Thursday, September 28, 2017

Game 245 - WTC ROUND 6 - Thexus vs Wurmwood (Spain)

WTC ROUND 6 - AUSTRALIA BIN CHICKEN VS SPAIN
Thexus vs Wurmwood - Outlast


Alright, final game, into Ze Spanish. Also met one of the sweet people from Room 262, apparently I'm to blame for someone drinking. It's probably true, I do that to people.

Mixed ratings for our matchups here, I end up being in the last two selected which I believe was the opposite of every other round (I think prior to this one being the middle man was my latest, usually I was in one of the opening pairings).

I get Wurmwood. Yeah, that last relaxing round thing? Not today folks. My primary win condition against the accursed sentient branch is to clock, though I reserve a table at the start of the round and viciously defend it against the rest of my team with invective. Basically is has a building smack bang in the middle of the table, which means I have a secondary win condition if I get to go second of scoring last on that flag provided I contest as appropiate, though realistically I should be able to clear the circle zones and outscore in any event. Easy Peasy. Totally.

Still Drudge spam of doom obviously, while the Wurmwood list is non theme with max Stones, triple variety of Werewolf, Wrongeye/Snapjaw, Gobbers, those Wolf stabby dude guys.

I win the roll and pick second per the scenario plan.


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Round 1:Circle advances in a central blob, Sentry Mannikins going to either side. A forest gets spawned next to their flag. Wold dudes kill each other for souls.

I run my own nonsense forward, one Warden goes way up the field and arcs a Hex Blast to kill the Gallows Grove (No arcing onto Thexus plz k thx bai). Dec goes up.


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Circle 2: I've mostly spaced out alright, accept for one grievous era: I left a Drudge in Hellmouth drag range of Alexia. Oh dear.
Wurmwood hugs the circle flag, arcs through Cassius to Hellmouth on Alexia and the Pink Drudge leader, rolls pretty garbage for damage on Drudges but boosts on Alexia and cranks it massively (Dice neg 4, does something like 16 damage). I pass my tough roll and ergo haven't thrown the game straight away.
Mannikins spray on either side, doing not that much on the left, killing some Green Drudges and one Overlord on the right.

Wurmwood feats, the Spell Ward Woofer contests my flag.


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Merc 2:Wurmwood feat stops me getting the early score, as line of sight to the contesting Pureblood is super hard to get. Alas. I could feat to push him out, however that doesn't feel like a strong use when it will achieve little else so I accept that Wurmwood will score first, should still be workable.

Overlords spray through the trees, killing Mannikins and little else. Some damage on the stones would have been nice, but oh well. Otherwise stuff just runs up, Alexia spawns a Thrall that runs up and contests the Circle flag. Drudges move further than bloody 3 inches from Alexia.


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Circle 3: Mannikin sprays in either side push the Overlords to a single member apiece.
Cassius moves out, does a Hellmouth on some dudes, ports back and pops a forest to the left side of the building. This will be an ongoing pattern.
The Wolf units move into the left zone and stab some dudes.
Stalker/Pureblood chill out on the right zone, killing a bunch of the green Drudges.

Circle score on their flag, now 0-1.


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Merc 3: Got to kill that damn Pureblood, Spell immune things are just the worst.

Thexus feat pushes him towards me, TK's the Subduer so he can walk up and drag him in, for him to then be finishes off by Green Adrenalled Drudges (A slight shame, had he died outright then I could have used to them to kill the last contesting shifting stone and had the right zone. Oh well.
Sprays and Pink Drudges maul the Wolf unit and otherwise get in the way of things.
Thexus hugs the back building with Wardens in front of him.

I score my flag, 1-1.


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Circle 4: Mannikins, the Feral and a Hellmouth kill all the Pink Drudges on the left. Snapjaw also moves up and contests the zone.
A Shifting Stone comes forward to contest my flag, a Mannikin spray injures the remaining right side Overlord.

Circle scores their flag, 2-1


Merc 4: I pop out my Ambushers to sure up the left flank, they charge up some minor stuff and contest the zone,the Overlord sprays down Mannikins once again.
A Thrall Warrior contests the Circle flag again.
I clear the Sentry stone contesting the right and otherwise run Drudges around the place.
Thexus stays cowering.
This is dragging and we're both low on clock, however my opponent isn't spending enough time. Ergo I run the Subduer into the centre of the right zone, surrounded by 5ish models for a time consuming Hellmouth target.

