Slam Round 2: Slamtasy
Yada yada, this:
Ashlynn1 - Mangler, Rover, Rorsh and Brine, Dahlia and Skarath, Wrongeye and Snapjaw, Eliminators, Acosta, Gorman, Gibbs, Tinker, Ragman
Objective: Bunker
After a sojourn of making Kings, we have a Pain Whippy guys return to plague us:
Makeda2 - Molik Karn, Gladiator, Archidon, Krea, Swordsman + UA, Ferox (Max), Rhadeim, Pain Givers (Min)
I didn't realise at the time but the random solos aren't present (Extollers/Willbreakers and so forth). Can't even recall if that ever happened in Mark 2, but it feels both normal and correct here.
Then again my list is practically an Oceans, so there you go.
The Skorne are gun resistant if they want, but that doesn't really matter with what I'm packing (Too small to be threatening......my gun ranges and POW's that is). This was played just after witnessing the Brine murder death kill on Reznik, so there's a hyper awareness on the opposing side for that shenanigan. Stay Death Ferox.....do not want....the Cats waiting out my feat then chasing after Ashlynn/Lesser Warlocks is something I'll have to address.
The present of the Rover drew a comment regarding my lack of worldy ambitions. It wasn't wrong, at least not when I'm playing this....."list"
I think I lose the roll and get given first?
My side has a blob of Rubble and a hill.
Dead centre has a block of water with an obstruction taking up most of it.
Skorne have a forest in their zone, a hill that I don't think comes up and on their side of my objective a double wall arrangement, which I suspect was the reason for that side being taken for cats to hide behind.
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Merc 1: On the far left up go the Pigs with Quickened on Brine (Never seen that move before! Original! Unique! Fierce!). Current plan, dependent on Skorne Heavy placement, is to pop the objective top of 3 and Souie backward.
Dahlia puts up Haunting Melody and goes up with the Snake, who gets behind the Rubble. Thinking here is that the Skorne list have sweet sod all options to deal with Dahlia, so she can contest their zone to my hearts content.
In front of said Snake go the murder squad of Elimiantors and Acosta.
Onto my hill go Ashlynn and her Battlegroup, Admonition on the Mangler. My various support solos are also around her.
Crocs are on the right to contest and clear my zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeqACxxOy4-EKEynegArt4cDS0rHlNd9N4kXheNq-ku1Aw0rmKVXZqeFBtoDLjxKM7Szarxcm6R2n1JhnhbJ4Wm-QPdScFruN2h7V9nG0tl5JblDEpGsf8BOzIOuULv62-b5Cr5LieqLWg/s1600/019+%2528800x450%2529.jpg
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Skorne 1: No radical redeploys, though the Krea goes to super bait position on the far left beside the forest. Archidon, Molik and Gladiator then make a line on the right of said forest.
Swordsman are up the guts behind the obstruction with a leaning toward my zone.
The Feroc and Radhei (Who has Storm Rager).
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Merc 2: This is feat defensively turn, need to buy time to try to pop the Ferox before they hunt out my nearest and dearest.
I agonise for a while about the Krea. So clearly bait, and killing it doesn't do that much for me. On the other hand Ninja Pig can't be left alone, which means its likely Molik get distracted that way so the Mangler can get up the board to counter kill.
Ergo, Brine gets Smoked up into the Krea and easily kills it with his initials.
Centre wise, Ashlynn walks up and feats, camps three. Pops a Swordsman with a Gunshot, I cna live with Vengeance attacks.
The Kayazy and Acosta charge the Archidon in the Skorne zone, easily slaughter it.
Mangler runs up behind with Admonition up, Skarath stays behind him as Dahlia runs to contest the Skorne zone.
In my zone the Rover moves up, shoots down a Ferox outside of Stay Death range.
Snapjaw toes the zone behind him, Wrongeye runs into the backfield cause Ferox.
The various solos go around Ashlynn to try to deny Cat landing zone. Gibbs does a Grenade shot that kills another couple Swordsman.
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Skorne 2: The Vengeance moves are just reshuffles, so those random attacks were fine.
Makeda counter feats and hangs back, puts Rush on Molik.
The Paingivers Enrage, one whips the front most Eliminator and kills her. Stupid support models.
Molik walks through the forest, stabs Brine to death. About right.
The Swordsman then go, pop mini feat and charge the Rover, aside from one who runs next to Acosta and another that charges him in the back.
I pop Admonition off the Acosta ones and move the Mangler to be in charge range of Molik, just shy of the Gladiator charge range.
The Swordsman don't have to much trouble killing the Rover, because DEF 10 is a waste on Ashlynn.
Acosta gets missed and guts said fellow.
The Ferox then charge, one dings the Objective for a measly few points, most run and one gets into Acosta and manages to land the kill. Shame, Makeda is right there taunting him on not huge camp.
Rhadheim goes in, easily kills the Objective and repo's back to the right side of the wall blob.
Skorne go to 1 CP.
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Merc 3: The Rover dying doesn't elicit much reverence or emotion. Dude shouldn't have stood there.
Makeda is only hovering on a couple transfers, so if I can trigger a couple Stay Deaths maybe some Handcannon assassinations can happen.
Starting out on the left, killing Molik is always good. Rorsh moves in to soften him up with Gun shots, I prioritise boosts poorly and only do a few points.
The Eliminator kills the potentially annoying Swordsman, then steps up to the Gladiator for a couple damage.
The Mangler charges into Molik, Threshers on the Objective and Gladiator as well. In sweet dice retribution for my opponents luck previously, I then do sod all to the Objective and miss every attack on Molik (One was re-rolled, but still. 7's are hard and MAT 6 is bad).
That cause is lost, onto other things.
There's a couple Ferox in behind the obstruction next to the Swordsman Standard Bearer, lets have a go. Gorman walks up, hits the bearer with a Corrosion bomb to kill him and draw out a Stay Death from Makeda. He then Repositions out of the way.
Dahlia runs up to tag those Ferox and Makeda with her control area.
The Snake advances as little as possible, sprays down one Ferox, leaves the other on a box and corroded, hits Makeda for a few points that don't require the transfer.
Looks like Stay Deathing probably isn't happening, so now I can kill stuff. Should htat Fury be burnt I can always move up Ashlynn and try some spelling/Handcannoning.
In the fight on my zone, Gibbs misses, kills a couple Swordsman and hurts a Ferox with his Grenade. Repos backward out of the way. Dude is mad sweet, mini-Llaelese model is quite good (That's where you take Llaelese models and stop before Ashlynn and the Thorn Gun Mages).
Snappy goes in, eats most of the Swordsman. I leave a Fury spare. Wrongeye charges and kills a Swordsman, camps most of his Fury as he is a very inviting target.
Ashlynn then charges over into my zone, kills a Ferox and tries a wild Gun shot that fails to break a Ferox' armour.
I left a Swordsman alive in the zone, seeing as I was never going to score this turn with Radheim around that's fine. obviously Molik dying would be preferred, good turn outside of that anyway.
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Skorne 3: Hordes players asking about Haunting Melody is an emotional opiate whose ingredient list includes the phrase "abusive" in it somewhere.
On the left, Molik and the Gladiator get enraged. The Paingivers fail in their Kayazy murder plans this time.
Molik walks to the other side of the forest, blats the poor Mangler.
The remaining pair of Ferox come bounding over into Skarath, they roll poorly and do nought.
The Gladiator has a go, trampling over Dahlia, then maxes Fury trying to land unboosted 8's on the snake that don't work out.
Backfield, Makeda walks over and flails at the Eliminator, missing boosted attacks twice and giving up.
Lastly, in my zone the lone Swordsman swings at Snappy to no effect.
Radheim comes out, goes into Wrongeye. On the one hand the transfers fix my Fury management, on the other Snappy gets pretty messed up and loses his Mind.
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Merc 4: Attrition looks....sketchy. Molik can pick off a heavy at a time. I have the scenario edge in that Dahlia can sit in the Skorne zone for eternity while Ashlynn/Crocs clearout my zone and keep it safe, my edge on time doesn't feel that great however and there are some assassination vectors so we'll see how that goes.
Ragman Death Fields, then Skarath maxes his Fury attacking the Gladiator, puts him on a couple boxes.
As he's Paralysed, Rorsh easily shoots him with a Pig Iron and kills him. Little Pig then tries some shots on Molik as I need to wear him down for any chance should this go for more turns. I hit, which Molik maxes his Fury to force the reroll miss. There's now no transfer targets, so kill Makeda is go. Rorsh also throws a bomb to explode a Paingiver.
The Eliminator moves away from engaging Makeda, as Ashlynns gun should do more damage. She pokes down a beast handler.
Ashlynn then charges the Swordsman, coping a freestrike for 13 from Radheim. Ow. I burn a focus to reduce it, though this all or nothing becomes even more so. Ashlynn stabs the Swordsman, Makeda Stay Deaths him. Ashlynn shoots Makeda for half a dozen points, then burns her Fury to get past Stay Death and kill the Swordsman.
Wrongeye needs to get his control area up, so he walks up. Takes a freestrike from Radheim. If he rolls a 14 on three dice then the Crocs die no matter what and I've probably lost. It's a 10% chance.
He gets 13. Wrongeye transfers the damage, leaving Snapjaw on 1 box. He then heals Snapjaws Aspects.
Snapjaw charges Makeda, boosts the to hit, I roll my own 14 on the damage dice and eat her.
That was a high odds assassination in the end activation's, but the failure chance isn't the loss of a piece, it's the loss of the game. I don't like that as a gambit.
I could have maintained time parity by killing Radheim with Ashlynn and Wrongeye, the crawl from 0 to 5 feels like a long one. Feels like the right choice ultimately, but still an Ashlynn choice.
Sunday, February 26, 2017
Game 161: Ashlynn 1 vs Reznik2 (Slam)
Alright, the struggle continues:
Ashlynn1 - Mangler, Rover, Rorsh and Brine, Dahlia and Skarath, Wrongeye and Snapjaw, Eliminators, Acosta, Gorman, Gibbs, Tinker, Ragman
Objective: Bunker
Well, least I get to Sweet Potato Slam. Time to get punched in the face.
Into a Troll expat, having finally tired of Kriel stone nonsense its time for evil Choir Boy singing.
Reznik2 - Four Crusaders, Devout, Scourge of Heresy, Choir (Max), 2x Daughters, 2x Mechaniks, a Wrack, 2x Kicky Monks
Galantis should just give up music and make videos for other artists. Fuze Ice Tea sounds disgusting. DNCE is a terrible name for a band. The Jonas brothers desperately flail in the water of pop trying to escape the ball chain of their Disney legacy.
Anyway, those PSA's out of the way, this looks pretty bad. Got a bunch of upkeeps I really want to be out their and switch around, so Lamentation is bad whilst five heavies and a punchy warcaster is going to be a struggle.
I win the roll, pick the table side which doesn't have a flag smothered by sodding water.
Aside from the hill near my flag, there's also a wall on my left flank, a trench on the bottom edge of the zone and a combi forest/hill on the right which should be nice for blocking Reznik wrecking life as we know it.
The Menites pretty much get an obstruction in a not great spot and the watery flag, though Battle Engine casters don't care to much about that.
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Round 1: A Templar is standing in for Scourge, while Reznik is a proxy base.
The Daughters come up either flank, the right lot get Death March. It's a jack blob coming up the guts, with one Crusader going on the right flank and Reznik heading for the flag.
Ashlynn and friends go to the Merc flag, Admonition on the Mangler per the usual.
The Snake goes a bit to the left, ready to clear contesting Daughters off my flag.
Croc and Pigs go behind the forest, Quicken on Brine.
On the far right, one Kayazy goes to charge range of the Daughters while Acosta hangs back.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9aRdHJrsGLhyphenhyphen8sGSaV2ftWqOKkFvBzS7vP0J3qugS3Hh8h84_f9-CqcltrD0i02O5WasEY76iR7Y2d7uchgTuzj01hyphenhyphenRC3mayNQVytkDd9O2IxINWcs9rh4Cb0IPITEad58FqnwaVRF57/s1600/012+%2528800x450%2529.jpg
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Menoth 2: The left Daughters go so far left it's amazing. Need to get more Ambush in this meta.
Zone wise, the Kicky Monks move up and Shifting Sands. If you could just self insert a paragraph of bile about them here that'd be nice and labor saving.
The three central Crusaders form a line with Scourge behind them, all Passaged up.
Reznik goes to the flag, the extra Crusader in front of him. The Death Marched Daughters mostly don't advance and spread out, one charges forward guts the suicide Kayazy.
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Merc 2: I screw around a fair bit here trying to work out a means of getting the Mangler and Snapjaw in to kill the three Crusaders. It was a waste of time as it becomes self evidently unfeasible. I fall back on just get the opening score and wait to draw the heavies in. Reznik going to his flag does mean someone needs to be a sacrifice alas.
Around my flag Ashlynn upkeeps and chills out. The Rover runs up and over the wall, essentially goes to distraction position.
The Mangler, Dahlia and Snapjaw all toes the bottom of the zone, outside of Boundless Scourge charge range.
The Snake goes next to Ashlynn and puts up Counterblast, does a super boosted to hit on a Kicky Monk who toughs.
Gibbs walks across, tries to drift a Grenade shot that misses so he repositions backward out of charge range.
On the right, Wrongeye puts up Star Crossed and moves up behind the forest. Shouldn't have been able to due to Lamentation, didn't pick up on it until way to late alas, looking at the pics now he definitely would have been in. Mistakes do happen alas (Cursed weak humanity!).
Acosta, having Vengeanced up to kill the murder Daughter, charges the flanking Crusader and knocks out his Movement and fist arm while getting in contest range of the flag.
