Wrongeye/Ragman/Spray Bunnies probably finish off the remaining Griffons, Gorten can walk to the right and extremely safe as the Pigs take over the Circle flag, so overall very content with my position.

This terrain, scenario and going first felt like a perfect combo for my list into Una, not confident I can replicate a win into rematches. we'll get one other chance this weekend, so that'll come up eventually.

In any event, 3 up! Can only go downhill from here!














Saturday, January 28, 2017

Game 137: Gorten1 vs High Reclaimer1

Round 2, return of Demmar, who squished me in a looooong game at MOAB. What could go wrong?

It's The Pit, with the opposing options being High Reclaimer and a theoretical Harbinger.
The image of a single Venger jousting Thexus vegetable body is enough in my brain, don't need to see Reclaimer do that on the table, so naturally the Dwarf it was. Sure enough High Reclaimer drops.

High Reclaimer1 - Templar, Scourge of Heresy, Vengers, Idrians + UA, Knights Exemplar + UA, Choir, Vassal of Menoth, Cleansers, the Book thing

I win the roll, my choice of table side was fairly obvious, dictated by a forest around one flag that would slow Gorten unacceptably. Aside from that, there's a trench on the zone, some water on the top left of said circle, while my flag has a wall behind it and there's a hill in my Advance Deploy line.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuemzPwXbGznE3OZWjWCaZwLVSbjshGNLoXpm49f2ayNYcUEp8OwKJzZysErNcZMadelGSjz8KrWuJgJk7FQROD4dyT-DKfikWjekktFyhRyWU89NkJoySn_XlRw_9d-nWFHCObLzMGUbe/s1600/011+%2528800x450%2529.jpg [/img]
Round 1: The Menites clump up at the top of the zone, Idrians out the front (Prey put on a Spray Bunny), Vengers on the left edge, Knights Exemplar on the right, Jacks central.

I run the Pigs and one Eliminator unit waaaaaay right. Either they draw off some models, contest the opposing flag or go a long way around the forest to threaten Choir and related stuff.
Crocs are on the right edge of my brick,Submerged into the dirt per common sense (Where ever I stand is water! Cause magic!).
It's then a clump of the rest of the list, Gorten sitting behind a pair of Gunners and a wall to impede Venger murder. The Red Eliminators are out front as necessary sacrifices, Acosta hugs the butt of the Drillers hoping a Vengeance Trigger might give him a charge into something sweet (i.e a Jack or I probably don't care).
The Spray Bunnies hang behind stuff, in a nice example of the at times flawed nature of Prey as a benefit the victim of said ability goes behind the terrain wall, quite safe from dying anytime soon. No Prey cycle for you!

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbXbT94f9_498w_Y3RbTI_dNGZbXj_Bga8cT-AD3Ve2YATZbEFOpVqYrp9NwdFMqOWE2UFyje9RHtwMaZP6C3gMmQH1K3qZ6-vjBf6imXVI8pe0WkyFHwaOsFkcIunEzVgOfNIaybHi7q4/s1600/012+%2528800x450%2529.jpg [/img]
Menoth 2: Idrians get Hand of Fate, move up and easily kill the poor Red Eliminators. One gets in to contest my flag.
The Menoth bulk. if anything, moves more backwards than anything, contesting the top of the zone and spreading the Vengers back a bit.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj63xL3avLJQWUAvk-ZCYoVO8xOtb1zHIweik7klt0Qy0YL1tExhsMaRnBmUaKTg2093nUi3ItKhHpel60pYcn1tmqV0hArChbE6ANXF9jJubH0iOI03jYCGj38VNyk9bplqppzS0doOzN8/s1600/013+%2528800x450%2529.jpg [/img]
Merc 2: That's a nice appendage in the corner that is.
Acosta's Vengeance isn't going to achieve anything alas, so he futzes around with it.

Alright, let's have a moment. Acosta. PP starting model rules based off fluff, per the Hungerford Matt of Pact episode, Insiders and that interview of Simon in 2014 on the rotating podcasters series Menoth John did. In what world does the Thamarite (My only religious tenet is supreme narcissism!) traveling Merc give a flying backwards moose arse about some random plebs dying to the enemy, a light singe of temperature or an acid bath? The answer is the Iron Kingdoms, but it shouldn't be.