I score my flag and the right, now 2-3


Circle 5: Sure enough the Hellmouth happens, dragging stuff in and consuming plenty of opposing clock. The Stalker then goes in, kills the Subduer and Sprints back to behind the building.
On the left both Crocs have to get involved, eating up Ambush Drudges. The annoying defence forest remains.

Circle get their flag, 3-3


Merc 5: I Adrenal an Ambush Drudge, who gets in on Wrongeye. Snapjaw is maxed out, so he dies and gets rid of that duo. Both zones get flooded by dudes, Thrall contests the Circle zone, contesting Sentry Stone gets killed.

I get my flag, 3-4


Circle 6: Well, it turns out we both screw up and think this is round 7. Balls.
Feral runs up on the left, Stalker on the right kills my forward Warden and sprints to the right contesting point of my flag, Circle score their flag with 19 seconds to spare.
Other pieces crowd on the edges of the Round zones to contest.

Score is 4-4, Circle end turn with 19 seconds left.


Merc dammit-not-7: I had 10 minutes of clock to start with, and thinking it's round 7 my play has to be remove the Warp wolves to score my flag.

Remaining Ambush Drudges go in and contest the Circle flag.
Warden slams the right side Werewolf away,follows up and does some attacks just in case, rolls alright.

Thexus moves forward, boosts a Rampager on the other Werewolf. Misses the boosted 8.

Well, shit.
Try to clear out the right circle zone, after the slam killed some busy bodies this leave the injured knocked wolf and a damaged Sentry Stone. Overlord and three Bender sprays go in, on average they kill both. I do no damage to the Stone and lightly singe the Wolf.

Alright, final backup, Alexia with about 10 Risen charge the left Werewolf. She spikes her damage pretty well, but not well enough, leaving him on four boxes.
I have nothing left. 


It's game over, we tally up army points destroyed for the first tie breaker and down I go.

I was basically dead after this and didn't want to move.
Honestly it wasn't an ideal game, I'm poor at enforcing the standard of play I want in games as it is and the language barrier was problematic, exacerbated by two complex casters playing each other in which neither player was experienced with the opponents. That said the Spaniards were nice dudes and I still loathe Circle. Stupid trees.

Wait....that's it? I'm caught up on reports?
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Game 244 - WTC ROUND 5 - Gorten1 vs Sorscha1 (Hungary)

WTC ROUND 5 - AUSTRALIA BIN CHICKEN VS HUNGARY
Gorten1 vs Sorscha1 - Epic Pit

HA! SEE! I DIDN'T DO A ROUND TRIP OF 34000 KM TO ONLY PLAY ONE LIST!

Every match of mine was a playable rating, with two actual Gorten drops. I end up going into mighty Wolfie, one of the two Khadorans on their team.

Loud Chris functionally beat the desire to play Thexus against Sorscha1 out of me at Wintercon and it was quite playable with Gorten, so here we go.

Gorten is a Crawler, Earthbreaker, tiny units and solos.
The Sorscha has the Loud Chris Carriage, Winter Guard weapon crews and the Rocketeer boat, a Spriggan and a Destroyer.

This matchup leans toward me in my opinion, with the sole difficulty that any middling mistake is hard to recover from, just one of those "I have very few models" dynamics very normal for battlegroup heavy lists. You know, the opposite of the Drudge Spam.

I specifically pick the table with a building in the centre of the zone, the intent being to combine it with a huge base and the walls to make it impossible to assassinate Gorten, get a Heavy to my Huge Bases combined with Rock Wall and let me feat on the centre with impunity.
The plan is essentially to trade Battle Engines, using the Crawler to absorb the shooting for two rounds while Gorten gets up to the building.


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Round 1: Khador run forward, various Weapon Crews in the back field. Dicklings Love Vehicle goes up on the left, battlegroup up on the right. ROFL corp and Widowmaking factory up the centre.