The remaining Eliminator runs to the actual board edge. Back strike me now!
The Pigs retreat to the back right, ready to threaten Reznik in future turns though I'd like to deal with these damn Daughters first.
I go to 1 CP.
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Menoth 3: Well, got to use the magic of the mind for this one.
I basically hit the clock, look down and realise I'm dead.
Crusader gets out of the way, Reznik puts Boundless Charge on Scourge, kills Acosta to proc the Bond advance, charge Ashlynn and kills her.
Or at least, that's what my dear-god-how-does-Ashlynn-die-right-now instinct was screaming. It's actually a 20% kill chance and throws away Scourge, so it not happening is the right Menite course I guess?
On the far left the Daughters run in and jam. I get foolishly greedy with the Skarath spray, should have proceed it to kill one, instead I get greedy and get none.
Centre zone wise, the monks moves very little and Shifting Stone stance in front of the Crusaders and Scourge, who move into the zone.
Around the Menite flag, the Daughters kill the Eliminator with Vengeance attacks.
The Crusader decides to not attack Acosta, ends up awkwardly hanging around next to him.
Reznik wonders up, gets Acosta in melee range. Misses the attack, he dodges to safety while still contesting.
It's left to the Daughters who will be under Star Crossed, two charge Acosta while the rest run up toward Ninja Pig.
The Daughter in Acostas back misses, he turn a little and bisects her. The other sadly manages to hit and pop him. So close to having a perfect Acosta gamble.
Points level at 1 apiece.
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Merc 3: That Eliminator being wasted away hits me hard this turn. I have no disposable piece to contest the flag.
After some soul searching which returned no results, I decide I have to give away a control point which is just.....urk...this isn't how this is meant to go, my brain told me so.
Ashlynn moves around to the top of my flag, pops feat. She kepted both upkeeps and fuelled up both Rover and Mangler, so sweet zero camp land it is.
Between her Gun shot, Skarath spraying three, Gibbs, Gorman and Tinker the Daughters all get killed.
Ragman Death Fields and gets up into the zone.
I can't hit as many Menoth Jacks as I'd like at all.
Snapjaw ends up charging a Kicky Monk. His first boosted to hit Roulleted attack misses. By Menoth's Holy armpit....
The Monk doesn't move, so we hit him with the next attack, then ding a Crusader a bit.
Mangler charges in, still has Admonition. He bins the other Kicky Monk and a Crusader.
The fully laoded Rover has nothing to really get into, so runs back to be in front of Ashlynn, just in case.
Wrongeye drops his Fury and runs as back as he can while keeping Snappy in control.
On the right, Brine charges up and eats most of the remaining Daughters on that flank, then gets Souied backward. He's in Boundless Crusader charge range, but oh well.
Scores stay level at 2.
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Menoth 4: In the centre, Reznik curses Snapjaw and sits on the flag as the Devout toes the back of the zone.
The various jacks then all go into Snapjaw and kill him, Admonition lets the Mangler move away from Scourge crunching him.
The flanky Crusader gets his movement and arm healed by a Mechanic, then with Boundless Charge goes into Brine after the Daughters run up to be partial observers.
This Crusader proves to be as bad as CephSheps Wrecker, only landing a couple hits which takes out the body.
Nothing could get to my flag, so we both go to 3.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz3b5uyjSruOM4KlrkDZjrN3twV5CU5_Is4ISaue90E_kK2ChYh5fQ_xTv0rgZ1J1CLCZz2t_XIAdw6UvuvHR0rRAN1kChXsHz7O4DQ4mWkaSZ5grGMR5Wv4gbu37Y_iEOSHW7hW-wpvGO/s1600/016+%2528800x450%2529.jpg
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Merc 4: I have pieces that can contest (Brine, or Ragman had the Pig died) so the scenario game should be fine, likewise clock. There is an assassination on the table though, might as well give it a swing.
I upkeep Quickened on Brine. Rorsh pops smoke to get the Bacon greased up and forward, he heals the damaged Aspects. Brine charges Reznik with his Animus up, gets it done with his initials.
Sweet sweet Piggies. Kermit knows where things are at he does.
Game four in the faction for the Menite, seems a lot better fit that the Trolls. As a Zoo player Lamentation is just awful, I HAVE ANIMI TO USE DAMMIT.
In any event, one more Slam game before I can put Ashlynn down....
Ashlynn1 - Mangler, Rover, Rorsh and Brine, Dahlia and Skarath, Wrongeye and Snapjaw, Eliminators, Acosta, Gorman, Gibbs, Tinker, Ragman
Objective: Bunker
Well, least I get to Sweet Potato Slam. Time to get punched in the face.
Into a Troll expat, having finally tired of Kriel stone nonsense its time for evil Choir Boy singing.
Reznik2 - Four Crusaders, Devout, Scourge of Heresy, Choir (Max), 2x Daughters, 2x Mechaniks, a Wrack, 2x Kicky Monks
Galantis should just give up music and make videos for other artists. Fuze Ice Tea sounds disgusting. DNCE is a terrible name for a band. The Jonas brothers desperately flail in the water of pop trying to escape the ball chain of their Disney legacy.
Anyway, those PSA's out of the way, this looks pretty bad. Got a bunch of upkeeps I really want to be out their and switch around, so Lamentation is bad whilst five heavies and a punchy warcaster is going to be a struggle.
I win the roll, pick the table side which doesn't have a flag smothered by sodding water.
Aside from the hill near my flag, there's also a wall on my left flank, a trench on the bottom edge of the zone and a combi forest/hill on the right which should be nice for blocking Reznik wrecking life as we know it.
The Menites pretty much get an obstruction in a not great spot and the watery flag, though Battle Engine casters don't care to much about that.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-6wOfQowEHOOd67W5MOTclYjEu5qOAjECOI0fU8ZGeHCp4gsRisYShSIlKlsB6PsfR6cJ0tNgXsyfnHxqAjqR8nAJfq-ODLLkJuMy2U7c0-mPC0Yt3wbCu0KxLSB1MzbpyhgcgDd0vN_X/s1600/011+%2528800x450%2529.jpg
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Round 1: A Templar is standing in for Scourge, while Reznik is a proxy base.
The Daughters come up either flank, the right lot get Death March. It's a jack blob coming up the guts, with one Crusader going on the right flank and Reznik heading for the flag.
Ashlynn and friends go to the Merc flag, Admonition on the Mangler per the usual.
The Snake goes a bit to the left, ready to clear contesting Daughters off my flag.
Croc and Pigs go behind the forest, Quicken on Brine.
On the far right, one Kayazy goes to charge range of the Daughters while Acosta hangs back.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9aRdHJrsGLhyphenhyphen8sGSaV2ftWqOKkFvBzS7vP0J3qugS3Hh8h84_f9-CqcltrD0i02O5WasEY76iR7Y2d7uchgTuzj01hyphenhyphenRC3mayNQVytkDd9O2IxINWcs9rh4Cb0IPITEad58FqnwaVRF57/s1600/012+%2528800x450%2529.jpg
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Menoth 2: The left Daughters go so far left it's amazing. Need to get more Ambush in this meta.
Zone wise, the Kicky Monks move up and Shifting Sands. If you could just self insert a paragraph of bile about them here that'd be nice and labor saving.
The three central Crusaders form a line with Scourge behind them, all Passaged up.
Reznik goes to the flag, the extra Crusader in front of him. The Death Marched Daughters mostly don't advance and spread out, one charges forward guts the suicide Kayazy.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3IFoG9nIyEDMapECmNT3H-8YdhAS70NNeohrGC08Oza1_WVw6rwLRVpmhW0q7N0XKD-_f3qr069a39L-_FH3Q2Sa2TW4Udh8-m9w-3eZp2GvthCSkMUF2fP6LAxa5dsP4adlroScb517-/s1600/013+%2528800x450%2529.jpg
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Merc 2: I screw around a fair bit here trying to work out a means of getting the Mangler and Snapjaw in to kill the three Crusaders. It was a waste of time as it becomes self evidently unfeasible. I fall back on just get the opening score and wait to draw the heavies in. Reznik going to his flag does mean someone needs to be a sacrifice alas.
Around my flag Ashlynn upkeeps and chills out. The Rover runs up and over the wall, essentially goes to distraction position.
The Mangler, Dahlia and Snapjaw all toes the bottom of the zone, outside of Boundless Scourge charge range.
The Snake goes next to Ashlynn and puts up Counterblast, does a super boosted to hit on a Kicky Monk who toughs.
Gibbs walks across, tries to drift a Grenade shot that misses so he repositions backward out of charge range.
On the right, Wrongeye puts up Star Crossed and moves up behind the forest. Shouldn't have been able to due to Lamentation, didn't pick up on it until way to late alas, looking at the pics now he definitely would have been in. Mistakes do happen alas (Cursed weak humanity!).
Acosta, having Vengeanced up to kill the murder Daughter, charges the flanking Crusader and knocks out his Movement and fist arm while getting in contest range of the flag.
The remaining Eliminator runs to the actual board edge. Back strike me now!
The Pigs retreat to the back right, ready to threaten Reznik in future turns though I'd like to deal with these damn Daughters first.
I go to 1 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqZWSl56OyxtyfICxWOm3IQFDEE3BAdVPXptlcigUJ_EBzWTOqBrGYeg41bftYuC_DmPjL6z3i3ItNI45Am99w85_hdpuZZNo_Ga7YzdZXrix3yZTbmjS75SXEO4zJDl3y8RwHOmtr5Gea/s1600/imagination-o.gif
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Menoth 3: Well, got to use the magic of the mind for this one.
I basically hit the clock, look down and realise I'm dead.
Crusader gets out of the way, Reznik puts Boundless Charge on Scourge, kills Acosta to proc the Bond advance, charge Ashlynn and kills her.
Or at least, that's what my dear-god-how-does-Ashlynn-die-right-now instinct was screaming. It's actually a 20% kill chance and throws away Scourge, so it not happening is the right Menite course I guess?
On the far left the Daughters run in and jam. I get foolishly greedy with the Skarath spray, should have proceed it to kill one, instead I get greedy and get none.
Centre zone wise, the monks moves very little and Shifting Stone stance in front of the Crusaders and Scourge, who move into the zone.
Around the Menite flag, the Daughters kill the Eliminator with Vengeance attacks.
The Crusader decides to not attack Acosta, ends up awkwardly hanging around next to him.
Reznik wonders up, gets Acosta in melee range. Misses the attack, he dodges to safety while still contesting.
It's left to the Daughters who will be under Star Crossed, two charge Acosta while the rest run up toward Ninja Pig.
The Daughter in Acostas back misses, he turn a little and bisects her. The other sadly manages to hit and pop him. So close to having a perfect Acosta gamble.
Points level at 1 apiece.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBHte2WhWYQi_eLNdNvSio_i5uS0hrvcyQgM37sis6FZraqzvemt_yIBFx_C3Xrv1Jopf-lTMQ7CmCpyNwo33KZO4OBAldpnn0tPtiFhtTd4ibkiTAKjDYuHVDMrAOe1Sc8NAFIz1NW8oa/s1600/014+%2528800x450%2529.jpg
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Merc 3: That Eliminator being wasted away hits me hard this turn. I have no disposable piece to contest the flag.
After some soul searching which returned no results, I decide I have to give away a control point which is just.....urk...this isn't how this is meant to go, my brain told me so.
Ashlynn moves around to the top of my flag, pops feat. She kepted both upkeeps and fuelled up both Rover and Mangler, so sweet zero camp land it is.
Between her Gun shot, Skarath spraying three, Gibbs, Gorman and Tinker the Daughters all get killed.
Ragman Death Fields and gets up into the zone.
I can't hit as many Menoth Jacks as I'd like at all.
Snapjaw ends up charging a Kicky Monk. His first boosted to hit Roulleted attack misses. By Menoth's Holy armpit....
The Monk doesn't move, so we hit him with the next attack, then ding a Crusader a bit.
Mangler charges in, still has Admonition. He bins the other Kicky Monk and a Crusader.
The fully laoded Rover has nothing to really get into, so runs back to be in front of Ashlynn, just in case.
Wrongeye drops his Fury and runs as back as he can while keeping Snappy in control.
On the right, Brine charges up and eats most of the remaining Daughters on that flank, then gets Souied backward. He's in Boundless Crusader charge range, but oh well.
Scores stay level at 2.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirObDKjf3y1BbJsIHYs-r6YSI1nPrrgoHPguecsFtZDyYolgawmG_zyVf5OvKIbMF4ICQQjdWvnaZXGQzdACFU3yXnaZ6JqxxHpV8qtYiNtv1XvjOkAqnRomeLdsa7XjzAz0JS0iXmsbDa/s1600/015+%2528800x450%2529.jpg
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Menoth 4: In the centre, Reznik curses Snapjaw and sits on the flag as the Devout toes the back of the zone.
The various jacks then all go into Snapjaw and kill him, Admonition lets the Mangler move away from Scourge crunching him.
The flanky Crusader gets his movement and arm healed by a Mechanic, then with Boundless Charge goes into Brine after the Daughters run up to be partial observers.
This Crusader proves to be as bad as CephSheps Wrecker, only landing a couple hits which takes out the body.
Nothing could get to my flag, so we both go to 3.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz3b5uyjSruOM4KlrkDZjrN3twV5CU5_Is4ISaue90E_kK2ChYh5fQ_xTv0rgZ1J1CLCZz2t_XIAdw6UvuvHR0rRAN1kChXsHz7O4DQ4mWkaSZ5grGMR5Wv4gbu37Y_iEOSHW7hW-wpvGO/s1600/016+%2528800x450%2529.jpg
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Merc 4: I have pieces that can contest (Brine, or Ragman had the Pig died) so the scenario game should be fine, likewise clock. There is an assassination on the table though, might as well give it a swing.