Um....anyway.....
Reclaimer didn't go to his flag, which saves me either trying some Ninja Pig jank to kill him or sacrificing something to stop the score. Plan A goes into effect, the wall sticks around, the various Rhulic jacks contest the zone. Acosta runs to be behind the wall and see if he can Dodge/Riposte the world, though I didn't leave him enough room to backpedal to safety if he so desired, meaning he could easily be boxed in for a kill.
Snapjaw goes forward and contests. The two Warbeasts are premium models in the matchup, or at least look like it as they can both RFP. Snappy is placed to contest, be out of the Jack ranges. I'm expecting some Idrians and one Venger to come in, if he dies that's OK but if he lives it's amazing (He'll even heal off the meals provided. Sweet).
I've no interest in having Wrongeye trivially killed, so forgo Star Crossed.

Team Ninja (Not Die Antwoord related) continue running up the flank. There was definitely a choir hunting joke made, though really with only two jacks I wouldn't care to spend the models so long as the scenario play was working.

Mercs go to 1 CP.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPvxi_yDaGhtbuMoVctydjNlyGbRslbarO99fUwZz52I8T07FPrum7zFD28ZSfpRfRMIIPL4Zud7vKI-c1mlvaD8eUq9EbvGY0IgneASb8WbdjzYKcQ8gi34xkXiR2u5sAoIRY-foYpNfs/s1600/014+%2528800x450%2529.jpg [/img]
Menoth 3: The Menites tire of playing the field and commit a little, though we are talking more moving in together than Engagement at this time.
Two of the Vengers come in and blat a Gunner.
The Idrians charge into Snappy, do damage but he survives with all aspects and I'm preparing for internal peacock preening.

They then reposition to give room for two of the Exemplar Knights to get in and the fear hits. The pair charge in as the unit jogs around, they sadly get the job done.

Backfield models finally enter the zone, Scourge being the bolder of the two.

Reclaimer goes to his flag, scores level at 1 CP apiece.








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Merc 3: The forest keeps team Ninja safe, but also makes the Pigs unable to get to Reclaimer in a good way(Should have had Brine 5 inch from the forest, so he could walk and toe off the smoke. Foiled by my own Skornish model!).

The mission is clear, so carry on scoring my flag.
Between Aiyanna/Holt and the various Bunnies the two Vengers and the Idrian contesting my flag get killed off. The Drillers then cower behind the wall, one contests the zone.
Wrongeye runs, engages the clump of Idrians that killed his poor little pet.

On the right, they get joined by Ragman running from the middle, if a jack goes to the side Brine will need the armour debuff to pop it.
The Pigs run back a bit, to a location where they can threat the flag in a reasonable way.
The Green Eliminators run to be behind the forest contesting the flag.
Acosta runs right up in their, engages the Officer of the Idrians, contesting the enemy flag and awaits his either imminent demise or move/stab turn of glory.

I take the lead 2v1.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhx8kdLcCNrSgmcRHP3CHEBiA8Q5EjACypalNz6sAAwLmYYTNICUkQZY7iWtByGtIJn1kghBOP0ix8jJRyabyoF_nUIlcEM03XQxh1RG92cTK8tPW96drbuXnhyphenhyphenmblhRpHNFkx-gnP__n95/s1600/016+%2528800x450%2529.jpg [/img]
Menoth 4: So this is the day after Cancon and I stayed up all night watching season 2 of iZombie, so I don't see how this isn't going to be my magnum opus of literary skill after this sentence. Though essentially it's a soap opera I've deemed acceptable for the sake of constant murders and actors who have faces that can emote at times due to their lack of permanently attached masks composed mostly of plastic.

Another round, once more a pair of Vengers charge in, neigh in the face of a Gun Bunny and implode that fuck out of it, then promptly drop their Lancers and start mentally summoning them for the next time they charge something. Idrians move around, surrounding Wrongeye. They do melee attacks, turns out the little Croc is tougher than his larger counterpart, ends up on 3 boxes. The unengaged Idrians shoot Brine up, take out his Mind, reposition to be in the way.

Cleansers/Exemplar Knights/Scourge all sit in the top half of the zone, as the Book and Templar chill on the hill. Reclaimer tries to kill the Green Eliminators by Ashes to Ashes being cast on an Errant, kills one and puts the other on 1 box.

