Thursday, June 29, 2017

Game 202 - Thexus1 vs Vlad2

So.......got in a game against the local Redster, to be blunt I played it poorly. Even a bunch of the photos get Khador shy and just picture the glistening exposed flesh of the Drudges, so this one will be short and likely followed by severe lamenting.

Managing to stick to my plan of playing predominantly Thexus, it's him and the Drudge Horde versus a local favourite that I for various reasons (Mainly pairing based I think) have seen very little of.

Vlad2 - Conquest, min Mechaniks, 2x Eliminators, Outriders, 2x Manhunter, Yuri, 2x Drakhun

Playing Standoff, so flanking unit zone, a battlegroup defensive zone which has an objective in it.

Opening wise Khador stuff runs, stays shy of giving me anything valuable.

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Khador 2: Vlad feats on the Outriders and an Elimiantors, they come forward and maul the crap out of the Drudge Slavers, everything else holds relatively back.


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Merc 2: Thexus wonders forward a short way, feats to clear out the friendly rectangle and do some bunching up. Arcing through the Subduer turns a Drakhun around, he thumps his bro who ends up dying to a Thrall Warrior that contests the Khador rectangle.
Risen engage the Outriders after a few magic attacks fail to roll the required stupidly high amount in order to do stuff to Vlad feated models.

I killbox myself, so the scores go to 2 each.


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Khador 3: Conquest moves to contest the left zone, Vlad goes to the right to toe the Khador rectangle and and the right zone.
Outriders shuffle, do loads of sprays and kill more infantry. The Drakhuns kill the Subduer.
Eliminators get up aggresively.

Due to an un-noticed Risen, Khador only gets one point to get to 3v2.


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Merc 3: I have a good clock lead, but Thexus can't get anywhere and live, so I go for the kill Vlad plan. One Warden slams an outrider, then arcs TK's to move vlad across, where a pair of Adrenaled ambush Drudges go into him, it's a pretty bad low odds assassination so it doesn't work out. A Thrall Warrior spawns and tries the 2%, doesn't get it. Risen chock up on the Outriders.


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Khador 4: Hand of Fated with Arcane Might support Eliminators easily kill Thexus.


Bit dispiriting, did not have pre-planning or focus all game. When the plan becomes "I sure hope my savvy and intelligent opponent doesn't recognise these things he should do", you done screwed it.

I'm not going to analyse specifics of the game, as I'll get hung up on my far too many errors. Better to think on the matchup in a vacuum.

Conclusion 1: I should work out my pre-game steps and write the damn things down, as I've forgotten multiple steps at times with poor results. This game had the worst on table results of that, though player interaction issues have also emerged sporadically in tournaments.
  1. I roll dice in tray/take pictures spiel
  2. Defined "Cocked" for both players
  3. Define terrain BEFORE list selection
  4. Pick lists
  5. Read opposing feat. READ DUDE. READ IT.
  6. Thexus drop - Work out assassination loss vectors

Conclusion 2: I need to go through more thoroughly and determine Thexus' specific problem opponent models. Write the damn things down. Off the Cuff:

Cygnar - Haley2, Nemo3. Problem lists in general (Infantry Mulch, electro leap threat on Thexy)
Menoth - Reznik1, Choir annoyance in general though that's manageable
Khador - Outriders. Just......ew......particuarly in combo with any defence boost that makes them hard to kill early (Vlad2 feat)
Cryx - Skaverous1, Ghost Fleet (Long game, possibly playable)
Retribution - Rahn1
CoC - I think I'm good
Trollblood - Nah bro
Circle - Kromac1, Wurmwood1
Legion - Alright I think. Now that I've worked out how to play into sodding Fyanna.
Skorne - Ferox
Grymkin - Heretik bad?
Mercs - It's complicated.
Minions -  Vaults would suck







Sunday, June 25, 2017

Game 201 - Slam - Thexus1 vs Axis1

Round 2 Slam, Dolly!

Thexus (Operating Theatre) - 2 Wardens, Subduer, Agitator, 3 Slavers Max, 2 Benders Max Alexia + Risen + Dominator

Ostensibly paired with Bart, however round 2 is into Wad's Destruction Initiative faction, with Shield Guards, Steady and Armour Buffs for days so.......I mean Convergence. Technically the faction is Convergence, pending their presumed infantry based theme list.
 It's Lucant/Axis. I wasn't really surprised by the end drop, given one list had twice as many Fun Engines as the other.

Axis1 (Destruction Initiative) - 2x Inverter, Conservator, Galvanizer, Diffuser, 2x Repair unit dudes, 2x TEPs, 3x Reflex Servitor, Flare Servitors

Scenario is Spread the Net, so uses each side has a friendly rectangle/flag and a centre circle to fight over.
I win the roll and pick first, ending with a patch of Rubble next to my flag, an inconvenient blob of water on an edge of the circle zone, a small hedge in the actual zone, then a trench in my rectangle. Sounds like an innocent version of garbo slang "Sonny, I got a trench in my rectangles I does if you know wut I mean."
CoC get a foreest that bridges their rectangle and the circle, a solid wall poking into the circle and a long hedge in front of their flag.

The walls/water are the standard annoyances for me pathfinder wise, so just something to deal with.
Both sides having almost all of their ranged/magic attacks as sprays makes the Rubble/Trench on my side very dead, whilst the walls are all about positioning rather than the defensive bonus.


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Merc 1: Super symmetrical deployments. My unpack goes out a little different to normal, with the left Slaver unit shunting to the centre get up the board past the water. The Subduer goes out to the left, as the Wardens might need to cop a load of sprays on Thexus' behalf (Or at least be placed to stop said assassination run). Alexia spawns a Thrall who runs far to the left, ready to be my friendly flag scorer (I do love how she helps out in this kind of scenario, I remain a big fan of flags being scorable by solos).


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CoC 1: Continuing to abide by what I presume is a memo shared by al my opponents, Convergence move up with a leaning toward the right side of the board. It's reasonable enough, given the left TEP can happily sit on the inner edge of the CoC rectangle and score/Spray it clear.

The Reflex Servitors all move out the front and Dig In, Axis and Bro-bots behind them. He puts out a Razor Wall at my edge of hte circle zone to block off the forward most Slaver Drudges.
The repairy dudes go behind both TEPs.

Onslaught goes up.


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Merc 2: Bit of a dream scenario happening here. The right TEP ran up to the outer edge of the CoC flag, putting it in prime Ambush Drudge murdering. A TEP that doesn't get to make an attack is a good TEP as far as anyone not playing Convergence should be concerned.

Ambushers appear, start leering suggesting at the mighty phallus before them.
Thexus holds onto all his focus.

Starting on the right, the extreme edge Bender unit moves up and Adrenals three of the Ambushers, who use the out of activation walk to move up in front of their unit.
The ambushers (The Yellow Slavers) then charge the TEP and one of the repair dudes, the three Adrenal guys kill the Battle Engine before the three back up attacks even get a chance. The ones mobbing the repair guy easily fish bowl him, making a new Drudge bro to engage the next member in the repair unit.