I upkeep Quickened on Brine. Rorsh pops smoke to get the Bacon greased up and forward, he heals the damaged Aspects. Brine charges Reznik with his Animus up, gets it done with his initials.
Sweet sweet Piggies. Kermit knows where things are at he does.
Game four in the faction for the Menite, seems a lot better fit that the Trolls. As a Zoo player Lamentation is just awful, I HAVE ANIMI TO USE DAMMIT.
In any event, one more Slam game before I can put Ashlynn down....
Saturday, February 25, 2017
Game 160: Ashlynn1 vs Thexus1
Alright, another day of Ashlynn until I finally feel the motivational power to throw all those Drudges in a bag.
Ashlynn1 - Mangler, Rover, Rorsh and Brine, Dahlia and Skarath, Wrongeye and Snapjaw, Eliminators, Acosta, Gorman, Gibbs, Tinker, Ragman
Speaing of a few token Drudges....
Thexus1 (Operating Theatre) - 4x Warden, Wrecker, Subduer, Mind Bender and Drudges (Min?), Dominator with Aiyanna/Holt, Dominator with Eliminators, 3x Agitators, 2x Overlords
I win the roll, nab first so I can get somewhere on the board before the Thexus threat range sinks in.
Scenario is Outlast.
I get a trench and wall in my backfield, while a forest and hill sit in the centre of the board. The right zone has an obstruction for me and a cloud for the Ceph, the left has some water and a hill.
Ceph have a large obstruction to make sweet sweet hidey love to.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpMmST_9flupBVWF-doE8kMFiMcxr-ftaQJKgALbopqQrmejJp1C22Xvhzc2WCu6hihnBUltQE-RtEqQYzF8eIeqkjVf6MyfM6RVh094f_tjWd-PWWj7KSgOQFANslsUzGWMSuJokXzUZD/s1600/003+%2528800x450%2529.jpg
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Round 1: Ashlynn and jacks go behind the forest, Admo on the Mangler.
Ninja picks sticks near the centre, with Quickened on Brine.
The Snake goes behind the wall, Dahlis puts up Haunting Melody.
Crocs and Acosta go right.
Cepharob has Overlords on either flank.
Two Wardens and the Subduer (Repped by Drillers and a Rockram respectively) walk around the left side of the house, with Aiyanna and Holt behind them.
The Drudges, Wrecker and other two Wardens (Repped by a Mangler and Bashers) go around the right.
Thexus cowers behind the house, as he should.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIY4kKt2txyB9f__2uToj0eZN6B53fcJTnvFBZoOckmOuJI1879s8NL_K3YQPIOteXDP9fN6aEmb-Bkla9HNHFDtj8WjGaM7pxJw15FOW32kBqhRyDWJx7C_OotC611sA3aDNx5FNTiGQP/s1600/004+%2528800x450%2529.jpg
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Ashlynn 2: I hammer out a rough plan of ultra optimism. Put the jacks and Pig into fight for the left, have the Snake and Croc duo contest the right.
Left zone, the Mangler runs into the centre of the zone, having been lied to about how much Admonition will save him.
The Rover chills at the back of said zone behind the forest.
Pigs go between the water and the trench.
Ashlynn twiddles some thumbs in the trench and starts her death counter.
Right zone, the Snake hangs back as Dahlia legs it and just gets to contest the right zone.
Wrongeye pops his defence tech and hides behind the obstruction, Snapjaw kinda shuffles awkwardly next to him.
The Eliminators and Acosta run up to be annoying. A poor use of Ashlynn's Acosta, but oh well.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWtFX-kq9lmPEj1eZ4bdyp_4DJKcXW61_WUryUfrKBKOJ4dO08OL_feP1dtaPAtfP5v-G18D06AqsS9PPk4qDQ_PNB3mYstDgUidzm99EDMsZySe7mpZ2WeOnIST5QuF9t3M4iDof7zQP5/s1600/005+%2528800x450%2529.jpg
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Thexus 2: Begin the evil theme music! I recommend Wagner.
Overall the Ceph don't really move up, as if they aren't electing to clear the zone (I'd hope to draw the feat out early for some early scoring, alas that didn't pan out) then they can sit content in their threat ranges being considerably further than me.
Left wise, some TK's let the Subduer aim and pull in the Mangler who is summarily executed by a wave of Monstrosities.
One of the overlords toes the top left point of the zone.
While the Thexus model sits upon his tower gazing down at the weak minded fools before him, he is actually intelligently placed as a proxy behind the house. No point full use of Twister for me.
Right side, The Wardens and Overlords kill the Kayazy and Acosta without super difficulty (Good thing I didn't anything to make Acosta more effective, like a feat that made him hard to hit or something).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1zjfYTJz3VpjyQxtZFjRBp2h_sRUT9PHuUpe2DhNl82FptaoIa3BHfWPqrfIXX7J716w8yhduKYo6bqjtyGdc3mHiHaRj2nV47PUvx3oUIX151UdhPxCnhazttNMqBqs3_Z9eTqW1edEg/s1600/006+%2528800x450%2529.jpg
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Ashlynn 3: Carry out the plan, try to get some sweet scoring action in.
Left side, just have to kill an Overlord and Warden, though given I'll be saccing Brine for this I'm hoping he'll spike hard on all three Monstrosities he can get to.
Ashlynn toes the zone and feats. Puts Admonition on the Rover.
Brine gets Smoked forward, then it's just a matter of doing a damage point for the free charge.
Ashlynn, Tinker and Ragman all fail. It ends up being Gorman with a corrosion bomb.
Big Piggy goes in, eats the relevant Warden and takes out the Subduers brain. Not great, but plans based on dice spikes are usually bad.
Just an Overlord left.
By dint of all those lame attempts to hurt Brine I'm left with just Gibbs and the Rover to kill the Overlord. Gibbs Grenade scatters way off, whereas the Rover goes in, hits and flubbs the damage roll.
Scoring plan has bombed hard. Oh dear.
Right side, I've woken up to the whole "Wrongeye hiding behind an obstruction with star crossed doesn't matter because he just dies to Physic Assaults". The Crocs run to the left, as Dahlia and Snake chill out contesting the right.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_wsj1jcq7pUm_QSfpuVGk0YsjZ4eI3C0IPdU3ykVwOUEAivdKDWkbKJvgTHQUluxi6m_1HOtDSKGritR60q8hBh1VXJ3QQdo_6bnxs2BD7xz_6Fg6MJi7QgfyiWjfYwc6EOLAzPY-DK7y/s1600/007+%2528800x450%2529.jpg
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Thexus 3: Exulon manoeuvres his way to the right side of the back of the house (Anyone living in their is going to be super creeped out). He feats to push Brine away, Rover in and Dahlia out of the zone.
Leftwise, there's the most awkward part of Cephalyx Monstrosities in action: Using damage to give focus whilst praying you don't knock out the newly restored Brain. Ergo the Subduer gets one focus, uses it to drag in the Rover who is easily slaughtered by Aiyanna/Holt/Warden.
Stuff runs around in an effort to set up an ignominious event that...we'll get to it.
Drudges run out to be in front of the house. I thought they be going over to Dahlia to kill her with the Drudge explosions, but oh well.
On the right the Monstrosities shuffle, the Overlords line up to spray at Dahlia targeting Skarath. They all miss.
Ceph go to 1 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkxILm8MAFDTdvjVfzJIra7hD1YyjwjkdURWbUZXeGshx6Get6NgRyaUOMoOK7c6TxWp4AA7DcCHkDPGTnZMuDbnQbXde_aGSDFoioHwOZOfbr9XK1Tbv7_6tQ8T86qbg4UihChX8foX4T/s1600/008+%2528800x450%2529.jpg
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Ashlynn 4: This little piggy went to market, accept it was a big piggy.
The Big Piggy had a craving for Roast Beef and went into a frenzy.
The little Piggy was the Roast Beef.
Ayep, Brine ate Rorsh. There's an award for letting opponents fulfill their wildest dreams right?
Ashlynn saus screw it, puts Admonition up and goes into the left zone, screams "Come at me in an orderly, Riposte triggering line please".
I make a few ranged attacks that wing the remaining left Warden, he Aggresives forward but sadly doesn't fall into the trap of getting into Snapjaws charge range.
Crocs just chill.
Right side, Dahlis puts her back to the Obstruction and questions her life choices.
Skarath sprays down two of the Overlords.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGyXRxnkxLPvEmpJr09QUDwmawGy8tXaZcgFHegmT2LtNd-Iqukooer3kBTeCw4SemFb-E0qcTIia1ro3CbsjfGwy6uIIV_JWThA_18ufNmuFLJZHD9eadJSby7cGXO-cbJ7ZBTdH8z-5P/s1600/009+%2528800x450%2529.jpg
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Thexus 4: Clock isn't super high, so its time for the winning Dominates.
Left wise, Overlords go into the zone and kill Tinker/Gibbs. Everything else just toes or hangs back, I regret my lack of Admonition move.
Right side, a Warden goes to the edge of the hill to get Dahlias back arc. I get reminded that just because I never cast it doesn't mean that Hex Blast isn't on Exulon's card. She gets hits and TKed forward. Thexus then walks into the cloud and toes the zone.
The Wrecker goes into Dahlia's back with Instigate up. misses five attacks needing 7's. Forces the remaining Warden over there to go in and kill her.
Ceph go to 3.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijZYCeZtMBIABJgvEIsxDxmpyXqiHbf3Bir3wVMAFgREOdXoLE-VBOHnRb5koYz3x2ZPb7WT5KinBRDB4PiJ5yTCCLA7srgdEeG40m0Nnzz20L5g2sv7fvYLXDfxiY3vlTA6nq-HszJQuV/s1600/010+%2528800x450%2529.jpg
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Ashlynn 5: The Wreckers incompetence gives me a chance!
Thexus has no camp or Sac Pawn targets.
Ashlynn charges a Mosntrosity, Dual Attack shoots Thexus.
Misses.
Well, it was rubbish odds anyway (A mighty 1.16%, powerful stuff).
Having finished making Shep's warmachine dreams unnecessary versus reality, I can put Ashlynn.....on a movement tray, got a mini two round tourney on and no time to go get another list. Sod. Still hasn't quite made me willing to put the Drudges and Risen in the case yet.
Ashlynn1 - Mangler, Rover, Rorsh and Brine, Dahlia and Skarath, Wrongeye and Snapjaw, Eliminators, Acosta, Gorman, Gibbs, Tinker, Ragman
Speaing of a few token Drudges....
Thexus1 (Operating Theatre) - 4x Warden, Wrecker, Subduer, Mind Bender and Drudges (Min?), Dominator with Aiyanna/Holt, Dominator with Eliminators, 3x Agitators, 2x Overlords
I win the roll, nab first so I can get somewhere on the board before the Thexus threat range sinks in.
Scenario is Outlast.
I get a trench and wall in my backfield, while a forest and hill sit in the centre of the board. The right zone has an obstruction for me and a cloud for the Ceph, the left has some water and a hill.
Ceph have a large obstruction to make sweet sweet hidey love to.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpMmST_9flupBVWF-doE8kMFiMcxr-ftaQJKgALbopqQrmejJp1C22Xvhzc2WCu6hihnBUltQE-RtEqQYzF8eIeqkjVf6MyfM6RVh094f_tjWd-PWWj7KSgOQFANslsUzGWMSuJokXzUZD/s1600/003+%2528800x450%2529.jpg
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Round 1: Ashlynn and jacks go behind the forest, Admo on the Mangler.
Ninja picks sticks near the centre, with Quickened on Brine.
The Snake goes behind the wall, Dahlis puts up Haunting Melody.
Crocs and Acosta go right.
Cepharob has Overlords on either flank.
Two Wardens and the Subduer (Repped by Drillers and a Rockram respectively) walk around the left side of the house, with Aiyanna and Holt behind them.
The Drudges, Wrecker and other two Wardens (Repped by a Mangler and Bashers) go around the right.
Thexus cowers behind the house, as he should.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIY4kKt2txyB9f__2uToj0eZN6B53fcJTnvFBZoOckmOuJI1879s8NL_K3YQPIOteXDP9fN6aEmb-Bkla9HNHFDtj8WjGaM7pxJw15FOW32kBqhRyDWJx7C_OotC611sA3aDNx5FNTiGQP/s1600/004+%2528800x450%2529.jpg
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Ashlynn 2: I hammer out a rough plan of ultra optimism. Put the jacks and Pig into fight for the left, have the Snake and Croc duo contest the right.
Left zone, the Mangler runs into the centre of the zone, having been lied to about how much Admonition will save him.
The Rover chills at the back of said zone behind the forest.
Pigs go between the water and the trench.
Ashlynn twiddles some thumbs in the trench and starts her death counter.
Right zone, the Snake hangs back as Dahlia legs it and just gets to contest the right zone.
Wrongeye pops his defence tech and hides behind the obstruction, Snapjaw kinda shuffles awkwardly next to him.
The Eliminators and Acosta run up to be annoying. A poor use of Ashlynn's Acosta, but oh well.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWtFX-kq9lmPEj1eZ4bdyp_4DJKcXW61_WUryUfrKBKOJ4dO08OL_feP1dtaPAtfP5v-G18D06AqsS9PPk4qDQ_PNB3mYstDgUidzm99EDMsZySe7mpZ2WeOnIST5QuF9t3M4iDof7zQP5/s1600/005+%2528800x450%2529.jpg
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Thexus 2: Begin the evil theme music! I recommend Wagner.
Overall the Ceph don't really move up, as if they aren't electing to clear the zone (I'd hope to draw the feat out early for some early scoring, alas that didn't pan out) then they can sit content in their threat ranges being considerably further than me.