Scores unchanged.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIXF8j449rEIYQkTSsY4k_-hjj3xpkcldmSOzw1nYAakEPrC2-atffURegdMUwPZOpPOUz12H0mr-nThCaaUNi6GOCOMj4eFJEAAcu_jjR69-GgGDwhYd8V_bRnWh21Z5k_YXrmAbiUqbx/s1600/017+%2528800x450%2529.jpg [/img]
Merc 4: This is the turn I'm finally forced to contemplate feating. The Driller is short on getting into Scourge, because Driller native threat range is......great.........whilst if I don't do something about him, he comes in kills the Driller, Menoth probably get to 3 CP and with Reclaimer feat easily clear out to a scenario win.

Thus Drillers run to blocking spots on Gorten, he moves to the top edge of the flag and pushes back Scourge, most of the Knights and the Vengers. They don't go super distances due to terrain and back pieces, that's OK though. One Venger becomes the green proxy base on the awful water terrain.

I'm allowed to cast that piece of terrain garbage, was one of the first pieces I made and now I know it's unplayable rubbish.

Wrongeye chooses to remain super annoying, so burns all his Fury to heal and misses his melee attacks (Didn't buy extra, if Reclaimer wants feat targets he could put in some damn work for it).

The Green Eliminator stays contesting as Brine, lacking his Mind, puts up his Animus, snacks on a couple Idrians then gets Souie'd back by Rorsh.

I get up 3v1.



Menoth 5: Curses! Photo taking discipline has fallen! Scourge kills some Exemplar Knights. Well, we know what's happening now.
Idrians futz around, one dies to a Wrongeye freestrike. They shoot down Ragman and flail their noodles at Wrongeye.
Reclaimer moves into the zone, fats back Vengers and Knights.
Vengers and Knights move in, they pop the Driller in the zone and reposition leaving a couple of them contesting my flag. A Knight misses Wrongeye, who is feeling pretty damn immortal at the moment.
Cleansers move up into the top left of the zone.
The Book and Templar move block Brine getting in on Reclaimer.

I've got a spray bunny contesting the zone, so we remain at 3v1.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_cmTbjrIAb0XeMjtxUSWeeK7yzRV0Gl0-97S5Fn1orafjIfQsPpT2MxEmHEbE22qR3fvYlO3d8OCK8urhkhW4myeo5arUPuUrZfxRDrQVThcWjwiKaHr1jVjVecj2WBnboLn-aPZhY_Yc/s1600/018+%2528800x450%2529.jpg [/img]
Merc 5: Aha! It took 5 rounds, but now I kill with abandon! With my....11 models remaining. Quality verse Quantity right? Ignroing that the Menites kinda have both at the moment?

No longer fearing random feat generated assassinations, I get to drop the wall and throw focus on a Driller.

Clearing around my flag first, Aiyanna/Holt advance into the zone, Harm the Vengers. Holt shoots one down like a boss.
Driller walks up and kills the Vengers. Spray Bunnies clear off the other contesting stuff.
Gorten sits on the flag, shoots......something?

Wrongeye kills a couple Idirans, heals up a bit off the Bite. Nom nom nom.
The only thing I really regret from last round was Ragmans death, as without him Brine isn't likely to do much at all to the Templar. I go for it anyway, Brine'll just get Cleansered or be irrelevant at this point and I need work from every action. Rorsh walks to hide behind the forest after dropping smoke and healing Brines aspects. Brine goes into the Templar, maxes Fury and from memory doesn't do that great.

Mercs go to 4 v 1. All....most.....their......(Insert Wilhelm scream)







[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1oW7IJ0Utq2h7zt6pJ8TPfDm80gmFyJ8L8dUubBJlkpepYlgfy4NxwKVFTzHoKVWlLBgL-yYI8eBBt5UoC699JZp0xhqH8Zl6FKMzOV6VsX7zZOzpMmWexbyOjnxhyphenhyphenpVKkn4D27osGoaL/s1600/019+%2528800x450%2529.jpg [/img]
Menoth 6: Cleansers brutalise Aiyanna/Holt.
Vengers go into the Driller, don't roll super great. One repo's to a super annoying spot behind the terrain wall behind my flag.
Scourge gets to contesting range, puts the Spray Bunny on one box so contesting still succeeds!
Reclaimer sticks around in the centre of the zone.

The Idrians finally kill Wrongeye. Alas tough.

The Templar takes some swings at Brine, Reclaimer juggled some spells so without the extra focus he doesn't manage to kill the glorious Pig.
The Choir and book and move up around the Menoth flag.