Alexia moves up the centre, spawns a Thrall Warrior who runs across into the trench in my right Rectangle, plan being for him to eventually score the CoC flag once I've cleared up around it. The other Thrall Warrior runs to my flag.
Thexus casts Deflection, then TK's two of the Pink Drudges into the Razor Wall.
The left Bender unit Adrenals the mid line Pink Drudges, getting them in a line to also get past the Razor Wall.

Green and Pink Drudges charge/run a few of their members up into the circle zone, intending to gum up the works and have the Reflex fellas explode themselves. Alexia moved up first to collect their corpses. One Drudge dies, two tough and a few of the Servitors go away, though not as many as i would have liked.

The Overlords keep making their way up each extreme flank. The Subduer joins the lot on the left, at the extreme edge of Thexus' control area.

That was a long turn, the Adrenals on the centre Drudge unit were a waste, though it was mroe about threeatening the Vectors if they counter charged forward than anything else. 


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CoC 2: The Convergence force compacts even more on itself, the left TEP moving to jsut tag the right side of the CoC rectangle. One Inverter and the Conservator move into the middle of the Circle zone, the Donginator at the back end of the small hedge. Axis himself hides behind the proper wall at the back of the zone with the Corrolary. The Lights and second Inverter hang near the flag.

The TEP's sprays and other assorted Vector attacks kill seven Drudges in the Circle, the Diffuser kills out the one ambush Drudge contesting the CoC flag.
Axis puts out a Razor Wall in front of the ambush Drudges. Is not nice.

Servitors fly around, one contests my flag, another goes to score on the CoC flag.

CoC go up 2 points off hteir Rectangle/Flag.


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Merc 3: The worst thing about the TEPs as far as Thexus is concerned is that the little dudes that got dropped base to base are an annoyance I actually have to do something about in order to TK it. That generally isn't hard, it is; however; annoying. Like my poor use of semi-colons.

This is likely to go pretty close to the clock wire, so need to start scoring to get the leg up.

The left Overlords move up, one of them toes the Convergence Rectangle. They spray down a couple Reflex Servitors and one of the TEP's little drubs. This includes the nong that contested my flag last turn. The Subduer then moves up and toes the CoC Rectangle.

The left Bender unit goes, a couple Grunts get up and spray down another of the TEPs little fellas.
This frees up the centre Monstrosity to move up into the water and arc a load of TK's from Thexus, hitting the TEP, Conservator and centre Inverter and spinning them around, plus getting the TEP out of the CoC rectangle. A Pschyo Surgery then pops to heal the load of arcing damage.
Alexia and Risen then go, they run up and jam everything in the centre zone.

On the right, the Overlords move up and spray down the Reflex Servitor on the CoC flag. The Green Drudges then get Adrenalled by the Purple Benders, they charge up and do good damage on teh right Inverter and some on the Diffuser. The Warden on this side just moves into my Rectangle.
Lastly the yellow ambush Drudges walk around the Razor Wall, eat the two repair guys for some new membership.

I get 3 points from the Rectangles and my flag, score is now 3v2 to me.


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CoC 3: The Galvaniser repairs the right Inverter. Axis stays behind the wall and pops feat, puts the Razor Wall down in a spot behind the Drudges engaging that right side Donginator and casts Unstoppable Force.

That Inverter charges my Warden in the Mercd Rectangle, pushing the blocking Drudges into the Razor Wall. They fail their toughs, so he comes forward and pops the Warden. Well, definitely wasn't expecting that, I blame previous Rhulic biases in my expectations.

In the circle zone the Conservator and Inverter turn around and kill a load of Risen and a couple Drudges.
The TEP turns around and re-toes the CoC rectangle, sprays down the Thrall Warrior on my flag and flails at Alexia, failing to land the boosted 9's to hit.

No scores this round.


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Merc 4: Clocks tight, but I've got good scoring points available. Have to make sure I pop that damn Battle Engine.

The left Overlord unit moves into the CoC rectangle, spray down a repair dude and the TEP's little buddies.
Thexus moves to the left, TK's the TEP up and away from him, keeps it within 10 for the Aggression trigger. Casts Decel. The Subduer, who got fully loaded, charges the TEP, spikes hard on the dice and easily kills it.
The remaining Warden sticks near Thexus just in case.

The Risen Swarm around engaging everything in the centre zone, do a big CMA on the Diffuser that hurts it a fair bit. She spawns a new Thrall Warrior who runs to my flag.

The few remaining Pink/Green Drudges hover around in contesting zone spots, including a bodgy CMA into the damaged Inverter that doesn't do that much.

Around the CoC flag, the Overlrods spray ineptly at the Galvaniser, the ambush Drudges then pile in and do a good whack of damage but sadly fail to kill it. The Thrall Warrior on this side runs to the right board edge in position to run to the CoC flag next round.

I score my flag and the CoC Rectangle, now at 5v2.

The scenario win is now very hard to stop and the assassiantion run appears undoable, so CoC concedes. I had 7 minutes versus 13.

Sweet ambushers. Which I'd feated last turn for safety and the second TEP should have been killed earlier, unfortunately struggled to get Slaver Drudges positioned well enough to get Adrenalled Grunts into it. Still want to be quicker on the clock, to much spent on turn 2.








Game 200 - Slam - Thexus1 vs Kreoss1

Huzzah! After three months, another Slam I get to disgrace myself in. Also my 200th Mark 3 game, so sweet.

Holding true to my intent this time, I brought Thexus. Ostensibly there was a second list of Bart with jacks, I never intended to drop it, ultimately that wouldn't matter to much as we will get to.

Thexus  - 2 Wardens, Subduer, Agitator, 3 Slavers Max, 2 Benders Max Alexia + Risen Seervants + Dominator Evil Vizier

First game into Soup Company man, leaving his Mercs/Skorne behind to try some priestly lunatics (Yes! my Snowflake quotient is raised another notch!).

Kreoss1 (Exemplar Interdiction) - 2x Reckoner, 2x Bastion Seneschal + Redeemers, Errant Seneschal, Errants (Max), Errants (Max) + CA, Choir (Max), Wrack, Vassal of Menoth

Yeah, Exemplar Interdiction gives Blessed to the jacks guns. Bart, you ain't the Menoth drop I thought you were. Good to know.

Scenario is Barbell again, so two side circles for units and a centre rectangle for battlegroups.
Terrain was once more throw stuff down in a vaguely jumbled way. Cause lazy.

I lose the roll, get given first. My side has a blob of inconvenient water, Rubble in the left zone, a long hedge in the centre Rectangle and a shorter iteration in the right zone.
Menoth have a not so great forest on the left, a very good wall in their centre and a long trench on the right that pokes into that sides zone.

Deployments are essentially informed by the list sizes. Mine is long and spread out with flanking Overlords, Menoth is a central block of jacks with Advance Deployed Errants.


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Merc 1: The Errants can assault forward a good distance, I opt to not care about it. Deceleration is doing nothing for me this game aside from Kreoss' nukes, so that isn't worth casting.Thexus allocates out all of his focus to the Monstrosities.