Left wise, some TK's let the Subduer aim and pull in the Mangler who is summarily executed by a wave of Monstrosities.
One of the overlords toes the top left point of the zone.
While the Thexus model sits upon his tower gazing down at the weak minded fools before him, he is actually intelligently placed as a proxy behind the house. No point full use of Twister for me.
Right side, The Wardens and Overlords kill the Kayazy and Acosta without super difficulty (Good thing I didn't anything to make Acosta more effective, like a feat that made him hard to hit or something).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1zjfYTJz3VpjyQxtZFjRBp2h_sRUT9PHuUpe2DhNl82FptaoIa3BHfWPqrfIXX7J716w8yhduKYo6bqjtyGdc3mHiHaRj2nV47PUvx3oUIX151UdhPxCnhazttNMqBqs3_Z9eTqW1edEg/s1600/006+%2528800x450%2529.jpg
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Ashlynn 3: Carry out the plan, try to get some sweet scoring action in.
Left side, just have to kill an Overlord and Warden, though given I'll be saccing Brine for this I'm hoping he'll spike hard on all three Monstrosities he can get to.
Ashlynn toes the zone and feats. Puts Admonition on the Rover.
Brine gets Smoked forward, then it's just a matter of doing a damage point for the free charge.
Ashlynn, Tinker and Ragman all fail. It ends up being Gorman with a corrosion bomb.
Big Piggy goes in, eats the relevant Warden and takes out the Subduers brain. Not great, but plans based on dice spikes are usually bad.
Just an Overlord left.
By dint of all those lame attempts to hurt Brine I'm left with just Gibbs and the Rover to kill the Overlord. Gibbs Grenade scatters way off, whereas the Rover goes in, hits and flubbs the damage roll.
Scoring plan has bombed hard. Oh dear.
Right side, I've woken up to the whole "Wrongeye hiding behind an obstruction with star crossed doesn't matter because he just dies to Physic Assaults". The Crocs run to the left, as Dahlia and Snake chill out contesting the right.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_wsj1jcq7pUm_QSfpuVGk0YsjZ4eI3C0IPdU3ykVwOUEAivdKDWkbKJvgTHQUluxi6m_1HOtDSKGritR60q8hBh1VXJ3QQdo_6bnxs2BD7xz_6Fg6MJi7QgfyiWjfYwc6EOLAzPY-DK7y/s1600/007+%2528800x450%2529.jpg
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Thexus 3: Exulon manoeuvres his way to the right side of the back of the house (Anyone living in their is going to be super creeped out). He feats to push Brine away, Rover in and Dahlia out of the zone.
Leftwise, there's the most awkward part of Cephalyx Monstrosities in action: Using damage to give focus whilst praying you don't knock out the newly restored Brain. Ergo the Subduer gets one focus, uses it to drag in the Rover who is easily slaughtered by Aiyanna/Holt/Warden.
Stuff runs around in an effort to set up an ignominious event that...we'll get to it.
Drudges run out to be in front of the house. I thought they be going over to Dahlia to kill her with the Drudge explosions, but oh well.
On the right the Monstrosities shuffle, the Overlords line up to spray at Dahlia targeting Skarath. They all miss.
Ceph go to 1 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkxILm8MAFDTdvjVfzJIra7hD1YyjwjkdURWbUZXeGshx6Get6NgRyaUOMoOK7c6TxWp4AA7DcCHkDPGTnZMuDbnQbXde_aGSDFoioHwOZOfbr9XK1Tbv7_6tQ8T86qbg4UihChX8foX4T/s1600/008+%2528800x450%2529.jpg
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Ashlynn 4: This little piggy went to market, accept it was a big piggy.
The Big Piggy had a craving for Roast Beef and went into a frenzy.
The little Piggy was the Roast Beef.
Ayep, Brine ate Rorsh. There's an award for letting opponents fulfill their wildest dreams right?
Ashlynn saus screw it, puts Admonition up and goes into the left zone, screams "Come at me in an orderly, Riposte triggering line please".
I make a few ranged attacks that wing the remaining left Warden, he Aggresives forward but sadly doesn't fall into the trap of getting into Snapjaws charge range.
Crocs just chill.
Right side, Dahlis puts her back to the Obstruction and questions her life choices.
Skarath sprays down two of the Overlords.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGyXRxnkxLPvEmpJr09QUDwmawGy8tXaZcgFHegmT2LtNd-Iqukooer3kBTeCw4SemFb-E0qcTIia1ro3CbsjfGwy6uIIV_JWThA_18ufNmuFLJZHD9eadJSby7cGXO-cbJ7ZBTdH8z-5P/s1600/009+%2528800x450%2529.jpg
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Thexus 4: Clock isn't super high, so its time for the winning Dominates.
Left wise, Overlords go into the zone and kill Tinker/Gibbs. Everything else just toes or hangs back, I regret my lack of Admonition move.
Right side, a Warden goes to the edge of the hill to get Dahlias back arc. I get reminded that just because I never cast it doesn't mean that Hex Blast isn't on Exulon's card. She gets hits and TKed forward. Thexus then walks into the cloud and toes the zone.
The Wrecker goes into Dahlia's back with Instigate up. misses five attacks needing 7's. Forces the remaining Warden over there to go in and kill her.
Ceph go to 3.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijZYCeZtMBIABJgvEIsxDxmpyXqiHbf3Bir3wVMAFgREOdXoLE-VBOHnRb5koYz3x2ZPb7WT5KinBRDB4PiJ5yTCCLA7srgdEeG40m0Nnzz20L5g2sv7fvYLXDfxiY3vlTA6nq-HszJQuV/s1600/010+%2528800x450%2529.jpg
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Ashlynn 5: The Wreckers incompetence gives me a chance!
Thexus has no camp or Sac Pawn targets.
Ashlynn charges a Mosntrosity, Dual Attack shoots Thexus.
Misses.
Well, it was rubbish odds anyway (A mighty 1.16%, powerful stuff).
Having finished making Shep's warmachine dreams unnecessary versus reality, I can put Ashlynn.....on a movement tray, got a mini two round tourney on and no time to go get another list. Sod. Still hasn't quite made me willing to put the Drudges and Risen in the case yet.
Friday, February 24, 2017
Game 159: Ashlynn1 vs Maddox1
Round 2: This time for sure
Still this garbage:
Ashlynn1 - Mangler, Rover, Rorsh and Brine, Dahlia and Skarath, Brun and Lug, 2x Eliminators, Ragman, Tinker, Gibbs, Acosta
Objective: Bunker
We almost get the 7 Hammersmiths with Jakes2, though we instead veer into less exerimenty tech.
Maddox1 (Storm Bringers) - 2x Ironclad, Firefly, Thunderhead, Junior with Charger, Storm Lancers (Max), Storm Lancers (Min), Laddermore, Squire, Arlan
Loving Thunderhead in that. Anything whose high points cost displaces some Storm Lancers can't be bad.
It only took 9 games, but I finally beat DMB on the dice roll. I picked second because the terrain definitely favoured the scenario game for one side.
Two Fronts, the left flag has a forest and the cloud. The Obstruction returns between the flags, with a hill near the Swan flag and a wall in my back field. There's also a trench and some water on my side that don't do a huge amount.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjluw6aVX1fEK9yCo126SP_0N6QjzeZwxOjd6AxvTP4YO5c8GxmeEESnvAOZQyrPMsEvo4HU0o-xigLCbZYi3y_ACtbw-YwuQz5B495VrbF3xFMrv62Sz3t1YKwIvW-O07opJfHvy1PA1Nx/s1600/012+%2528800x450%2529.jpg
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Cygnar 1: It's super flank time!
The Lancers all run up on the right, Arcane Shield on the larger unit. Snipe goes on Thunderhead.
The Charger is hidden behind the Obstruction, Junior is behind Thunderhead.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXmkJ5pTQpKHa_1EyKw1pMGGJUTXVSwty5HI_7G9A9DNpS2RTggmEEgVZ40yZKpT_BhneVLM48I2KJD3xI0vdAgEgKCwirCeH1H6TE4QSUGqmyURdsanBH4lh20OYL2kpmMJRHezw_peij/s1600/013+%2528800x450%2529.jpg
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Merc 1: Having options with the upkeeps already feels better than living in permanent expectation of three Defenders imploding your ARM 15 VIP Meatbag.
Ashynn throws Quicken on Acosta, Admonition on the Mangler and starts making her way toward the Merc flag.
Around the fog, ready to pounce on anything that tries to loop back around and get in position to contest my flag we have Acosta, Pigs and an Eliminator unit.
Sticking out of threat range with Counterblast/Admo/Countercharge shenanigans the Mangler, Skarath and Brun all move in a rough line to fight the Storm Lancer horde.
All the Lessers and various random pieces all spread out to avoid Electro leap deals. I could definitely lose some of them, but the Lessers should be safe this turn at least.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaLyx2iqOivd3BLZZaBq90GUpA4sbCrlYPSJDaib9YFO_fv5pr1qFhyphenhyphenLqt8SvCuArJrUUikYudVM5A5B5ef_OsD8HXVOe6Jy77j-grXG9pwwdIusCGHGPL1DI3XgX3Wkn5JwQ7zxbvtJmC/s1600/014+%2528800x450%2529.jpg
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Cygnar 2: Behind the house in the centre, the Charger walks across to get line of sight and do an unreasonable amount of damage to Brine, taking out his Body. His sweet sweaty lithe Pork Body. No, saying its lithe isn't to far. If you'd made the decision to play the Pigs you'd understand.
The rest of the Swans continue the sweep up the right side of the board. Brun gets a counter charge into a pony, does a mighty point of damage and Returns back. sigh. They do gun shots and some damage, nothing that was too memorable (I can tell because I'm not memorying it at all).
Thunderhead and the Firefly shoot the Mangler, knock off a column and a half but no systems. The Ironclads stay safe from the flail range.
At some point Dauntless Resolve goes on the small Storm Lancer unit.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQiTTnnu5gvl1_91tf4SNiLYLvHhcXezE2fB6gEsj_N_BDeq6KwL16vgrbXYVVhlWQA6OhwSzyaGjOfzmLrfulOa8lVpKobTcAD6t3Py1nNcSLy4N_3ki_5nKaheLCIRVhJyPWF_joBk0-/s1600/015+%2528800x450%2529.jpg
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Merc 2: The dopamine strikes as I get to push focus onto the Mangler without that old electric chair smell filling my sinuses.
The Red Eliminators and Acosta go into the Charger and just explode it.
Brine hides behind the house, Ashlynn and the Rover tell camp stories around the Merc flag (And then, Harby was all "Screw Severius, dudes going to die soon, lets kills some Khadorans up here in Llael because Menoth basically uses me to excuse his continual parental absentism manner of divine guidance").
Rorsh hides in the trench at max distance from everything, heals up Brine with his stack.
On the Storm Lancer front lines, Dahlia and Brun stay as far back as their puny control areas allow. PUNY I SAY. Puny Prunes. Anyway.....
Skarath continues my unreasonable damage roll run as he double boosts a shot to kill an armour buffed Storm Lancer.
Lug goes in and eats another two.
The Mangler sadly can't get to an Ironclad, so settles for charging and killing the Firefly.
One Eliminator runs up to be distracting, the other hangs back and assumes the most sacred rule of war (Stay 4.1 inches away from everything).
I go up to 1, very happy with that turn. The damage spikes were unreasonable, but their you go.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUb51KTpBxuwSw49_4l9O4NPNijdNCGAjbfjq-2Q61mXT86lxeYUgMYo5uCPYo5anGsrTdhx2o4Wt8dPpaTlZmmshRLz5BWrHhbTV269cB3BxjOTIs7FhAy56401ooCCXjjrFNYZyWz1jx/s1600/016+%2528800x450%2529.jpg
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Cygnar 3: Thunderhead moves across and kills the Red Eliminators, as you do.
Junior takes a desperate stab at Acosta. Hits. Puts him one box. Buys a random desperate attack, boosts the hit, misses, dies to the Riposte.
Not finding a better time to do it, Maddox feats. Their is instant unfortunate recognition that doing this first means Junior would have killed Acosta.
The Ponies go down and kill Lug, utterly fail to kill his Mum.
Around the Swan flag, Laddermore kills the suicide Eliminator.
The Mangler gets Disrupted by Arlan. He was already way out of control area, so this didn't really worry me. Admonition lets him dodge one Ironclad that wanted to go behind him and stay out of threat of the other, which ends up running to engage him. Some random gun shots did damage him at some point in teh turn, taking out his Movement and Cortex (I think just various gun shots that spiked high).
The bear distraction has caused some grief as I cruise to 2 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV1SK3pp97AX0jEu_Uc5pv_hZS6Bnd2Epa2mVMbwcgaLEjYsnwZ-D_vlvYjKxf0A_xBefibRF58CnGFUNoCi64MQegHTYUbmM4Au5DJk8c62PQdsl8ai8jHhVPnMZY-qx_B4BzqitMJdVq/s1600/017+%2528800x450%2529.jpg
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Merc 3: "It's working! It's working!" we scream at our slave mother from the drag race vehicle we made in our backyard. Right before it imploded and Liam Neeson took a year off from acting to recover from that........piece of art.....
With Vengeance and his regular attacks Acosta lops off one of Thunderheads arms and Cortex. This is on you Maddox. It's on you.
Around the Merc flag Ashlynn and the Rover ping the nearest Ironclad for some damage.
Brine stays hiding. Rorsh stays int he trench and heals him again.
Tinker, Gibbs and Ragman all stay in a mighty circle of 4.1 away from each other.