Pigs go up on the left, Brine goes up to to be in charge range of the opposing objective.
Crawler goes up across from the Gun Carriage, a wall and Eliminators in front to deny a placement position for the opposing Battle Engine.

Eiryss moves up, Disrupts the Spriggan at max range, then repos back out of Stealth removal range.
Earthbreaker moves up on the right.
Gorten goes to be behind the Crawler with Solid Ground up.


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Khador 2: A Field Gun knocks down Brine, then the Carriage gets Boundless charge, goes into Big Pig, kills him with all his attacks and repos back a bit. Acceptable, puts him in Harm range as hoped.

So....then it all goes wrong. I eyeballed this as the Crawler will live with about 15-25 health after everything that is in range takes their shots.
The dice had other ideas. Such different, horrible ideas. Every damage roll spikes, enough to the point that after the Widowmakers add their contributions the Crawler is left on one box.

Ssssshhhhhiiiiiiiiiiiit.........

Oh, Fog of War is up.


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Merc 2: So this is alright. My original plan is now a no go as the Crawler is a dead man walking (A Widowmaker is about to have just the best of days).

New priority list: The Carriage must die this turn no matter what, plus as many of the infantry blob as possible. Eliminators can start Weapon Crew hunting. Anastasia ambush from the right as well, she doesn't have any real targets of opportunity.

First half of the plan: Kill the Batman.
Aiyanna and Holt chill in the backfield, hit the Kiss and do no damage on pot shots.
The Crawler charges the Carriage, does good damage across his charge and big guns. Little gun does nothing, which is not a huge shock. Ninja Pig then says "I got this", does his shots at boosts damage. It turns out that no, he don't got this, he leaves it on......one box.....

Um.....OK....lets leave that for now.....

The Earthbreaker gets Tuned Up, and now we are to the most critical part of the turn. He advances and line up on the middle of the blob, using the right edge of his base to draw line of sight into the mob. Basically, I do a Tuned up Knock down shot to kill half the blob, this gets me line of sight to the left with the other Torpedo that I manually boost to hit a knock down, then finish off models with my little guns. The Rifles and Widows are bunched up enough that this should kill 80ish%.

Need a boosted 9 due to Fog of War, I miss. The scatter kills nothing. By dint of how I had to line up the weapons, the left Torpedo has no viable targets (Line of Sight is blocked to things in its Arc). The little shots miss hard.

This was super funny turn of events to me, sometimes fate just says no. Nonetheless Wolfie presumed I was a sane individual, so stopped the clock to get me a beer. Cause he's a legend. Would play again (My love is cheap in Europe. About the cost of a drink in fact).

Alright, the excellent game plan died. The good plan just burst in cinders.
Gamble on baiting an assassination run time!

My conundrum here is an awkward one. If Gorten just camps, he'll probably survive, but then the Khador Jacks melee the Earthbreaker and with Gun shots probably kill it, ergo I have to Rock Wall both to entice the attempt on my caster and ensure attrition viability. Also I still have to kill the GUn Carriage.

Ergo, Gorten moves as far across as he can while keeping a line on the Carriage. It's in the open and that's unavoidable. A double barrel shot kills the Carriage, a Rock wall goes in front of the Earthbreaker, he camps two with Solid Ground up.

In bit piece activations, Eiryss Disrupts the Spriggan, Harlen goes up behind the wall and shoots ineptly, Eliminators stab some of the Rifle Corp to engage rockets and be annoying. Anastasia runs to engage the right side Mortar.


Khador 3: Sorscha goes for it, advancing and Wind Rushing up to be next to the building, pops feat and shoots Gorten, rolls average.

Gorten gets shot for a bit by various artillery and the Destroyer, loses focus camp but it actually is going OK. Then Wolfinator does a clutch play, shooting his destroyer to kill the Green Eliminator engaging the important guns in the middle, getting the blast damage. This lets the Widowmakers move around. I'm four tough rolls to victory!

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I fail the second.

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I super love how this game played out actually, in the same vibe as when I played test games back home and you assume the worst is going to happen, cause....well....it did, and that's something I wish people were better at accepting in general.

Don't worry Gorten, we'll get back together soon. Can't resist that Landslide, Minions will be brief. Or Cygnar. Whatever faction I screw up next.