Everything runs forward then, heedlieslly into the danger of Errant pew pews.
The Overlords mirror each other by going up either flank. The Drudges split up to go around either side of the water blob. Subduer is out front, going to the left of the water, one Warden goes up the centre to the right of said theoretical liquid with the third out to the right. The wardens Slammed for the free movement.
Alexia only walks up, I spawn a Thrall off an outlying Risen who runs up into the Rubble in the left zone. I'm mildly hopeful that the irritant that is the forest will keep attacks off him so he can be an annoying model in the Menoth backfield in two rounds.


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Menoth 1: The Errants come forward, most of them Assaulting. A Pink Drudge dies, as two a pair of Green fellas on the right. One Green Drudge also toughs it.

Kreoss puts Defenders Ward on the right Exemplar unit (The one with the CA), charges up to be behind the wall. The Reckoners run up next to him, Redeemers and their controling solo chumps go either side. The Vassal goes up behind the forest.


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Merc 2: The Exemplar unit didn't pop their mini feat, so I reason this is the easiest turn to get rid of the hard unit.

I ambush from the right, it's a line of doodz staring at the Exemplars.
Thexus mostly hangs onto his focus, he's got stuff to do.
I put Risen agressively up front, we then catch an error from last turn in which the left Errants didn't have Assault, so a Pink Drudge returns to life and a Risen vanishes in unceremonious fashion.

Thexus moves forward and toward the right, he feats catching about 70% or so of the Errants, they get pushed around. The right unit end formation isn't super great, the left does get a nice blob of five them hugging together.
I then have have an IQ crash, as Thexus goes to cast spells. He misses the Hex Blast on the Errants, I then decide that he will cast Deceleration instead of trying again. Decel. The spell I worked out at the start of the game is functionally useless. Happy Birthday to the Ground!

The Agitator floats above the water, pops Instigate. This helps out the Subduer, who assumes the role of "Sacrifical Pawn", advancing to toe the rectangle zone and knocking down the clump of Errant knights, plan essentially being for them to either do nothing next round repositioning or stay in spray victim formation.
In the left zone, the Thrall Warrior runs to be behind the forest. Two more rounds until this Thrall loan pays off! The Overlords in that zone float forward, they spray down three of the left errant unit.

Slaver Drudges all run up, with a fewe members of each unit contesting the centre and right zone. Bender Drudges follow up behind, the left blue unit pretty firmly backfield, the right unit get half it's squad in the right zone.

Also on the right, that sides Overlords advance and spray at Errants. The Defenders Ward bungle starts to be felt pretty badly as they only kill a couple Menites.
The ambush Drudges charge in, I luck out on the Menite inexperience as I get to Prep Surgery some Errants and create a couple new Drudges. I utterly fail to kill the unit leader, leaving him on a couople boxes after fourish attacks inclusing Overlrod sprays. Imph.

Alexia moves up the centre, spawns a centre Thrall who walks into teh right zone and kills an Errant who sacs to the Standard bearer.

Yeah, I'm hoping this style of Thexus feat doesn't become the norm for me, that was pretty bad.


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Menite 2: Time for a magic trick. See that horde of Slaver Drudges? Just watch!
Defenders Ward upkept.

Kreoss stays chilling behind his defence wall and feats. A part of running Thexus here (Beyond Bart not having a great time) is that he can sit in Sac Pawn range of both Wardens and relax, so the feat is an attrition play. It gets the Subduer and a stack of the forward Slaver Drudges, including the full ambush unit (Somewhat expected).

Choir Battles, the Reckoners then shoot the Subduer (I straight up didn't believe they had a base POW of 14. Weird how that has never come up, think I've just always thought of them as POW 16 without really processing the Choir aspect. Oh well.). They do some good damage.
The Redeemers and Errants don't really move around, the knocked down blob in the centre size standing up with one dude toeing the left zone to stop my Overlords triggering the score. After all teh gun shots, I've lost 5 Pink Drudges, 4 Green, 12 Yellow + the Cephalyx unit leader, a Risen and the right side Thrall Warrior. The Subduer is also left on 12 boxes. Ouch.

Insult to injury, the Vassal walked around the back of the forest and pew pewed the round 1 Investment Thrall Warrior.


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Merc 3: Damn Old Faith scum. Killing all those innocents I blinded and forced to run at pointy/explody things. Monsters.

I've lost a lot of Slaver Drudges, which is saddening. Fortunately this is alleviated somewhat by the Menites remaining extremely static, so even though I think I can still fight this out the scenario play is extremely strong for me at this point. Yeah yeah, words were said about SR2017.

Seven Risen reinforcements pop out like weasels, they go out as a blob in front of the rectangle zone.

Thexus advances a short distance for future Sac Pawn positioning, this time he manages to Hex Blast off Defenders Ward. He then Pscho Surgeries and chills out, far further up the baord than I have become accustomed to.

The mission then becomes clear out and score zones.

For the Rectangle, the Subduer now has his gun and was lucky enough to keep a Brain box, so has his focus. He should have shaken to stand to get the aim bonus, he just has to live with Instigate and a boost. He re-knocks down the five fellas he got last turn.

The Left Overlords walk across, they spray at the left msot Errants, killing the one toeing their zone to free it up and killing most of the unit, aside from two of them that got snake eyes on the to hit. So much for knockdown I guess.

The Risen then go in, they CMA and get the centre zone Errant kills to clear the zone. Alexia spawns a Thrall Warrior from one of them, I promptly forgot to actiate it. Oh well.

For the right zone, the Overlords move in and spray down the Errants that are contesting. This zone then gets a bunch of Purple  Benders run into it to make it hard to reclaim.

The Wardens move up, stay in Thexus Sac Pawn range. One toes the Rectangle, the other the right circle zone.

Mercs go up 3 CP.


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Menite 3: It's an uphill turn for the Religously inclined.

The Vassal of Menoth moves to toe the far edge of the left zone.
The Reckoners finish off the Subduer without to much issue.
Redeemers ping the right Warden, hurt it somewhat. It Hyper Aggresives Forward, promptly gets blased by Kreoss.
The handful of Errants and Seneschals go into the centre and right zone, killing some Bender Drudges and an Overlord.


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Merc 4: It's clear two zone to win.

The left Overlords spray down the Vassal, so that's done.
The Risen surround and kill the Errant Seneschal with a 6 man CMA.
Thexus arcs a TK to move the central Bastion Seneschal out of the zone, everything else doesn't activate and I get the win on CP's. Both sides have 14 and a half minutes left.


Definitely forsee Menoth as being a Thexus annoyance in the future, will be a much harder game after Soup Man gets some more reps with them.









Saturday, June 24, 2017

Game 199 - Arkadius1 vs Ragnar1

Saturday pick up game into the Narrow Road that goes over the Pont Des Arts bridge.

So....in the spirit of the firm affirmation of last Batrep to play Thexus, I promptly drop Arkadius.

It was trolls ok! They haven't gone into a CID, they're are the new Skorne rank faction! Your Mum is probably a nice lady!