Scores stay 4 v 1.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRZiB6lGTYsfzjUFsjLMJ0u8XUUJZKts5ww2Pgs4Pd_0tSTgzuL4sVJYW2e7sppQ0RZr-KcqMC-iYuJY5R1qg45dvoNYa7E2oFEooxKm3rObvMv2JLqd0LethB-vJuI4UfpEUjiXwpLnWq/s1600/020+%2528800x450%2529.jpg [/img]
Merc 6:  I've got a definite clock advantage and my model count is becoming a more and more depressing multiple of my control points, so lets just try to keep it slowly trucking on.
SPray Bunny goes way out left, kills some infantry but per average dice doesn't do squat to teh Vengers. This sadly means the Driller has to keep them, so Gorten walks backward off the flag to not die to Scourge, he guns downs the Venger that was hiding behind the wall.
Tinker moves into the zone. I cancel his paycheck early.

Around the Menoth flag, the green Eliminator walks in kills a pair of the choir, sidestpes back to stay contesting the holy flag. Brine attacks the Templar, does some more chip damage. Little pig moves to the contest spot behind the forest. Had Rorsh been in smoke range I think I easily kill Reclaimer, so that's a self inflicted mistake.

Scoring is for chumps, so why would we do that?


Menoth 7: This game was going to long for the phone camera to keep up.
Scourge kills the Spray Bunny, takes out the Drillers Movement and left arm.
Cleansers and Idrians swarm around my flag, brutally putting down the Tinker on the way.
Templar finally puts down Brine. Sweet Bacon, wasted on a sentient artificial war slave.

Menites score the centre zone with a Domiante, now it's 4 v 3 with Mercs still technically in the lead.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0o_Y76aqpdMq77UqrQ3K1OdHJsb_jRIdvzet816vhefRrdJAm6ft5btKB9JBonVjjytCzRrclyS2AXb4iebQVkuSPfz9zEBe94NOwuTgrfKAaMTgD4gPNJprP6QdqQyMVUPz-pwx8LEwe/s1600/021+%2528800x450%2529.jpg [/img]
Merc 7: Ye gods, just kill stuff and desperately contest.
Last Bunny does an excellent spray, no Knights left on the table and sweet sod all of the Idrians.
The Driller toes the zone and stays contesting my flag, kills Scourge.
Gorten actually drops Solid Ground, because knocking down Rhulic models at this point? Go for it. Stays where he is, shoots down some Cleansers.

The Eliminator finishes off the choir, sidesteps up to the hill and contests the zone.
Rorsh moves out in the open, pew pews the Templar for not much.

I remain at a tantalising 4, Mercs at 3. Looking bad.

Menoth 8: This is now the longest Mark 3 game I've had (In rounds at any rate).
I have no sodding idea what the Templar does. Jiggles a little bit. Menoth starts with a couple minutes this turn, so it's a cram turn.
The scattered remaining infantry flood around my flag, though none have enough models left to score.
Clutch play happens, Reclaimers puts Hand of Fate on himself and charges the Driller, easily bins it.

The Eliminator, whose been on 1 box for.....5 rounds or something? Contests the centre zone and stops the Dominate the zone for the win. Menoth hits the clock with 39 seconds to go.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiK_afHNcDCQZ_OD0E8K1lN0moR4C6kmZ5A67-hSPuvtQPMLY4zppGihOR9eRP6eCL3oyuiUe0JkjXdBoZ8uOjWpAeRCxFLPGBbvYNbPBMoPr-vP_Ko-J3rZvHsrWS6_ZoLtM8w1bk0nPYs/s1600/022+%2528800x450%2529.jpg[/img]
Merc 8:  I've got 10 minutes or so, options are kill the Reclaimer or score my flag. I've got Gorten, a spray Bunny, the hero Eliminator and Rorsh.
There's only four Cleansers contesting my flag at this point, that's a damn sight easier to pop than a caster, regardless of camp. Def 11 for the win.
The Bunny pops three of the Cleansers.
Gorten walks up to the flag, hits the first handcannon shot and bam, that's the 5th point.