Game 243 - WTC ROUND 4 - Thexus1 vs Madrak3 (Finland)

WTC ROUND 4 - AUSTRALIA BIN CHICKEN VS FINLAND LEFTOVERS
Thexus1 vs Madrak3 - Spread The Net

It's the matchup we could only have dreamed. Bin Chicken vs Leftover. My suspicion of a set up is strong.

Mostly a happy grid for us with a few underwhelming matches. By our grids the Finns made the right matchup choices, with myself ending up in a 50/50 by dint of glorious splash damage from people teching for Ghost Fleet. Alas poor Drudge Peasant, you suffer unnecessarily due to the wrath visited upon that foul Nobility, the Revenant Pirate.

Spread the Net is pretty gold for the matchup, the table I got to pick was even better, as the innocuous corner building was brutally set up once the flags were in place.
I won the roll and practically dived for the side of the table with said flag. It was near impossible to contest.

It's a Madrak3 with loads of Fennblades, some Champs, double Bomber battlegroup in Band of Heroes.

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Unfortunately my photos for this one are worse than normal.
I basically camped a Thrall on my flag and ran a Monstrosity to the nearest contest point, feating on the bottom of 2 to kill sod all versus Madraks own feat but scoring the centre zone. My ambushers flooded the Troll flag.

Bottom of 2 I was up 3-0, The trolls contested what they could but couldn't stop the score going to 4-1, then on my turn I killed a Fennblade and TKed another to win 5 points up. I genuinely have no idea what poor Juha could have done about it.



Game 242 - WTC ROUND 3 - Thexus1 vs Damiano1 (Canada)

WTC ROUND 3 - AUSTRALIA BIN CHICKEN VS CANADA BEAVER
Thexus1 vs Damiano1 - Epic Recon

Ah, the drinking bracket. Beers are head. Everyone is a scrub. Only easy games await. We play Ship Captain Crew and postulate theories on just how Taylor Swift will reveal her Super Villain powers and destroy civilization as we know it.

By which I mean there's a sodding Dam next to us and Canada Beaver is here to wreck it and drown us.

Grid, I'm mostly happy here, the only list I don't really want to see is the Thagrosh double Throne by dint of inexperience, otherwise the Khadors are fine and the Swan is maneagable. None of those were to be, as instead Asian Jesus (Calm down, that's his self proclaimed title) descended like the wroth of Merc sensibility, pointed at my Gorten list and with a raised eyebrow asked "You played him yet?"

Oh, fine, the desending and stuff didn't happen, the Black Eyed Peas did weird things to my Cerebrum.

It's Charles Soong, which is a problem. The worst problem for Thexis playing against people that know how all his crap works.

Also, Canada had best Jerseys. There. I said and sit by it (Standing is lame).

It's Thexus once more (Gorten is a tailored matchup dammit! I swear there was a point to my pairing!), this time into Damiano. So. Many. Dudes. Kingmaker with trip Nomad, Trenchers, Croes and Steelheads into horde of Drudge.

Recon. Bleurgh. This crap again. I go second, predictably taking the side with a forest for Thexus to cower behind. Other important terrain this game is a defensive hill for damiano, a central fog blob and some burning earth on the right.

The matchup is problematic for me a number of ways, Damiano has a highly applicable feat and I have to live in fear of Road to War (Thexus is the spaghetti noodle against the Panzer divisions in that melee).

Note: Dropped my Subduer and snapped him off his base just prior to the game start. Sadness.


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Damiano 1: The forces of evil approach. Trenchers central, Kell pops into the cloud from where he can be a massive headache. Croes go up on the right half. Damiano chills the hell back.
Trenchers have Surefoot, Croes get Death March.


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Thexus1: Such quality photos. Many wow.
I run my brave legions forward, keeping Monstrosities central so they can body block for Thexus in future turns. Per the usual the Overlords flank it up. Decel goes up.


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Damiano 2: Spells upkept. Damiano continues to kill up the back, Deadeyes go out.

Mild advance, the Trenchers fan out and dig in the cloud. Croes advance, shoot and repo back. When the smoke blows over I've lost about ten Drudges.