Arkadius1 - Triple War Hog, Double Road Hog, Battle Boar, Double Gun Boar, Targ
vs
Ragnar1 - Mauler, Axer, Impaler, Bouncer, War Wagon (Pre-CID), Champions (Max), Fenblades (Max), Stone (Min), Whelps

Foolish Trolls, they only outnumber glorious Bacon by 2v1! Huh!

Scenario is Barbell (Breakdown, flank circle zones for units and a centre rectangle for Warbeasts/Battle Engines)/

Didn't do Cluster, realised I couldn't remember how to do the sector junk so just mimicked what 95% of tourney orgs will do and threw random pieces on the board.

I won the roll and picked first, the primary features of the side I ended up with is an inconvenient forest in front of my deployment, an obstruction on me left and a hill on my right.
Trolls have an inconvenient forest in the top of the left forest and a hill that pokes into the rectangle zone. There's also a trench on the right, it doesn't end up doing much.

Most relevant thing is I once again have no units, making actually getting points problematic. I out threaten the Trolls for days, if they feat early then there's an awkward waiting game while they close distance and probably get some control points, if they don't then I alpha super hard, have a couple turns meandering then probably finish it up pretty easy.


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Round 1: I have a War Hog go up on the far left, no Troll units there so he is my sole commitment to the left zone at this point. The rest of my list splits up to go up either side of my forest of inconvenience, with a Road/War/Battle/Gun blob going up the left toward the centre zone and a Gun/War/Road/Targ bunch going up the right side toward either the centre or right side zone.
Arkadius cowers behind the forest. My basic expectation is that Arkadius won't move very far, but Targ's Herding will be needed for polishing off the Troll Fennblades who are making a beeline for the right zone.
Forced Evo goes on the left Road Hog, there's some Fury Droping, Maltreatment and Psycho Surgery actions to make sure everything in the list can get 

Trolls run up, per their deployment it is heavily slanted toward the right side of the board, notably with no real units making a line for the left zone.
The Beasts and Champs make a line above the Rectangle zone, the Battlegroup on the left side with some of them on the hill and the Champs base to base on the right. Ragnar feats and charges up behind this mob, and is joined by the Stone unit popping their Aura.
The War Wagon runs up to be on the trench, essentially nullifying it.
The Fennblades run up in a pair of lines into the top of the right zone.


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Minion 2: Alas, Trolls have completely feated. Alphaing the stuff that matters is now beyond me, the only thing not under the feat and Stone Aura are the Fennblades.

Nearly everything hangs back, with just minor re-positioning. The far left War Hog moves up into the left zone, though not in a position of any danger.
Arkadius moves into the forest and puts up Aggravator, which he should have done in round 1. Oh well.

On the right the Fennblades are attackable and it is unlikely they'll ever be more sprayable. The right Road Hog Pain Dials for speed, fails a charge on one of them to spray across the unit. He doesn't quite get far up enough for the ideal circumstance, but still manages to do pretty well taking out half the unit and touching another couple. The Gun Boars chilling near Targ get some pot shots, one them advancing to toe the zone. The Fennblades are reduced to four members, with one of them knocked down. The right side War Hog also contests the zone and pops up onto the hill.


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Troll 2: Bad photomanship at its best.
The Fennblades Vngeance forward, doing a couple ineffectual stabs on the Road Hog. They then charge around, with one of them coming forward and engaging the Gun Boar and War Hog at my end of the right zone.
The Champs charge the Road Hog. To my immense surprise it lives on 1 box, also knocking a Champ to a tough roll with a Retaliatory Strike. Behind that melee the War Wagon keeps chilling, it shoots the Gun Boar that sits in front of the forest, knocking him down and demolishing its Spirit aspect. How enterprising of it.

The Beasts form a line above the Rectangle zone, with the Axer/Bouncer poking into it, Ragnar and the Stone unit behind them.

Trolls go to 1 CP off the centre zone.


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Minion 3: There was a sudden Earthquake. Totes.
Time to feat for the alpha and murder stuff hard. Planned end point is a dead Mauler, one of the other beasts and the champs. There is, however, a massive spanner in the works, being the Fennblade engaging my stuff in the right zone and worst of all that damn Roadhog not being dead. He's essentially there to create a perfect War Hog landing zone amidst the Champs, doesn't work if he's sodding alive.

The nearly dead Road Hog frenzies, achieves nothing.
Battle Boar activates, throws Primal on the left Road Hog (The one with Forced Evo).
Targ heals the knocked down Gun Boar.
After some wasted time, I end up putting Arkadius in the forest, he boosts a Crippling Grasp into the back of a Champ and hits. He then repo's back into the forest with a couple camp.
Arkadius feats, this pushes the centre Road Hog and War Hogs forward, stands up the knocked down Gun Boar, the Battle Boar frenzies to clear Fury and stays in the backfield by being blocked by said Gun Boar.
On the right, the feat attacks kill the forward engaging Fennblade.

After that, on the right the Gun Boar mooves across, stays toeing the zone and kills a Champ.
The right War hog just walks up and pops a pair of Fennblades, it wasn't the best Heavy activation. Worse would come.

Both Gun Boars shuffle and shoot at the Kriel stone unit, one shot gets Shield Guarded, the other pops a couple Stone grunts.
The Road Hog moves to the left to stop any cheeky scoring from the Trolls, he flamethrowers down the Stone.
One centre War hog goes into the Mauler. First hit is fine, then Whelps start spawning. He buys loads of attacks, the Whelps Annoyance rule turns the balance and the Mauler lives on a few boxes.
The other War Hog, the Primalled one, I opt to pop his Bulldoze animus as I really wanted the mauler dead. He walks up and...the pushes don't clear enough room for him to get to the Mauler. Oh balls. He then walks into the Axer/Bouncer, now without the beneficial side of Primal. It was awful. He attacks the Axer and leaves him also on a bare handful of boxes.

Damn good jumping into a well there. It's going to be a shovel hard time from here.



Troll 3: Missed the pic, can only assume from pre-shovel trauma.

Ragnar heals the Axer a bit, he then....does something? Ends up lower on Fury, but doesn't Hex Blast away Crippling Grasp. To much going on, everything is fading, fading, fading.....

The Mauler eats four of the Whelps, eats the War Hog that tried poorly to kill him. Plus a Regen he ends up on about half health. The Impaler stays next to him, throws a spear into the Road Hog that misses.
The Axer goes, he eats the last Whelp, both him and the Bouncer attack the Primal War hog, they roll less than ideally and don't kill him, though leave him with only body. The Axer, which went first, only got one attack as a Retaliatory strike spiked hard and left him on three boxes of Mind.
The Stone guy hangs behind the Beasts and pops his Aura, sticks in Shield Guard range of the Bouncer.

The Champs shuffle around, one into the damaged as hell road Hog, one into the right War Hog, two into the right most Gun Boar.
War Hog takes a tiny amount, then kills the Champ with a Retaliatory. The Road Hog lives again, missed by both Champ attacks. The Gun Boar gets mauled badly but manages to live.
The Fennblade does a tricky walk around the War Hog, gets into the back of the Road Hog and finally fells him. That was weird.