Alas Game 65, this is my new favourite game of wardollies.
Not sure my overall approach to this game was spot on. The scoring was fine, but mayhap I gave to much creedence to the "let's not kill stuff cause it'll come back" plan. Sacrificing the Gunners essentially stops the potential Venger wipe out, though Dimster is to skilled a player to not keep a Venger well safe if they aren't the sacrificial pieces. The Spray Bunnies are to valuable to do the same, plus one was Preyed and the moves that deny that ability do stroke something warm and sticky in my brain. I definitely could have kept Ragman alive, as he got CRA'd so he should have been placed to Sac Pawn onto Wrongeye, this makes the Templar death likely and means I probably win the attrition instead of losing it.

Candidly, I got lucky twice here with models on two turns on one box sitting around to contest.

Do needs more games into DS, always down to the wire and now we need a winner for the best of three.














Friday, January 27, 2017

Game 136: Thexus1 vs Stryker 2

Cancon Masters! Let the many hurdles of rounds begin!

It's the Gorten half zoo/Thexus Heavy spam junk.

Round one is into the archaic wooden carter, running Cygnar. Initially I was pessimistic of getting to drop Thexus and get him out of the way as a tribute to that most mighty of evil demons, Divide and Conquer. Looking at the lists however, we had Stryker 2 or Kara Sloan. I can take that.

It's Outflank, ends up as Thexus vs Stryker, avoiding the poor innocent Hyper Aggressive moves.

Thexus with Critters. Sweet critters.

Stryker2 - 2x Ironclad, 2x Lancer, 3x Firefly, Runewood, 2x Sword Knights, Squire

I win the roll and pick first, I get lumped with the side where the terrain that proves to be semi relevant is a blob of water and wall at the base of the right zone.
The zones themselves have an obstruction in the left, a fog between and a trench in the right. The terrain on the Cygnar side has no relevance.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1goGdrJU_chjKILBFONz5qxV1QiYey5QFn8W-CSNox1vl6qcMdAhIm4gkJhUty3XKTvovP3_NseSBz7tq5namEzzQVx3QdOH90RgNyAnvcaBufS74Qdbzq4puWbco25iKga70iLOiQ0Zm/s1600/002+%2528800x450%2529.jpg [/img]
Merc 1: Deployments are relatively symmetrical as my stuff runs up, the extra Wrecker going left. Did a few focus grabbing stabs.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW6BhVxwnss-YGR5E_znKUtVyEBqZH-ak2lb03nYDmpemZhV_yL2J0Mv0avs2VNjPTwJ_ooAFawjOw-XBhiWEUq_Ghx0Glzzzg1RCHmhnMgviWRpzsxyDbhExAZD5bfscdvnHsH1d84vL-/s1600/003+%2528800x450%2529.jpg [/img]
Cygnar 1: Runewood, a Lancer, a Firefly and one unit of Sword Knights walk into a bar. They realise this segue is shit and go to the left zone.
Stryker hangs back in the centre, Ironclads and the Lancer in front of him behind the super relevant cloud.
Leaving the other Knights, Lancer and Firefly to go into the right.
Overall a stronger leaning toward the right zone, where I have less Monstrosities andmore tot he point less Wreckers.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPj7zDHKXeT0KJGaas4jxQ9sFrIR9lx1upCL-qng-Qz6HYuxx3N4vhjYXqw8NSsvgunekLO9_4Pb7jcyojA_QzsAYvWxTgc311BtEihmohhkdMHuNjwWvYAc_vr4HdFNN7rTNJGFjuy_XW/s1600/004+%2528800x450%2529.jpg [/img]
Merc 2: Plan is to start the Attrition, Swans have kept some good distances, so they threaten the zone if I contest and they are currently in death range without feat.

Feat it is!
Thexus feats, pushes Sword Knights apart, moves one Ironclad backward, moves the centre Lancer and Ironclad forward, arcs a TK through a Warden to move up the Ironclad and spin it around. Couple of other placements happen for relative distances.
Monstrosity goes in on the left. I neglected to get an Instigator up, so we end up neeing hard 8's to hit Sword Knights, focus burning lets him pop four at least.
Centre wise, the Subduer drags in the Lancer, does some attacks that don't do to great, so the centre Wrecker goes in and easily finishes it off.
Right side, Monstrosity goes in and kills the Ironclad as a Warden toes the zone.