In Storm Lancer corner, Skarath gets Mist Walkered and charges to eat a pony, then flail at another one and leave it on two boxes. The Eliminator in the vicinity tries to go and do a pair of Anatomicals, misses the first alas.
Brun charges a Storm Lancer. It was embarrassing.
On the Swan Flag, the Mangler moves up, Threshers to kill Arlan, the Squire and a column of damage to an Ironclad. Glorious.
Up to 3 for me.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaUWlmhvPKNuY8nogkkIgq6pr_o4jDAKMLejEigO2_LTGoA4dJjisPM66ekNpdLzk9__cyXYxV_9vOMv0qstvYPtgPigykFhXMuR1IorDUFj6wBBVOrMQVYLWtuP_pXIYrkZV-6NQoInr9/s1600/019+%2528800x450%2529.jpg
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Cygnar 4: Thunderhead punches Acosta to death. Good 6 points that guy.
Madox goes to the Swan flag as one Ironclad beats the Mangler to death.
Around the Merc flag, the other Ironclad and Laddermore get in to contest. The jack has to run, Laddermore though gets a charge on the pig and....takes out his Body again. Le sigh.
In the increasingly irrelevant corner, the ponies struggle badly, killing the Kayazy but leaving Brun on a box as the Snake is untouched.
Scores now 3v1.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3Ac0hs8aY9ZM4LvRX4NoOdHY6cSinaEP0OoNMBiHHTJN93_y69gfL0sXAnwaNiinqZpDuOqThzHGikUjIwQ2IF-11d139ll1RQCWPVt70zPs7qKCZsXegjib0cwHq4zm2mgiESALKjyC_/s1600/020+%2528800x450%2529.jpg
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Merc 4: Not a terrible recovery, there aren't many pieces I can get to the Swan flag, and Skarath is just as tied up as the Ponies (More to the point, the ponies bugging out last turn would do more for Cygnar than the snake would for me).
Seems like a good enough turn to feat.
Ragman wades through the water, pops Deathfield.
Gibbs charges the Ironclad, doesn'tdo anything but had to get his command bubble for reposition.
Ashlynn feats, walks base to base with Laddermore, dismounts and kills her then Repo's back to my flag.
The Rover turns and easily demolishes the Ironclad.
Rorsh rolls his eyes, moves across in the trench and heals Brine again. The Big Pig then has to run across and contest the swan flag.
Pony Corner, Skarath engages all the ponies, kills two and puts another on two boxes. Brun tries to finish it off, surprise surprise he doesn't get it done (Mate, you know I'm mentally comparing you to Rorsh right? Guy with three ranged attacks?)
Goes to 4v1, Swans are screwed so concede.
Brun and Lug, get out. Just Neville Chamberlain your way out of here, Gator Churchill is coming back to where he should never have left.
Still this garbage:
Ashlynn1 - Mangler, Rover, Rorsh and Brine, Dahlia and Skarath, Brun and Lug, 2x Eliminators, Ragman, Tinker, Gibbs, Acosta
Objective: Bunker
We almost get the 7 Hammersmiths with Jakes2, though we instead veer into less exerimenty tech.
Maddox1 (Storm Bringers) - 2x Ironclad, Firefly, Thunderhead, Junior with Charger, Storm Lancers (Max), Storm Lancers (Min), Laddermore, Squire, Arlan
Loving Thunderhead in that. Anything whose high points cost displaces some Storm Lancers can't be bad.
It only took 9 games, but I finally beat DMB on the dice roll. I picked second because the terrain definitely favoured the scenario game for one side.
Two Fronts, the left flag has a forest and the cloud. The Obstruction returns between the flags, with a hill near the Swan flag and a wall in my back field. There's also a trench and some water on my side that don't do a huge amount.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjluw6aVX1fEK9yCo126SP_0N6QjzeZwxOjd6AxvTP4YO5c8GxmeEESnvAOZQyrPMsEvo4HU0o-xigLCbZYi3y_ACtbw-YwuQz5B495VrbF3xFMrv62Sz3t1YKwIvW-O07opJfHvy1PA1Nx/s1600/012+%2528800x450%2529.jpg
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Cygnar 1: It's super flank time!
The Lancers all run up on the right, Arcane Shield on the larger unit. Snipe goes on Thunderhead.
The Charger is hidden behind the Obstruction, Junior is behind Thunderhead.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXmkJ5pTQpKHa_1EyKw1pMGGJUTXVSwty5HI_7G9A9DNpS2RTggmEEgVZ40yZKpT_BhneVLM48I2KJD3xI0vdAgEgKCwirCeH1H6TE4QSUGqmyURdsanBH4lh20OYL2kpmMJRHezw_peij/s1600/013+%2528800x450%2529.jpg
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Merc 1: Having options with the upkeeps already feels better than living in permanent expectation of three Defenders imploding your ARM 15 VIP Meatbag.
Ashynn throws Quicken on Acosta, Admonition on the Mangler and starts making her way toward the Merc flag.
Around the fog, ready to pounce on anything that tries to loop back around and get in position to contest my flag we have Acosta, Pigs and an Eliminator unit.
Sticking out of threat range with Counterblast/Admo/Countercharge shenanigans the Mangler, Skarath and Brun all move in a rough line to fight the Storm Lancer horde.
All the Lessers and various random pieces all spread out to avoid Electro leap deals. I could definitely lose some of them, but the Lessers should be safe this turn at least.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaLyx2iqOivd3BLZZaBq90GUpA4sbCrlYPSJDaib9YFO_fv5pr1qFhyphenhyphenLqt8SvCuArJrUUikYudVM5A5B5ef_OsD8HXVOe6Jy77j-grXG9pwwdIusCGHGPL1DI3XgX3Wkn5JwQ7zxbvtJmC/s1600/014+%2528800x450%2529.jpg
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Cygnar 2: Behind the house in the centre, the Charger walks across to get line of sight and do an unreasonable amount of damage to Brine, taking out his Body. His sweet sweaty lithe Pork Body. No, saying its lithe isn't to far. If you'd made the decision to play the Pigs you'd understand.
The rest of the Swans continue the sweep up the right side of the board. Brun gets a counter charge into a pony, does a mighty point of damage and Returns back. sigh. They do gun shots and some damage, nothing that was too memorable (I can tell because I'm not memorying it at all).
Thunderhead and the Firefly shoot the Mangler, knock off a column and a half but no systems. The Ironclads stay safe from the flail range.
At some point Dauntless Resolve goes on the small Storm Lancer unit.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQiTTnnu5gvl1_91tf4SNiLYLvHhcXezE2fB6gEsj_N_BDeq6KwL16vgrbXYVVhlWQA6OhwSzyaGjOfzmLrfulOa8lVpKobTcAD6t3Py1nNcSLy4N_3ki_5nKaheLCIRVhJyPWF_joBk0-/s1600/015+%2528800x450%2529.jpg
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Merc 2: The dopamine strikes as I get to push focus onto the Mangler without that old electric chair smell filling my sinuses.
The Red Eliminators and Acosta go into the Charger and just explode it.
Brine hides behind the house, Ashlynn and the Rover tell camp stories around the Merc flag (And then, Harby was all "Screw Severius, dudes going to die soon, lets kills some Khadorans up here in Llael because Menoth basically uses me to excuse his continual parental absentism manner of divine guidance").
Rorsh hides in the trench at max distance from everything, heals up Brine with his stack.
On the Storm Lancer front lines, Dahlia and Brun stay as far back as their puny control areas allow. PUNY I SAY. Puny Prunes. Anyway.....
Skarath continues my unreasonable damage roll run as he double boosts a shot to kill an armour buffed Storm Lancer.
Lug goes in and eats another two.
The Mangler sadly can't get to an Ironclad, so settles for charging and killing the Firefly.
One Eliminator runs up to be distracting, the other hangs back and assumes the most sacred rule of war (Stay 4.1 inches away from everything).
I go up to 1, very happy with that turn. The damage spikes were unreasonable, but their you go.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUb51KTpBxuwSw49_4l9O4NPNijdNCGAjbfjq-2Q61mXT86lxeYUgMYo5uCPYo5anGsrTdhx2o4Wt8dPpaTlZmmshRLz5BWrHhbTV269cB3BxjOTIs7FhAy56401ooCCXjjrFNYZyWz1jx/s1600/016+%2528800x450%2529.jpg
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Cygnar 3: Thunderhead moves across and kills the Red Eliminators, as you do.
Junior takes a desperate stab at Acosta. Hits. Puts him one box. Buys a random desperate attack, boosts the hit, misses, dies to the Riposte.
Not finding a better time to do it, Maddox feats. Their is instant unfortunate recognition that doing this first means Junior would have killed Acosta.
The Ponies go down and kill Lug, utterly fail to kill his Mum.
Around the Swan flag, Laddermore kills the suicide Eliminator.
The Mangler gets Disrupted by Arlan. He was already way out of control area, so this didn't really worry me. Admonition lets him dodge one Ironclad that wanted to go behind him and stay out of threat of the other, which ends up running to engage him. Some random gun shots did damage him at some point in teh turn, taking out his Movement and Cortex (I think just various gun shots that spiked high).
The bear distraction has caused some grief as I cruise to 2 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV1SK3pp97AX0jEu_Uc5pv_hZS6Bnd2Epa2mVMbwcgaLEjYsnwZ-D_vlvYjKxf0A_xBefibRF58CnGFUNoCi64MQegHTYUbmM4Au5DJk8c62PQdsl8ai8jHhVPnMZY-qx_B4BzqitMJdVq/s1600/017+%2528800x450%2529.jpg
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Merc 3: "It's working! It's working!" we scream at our slave mother from the drag race vehicle we made in our backyard. Right before it imploded and Liam Neeson took a year off from acting to recover from that........piece of art.....
With Vengeance and his regular attacks Acosta lops off one of Thunderheads arms and Cortex. This is on you Maddox. It's on you.
Around the Merc flag Ashlynn and the Rover ping the nearest Ironclad for some damage.
Brine stays hiding. Rorsh stays int he trench and heals him again.
Tinker, Gibbs and Ragman all stay in a mighty circle of 4.1 away from each other.
In Storm Lancer corner, Skarath gets Mist Walkered and charges to eat a pony, then flail at another one and leave it on two boxes. The Eliminator in the vicinity tries to go and do a pair of Anatomicals, misses the first alas.
Brun charges a Storm Lancer. It was embarrassing.
On the Swan Flag, the Mangler moves up, Threshers to kill Arlan, the Squire and a column of damage to an Ironclad. Glorious.
Up to 3 for me.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaUWlmhvPKNuY8nogkkIgq6pr_o4jDAKMLejEigO2_LTGoA4dJjisPM66ekNpdLzk9__cyXYxV_9vOMv0qstvYPtgPigykFhXMuR1IorDUFj6wBBVOrMQVYLWtuP_pXIYrkZV-6NQoInr9/s1600/019+%2528800x450%2529.jpg
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Cygnar 4: Thunderhead punches Acosta to death. Good 6 points that guy.
Madox goes to the Swan flag as one Ironclad beats the Mangler to death.
Around the Merc flag, the other Ironclad and Laddermore get in to contest. The jack has to run, Laddermore though gets a charge on the pig and....takes out his Body again. Le sigh.
In the increasingly irrelevant corner, the ponies struggle badly, killing the Kayazy but leaving Brun on a box as the Snake is untouched.
Scores now 3v1.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3Ac0hs8aY9ZM4LvRX4NoOdHY6cSinaEP0OoNMBiHHTJN93_y69gfL0sXAnwaNiinqZpDuOqThzHGikUjIwQ2IF-11d139ll1RQCWPVt70zPs7qKCZsXegjib0cwHq4zm2mgiESALKjyC_/s1600/020+%2528800x450%2529.jpg
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Merc 4: Not a terrible recovery, there aren't many pieces I can get to the Swan flag, and Skarath is just as tied up as the Ponies (More to the point, the ponies bugging out last turn would do more for Cygnar than the snake would for me).
Seems like a good enough turn to feat.
Ragman wades through the water, pops Deathfield.
Gibbs charges the Ironclad, doesn'tdo anything but had to get his command bubble for reposition.
Ashlynn feats, walks base to base with Laddermore, dismounts and kills her then Repo's back to my flag.
The Rover turns and easily demolishes the Ironclad.
Rorsh rolls his eyes, moves across in the trench and heals Brine again. The Big Pig then has to run across and contest the swan flag.
Pony Corner, Skarath engages all the ponies, kills two and puts another on two boxes. Brun tries to finish it off, surprise surprise he doesn't get it done (Mate, you know I'm mentally comparing you to Rorsh right? Guy with three ranged attacks?)
Goes to 4v1, Swans are screwed so concede.
Brun and Lug, get out. Just Neville Chamberlain your way out of here, Gator Churchill is coming back to where he should never have left.
Game 158 - Ashlynn1 vs Sloan1
Alright, Ashlynn got pointed out to me again, so threw together a list of models I currently have available (Sylyss has disappeared and Gallant got reclaimed by its owner).
Ashlynn1 - Mangler, Rover, Rorsh and Brine, Dahlia and Skarath, Brun and Lug, 2x Eliminators, Ragman, Tinker, Gibbs, Acosta
Objective: Bunker
Some random Saturday pick ups into ye olde new Swannie
Sloan1 - 3x Defender, Jakes1 with 2x Grenadiers, Trenchers (Max) with UA, Eiryss1, Reinholdt
Objective: Bunker
It's Recon, I lose the roll as is our way and get first.