The War Wagon shoots the back Gun Boar, knocking him and the Battle Boar down. Takes out the Gun Boars Spirit. Stop that! He repos to the left, ending up behind the Axer/Bouncer.


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Minion 4: Well, that could have gone a lot worse.
The War Hog that lived frenzies due to the botched Primal, does sod all due to a missing Mind.

Take 2 of kill the damn Mauler. The Whelps are finished now, unfortunately it has to be the rather weedy P+S 14 Road hog that has to go into him. Well, he is Forced Evo to 16 I guess. Other than that I can't really leverage anything onto the Axer/Bouncer, so the right War Hog will have a go on the remaining Champs.

The Battle Boar moves up, toes the centre zone. Puts Primal on the Road Hog (Can only go better this time I reason).
Arkadius moves out of the forest to the left, Psycho Surgeries everyone's Aspects back. Kills the Stone with a Primal Shock.

On the right side, Targ toes the right zone in the hill. between the Gun Boar and the flank War Hog the remaining Champs all get finished off.

Centre wise, the Gun Boar who has been quite demolished by the War Wagon moves to body block Arkadius.
The Road Hog walks up to the Mauler and Impaler. Maxes his fury, rolls extremely well, kills both targets. Wasn't expecting that. Juicy.

Dice save me from my poorly executed feat! Skillz!


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Troll 4: The Bouncer tries to finish off the War Hog to give the Axer a good activation, it screws up and the Axer has to finish him off. Low on pipeces now, Ragnar sticks behind the hill outside of the Road Hogs future frenzy. The War Wagon aims, knocks down the right War Hog and repositions away from him.


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Minion 5: Well ahead, have to score at least a point so I don't blind side myself into a loss.
The Road hog frenzies into the Axer and kills it. Targ moves up to get his Herding aura up their, the right War Hog charges into the Bouncers Back and kills it.
The Battle Boar and two Gun Boars spread out at the back of the rectangle zone, plus contest the side zone. Arkadius moves up and across the top of the forest, camping four, threatening the right zone score next round.


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Trolls 5: Time to pray for tough rolls and brazen madness.
Ragnor charges into the centre zone, manages to kill the Forced Evo Road Hog. The War Wagon charges the War Hog, takes out his Mind and knocks down the healthier Gun Boar.


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Minion 6: The War hog frenzies into the War Wagon, does sod all.
Arkadius moves up, Crippling Grasps Ragnar and repositions to the right zone.
The Battle Boar Primals the nearest Gun Boar, walks into Ragnar's back arc and whiffs his attacks.
Primalled Gun Boar moves up, takes three attacks to force the tough roll that fails.


Sweet attrition win. Didn't screw up the reserve War Hog at least. Will hopefully remember to change the list the next time I want to brain melt from mid turn frenzy activation's.












Thursday, June 22, 2017

Game 198 - Thexus1 vs Zaadesh2

Glorious return to mercdom. Enchanty man had a pretty decent Git Gud podcast that basically informed a decision to try to play Thexus into everything rather than worry about pairings at the moment, so for my inglorious return I unpacked Cephalyx regardless of who I would end up into it (Also handy to unpack early because getting Drudges out takes time).

List altered from the OTC variant, dropping the Wreckers and Agitator to add in toolbox heavies and give a better option to arc node with. Drops the ability to apply force in a single point, think the Drudges can lift that without to much issue.

Thexus - 2x Wardens, Subduer, Agitator, 3x Max Slavers, 2x Max Benders, Alexia1 + Risen + Dominator, 2x Free Overlords

Initially lined up against Abe's Gearheads, alas they rusted out, so German Traveller to the rescue!
It's Canberra, ergo when it's not a pre-arranged match there's a 55% chance of it being Skorne.

Zaadesh2 - Sentry, Aradus Soldier, Gladiator, 2x Cyclops Savage, Immortals (Max), 2x Ancestral Guardian, Karax (Max), Pain Givers (Max)

SR2017 with the Insider Updates (Solos score flags, units score Circles, win by 5 points up). Each side gets a flag, a rectangle zone and a central circle to shove each other over.

I threw out Cluster terrain, because at this point I'm addicted to LoS blocking stuff in the centre of the table. If we get a slam think I'll explicitly avoid that for training purposes.
Additionally I have a bad habit of putting obstructions as the initial terrain piece, so I explicitly wasn't going to do that. At first I put down a cloud, then looked at my Eyeless Sight army, decided that was a tool move to make and made it a forest.
Irrelevant nonsense aside, the most applicable terrain ends up being the central forest and an obstruction that pinch access to the circle zone, or at least make it awkward. I will happily admit that the rest of the terrain I put on the board ended up not being relevant (Trench, two hills, a wall, a cloud).

I lose the roll, Skorne take first. Ultimately I choose the wrong side, giving to little weight to the fact that the opposing list not only has no guns, it doesn't even have a shitty nuke, so I take the side with the forest pinching for unnecessary LoS blocking purposes.


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Skorne 1: The Evil totes-not-Elves deploy and run up with a slant toward the right side of the board. Karax are on the left, the Beasts are central and the Immortals are on the right. Ancestrals divide themselves between the units.
Battle Charged spell up on Zaadesh, Inviolable Resolve on the Immortals.


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Mercs 1: Thexus allocates everything out, with the extra heavy and no weak opposing attacks to accidentally fuel them I had some concern about their focus thirst in future turns.

The Drudge blob essentially mirrors the Skorne list in board position, with the same rightward slant. I put a few Drudges in charge ranges, the odds of them successfully baiting are miniscule but it costs me nothing. I purposely have one Bender unit in position on the right flank to affect the ambushers popping in next turn, the Skorne deploy essentially makes the Ambush side pretty clear.

Overlords stay super flanking per the usual, Alexia walks up in the centre and crafts a Thrall, intending for him to be the scoring model on that left flag.


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Skorne 2: Spells upkept.
The Karax Shield Wall, most go behind the obstruction with a grouping of four behind the forest. Also behind the Obstruction goes one of the Savages to score the Rectangle zone in the future and Ancestral Guardian

Immortals run up the right side, mostly ending up between the Skorne flag and my rectangle zone. The other Ancestral Guardian camps the Skorne flag behind them.

The remaining Beasts go up behind the forest and Immortals, Zaadesh plonks a couple clouds in front of them. Zaadesh feats.


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Mercs 2: So, I'd planned this super malicous kill everything turn, right up until Zaady feated at the very end of the Skorne turn. Plan sunk.

I thought through a couple plans that all came unglued. The ambush Drudges came in on the right, I tried to get a position where I could Adrenal two ambush Drudges, have them use the move up to charge the right side Ancestral Guardian in the back. Fell apart on positioning.
The next consideration was Rampager being used to pull the Aradus forward and around, drag him in with the Subduer and kill it with his attacks plus some Adrenal charging Drudges. I should have done this plan, I essentially pulled out of it because I'd maxed the time I'm willing to spend in the tank on a list where clock is always a consideration.

The Thrall Warrior goes to my flag for sweet scoringness. The far left Overlords run, one of them toes the Skorne rectangle to contest.