Didn't feel amazing as Thexus feat turns go, though ultimately it was probably fine.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHkcxYTwP7JCjFYyoH3tk1GV8YdRBQQBoRK5m9h42L0o_N3pK0tyI9r10yNKY7HI71liC77YR45UiTWXCyV_CcP4TcnX2JgXPw5mPXt-4ocT1SGVry_inG_sLETiPmyx3kg7ygPZH9SG1I/s1600/005+%2528800x450%2529.jpg [/img]
Cygnar 2: Stryker moves up and feats.
The left Monstrosity holds out surprisingly well as the remaining left side Knights and Lancer swarm it. The Firefly on that side shoots a Warden, flicking a lightning that puts an Eliminator on 1 box.
On the right the Ironclad and Knights kill off the Monstrosity over there.
Firefly on the right shoots a Sword Knight to arc and kill a Green Eliminator.
Feats moves has Stryker go back toward the hill, the left Monstrosity gets finished off and the right side Warden gets really messed up but keeps its brain. A few Knights jam up.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNxrEuOepJkgIq9GXj5SHM894qaXrmDt0Un_rCo5KM1oOS0K0AjPKQbesRl5BTv4zscUk6zEqhIi-amrt9VR8Y92alFdpWJ-eg9gMz5ox7BAIN_ILCrH12k82gtV86dAV4QXxyY0wYFhTc/s1600/006+%2528800x450%2529.jpg [/img]
Merc 3: So I'm down two Wreckers and have a mucked up Warden, pretty good for having absorbed Stryker2's feat. Attrition is looking pretty good, can use a Warden to kill the Ironclad and push hard on the left flank, start the scoring on that side.
However, I look to have a pretty good assassination run, so pull that trigger.
Thexus walks to the left, away from pointy death. I TK the Ironclad to a particular spot, mentally push around the Subduer and Warden. Psycho Surgery happens like every other round.

Agitator Instigates up the guts, goes into the cloud for giggles.
Warden slams the back of the Ironclad. This'll knock down Stryker, put in three bought Warden attacks into him from the follow up, Subduer will then move on the side and drag Stryker in to hit him another four times, should easily be enough.

Well, except the Warden Snake Eyes the Slam and the plan is kerplunked.
The Warden tries to buy my love back by rolling alright on bought attacks against the Ironclad, alas for him (it?) he's already mentally been deleted from a hypothetical will in which I give my various possessions to particular models.

Left side, the Subduer goes into that sides Lancer and does poorly.
The Warden goes in and kill the Firefly and a Sword Knight, the Wrecker stays behind the Obstacle and kills a pair of Knights.

Right side, the mauled as hell Warden flails embarrassingly at Sword Knights, I think he managed to kill 2, unable to land the early boosted attacks to cut down their melee defence for being base to base.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRMATB4do3-yd71Dpr8vsxYueaPWGPEP-m7v7okHpOAXj_0DXbZJzVH1if2OGk7PH8lI5CgogmBbkxNmd8OwoBOKnUcspVTFK7oz1em8RGe5NFNgcwx7aZ1YD-7ALWsY9UO-57oGF3-BQx/s1600/007+%2528800x450%2529.jpg [/img]
Cygnar 3: Stryker throws out some Positive Charges, goes into the right zone in the trench.
Carrying on in that zone, the Ironclad and Sword Knights kill both the long term abused Warden and the slam fail lsoer version.
Lancer and Firefly move to block the open lane on Stryker, a gun shot at some point causes the Wrecker to Hyper Aggresive toward the right.
Runewood gives a charge boost to the remaining Knights on the left, they manage to kill an Eliminator and lightly scratch the Warden and Subduer.

Swans go to 2 CP.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRMATB4do3-yd71Dpr8vsxYueaPWGPEP-m7v7okHpOAXj_0DXbZJzVH1if2OGk7PH8lI5CgogmBbkxNmd8OwoBOKnUcspVTFK7oz1em8RGe5NFNgcwx7aZ1YD-7ALWsY9UO-57oGF3-BQx/s1600/007+%2528800x450%2529.jpg [/img]
Merc 4: Ayep, attrition is looking bad. Clocks are on par, no super odds their. Assassination take 2!
Thexus moves up, casts four TK's to move aside the blocking Lancer and Firefly, get the Instigated Agitator up and push the Wrecker into range.
Wrecker then charges Stryker, I boost to hit both Melee attacks and boost the second damage, pump through his camp and manage to get the kill.


Ah, Thexus, you continue to be loads of effort. Now to Gorten the rest of it unless Trolls or Skorne come up (Walking around it looked like Khador for days and sod all Hordes, so didn't seem like a likely circumstance).
Anyway, round 1 of Masters done, not yet in the joyous funsies bracket.