On the far side of the left flag we have a large obstruction. The zone has a linear arrangement of a Trench, a fog cloud and a large forest. My objective has a blob of water to its side. There's a hill and a wall that won't matter.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoYBNBr_VqKCmOrpUuYVH7zGWfX3fH3gHU4qbqvjOpKH0zFLxw_geww-fpGit-AEcU9SKi82fAhx6TJVv8SyyemGdPtZKWou4RwYYkyspKijJcaMrpXKUI2sLI5182FmCLCvnuvq3Vfywm/s1600/002+%2528800x450%2529.jpg
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Round 1: Ashlynns Quickens herself so she doesn't just get blown the hell up immediately.
Rover gets forced into the water in the name of making room.
One unit of Eliminators and the Pigs go way left, intending to hide behind the obstruction and threaten whatever goes behind it.
Manglers Gets Admo, as I expect he'll be the opening trade down piece so the more annoying he is to get rid of the better.
Snake and Bear go behind the forest, if I'm to do much in the matchup I'm pretty sure I have to leverage the terrain, otherwise Sloan jsut blows me up in two turns and its game over.
The trenchers go up the centre between the Obstruction of doom and their objective.
Jakes hides behind said Obstruction, her Grenadier jacks going behind the left most bunch of Trenchers.
The Defenders just make a line behind them, Sloan is base to base with the butt of the rightmost one.
Eiryss goes up behind the wall on the right.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBLGALA8UtYuFTliHl00mj3LpSb9NhCkFTwzkD-RA6HR5icUjmyLZaFTe3YCUdhCgSthJRBxPeqEXzscmUgbztZFhhtV-KO50b9z4hLXmBAqzQhCQiy5Kl84Ih5312tK3jp1uugFTOAhjj/s1600/003+%2528800x450%2529.jpg
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Merc 2: Upkeeps hang around.
Left wise, the Red Eliminators run up and into the open. They can definitely be attacked, I'm somewhat hoping they will be to draw away things going for my Heavies or strongly contesting the zone.
The Pigs go behind the Obstruction.
The other Eliminators and Acosta run up into the Trenchers, killing a couple on the way.
Mangler tries to get into the Trench, doesn't quite make it alas.
Rover and Ashlynn hang at the back of the zone. Ashlynn is totally open to Defender shots, as I' straight up failed to remember True Sight when I moved her and thus the cloud did nothing, continuing only to be an impediment for me.
The Snake and Bear go into the forest.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl76R9LfJ1e7cZq8loWGEqH-harcJrw_Q8Kf8V2ATgK5whc1Zg9qUjgplZzTBYjLNFi0n3FF5jABTOyl28QrWJhnlXsrushhG93Eudgh3x_z3f-TWbFaFRqadamQXJCcvN5fIJBG1VmIA3/s1600/005+%2528800x450%2529.jpg
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Cygnar 2: Sloan hangs back and feats. A few Trenchers also die int he meantime to free up Acosta and a central Eliminator as targets.
The Swans barely move as they blow up the Mangler, Acosta, Skarath and an Eliminator.
Jakes and Sloan both fall back to the backfield, away from the murder squad on the left.
I should have triggered Admo to get the Mangler in the trench, mistakes were made. Beyond taking Brun and Lug that is.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXbq259zuVjOygJd3igxXk0ouvgez11CLkpEnKanzgdV_braqcYxXIEF0aJ6xHqrRt6qWGrRClbJzTfp_eya6BgTJzZezzmoYmVq6KIw10fp9i03NgEIdRyZrZSC3-HpI6euNsdWC4kb6O/s1600/006+%2528800x450%2529.jpg
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Merc 3: By Reinholdts massive head, we're knee deep in it now.
Ideally something goes into the Objective and kills it, I ultimately fail to see a means to do so when it is a Bunker. Either the Mangler or Skarath were intended to do it, once more I did not take into account the effect of Trie Sight ignoring concealment.
Nothing for it but to throw Ashlynn forward and delay like a boss.
Ashlynn Feats, gets up in the cloud and camps five. Also scribbles a quick note about what should be written on her gravestone.
The Rover runs up next to her in the trench for the Eiryss shot.
The Bear runs up onto the hill and engages a Trencher.
Little pig stays hidden, big Pig runs up and engages the Grenadiers and a bunch of the Trenchers.
Brun hides in the forest, Dahlia runs up behind the cloud.
Eliminator wise, the Red ones go into the left most Defender to be annoying. The Green one charges Jakes and bounces off hard (I have no need of camp!)
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqTrAdh_ql2p57Df7SjfcLLhGHHvox5vRq6KMiCuzqJb09_nGd_QK76MA1c7UsfBqGjZeo11pbJRi4BKB-fYKOmKCAwRBYl2bN3R2GwZR419cOWzIevN9w-FeqV4xzX2grqfEInXpUeN2t/s1600/007+%2528800x450%2529.jpg
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Cygnar 3: The Trenchers and Grenadiers stab Brine, the infantry all miss as the jacks do some damage. One Defender goes into him, hits well, I then do a Retaliatory strike hoping for a crit knockdown. It fails alas, does some damage but then bacon sprinkles the earth.
Jackes and the left Defender flail at the Red Eliminators as Jakes injures Brun and blows up the Green fail Eliminator.
Eiryss misses with a sweet snake eyes. The final Defender goes into Brun, whacks him down to a few boxes.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiowLKvTFFal5SjAQPigaUweY_hy-OPBSxbQlgNAxtLJq9i9WQqB5ST2cWHzSFZfQTYtUrAt2t-lzR8rsQNPduva4ywK0Ueqm2KL2FVrdUgkjCyUeOVCa6o2O7Vona_uLmON11JEHd4Fou4/s1600/008+%2528800x450%2529.jpg
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Merc 4: Ashlynn opens an eye, to her shock she isn't fragments of skin and muscle liberally spread out on the ground. Sloan is sensibly hidden away, so its attempt to push the scenario time.
Ragman walks up and Death Fields as Brin heals Lug. This lets the Bear eat the zone and flail with some attacks on the right Defender.
Red Eliminators kill Jakes, shutting down the Grenadiers.
Rorsh uses Dynomite to pop some Trenchers and ping the centre Defender.
Dahlia runs up into the Trenchers and desperately toots her flute.
Ashlynn backs the hell up as Tinker/Gibbs Rover form a wall with the forest. Admonition goes on teh Rover.
I go to 3 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmF3t7US3Yuhp1NtihWJ-Ca-2xiIOidMchzE4p9fiuqySULmFRv1BaLNQNdLzOymx-u1z2SNe1OmN__tE4q4MzI7jLK3yewinuVZmSXZk9ZhHmQViYT_qvOjThY-zy9HCBAlbLd6tljC1c/s1600/009+%2528800x450%2529.jpg
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Cygnar 4: Kara kills the Red Eliminators, while Defenders finish off Lug and Dahlia. Unfortunately only a few Trenchers and Eiryss go into the zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpr_OLTlbQ-tKtvTymlYj9I8MzRX5N1Uka5bzuwBPS41NAuTpH-n8kpvcP65O2erO1JcNRzSVvWBgQg-kmHuCXvoqLfZM4rCs5n_qSxsY0GPONlie_PPOb6Kz9I9S4KEoggarvF_XvDuyj/s1600/004+%2528800x450%2529.jpg
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Merc 5: Brun kills Eiyrss, I easily finish off the Trenchers in the zone and enjoy a sweet scenario win.
The Bear has rules. It should get some different ones. Or at least by damn cheaper than it is.
Not really a good test run for Ashlynn, Sloan is just bad, with more aggressive moves from the Defenders it goes pretty awful as I don't like the odds of killing three heavies and still have Ashlynn safe enough to not die to just Sloan shooting her.
Well, another game of this list at any rate, as we had time for two....
Ashlynn1 - Mangler, Rover, Rorsh and Brine, Dahlia and Skarath, Brun and Lug, 2x Eliminators, Ragman, Tinker, Gibbs, Acosta
Objective: Bunker
Some random Saturday pick ups into ye olde new Swannie
Sloan1 - 3x Defender, Jakes1 with 2x Grenadiers, Trenchers (Max) with UA, Eiryss1, Reinholdt
Objective: Bunker
It's Recon, I lose the roll as is our way and get first.
On the far side of the left flag we have a large obstruction. The zone has a linear arrangement of a Trench, a fog cloud and a large forest. My objective has a blob of water to its side. There's a hill and a wall that won't matter.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoYBNBr_VqKCmOrpUuYVH7zGWfX3fH3gHU4qbqvjOpKH0zFLxw_geww-fpGit-AEcU9SKi82fAhx6TJVv8SyyemGdPtZKWou4RwYYkyspKijJcaMrpXKUI2sLI5182FmCLCvnuvq3Vfywm/s1600/002+%2528800x450%2529.jpg
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Round 1: Ashlynns Quickens herself so she doesn't just get blown the hell up immediately.
Rover gets forced into the water in the name of making room.
One unit of Eliminators and the Pigs go way left, intending to hide behind the obstruction and threaten whatever goes behind it.
Manglers Gets Admo, as I expect he'll be the opening trade down piece so the more annoying he is to get rid of the better.
Snake and Bear go behind the forest, if I'm to do much in the matchup I'm pretty sure I have to leverage the terrain, otherwise Sloan jsut blows me up in two turns and its game over.
The trenchers go up the centre between the Obstruction of doom and their objective.
Jakes hides behind said Obstruction, her Grenadier jacks going behind the left most bunch of Trenchers.
The Defenders just make a line behind them, Sloan is base to base with the butt of the rightmost one.
Eiryss goes up behind the wall on the right.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBLGALA8UtYuFTliHl00mj3LpSb9NhCkFTwzkD-RA6HR5icUjmyLZaFTe3YCUdhCgSthJRBxPeqEXzscmUgbztZFhhtV-KO50b9z4hLXmBAqzQhCQiy5Kl84Ih5312tK3jp1uugFTOAhjj/s1600/003+%2528800x450%2529.jpg
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Merc 2: Upkeeps hang around.
Left wise, the Red Eliminators run up and into the open. They can definitely be attacked, I'm somewhat hoping they will be to draw away things going for my Heavies or strongly contesting the zone.
The Pigs go behind the Obstruction.
The other Eliminators and Acosta run up into the Trenchers, killing a couple on the way.
Mangler tries to get into the Trench, doesn't quite make it alas.
Rover and Ashlynn hang at the back of the zone. Ashlynn is totally open to Defender shots, as I' straight up failed to remember True Sight when I moved her and thus the cloud did nothing, continuing only to be an impediment for me.
The Snake and Bear go into the forest.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl76R9LfJ1e7cZq8loWGEqH-harcJrw_Q8Kf8V2ATgK5whc1Zg9qUjgplZzTBYjLNFi0n3FF5jABTOyl28QrWJhnlXsrushhG93Eudgh3x_z3f-TWbFaFRqadamQXJCcvN5fIJBG1VmIA3/s1600/005+%2528800x450%2529.jpg
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Cygnar 2: Sloan hangs back and feats. A few Trenchers also die int he meantime to free up Acosta and a central Eliminator as targets.
The Swans barely move as they blow up the Mangler, Acosta, Skarath and an Eliminator.
Jakes and Sloan both fall back to the backfield, away from the murder squad on the left.
I should have triggered Admo to get the Mangler in the trench, mistakes were made. Beyond taking Brun and Lug that is.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXbq259zuVjOygJd3igxXk0ouvgez11CLkpEnKanzgdV_braqcYxXIEF0aJ6xHqrRt6qWGrRClbJzTfp_eya6BgTJzZezzmoYmVq6KIw10fp9i03NgEIdRyZrZSC3-HpI6euNsdWC4kb6O/s1600/006+%2528800x450%2529.jpg
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Merc 3: By Reinholdts massive head, we're knee deep in it now.
Ideally something goes into the Objective and kills it, I ultimately fail to see a means to do so when it is a Bunker. Either the Mangler or Skarath were intended to do it, once more I did not take into account the effect of Trie Sight ignoring concealment.
Nothing for it but to throw Ashlynn forward and delay like a boss.
Ashlynn Feats, gets up in the cloud and camps five. Also scribbles a quick note about what should be written on her gravestone.
The Rover runs up next to her in the trench for the Eiryss shot.
The Bear runs up onto the hill and engages a Trencher.
Little pig stays hidden, big Pig runs up and engages the Grenadiers and a bunch of the Trenchers.
Brun hides in the forest, Dahlia runs up behind the cloud.
Eliminator wise, the Red ones go into the left most Defender to be annoying. The Green one charges Jakes and bounces off hard (I have no need of camp!)
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqTrAdh_ql2p57Df7SjfcLLhGHHvox5vRq6KMiCuzqJb09_nGd_QK76MA1c7UsfBqGjZeo11pbJRi4BKB-fYKOmKCAwRBYl2bN3R2GwZR419cOWzIevN9w-FeqV4xzX2grqfEInXpUeN2t/s1600/007+%2528800x450%2529.jpg
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Cygnar 3: The Trenchers and Grenadiers stab Brine, the infantry all miss as the jacks do some damage. One Defender goes into him, hits well, I then do a Retaliatory strike hoping for a crit knockdown. It fails alas, does some damage but then bacon sprinkles the earth.
Jackes and the left Defender flail at the Red Eliminators as Jakes injures Brun and blows up the Green fail Eliminator.
Eiryss misses with a sweet snake eyes. The final Defender goes into Brun, whacks him down to a few boxes.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiowLKvTFFal5SjAQPigaUweY_hy-OPBSxbQlgNAxtLJq9i9WQqB5ST2cWHzSFZfQTYtUrAt2t-lzR8rsQNPduva4ywK0Ueqm2KL2FVrdUgkjCyUeOVCa6o2O7Vona_uLmON11JEHd4Fou4/s1600/008+%2528800x450%2529.jpg
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Merc 4: Ashlynn opens an eye, to her shock she isn't fragments of skin and muscle liberally spread out on the ground. Sloan is sensibly hidden away, so its attempt to push the scenario time.