Centre zone wise, on the left against the Karax Pink Slaver Drudges run up. The Subduer walks into the forest, knocks down the grouping of four Karax.

Right side, Risen run up to be in front of the Skorne Beasts/Immortals, as do some of the Green Slaver Drudges.
The other Overlord unit literally hugs the table edge.
The ambush Drudges run around to be behind the Skorne flag, one of them in contesting range.

Thexus chills up the back, toeing outside of the killbox. Arcs a Rampager on the Aradus to turn him around and away, then Psycho Surgery heals the channel damage.

I get up by a point off my flag.

Wasted turn, though I am content that I at least did some stuff rather than sink into analysis paralysis.


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Skorne 3: Time for the delayed Alpha smash.

On the left, in Skornes Rectangle the Ancestral charges across and kills the contesting Overlord. The Savage on this side stays in hiding behind the Obstruction.
The Karax reassemble and Shield Wall, the knock down ones joining their bros in a blob, they get a few ineffectual attacks on Drudges, DEF 11 turns out to be OK. Three of them go around the other side of the obstruction, get up to my flag and stab down the Thrall Warrior. Sadness.

Centre wise, the Aradus Tramples to the Subduer after getting Enraged, drags him in with the Pull attack, buys some bite attacks. Rolls very well on damage, leaves the Subduer on one box of Brain. The other Savage (Note: I defaulted to thinking of them as Brutes the entire game. My only knowledge of Cyclops Savages is gained by proxy, via the medium of owners of the Skorne battle box complaining about them) moves up to the Subduer and easily bins it.
The Sentry walks behind the forest, can now see the luscious, glistening abdomen of the Aradus.

The Immortals shuffle forward, staying in command range of the Ancestral Guardian. They kill a couple Risen and the sacrifice Drudges.
Behind them on the Skorne flag the Guardian sits on the flag, turning to face the ambushing unit. The contesting Drudge died earlier in the turn to a Paingiver, who are pretty elite combat troops when you fight against Drudges.

Skorne score their flag and rectangle zone, getting up 2v1 in CP's.


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Merc 3: If I wrote a gaming self book at this juncture of life I guess it would be called "How to handle throwing away your Subduer". Sort of anyway, lining up a Hex Blast on Zaadesh is annoying and few things hurt a measly range 6 gun like Countercharge.

This is feat turn, though it won't be a super impressive use comparatively speaking. Things to keep in mind are Countercharge and using Hex Blast to strip the Immortals immunity to pushes in the right order.

On the far left, the Overlords move up, one of them toes the zone, the other keeps back to make it impossible for hte Ancestral to kill both. They spray the Guardian, do reasonable dmage but don't kill him.

Thexus moves across and forward a short distance in order to get the Gladiator under feat. It wasn't super vital, but it's a small effort for potentially forcing Rush to be cast. Thexus arcs a Hex Blast on the Immortals and TK's the Aradus and Savage forward and turned around. Feat pushes split up the Karax Shield Wallers, plonks the one nearest the flag out of command. The Aradus and Savage move forward, the Sentry and Gladiator go backward. Only 2/3rds or so of the Immortals are in range, they get pushed toward the right and bunched up.

Looking at the pics, it seems I spaced on activating the left Bender unit. Whoops. Not terrible, all they'd have done is kill the out of formation Karax member.
The Pink Drudges shuffle to not make attacks from Zaadesh' cloud, they eat three karax and do some sweet Prepping for Surgery. Enter the Rainbow Drudge!
The Agitator advances and Instigates. The left Warden charges the Aradus, leaves it on about six boxes. The Aradus is in range of Thexus so has to die, I had wanted Alexia to spawn a Thrall to score on my left flag but oh well, she charges in and kills the Aradus with her initial attack, however I also sent some Risen forward into the remaining Immortals, which triggered the Sentinels Counter Charge. The Risen toughs, more to the point I become super concerned about him being to near to Thexus. Even after a trample an enraged Sentinel still gets a low odds one shot assassination chance.
In any event, the other Warden goes into the savage and toes my right rectangle zone, he kills the Savage with just his initials.

On the right, the Overlord unit leaves the edge of the table and sprays down most of the Immortal unit. The Bender unit then moves up and sprays down the remaining four. The Green Slaver Drudges run around lamely in the backfield, three of them running to deny the Sentinel a trample spot.

In Ambush land, half of the Drudges charge into the Paingivers/Ancestral around the Skorne flag. One does to Defensive Strike as I definitely planned, he owed me money and wasn't ever going to pay up. They make the pair of Paingivers they got to don Fish Bowls, one gets into the Ancestral and spikes the roll, leaving him on a handful of boxes.

I score on my rectangle zone, scores level at 2 apiece.

Yeah, that went super sweet for me. Thexus feat remains a great spray enabler.


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Skorne 4: On the lonely left side of the board, the Ancestral on Rectangle zone clearing keeps at it, hacking down the contesting Overlord once more. The Savage that keeps scoring that zone sticks behind the obstruction, chilling in his vital yet distinctly boring job. He would go on to be an accountant. 

The Karax form up again in the space between the forest and obstruction, Shield Walling and finally gaining some overall competence as they put down three Slaver Drudges.
Also in the centre, the Enraged, Rushed Sentry walks up to Alexia and the left Warden. He does some light damage on the Warden, plus a fully boosted attack on Alexia. It hits, alas the damage is paltry considering the P+S and I lose a few Risen and put Ciannor on 1 box.
Zaadesh hangs out in the cloud.

Around the Skorne flag, the Ancestral Guardian starts swinging as efforts to clear out the 6 contesting Drudges begin. Tough rolls suddenly leap to the fore, so he ends up only killing a couple and blowing his load of Souls. The Gladiator, after Rushing the Sentry, wanders backwards to said Drudges and maxes Fury to be super unimpressive, as tough and low hit rolls neuter it considerably, it kill a Drudge and leaves one Knocked down. Lastly one of the Paingivers makes it over and roll their eyes at the Heavy Beast as they easily pop a Drudge.

The flag clearing efforts falling short alas means that both sides only score their Rectangle zones and go to 3 points apiece.


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Merc 4: Grinding on!

On the left, the last Overlord on that side toes the zone to contest, sprays the Ancestral that murdered his comrades and kills it, saving him from that imminent demise at least.

Right side, the Overlord move up and spray at the Skorne stuff around their flag, managing to kill one Paingiver. Imph.
The Ambush Drudges charge in to finish things off, one pops to the Defensive Strike, they CMA and manage to finish off the Guardian over here as well. The Gladiator is slightly damaged, it isn't really in a position to affect the win conditions though.
Green Slavers and Purple Benders just flood forward around the Rectangle zone.

Centre land:
Thexus Pschyo Surgeries and heals the more damaged Warden, then Spell Drivers a TK through him to turn the Sentinel around (The healing was required to ensure that the Spell Driver damage didn't take out the Brain system). 
I send the left Warden into the Sentinel. I foolishly didn't Instigate first, so his damage is garbo.
Instigate then happens, the other Warden comes in and manages the kill.
Alexia spawns a Thrall that runs to my flag.
Pressed for time, the Pink Drudges just shuffle and make a couple attacks on the Karax that don't do a great deal.