Monday, January 23, 2017

Game 135: Bart1 vs Testament1

Well, Cancon approacheth, liketh the resteth of my meta-eth, I haven't bothered to work out a third list for the Iron Gauntlet. Ergo I've picked the laziest list I could for a last minute practice bout.


Bart 1(Kingmaker) - 2x Galleon, Rangers, Boomhowlers (Min), Orin, Meg
Objective: Armory (Astutely observed by Edhov as being the right choice)


Playing into the stoic man of Earth, who was willing to put up with the silliness of this finely honed competitive "choice". It's the Menoth Sleep hit:
Testament - Guardian, Blood of Martyrs, Choir, Flame bringers, Daughters (Min), Errants, Zealots + UA, 2x Allegiant of the Order of the FOOT, Wracks x2


Scenario is Entrenched, we've got some water, a hill, pair of forests, an outlying obstruction and some walls placed deep in one side.
I win the roll and pick first, that's been a while. Urgent need in this list to get into position to contest things. Boomies Ambush, because it makes them worth it. Like Maybelline.
Menites take the side with a forest and hill, with irrelevant walls. I get a forest, some water and an obstruction placed out of the way that could be awful for me scoring on the friendly zone.


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Merc 1: Galleon assigned to each zone, rangers in the guts. The left Galleon faces off against Daughters and Flame Bringers, Errants are centre, Zealots are on the right.
The Galleons run forward, Rangers spread out. Orin goes behind the left Galleon, intent being to Lightning the Daughters via the Galleon, Meg goes behind the right one.
Bart moves up, puts Hot Shot on the right Galleon and tries a Broadsides, hoping to fang out three Daughters out of soul collection range on the left and the Kicky Monk on the right. I don't get the highly unlikely scatters, so oh well.

See, optimism is a trap.


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Menoth 1: Flame Bringers get Cloak of Ash and run up the left, as do the Daughters, though one hides behind the Menite objective.
Errants go up the guts, Zealots move up next to the Menite forest on the right flank.
Both Kicky Monks Shifting Sands stance, I assume as punishment for my real world sins.
I think this was the point that we realise the Castigator is meant to be a Guardian, so instead the Punch jack becomes a proxy. Said Guardian gets Hallowed Avenger and moves up between the Errants and Zealots, Blood of Martyrs goes up on the hill.


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Merc 2: Plan is to wipe out the Daughters with the left Galleon, ping the Guardian with the right Colossal and have Bart Feat to buy the time this list needs.

The Right Galleon has Hot Shot, which for hot swapping purposes dictates that it has to fire first.
It also has magic weapons from the objective, so trundles up, staying with four to ensure it can try this again next turn if that's the right move (Assuming Objective survives, seems unlikely).
Trundles up to Harpoon range of the Galleon, dragging it an killing it seems unfeasible with the Errants in front, so it's just about chisseling a bunch of it. I mostly luck out, managing to exactly take out its right arm which is the big stabby spear, I do miss a shot sadly that drifts and blows up two Errants (Souls away!).
The Rangers move around, most go into the forest to proc Prowl. One does a shot that kills an Errant.

Bart pops for what I expect to be the last time in the game, left Gall free shot does nought, right one does another four points or so to the Guardian to an armoured up column. hot swaps Hot Shot to the left Galleon, goes up behind the Forest and pops feat.

Left Galleon trundles up to get a Daughter in base to base for lightning purposes. I line up down the centre of the Daughters, sadly only get one shot on the right so don't land the drift on the back up Daughter behind the objective, so the plan has gone awry.
The other shots kill three of the Daughters and two of the cav, another two of the flanky lady unit is then zotted by Orin Lightning (Who also does a point to the Galleon. Dammit Old man!).
Meg sits in repair range of the right Galleon, as I expect it might get lambasted with fanatic's grenades (Though I guess they are also the nearest thing to Molotov throwing mobs in the setting?).

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Menoth 2: My feat mostly Stymies things thankfully, given the plan didn't work out.
The Flame Bringers go out waaaaaay left, Errants mostly jostle around, one get s a lucky shot on a forward Ranger and pops him. The Guardian hides in the forest, Testament hides behind and returns three of the Errants back into play.
Zealots walk forward, a few get shots on the right Galleon, do a couple points.