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Thexus 2: Drat, someone that knows to position for Ambush. How uncivilized ('Tis cowardly to use rocks to hide from our machine guns! Damn these Boers!).

I get two thoughts lodged in my head, both concerning this being the turn to feat. Sigh.
The first involved popping some of those damn Trenchers. Start by putting down a Risen engaging a free Trencher, removing Dig In. Feat push him across, Hex Blast him in the open needing a boosted 7 to strip Sure Foot, then Risen with the help of a Subduer Shot get some Corpses (Subduer probably misses, not a huge deal, just convenient if he hits).
The second involved pushing Croes into the fire.

Those....aren't terrible plans I think? Except the Risen when placed couldn't actually get in melee with the Trencher, so he would stay Dug In. That was a classic "STOP YOU FOOL DO SOMETHING ELSE!", sadly I ignored the internal voices (Which, long term, is a better way to go probably).

Thexus goes into the woods and does feat pushes. Four Croes get set on fire, the Trenchers get bunched up. Decel is popped. I miss the Hex Blast on the Trenchers.

Oh dear. Monstrosities sit around Thexy, Risen engage the Trenchers. Alexia stays in the forest, tries a boosted Handcannon shot on Kell that misses (I think I lost shot her Handcannon....200 games ago? Possibly Mark 2?)

Drudges run forward, the right Overlords (minus a casualty to the Croes) run to the back, as I'll need their sprays later it seemed.

The Ambush Drudges popped up around the Damiano flag, they get Adrenalin and eat some Steelhead Halberdiers.

I get a Control Point with the Agitator on my flag, so 1-0.




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Damiano 3: Moana is a super good movie. Just sayin.

Damiano moves forward a short way, feats, throws out Dead Eye.
Around his flag the Halberdiers and Stannis clear out some of the ambushers, I end up keeping one contestant as he is the unit leader away from the remaining five Drudges.

Centrally, Trenchers keep doing their evil work, killing a bunch of Drudges and the engaging Risen, plus popping my Objective. Kell aims, shoots Alexia down to a box.

On the right, the Croes shoot and move around. Jerks. The Agitator dies.

Jacks advance in the back field,one killing a Warden I think?

Now 1 all for CP's.


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Thexus 3: Well, it's Damiano feat turn. You know that spiel you're meant to get about you can do anything you want? Yeah, not this turn. Dream small is the go.

Overlords move up on the left, spray down a halberdier or two and more importantly kill my Drudge Ambush Leader, so promotion allows the rest of the unit to go. Those Drudges then charge into Stannis and promptly do no damage. Bugger.

The last Pink Drudge gets Adrenalled, charges a Nomad and bounces off.
Risen swarm into the Trenches once more.

Around my flag, the Warden and sprays clear out my flag, allowing a new Thrall Warrior to go to my flag.

I go up 2v1, however I've killed very little comparatively. It's not looking to good.


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Damiano 4: The opposing flag gets cleared out by Stannis and Steelheads, Orin gets to the flag.
Rangers the left Nomad clear out that sides zone.

Centrally, the Trenchers must be growing weary as they yet more Risen. Kell and a Nomad pop into the cloud, the former killing the Thrall Warrior on my flag.

On the right the Nomad and Steelheads chill out at the top of the zone.

Damiano scores the left zone and flag, pendulum swings back to 2v3.


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Thexus 4: It's struggle town at this point.

Around the Damiano flag I have some luck, as the remaining Overlord lines up a spray that kills Orin. It's something.
Risen, to the shock of all, flood around the Trenchers.
On the right I spray inefficiently and fail to clear enough infantry to get the right zone, so I send a Warden up to slam the right most Nomad into the backfield. Alas, Rommels free strike book was read, so no free focus generation for me.

Once more I score my flag, scores level at 3 all.


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Round 5: My contesting models are cleared out and the Nomads kill the forward Warden, Stannis ducks back to Damiano's flag. Alexia finally dies. Scores go to 3-6.

No chance of a clock out, so it's run the Subduer, arc Hex Blasts and hope the 2% assassination works. It's a no go (Damn these perfectly reasonable dice!) and out I go on scenario.


I want to watch Whats82 vs Bobliness, that'd be the friendliest competitive match in the world.