Ragman walks up and Death Fields as Brin heals Lug. This lets the Bear eat the zone and flail with some attacks on the right Defender.
Red Eliminators kill Jakes, shutting down the Grenadiers.
Rorsh uses Dynomite to pop some Trenchers and ping the centre Defender.
Dahlia runs up into the Trenchers and desperately toots her flute.
Ashlynn backs the hell up as Tinker/Gibbs Rover form a wall with the forest. Admonition goes on teh Rover.
I go to 3 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmF3t7US3Yuhp1NtihWJ-Ca-2xiIOidMchzE4p9fiuqySULmFRv1BaLNQNdLzOymx-u1z2SNe1OmN__tE4q4MzI7jLK3yewinuVZmSXZk9ZhHmQViYT_qvOjThY-zy9HCBAlbLd6tljC1c/s1600/009+%2528800x450%2529.jpg
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Cygnar 4: Kara kills the Red Eliminators, while Defenders finish off Lug and Dahlia. Unfortunately only a few Trenchers and Eiryss go into the zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpr_OLTlbQ-tKtvTymlYj9I8MzRX5N1Uka5bzuwBPS41NAuTpH-n8kpvcP65O2erO1JcNRzSVvWBgQg-kmHuCXvoqLfZM4rCs5n_qSxsY0GPONlie_PPOb6Kz9I9S4KEoggarvF_XvDuyj/s1600/004+%2528800x450%2529.jpg
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Merc 5: Brun kills Eiyrss, I easily finish off the Trenchers in the zone and enjoy a sweet scenario win.
The Bear has rules. It should get some different ones. Or at least by damn cheaper than it is.
Not really a good test run for Ashlynn, Sloan is just bad, with more aggressive moves from the Defenders it goes pretty awful as I don't like the odds of killing three heavies and still have Ashlynn safe enough to not die to just Sloan shooting her.
Well, another game of this list at any rate, as we had time for two....
Monday, February 20, 2017
Game 157: MacBain1 vs Maelok1
It's a pick up game into the returning Key Ran, using that army I'm totally repping for February.
Quiet you, I already know. Team Tourneys man, beats down my poor SUSSness.
The Rahn matchup touched me pretty badly (In the whole "That was sweet, I'll get the mop for the blood" way) at Clash, so need to refine the list pair. Ossrum Bunnies is the first list of the little dude I enjoyed, but it really just added a second generalist in my list pair which isn't needed.
Ergo, work beinig a bit more intense than normal, I hammered this out in about 10 minutes then hurriedly packed it up for the game, thus our matchup is:
MacBain1 - 2x Nomad, 2x Buccaneer, Freebooter, Madelyn Corbeau, Trenchers (Max) w/ 3x Grenadiers, Croes (Max), Rangers, Boomies (Min), Kell (Free), Orin (Free)
vs
Maelok1 - 2x Wrastler, Spitter, Bullsnapper, Wrongeye + Snapjaw, Croak Raiders, Bokor + Shamblers, 2x Bog Trog Trawlers
So me and MacBain had a tiff at the start of Mark3, in that the various elements of his list didn't do what they used to, Gun Mages were no longer available, Grievous looked to be on the rise and his Feat being made slightly weaker (Though I had many a contentious argument with the watery Mike over that one) didn't endear me to him.
I'm trying to do new stuff with him here to get away from that, with the big decision point being to drop the Galleon, which was also a hassle in that once I took it and a couple Buccaneers to ensure Feign Death triggered when needed craped my points style. Plus Energiser should be good. Right?
Croes are for a Counter Measure target and because I got some second hand with a nice paintjob. There isn't much in the army that doesn't like Fortune.
I also haven't used this many models in a list in a while, so that will be a nice change of pace.
Scenario is Take and Hold both flags have a hill and fog next to it, the side I end up with has a trench and large body water, the opposing has a trench and a wall.
I won the roll and selected first, as I didn't detect a super advantage terrain wise. More on that later.
[img] [/img]
Merc 1: All my units Advance Deploying or Ambushing is pretty neat, made deploying not a nightmare (Things I'm not playing into anytime soon: The Legion Theme Force).
Croes go left-ish with Countermeasures up, Trenchers either hold back, put up clouds or dig in. I contemplated assaulting with Grenadiers, but lucky scatter plans tend to be bad plans (Alas Dougal Galleon of old).
Rangers go out right.
Going from the normal Deployment line, MacBain had charged previously to end up behind the clouds.
Nomads go left, with Ace way behind as a Buccaneer proxy.
Freebooter and Buccaneer run into the water to mock the Gators I guess?
[img] [/img]
Minions 1: A Wrastler goes out left as the Death Pacted Croaks form a vague front line, they shoot down a Ranger and a Cutthroat in the meantime.
The other Wrastler, Maelok and the Efaarit standing in for the Spitter go behind the wall of doom, which I only realise at this point is going to be super annoying.
The Bokor and Snapjaw go into the trench with a couple infantry.
[img] [/img]
Merc 2: The cloud the Rangers wanted to hide behind goes away. Typical.
I became fixated on a stupid notion: Hit Maelok with Hiss and stop any spell casting.
Aside from that, Death Pact means no friendly corpse collection and the field has a bunch of models that want nothing to do with my POW 10 and 11 guns I've got in droves, so lets do that.
Croes get Fortune, between them, the front line of Trenchers and the Rangers most of the Risen and Croaks die. A Grenadier lands his bomb in the trench, killing a bunch more Shamblers with passed on Bokor damage.
Croe misses his shot on Maelok (Re-rolled 8's are still bad).
The Failsafe Nomad gets up the board a bit, his bro goes into my trench, where Kell takes out the let Wrastlers mind.
The Freebooter stays in the water. Turns out the Buccaneer doesn't have amphibious, which is just weird.
We become cloudless.
[img] [/img]
Minion 2: Trawlers ambush, one from each side.
The three remaining Croaks move up, pop another ranger as does that sides Trawler.
Wrongeye and Snappy hang out in teh Trench, Submerge and Star Crossed going.
The Bokor charges up and eats a Croe, the centre Wrastler moves up behind them.
Spitter pops some more Croes.
Maelok hides behind the wall of doom, making me very sad. Bull Snapper goes in front of him.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWOY-TUxEm2fVkmJG-4T9xOpf57L2njd7lDIiw0XHG01U_K_aIrPaIg5tsEgsC6zXjMfVtAHUpiQ4uaGe34F6_Jz6WTTHuM2XujJ2hh6C2hWyYs_jspHSnTsolGc3GiHNkweQSlFoSKEEA/s1600/005+%2528800x450%2529.jpg
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Merc 3: Imph. Already disliking the clock. Time to do random stuff.
I don't bring up Boomhowlers, due to no clue syndrome.
A couple Croes are engaging the Bokor and the leftmost Wrastler, so they die to Free Strikes to get out of the way. They then kill the left side Trawler.
The Trenchers cloud up MacBain, as he is drained from fuelling jacks and Energising. They shoot down the Bokor, Shambers and Croaks.
Kell wings the left most Wrastler again. The Failsafe Nomad charges that Wrastler, does some damage on the charge then flubs the world. DEF 12 turns out to be pretty good, no wonder the Skornites were disappointed.
The other Nomad leaves the Trench to threaten the Minion flag.
I do have one plan, which is kill Snapjaw. Star Crossed is annoying, so the right most Buccaneer slams Snappy. He hits, then rolls waaaay to far on the distance and this is now out of charge range of the Freebooter. Stupid Submerge....
The Ace Buccaneer then aims and tries to knock down the right side Wrastler. So by dint of my genius, I knock down the other Buccaneer that did the slam.
The Rangers try to kill the Trawler on the right side and utterly fail.
The Freebooter ends up backing up and staying on contest range of my flag.
MacBain feats, because everything is awful. I feat on a few Grenadiers, a Croe, Madelyn and Orin. Orin runs way up the board, hoping to stop Snappy or Wrongeye casting spells. He sadly lacks the speed to really get to a great spot for it.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUpe3khKM-BZS40CvjQDKynMincl5gI-fpqPnf0WJu_LmSH2joj-I-LjROkOLiHgG4rLcQXTGOY93m4Lyqfnbsh3XS4rwSm_5xG-oDxCmeq6hrP6Gdl0hntSHzoPdDeh6EksF5RoBJWMLx/s1600/006+%2528800x450%2529.jpg
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Minion 3: Maelok stays behind the stupid wall of power, feats and Spiny Growths himself.
The left side Wrastler puts Rage on the Spitter, is otherwise missing his Mind and Body so flails like......a flaily thing that is ineffective.
The Spitter then starts attacking the forward Nomad. Trashes it with prejudice and puts up Counterblast.
The Snapper then puts up Spiny Growth, charges and misses Madelyn on the hill.
Right wise, the healthy Wrastler goes up to the centre wall and growls menacingly. MENACINGLY I SAY.
Wrongeye/Snappy eat the Buccaneer I knocked down. Fair.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0hQL5nI5G5Hg3GTig1NM8PMkuMY4ROX9eEVMdsZMtGhcHSMfRN7a-30lyBesQyXf-e0R4W1nQy__JZsqFeJ0EAS4WKxcFvJNdjwLi1fw3S9b3KYM434Q5Shle7mHq76noILuGS7LakWG0/s1600/007+%2528800x450%2529.jpg
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Merc 4: So, how are we doing on time.....ah, I see we have crashed a double decker into Big Ben and numbers are landing all around us. Big heavy ones.
We don't need Boomhowler! Sod it! Let's kill that right Wrastler and live the dream!
Wait, we have no clock (As far as someone who has been spoiled by small sized lists choices is concerned)! What's Mael.......Def 18 Aye? Arm 20 something? Three Transfers?
Back to the other dream!
Buccaneer assaults the right Wrastler, knocks him down. Fully loaded water jack wotsitsname......Free Footwearer charges in. Might as well have chucked the model into the weak plaster of the wall as he achieves sweet sod all.
Huh...it is only now I realise that I killed literally nothing this turn. Yikes.
Kell is a boss, so shoots the left side Wrastler for another 6 (Poor dude.....just shoots a wall of leathery meat over and over and over. That's it though, he's only done it three times).
The anemic Croe unit moves up the left, shoot the left Wrastler to Silence him (Take that Maelok! You have to cast Rage! Just like you probably intended to!)
Trenchers do some CRA's on the knocked down Wrastler. Was super ineffectual. A couple,alongside the Rangers, fail to kill the right side Bog Trog Trawler. MacBain gets two clouds.
Orin charges Maelok, does nothing, I desperately hope he tries to cast stuff before brutally murdering the old geezer.
Scorings for people that try to win games.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtLsKkMlRwn-XuOW9OWh90k3T2IR9hiOjxuiwxNd_n164pwxmN0Af_49AXGsxvTetoeydjiDFj_ImH36wVR093U8-F9DpBKx0HUp2E707bEP-sE_ZAgDbXmWFibOyPnsX7fIBbeTPMHga1/s1600/008+%2528800x450%2529.jpg
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Minion 4: Spitter frenzies, eats Madelyn.
On the left, the Wrastler just chills as he is quite hurt. The Spitter goes in, lightly dings the Buccaneer. Maelok and Wrongeye stay in their prospective Hideyholes, Orin gets horribly eaten.
The right side Wrastler and Snappy kill the Freebooter. The Trawler chills on the hill and implodes a Trencher.
Minions go to 1 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmD8DjYQ4iXzdKVs40xA49sGk5WcJgJnu9vLPPoSG8wVHd4TWZoGnglH5EjGb0IUPxpH5aWIAkFXuKECl8KUt5J8Zwjegkow0sZYgU48N_2rbhCPa4wvSdM2SIdhEgdSRvwjI89NtfS7_X/s1600/009+%2528800x450%2529.jpg
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Merc 5: Fuzzy as shit photo. I have stared into the deepest void, wherein the darkness is all consuming, encompassing and yet nothing. A visceral blackness that yet devours the concept of colour. I beheld a glowing pyramid of a most bright hue, inscribed upon it words. Just the best words. I believe they were "You'll get over it".
Incidentally, I broke my no photos under 15 minutes rules because I wanted to see how this played out afterwards. Plays like a toddler (A miserable mess that causes endless sighing).
I have to kill Maelok to get this game done in the clock contraints (No chance I win a time strategy, specially with the comparative amount of activations).
Boomies ambush on the top left and run in.
Croes go amongst them, Silence the left side Wrastler, who Kell plinks again.
The Nomad goes into the Spitter and kills it.
The Buccaneer charges Wrongeye, boosts the charge attack, puts him on 1 box. Buys an attack, boosts to hit and misses. Valiant attempt, alas for the spell that (I presume) blares Adam Levines Voice into your Eye Sockets and melts them.
The Trenchers mostly just shuffle up. They do CRA's and kill the right Wrastler with some nasty damage rolls.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4riaqq9l7H2g8QhWvpfEOMq7_Zfa2ZWEfY0soxCT1B_GL67hxrVVbkyPe4Y9q8QPB7AJZMLRatnOpxC43KQXAFiEm7f6GaTPGe9kTzCJnWEbUiVh-KYkXiSi5FmfNboc4_7cmUni_Xhqc/s1600/010+%2528800x450%2529.jpg
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Minion 5: Maelok moves into the open, keeps Deathpact on himself. Puts Rage on the Wrastler. Between him and Wrongeye they easily kill my second Buccaneer.