No scores for either side.

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Merc 3:  Aha! Now I am the one to luxuriate in the forgotten Boomhowler Ambush!
They Spawn on the left, ready to try to wipe out the cav of super annoyance that'll swing in and kill Bart.

Blood of Martyrs looks to be draggable (More on that later), so I load up the left Galleon and plan to achieve little with the right Galleon.
Left Galleon trundles up, rolls minimal shots. Sadness. One AoE shoots a Choir on the hill, which is enough to wing the last Daughter and finish it off before the unit respawns. Left AoE manages to pop one of the Flame Bringers, so that mathematically unlikely. I then drag in Blood of Martyrs and easily kill it, the initial Harpoon and free melee attack putting it down to 10ish boxes, get a final attack on the Objective that puts it on 1 hot box.

The Boomhowlers then go, manage to kill the final two cav.
There's a Kicky Monk toeing the zone next to the left Galleon, so Orin lightnings him off the Colossal and boosts the damage. Also kills a Ranger, but oh well. The Monk toughs, as is the way.

On the right Meg repairs what damage the Galleon had taken, he shoots the Guardian and takes out its Cortex.

At some point in the next Menite turn I realise that we both completely forgot Passage on Blood of Martyrs. That entire plan was awful. Doh.

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Menoth 3: Zealots Fire Bomb the right Galleon, most of the Errants charge in as well, aside from two that contest the Menite zone.
Testament hangs in the same woods, pops feat to get the right Kicky monk into Dirty Meg, who survives via tough as Iron Sentinel proves to actually be relevant.
Kicky Monk on the left moves up in a spot that threatens Bart, puts up Stance of lameness as you do.

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Merc 4: Plan is to clear the top zone and pop all the Choir.
Load up the top Hot Shot Galleon again, as he'll need the boosts to hit for the guy behind the wall.
Rangers run around, two go to partially block the potential assassin monk, one trots up to get the Choir in Mark for Target Range, another chargers and manages to bin one of the Errants in the Menite zone.

Left Galleon moves across in the zone, lines up on the Choir, rolls minimum shots and thus the plan has crumbled.
Settles for killing the focusless Wrack, Harpooning down the remaining contesting Errant then shoots down three of the Exemplars on the other Galleon.
Boomhowlers kill the Objective, I forget for the second time to do a howl with them (IT'S IN THEIR NAME, HOW AM I SO BAD AT THIS?!).

Going with the adhoc kill all the Errants plan, the right Galleon turns a little and does a Sweep. I get undeservedly lucky, hitting all the Errants and wiping out the unit. Sweetness.
Meg repairs again.

Orin charges the Kicky Monk near Bart, boosts, misses. Bart trundles up toward the far zone, hiding behind the forest and putting Batten up.

I go to 2 CP.

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Menoth 4: Zealots ping the right Galleon again, the Guardian also does some scratches. Testament decides to go on a diet from his glut of focus, gets up in my zone. makes a Zillion and four attacks to pop the Galleon contesting the zone, but alas lacked the focus to kill my Objective.

The Choir run and contest the left zone.

One Kicky Monk kills Dirty Meg, the other kills Orin, Sidesteps, kills a Ranger, sidesteps to engage Bart.

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Merc 5: Have to push scenario on the top zone, very fortunate in that my Objective surviving puts well in the Control Point lead.
Remaining Galleon kills all the Choir and the Guardian.
Rangers trot around, looks like I forgot to activate the top one. Mad skills.
Bart casts Batten, is on zero camp and moves to the top zone. The Monk gets a freestrike and I have no focus camp, but ultimately I expect to take 3 or so damage which is fine.

I take 10 points and everything is awful.

Boomhowlers do Call of Defiance, three of them surround the Kicky Monk of doom, the others try to shield Bart now that I've made assassinations super live.

Mercs go to 4 CP.

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Menoth 5: Zealots get out of the way, blow up the objective.
One Monk tries to clear off the Boomies surrounding the Killa Monk, tough makes up for my bumbling so a run on Bart doesn't eventuate.
Testament charges the Galleon, starts spamming Dust to Dust. First one knocks down a Boomie grunt, gets three fully boosted shots at Bart that gets me down to 3 boxes and I clock up the scenario win.


Fun game, rubbish list. Would be improved by miles with one Galleon replaced by other jacks, but soddit itI'mlazy and the matchup effects are mildly interesting.