I get up 4v3, it was definitely a turn affected by rushing. The Sentry should have died to the Instigated Warden and three Adrenalled Drudges, allowing the other Warden to score.


Nothing can get to Thexus, my clock is low but so is Skorne's, I'm winning on scenario. I've got just over six minutes, I can cram some Garbo turns in of mostly running and scoring, using TK/Rampager to get rid of contesting stuff to get to the 5 point lead.


Didn't Adrenal once all game. Something went wrong. Horribly wrong.
Liking the new mixed battlegroup. And enemies that can't attack Thexus, need more of those. Definitely feel a long way from getting good with the chewed up Redskin (I was so much happier with his model till Shep converted him to have a sensible body. Sigh.).















Thursday, June 8, 2017

Game 197 - Arkadius1 vs Thagrosh1

T-t-t-t-t-t-t-t-tursday gamz. Or gam anyway.

The good ship Minions hasn't tipped me off yet, so once more into the frenzy breach!

Arkadius1 (Thornfall) - 2 Roadies, 3x Warries, Battle Boar, 2x Gun Boar, Targ
vs
Thagrosh1 (Children of the Dragon) - Typhon, 2x Nephilim Soldiers, Nephilim Protector, Hex hunters + Bayal, 2x Nyss Swordsmen + UA, Nyss Warlord, Shepherd

So....that's how far I got before I had to unexpectedly go interstate and deal with serious real life stuff, you thought my batreps were vague and likely incorect before? Ha! You Jon Snowed this bitch.

Legion has loads of doodz. Absolutely should have dropped the Jaga list I ingeniously invented ripped off Gaston with Nyss and the Vault. Maximising the feat is more critical than normal.

Scenario is Recon2 in its end-of-CID form, which we now know is being altered in the official release (Owned by Akira Toriyama...nope, that's DBZ. Nm. #UnrelatedI'mBadAtTwitter.), as is Outlast2.

So it's two rectangles vertically placed on either side controllable......wait....

This is the point I realised I was looking at the wrong pics and the horde of Legion doodz was in fact Skorne doodz. Forward to the right matchup and....

...It's Standoff, so two Circle/Warrior model zones on either flank, each side gets a defensive rectangle zone with an objective in it.

My list being 80% Warbeasts is problematic for the broad multi scoring deal, I'm beginning to see why the third Warhog wasn't in the original Arkadius list I knocked off in place of various solos. Incidentally, that list percentage math becomes super easy with 10 models.

Vague Cluster terrain deployment, with a hut in the middle. Other key features being that one side gets a forest in its rectangle zone and a wall in the right circle zone, the other gets a trench.

We both pick the Pathfinder objective in case we get lumped with the largish forest.
I win the roll and pick first, sure enough I get saddled with said forest. The Objective helps a small amount, but only a small one due to my single model list composition. However, this does get me a tasty wall that can be abused in contesting terms by making a model difficult to attack.

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Round 1: I have a line of beasts that rolls up the board. The forest causes a division, so around my Objectie ends up being Arkadius, the Gun Boars, the Battle Boar and Targ while the other two War Hogs go to the right side of the forest. Road Hogs are on either flank, their loss of Pathfinder in the Mark2>3 transition causing me some minor gripes.

The Dragon nutjobs response is to advance, though not as aggresively as they have the ability to, a mischievous attempt to make me feat for distance. Odds of that working are reasonable.
The Hex Hunters go extreme left, three of them ducking into the forest in the left circle zone so not cheek score from me.
One Swordsman unit tepidly advances into the Legion rectangle zone, set to come around the left side of the house.
Thagrosh and the Protector stay central, going behind hte objective.
The right side sees the most aggresive advance, with Swordsman running as far as they can and Typhon/Nephilim Soldiers leaning toward the circle zone as well.


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Minion 2: I forget to use the Objective ability at the start of the turn. It's even been simplified brain, why must you fail me so often?!
I could feat and get stuff in Legion's grill, but it doesn't really tempt me, not enough on the board to entice me. Had Typhon been in a position to get War Hoged that probably would have done it, as at this stage I'd already utterly vanquiched any sensible notion about remembering that Thagrosh has a feat. Pro plays.

Aggravator gets upkept, as does Forced Evolution which is on the centre War Hog.
The Gun Boars moves up a short distance, staying in my rectangle zone. They take pot shots at the Hex Hunters inthe forest, clipping and killing one. Targ Ancillaries, also to poor effect.

The left msot Road Hog toes the left circle zone, flamethrowers another of the Nyss. The HEx Hunters held far enough back that only the remaining jerk in the forest can get an attack, so that suits me fine.
A War Hog and the Battle Boar go behind the Gun Boars in the rectangle zone. Arkadius toes the rectangle zone and goes next to the forest.

The Forced Evo War Hog advances to the tip of the forest, starting a whole "Who pokes their head around this house first and gets it bitten off" gambit. Ah, just like being a prospective home owner. Memories.

The right War and Road Hogs toe the bottom of the right circle zone, they are sadly unable to use the wall to good effect.

That turn was so conservative it could've fallen for the politics-as-a-circle fallacy and become communist. My next round plan is fundamentally arranged now, the left Road hog will be a snackrifice to the contesting gods for the left zone, holding up the Hex hunters or better yet drawing the swordsman across. The Lights in the centre will suicide forward, hopefully taking out that central swordsman unit. I'll be on the recieving end of some charges on the right side, hopefully I can navigate via the feat to attrition that out, I've eyeballed it as my heavies should survive over there.


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Legion 2: On the left, the Hex Hunters move up a small bit, one toes the back of the circle zone. The lone grunt that was in the forest moves up and pings the Road Hog for some points, I opt to not Hyper Aggresive given he had a fury and my control area was getting tenuos.

The Centre Swordsman unit spreads a bit, Countercharging dude in the forward ranks.
Thags, the Protector and one Soldier camp out in the Rectangle zone, smooking blunts and trading stories of their uni days. Typhon hides behind the house, fulfilling the house corner gambit.

Right wise, aside from Typhon, the other Soldier runs into the zone onto the hill. The Swordsman unit on this side charge up, a pair gets on each Hog, they do average damage. Countercharging dude is in teh non engaged group.

My rectangle zone wasn't contested (which I agree with, wasn't worth it for Legion to come in for it), so both sides go to 1 CP.


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Minion 3: This is definitely feat turn, though it'll mostly be for Fury management over getting the speed buff.

Prior to feating, I *think* the following happens:
1 - The left Road Hog assaults the lone Hex hunter, lining up the spray on Bayal. Double boosts, hits and kills. Lands a melee attacks, which then allows him to cast Sprint, which he uses to advance further up and arc his facing to be on the Hex hunter toeing the back of the zone.
2 - The Gun Boars advance up the centre, they shoot down the Countercharge Nyss and the Warlord, catching another Nyss with some Blast damage.
3 - Forced Evo'd War Hog in teh centre, having recieved Pathfinder from Objective, charges the Nephilim Soldier on the hill, maxes Fury but sadly leaves him on a couple boxes. 
4 - War Hog on the far right kills three of the four Nyss blocking him and the Road Hog in.