Wrastler and Spitter go into the Nomad. Kells efforts have paid off, as the Wrastler only has Spirit and maxes Fury to achieve little.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPz_tkNb_0WNRgzj2PSDreuEoxDrPALFwJ-7mjpMVHPY_DgNQ4hsCvHWEleQqdoOcq-qmS82fYcFvB0M7SSSSY9ReRahnEDSYaCZUHbNPWU_kow2_6hCkp5uufaMJJmybSNNw4GfRGnrQE/s1600/011+%2528800x450%2529.jpg
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Merc 6: Alright, I've have 90 seconds to kill Maelok.
MacBain moves up, puts Failsafe on the Nomad (Only needs one box to live through the freestrikes and he can lay into Maelok at full efficieny). Shoots Maelok for a good amount with his gun.
Rangers move up the back, shoot Maelok.
Kell does another 6 points to him.
Trenchers form a blob, do three CRA's into Maelok and kill him.
Huh....that was easier than expected. It's determines I mathed incorrectly on the CRA's, so the Croes come in and finish the job with backstrikes.
Youch.....what a mess. I've got infantry model clock issues yo. Glad I've been to lazy to put the 50 Drudge and Alexia list down.
MacBain has an uncertain future.
I would describe this as not my best work.
Quiet you, I already know. Team Tourneys man, beats down my poor SUSSness.
The Rahn matchup touched me pretty badly (In the whole "That was sweet, I'll get the mop for the blood" way) at Clash, so need to refine the list pair. Ossrum Bunnies is the first list of the little dude I enjoyed, but it really just added a second generalist in my list pair which isn't needed.
Ergo, work beinig a bit more intense than normal, I hammered this out in about 10 minutes then hurriedly packed it up for the game, thus our matchup is:
MacBain1 - 2x Nomad, 2x Buccaneer, Freebooter, Madelyn Corbeau, Trenchers (Max) w/ 3x Grenadiers, Croes (Max), Rangers, Boomies (Min), Kell (Free), Orin (Free)
vs
Maelok1 - 2x Wrastler, Spitter, Bullsnapper, Wrongeye + Snapjaw, Croak Raiders, Bokor + Shamblers, 2x Bog Trog Trawlers
So me and MacBain had a tiff at the start of Mark3, in that the various elements of his list didn't do what they used to, Gun Mages were no longer available, Grievous looked to be on the rise and his Feat being made slightly weaker (Though I had many a contentious argument with the watery Mike over that one) didn't endear me to him.
I'm trying to do new stuff with him here to get away from that, with the big decision point being to drop the Galleon, which was also a hassle in that once I took it and a couple Buccaneers to ensure Feign Death triggered when needed craped my points style. Plus Energiser should be good. Right?
Croes are for a Counter Measure target and because I got some second hand with a nice paintjob. There isn't much in the army that doesn't like Fortune.
I also haven't used this many models in a list in a while, so that will be a nice change of pace.
Scenario is Take and Hold both flags have a hill and fog next to it, the side I end up with has a trench and large body water, the opposing has a trench and a wall.
I won the roll and selected first, as I didn't detect a super advantage terrain wise. More on that later.
[img] [/img]
Merc 1: All my units Advance Deploying or Ambushing is pretty neat, made deploying not a nightmare (Things I'm not playing into anytime soon: The Legion Theme Force).
Croes go left-ish with Countermeasures up, Trenchers either hold back, put up clouds or dig in. I contemplated assaulting with Grenadiers, but lucky scatter plans tend to be bad plans (Alas Dougal Galleon of old).
Rangers go out right.
Going from the normal Deployment line, MacBain had charged previously to end up behind the clouds.
Nomads go left, with Ace way behind as a Buccaneer proxy.
Freebooter and Buccaneer run into the water to mock the Gators I guess?
[img] [/img]
Minions 1: A Wrastler goes out left as the Death Pacted Croaks form a vague front line, they shoot down a Ranger and a Cutthroat in the meantime.
The other Wrastler, Maelok and the Efaarit standing in for the Spitter go behind the wall of doom, which I only realise at this point is going to be super annoying.
The Bokor and Snapjaw go into the trench with a couple infantry.
[img] [/img]
Merc 2: The cloud the Rangers wanted to hide behind goes away. Typical.
I became fixated on a stupid notion: Hit Maelok with Hiss and stop any spell casting.
Aside from that, Death Pact means no friendly corpse collection and the field has a bunch of models that want nothing to do with my POW 10 and 11 guns I've got in droves, so lets do that.
Croes get Fortune, between them, the front line of Trenchers and the Rangers most of the Risen and Croaks die. A Grenadier lands his bomb in the trench, killing a bunch more Shamblers with passed on Bokor damage.
Croe misses his shot on Maelok (Re-rolled 8's are still bad).
The Failsafe Nomad gets up the board a bit, his bro goes into my trench, where Kell takes out the let Wrastlers mind.
The Freebooter stays in the water. Turns out the Buccaneer doesn't have amphibious, which is just weird.
We become cloudless.
[img] [/img]
Minion 2: Trawlers ambush, one from each side.
The three remaining Croaks move up, pop another ranger as does that sides Trawler.
Wrongeye and Snappy hang out in teh Trench, Submerge and Star Crossed going.
The Bokor charges up and eats a Croe, the centre Wrastler moves up behind them.
Spitter pops some more Croes.
Maelok hides behind the wall of doom, making me very sad. Bull Snapper goes in front of him.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWOY-TUxEm2fVkmJG-4T9xOpf57L2njd7lDIiw0XHG01U_K_aIrPaIg5tsEgsC6zXjMfVtAHUpiQ4uaGe34F6_Jz6WTTHuM2XujJ2hh6C2hWyYs_jspHSnTsolGc3GiHNkweQSlFoSKEEA/s1600/005+%2528800x450%2529.jpg
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Merc 3: Imph. Already disliking the clock. Time to do random stuff.
I don't bring up Boomhowlers, due to no clue syndrome.
A couple Croes are engaging the Bokor and the leftmost Wrastler, so they die to Free Strikes to get out of the way. They then kill the left side Trawler.
The Trenchers cloud up MacBain, as he is drained from fuelling jacks and Energising. They shoot down the Bokor, Shambers and Croaks.
Kell wings the left most Wrastler again. The Failsafe Nomad charges that Wrastler, does some damage on the charge then flubs the world. DEF 12 turns out to be pretty good, no wonder the Skornites were disappointed.
The other Nomad leaves the Trench to threaten the Minion flag.
I do have one plan, which is kill Snapjaw. Star Crossed is annoying, so the right most Buccaneer slams Snappy. He hits, then rolls waaaay to far on the distance and this is now out of charge range of the Freebooter. Stupid Submerge....
The Ace Buccaneer then aims and tries to knock down the right side Wrastler. So by dint of my genius, I knock down the other Buccaneer that did the slam.
The Rangers try to kill the Trawler on the right side and utterly fail.
The Freebooter ends up backing up and staying on contest range of my flag.
MacBain feats, because everything is awful. I feat on a few Grenadiers, a Croe, Madelyn and Orin. Orin runs way up the board, hoping to stop Snappy or Wrongeye casting spells. He sadly lacks the speed to really get to a great spot for it.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUpe3khKM-BZS40CvjQDKynMincl5gI-fpqPnf0WJu_LmSH2joj-I-LjROkOLiHgG4rLcQXTGOY93m4Lyqfnbsh3XS4rwSm_5xG-oDxCmeq6hrP6Gdl0hntSHzoPdDeh6EksF5RoBJWMLx/s1600/006+%2528800x450%2529.jpg
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Minion 3: Maelok stays behind the stupid wall of power, feats and Spiny Growths himself.
The left side Wrastler puts Rage on the Spitter, is otherwise missing his Mind and Body so flails like......a flaily thing that is ineffective.
The Spitter then starts attacking the forward Nomad. Trashes it with prejudice and puts up Counterblast.
The Snapper then puts up Spiny Growth, charges and misses Madelyn on the hill.
Right wise, the healthy Wrastler goes up to the centre wall and growls menacingly. MENACINGLY I SAY.
Wrongeye/Snappy eat the Buccaneer I knocked down. Fair.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0hQL5nI5G5Hg3GTig1NM8PMkuMY4ROX9eEVMdsZMtGhcHSMfRN7a-30lyBesQyXf-e0R4W1nQy__JZsqFeJ0EAS4WKxcFvJNdjwLi1fw3S9b3KYM434Q5Shle7mHq76noILuGS7LakWG0/s1600/007+%2528800x450%2529.jpg
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Merc 4: So, how are we doing on time.....ah, I see we have crashed a double decker into Big Ben and numbers are landing all around us. Big heavy ones.
We don't need Boomhowler! Sod it! Let's kill that right Wrastler and live the dream!
Wait, we have no clock (As far as someone who has been spoiled by small sized lists choices is concerned)! What's Mael.......Def 18 Aye? Arm 20 something? Three Transfers?
Back to the other dream!
Buccaneer assaults the right Wrastler, knocks him down. Fully loaded water jack wotsitsname......Free Footwearer charges in. Might as well have chucked the model into the weak plaster of the wall as he achieves sweet sod all.
Huh...it is only now I realise that I killed literally nothing this turn. Yikes.
Kell is a boss, so shoots the left side Wrastler for another 6 (Poor dude.....just shoots a wall of leathery meat over and over and over. That's it though, he's only done it three times).
The anemic Croe unit moves up the left, shoot the left Wrastler to Silence him (Take that Maelok! You have to cast Rage! Just like you probably intended to!)
Trenchers do some CRA's on the knocked down Wrastler. Was super ineffectual. A couple,alongside the Rangers, fail to kill the right side Bog Trog Trawler. MacBain gets two clouds.
Orin charges Maelok, does nothing, I desperately hope he tries to cast stuff before brutally murdering the old geezer.
Scorings for people that try to win games.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtLsKkMlRwn-XuOW9OWh90k3T2IR9hiOjxuiwxNd_n164pwxmN0Af_49AXGsxvTetoeydjiDFj_ImH36wVR093U8-F9DpBKx0HUp2E707bEP-sE_ZAgDbXmWFibOyPnsX7fIBbeTPMHga1/s1600/008+%2528800x450%2529.jpg
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Minion 4: Spitter frenzies, eats Madelyn.
On the left, the Wrastler just chills as he is quite hurt. The Spitter goes in, lightly dings the Buccaneer. Maelok and Wrongeye stay in their prospective Hideyholes, Orin gets horribly eaten.
The right side Wrastler and Snappy kill the Freebooter. The Trawler chills on the hill and implodes a Trencher.
Minions go to 1 CP.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmD8DjYQ4iXzdKVs40xA49sGk5WcJgJnu9vLPPoSG8wVHd4TWZoGnglH5EjGb0IUPxpH5aWIAkFXuKECl8KUt5J8Zwjegkow0sZYgU48N_2rbhCPa4wvSdM2SIdhEgdSRvwjI89NtfS7_X/s1600/009+%2528800x450%2529.jpg
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Merc 5: Fuzzy as shit photo. I have stared into the deepest void, wherein the darkness is all consuming, encompassing and yet nothing. A visceral blackness that yet devours the concept of colour. I beheld a glowing pyramid of a most bright hue, inscribed upon it words. Just the best words. I believe they were "You'll get over it".
Incidentally, I broke my no photos under 15 minutes rules because I wanted to see how this played out afterwards. Plays like a toddler (A miserable mess that causes endless sighing).
I have to kill Maelok to get this game done in the clock contraints (No chance I win a time strategy, specially with the comparative amount of activations).
Boomies ambush on the top left and run in.
Croes go amongst them, Silence the left side Wrastler, who Kell plinks again.
The Nomad goes into the Spitter and kills it.
The Buccaneer charges Wrongeye, boosts the charge attack, puts him on 1 box. Buys an attack, boosts to hit and misses. Valiant attempt, alas for the spell that (I presume) blares Adam Levines Voice into your Eye Sockets and melts them.
The Trenchers mostly just shuffle up. They do CRA's and kill the right Wrastler with some nasty damage rolls.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4riaqq9l7H2g8QhWvpfEOMq7_Zfa2ZWEfY0soxCT1B_GL67hxrVVbkyPe4Y9q8QPB7AJZMLRatnOpxC43KQXAFiEm7f6GaTPGe9kTzCJnWEbUiVh-KYkXiSi5FmfNboc4_7cmUni_Xhqc/s1600/010+%2528800x450%2529.jpg
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Minion 5: Maelok moves into the open, keeps Deathpact on himself. Puts Rage on the Wrastler. Between him and Wrongeye they easily kill my second Buccaneer.
Wrastler and Spitter go into the Nomad. Kells efforts have paid off, as the Wrastler only has Spirit and maxes Fury to achieve little.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPz_tkNb_0WNRgzj2PSDreuEoxDrPALFwJ-7mjpMVHPY_DgNQ4hsCvHWEleQqdoOcq-qmS82fYcFvB0M7SSSSY9ReRahnEDSYaCZUHbNPWU_kow2_6hCkp5uufaMJJmybSNNw4GfRGnrQE/s1600/011+%2528800x450%2529.jpg
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Merc 6: Alright, I've have 90 seconds to kill Maelok.
MacBain moves up, puts Failsafe on the Nomad (Only needs one box to live through the freestrikes and he can lay into Maelok at full efficieny). Shoots Maelok for a good amount with his gun.
Rangers move up the back, shoot Maelok.
Kell does another 6 points to him.
Trenchers form a blob, do three CRA's into Maelok and kill him.
Huh....that was easier than expected. It's determines I mathed incorrectly on the CRA's, so the Croes come in and finish the job with backstrikes.
Youch.....what a mess. I've got infantry model clock issues yo. Glad I've been to lazy to put the 50 Drudge and Alexia list down.
MacBain has an uncertain future.
I would describe this as not my best work.
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