Arkadius then goes, he feats.
The left Road Hog charges the Hex Hunter in the forest and kills him using sweet facing tech from Mark 2. Not fully redundant Hordes skillset woo! He drops all his Fury.
The Gun Boars charge up and eat another pair of swordsman.
In the right zone, the frenzy attack from teh Forced Evo War Hog kills the Nephilim Soldier, he drops all his fury. The other War Hog charges the remaining Nyss on the Road Hog, this triggers a countercharge, it thankfully doesn't take out any aspects. His frenzy attack (And subsequent Fury cleanup) frees up the Roadie, who then Frenzy attacks the Counter Charger and kills him.
Arkadius Primal Shocks, which I think kills one of the centre Swordsman. He maltreats and Pscho Surgeries in the midst of this junk as well.
The looney bin warlock then has an attack of the braves and falls back to be jsut behind the forest, the left Road Hog is out of control which given his status at contesting chump doesn't bother me. Not as much as the prospect of Thags getting up in my business, or realistically Typhon somehow getting in a position to do some sprays.

That nice and simple feat part done.......remaining normal activations.
The right Road Hog sadly frenzy charged at an angle that puts Typhon out of his line of sight. He's unbuffed, so killing Typhon isn't on the cards anyway with his weedy P+S and the inherent armour buffs. I should have set things on fire, didn't think about that. He goes up to Typhon, manages to get the one hand throw off which chucks Typhon on top of Thags, slightly bruising their skin and...I guess kneecapping their pride?
The Battle Boar moves across in the rectangle zone, hoping that the swordsman surround the Gun Boars to open up a sweet Berserk chain.
Back up War Hog jsut runs to block LoS to Arkadius, the turn had run suuuuper long and protecting the old mans stats leader of the army is a reflex.

One of the Gun Boars toed the opposing Rectangle, so I get up on CP's 2v1.
Running Arkadius still mind boggling, though slightly less so. It's something.


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Legion 3: Dragon recovery time.
On the left, the Hex Hunters charge the Road Hog, they roll on the low side, taking out about a third of the Hogs health. Looks like he might live longer than expected.

The centre Swordsman charge into the Gun Boars, one of them puffs into a fine enough mist that it doesn't leave stains. The other Gun Boar gets three charges, which he manages to live through with a handfull of boxes.
The Nephilim Protector and Thagrosh chill in the centre of the Rectangle zone.

Typhon moves in, starts eating the Road Hog on the right flank. I finally remember Retaliatory Strikes, though it doesn't do squat. After killing the Roadie, Typhon has a bite at the Forced Evo War Hog, who turns around and also doesn't get the low odds crit knockdown. Oh well.
The remaining Nephilim soldier charges the Forced Evo Hog, discovers that being a three Fury beast that wants to boost to hit is super lame.
Three Swordsman remain on this flank, they go into the right most War Hog, leave him on about half health.

Both sides Rectangle zones ping, 3v2 CP in my favour.


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Minion 4: Aggravator/Forced Evo upkept. It's looking pretty good for me, so I default to just attrition playing it out.

Left wise, the Road Hog eats a Hex hunter. Nom nom. He's healthy enough that he'll last a turn longer than predicted, so that's nice.

Back Up War Hog runs on the spot.
Arkadius puts Primal on the Battle Boar, maltreats his protecting War Hog, Psycho Surgeries, tries an unboosted Primal Shock that does nought. He stays hiding, having moved forward as little as he could to keep his control area relevant.

The Battle Boar Adrenalises, charges a centre Swordsman, I roll 7's like a loon for him to cruise through all bar two of the unit and contest the Legion rectangle. The Gun Boar then punches those two remaining Swordsman to death.

Right zone time! Typhon isn't quite in the circle zone, so plan is to nab a score here and keep that slow 6 ahead to win thing going (Prior to them downgrading this to 5).
The Forced Evo War Hog goes up to three Fury to kill the Nephilim Soldier, then maxes to attack Typhon for a good hit that takes out an aspect.
Last War Hog to go clears the three Swordsman in the right zone that attack him.
Targ then runs over to be behind the wall.

I score my rectangle and the right zone, now up 5v2. Like Bon Jovi's followers, we're halfway there. Status of Prayers lived on unknown.


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Legion 4: Out on the left, the Hex Hunters do their pew pew on the contesta-Hog, taking out his Body aspect, the least relevant. He's now injured enough that he's doomed.
Thagrosh tires of my Light Warbeasts shenanigans. He goes into the Gun and Battle Boar, burns a bunch of his stack to mulch them both and put up Excessive Healing.
Right side, Typhon Regenerates himself to gain his body back, uses his first two initials to eat the Forced Evo War Hog then sprays at Targ, fortunately for me he misses.
The Nephiilim Protector runs to toe the right circle zone then gets his fury knocked off by the Shepherd.

If memory serves, Thagrosh put himself and all his beasts out of his rectangle zone, so I go up a point off my rectangle to 6v2.


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Minion 5: I really want to get the left Road Hog back in my control area and score the right zone. Neither option is viable, putting the Hog in my control means arkadius gets charged and killed by Thagrosh and I definitely can't pop both Legion beasts contesting the right zone. At this stage it's just play it out, maintain the CP lead and see if we get the full 7 rounds in.

On the left, the Road Hog stomps more Hex Hunters, leaving three alive. That's actually sufficiently auspisious a result then my pessism about his death may be incorrect.

Arkadius moves up, Crippling Grasps Typhon, Repo's into the forest. The right War hog then chargees Typhon and easily bins him. Targ moves across to be barely toeing the right zone, outside of the Nephilim Protector's charge range.

The reserve War Hog runs to be between my objective and the house. Thags can come forward and kill him, that will however let my War hog go into the Legion objective and score up their, which will balance that out. In that event Arkadius runs the hell away toward the right.

I go up 7v2, just plugging at that rectangle zone. Again, pre official launch, so win condition is 6 up not 5 up.


Legion 5: Under clock, ye old photos have to stop.
Thagrosh flies to be behind the house and feats back Typhon in front of the War hog. Ah. Ayep, that got me pretty good. He puts Bad Blood on the War Hog that previously murdered Typhon. The Nephilim Protector runs up and engages Targ. The Hex Hunters finally kill the left side Road Hog.

Legion score off the left zone, alas nothing is in their Rectangle so we go to 8v3.


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Minion 6: After some double checking to make sure I've got the CP's correct, the reserve War Hog runs to contest the legion Circle zone. Arkadius gets to 9 CP's and that's the game.


Slogathon. Think I feated well, but skated through in the end. Far to cautious with the reserve War Hog, had he been up in the fray at the same time as the Battle Boar Thag's feat probably doesn't rubber band back enough. Very much seeing the drop-the-Warhog for mixed support pieces perspective. Adding a small unit would likely also be good given that they are now the Circle zone scorers.