Alas, this is probably the game I'm most disappointed with personally. Can't afford to waste the feat against those that know what to do and how to threat. Right side Overlords would have been better served centrally placed, plus more aggressive Monstrosity use (As always, if you had TK and used it once, you probably didn't do it right).













Game 241 - WTC ROUND 2 - Thexus vs Siege1 (Sweden)

WTC ROUND 2 - AUSTRALIA BIN CHICKEN VS SWEDEN NORRLAND
Thexus1 vs Siege1 - Standoff

Of all the Swede teams, this one had the worst grids for us. Double Cryx and Rahn isn't something I want to deal with. The tables were also not skewed as badly, no fort von Exulon on this set.

Once again the captain saves me from the worst, I end up into Cygnar which I rated at the time as a 50/50, which is the best situation we could get. Piloted by Robin, he's rocking the double battle engine, Triumph and half a dozen light jacks.

Let's just drop the pretence of trying to remember the die roll, I end up going second. My table side choice comes down to either a far that is a bit to far back to be immediately useful or an obstruction that is off to the side that could be a clutch point for Thexus to run away to if the Swans get aggressive. I select the building side, it is otherwise a mostly foresty table with some outlying hills.


Unpack: The Striders stay central with Jakes Sidekicked Firefly between them and Siege behind. A fellow brave Warcaster takes to the field it would seem. There's then two lights on either flank, with Triumph added to the left.
I in return run my stuff up, doing the weird spacing and clumping forced by Cygnar gun to protect the valuable shit. Thexus chills near all his monstrosities with Decel up.


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Cygnar 2: Time for the innocent hordes to die.
Siege stays behind his various hidey models, throws out a shot and a Rift for some rough terrain in front of his model Bunker. The Striders and various jacks do some shots, I get reasonable amounts of tough and a nice Hyper Aggressive move by the Subduer gets him out of line of sight of the Strider that was trying to murder him.
Placement is conservative, the swans basically forting up their rectangle and otherwise toeing the flank circles. Arcane Shield is on the left Strider, Sidekick remains on the chump jack in front of Siege.


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Merc 2: Time to make like the penultimate villains of Halo1 and flood crap forward, got to gum up the works. Thexus must cower at all costs, though realistically there isn't much that is going to threaten him with the current Swan placement. I'm nervous regardless, keeping Decel and floating him to the right half of the back field.  Swan jacks are to annoyingly placed to make it worth coming up to feat in any event.

Left side, Ambushers get plopped down.
The Subduer and Agitator come forward, Net and Drag in Reliant. Turns out the dude has a buckler, who knew? Damage inflicted is not stellar. Pink Drudges and Risen have a go, they leave him on a handfull of boxes with just movement. One Risen also gets up and toes the opposing rectangle zone.
That stuff now done, the ambushers get two Adrenals, they go in and start attacking the two light jacks still in that sides circle zone.

Right side, my Drudge units do a weird spread due to terrain and lightning leap issues, the Green Slaver actually runs into the middle of the forest ahead of his unit, intent basically being for him to draw line of fire as it doesn't matter that much if he dies (Command 4 is not the lodestone people think, it's more a minor aggravation). Overlords on this side also send in two dudes to spray, from memory they don't do much.

I score on my defensive rectangle, go to 1-0.


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Cygnar 3: One of the Striders wastes a shot on the stealthed green drudge leader. Round plan success!
He then gets Mage sighted. Not so success.

The Yellow Ambush Drudges and all bar one of the Pinks, all situated on the left, get devastated by shots while, with the two light jacks and the Strider contesting the zone.
Reliant stands up at an awkward time, giving the Subduer an almost real defence score.

The Bunker in the swan rectangle breaks up, with Jakes Sidekick jack coming up into my rectangle where he butchers the Dominator, Siege falling back a bit and getting Arcane Shield.

The right zone sees the Charger fall back while the Firefly mans the zone, using a wall to make pushing him out super inconvenient. A few Green Drudges and their unit leader end up dying.

Swans return the scoring favour, now 1 all.


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Merc 3: I think this is the first time the Dominator has died before Alexia. Pretty sure that's a severe sin in Cephalyx society.

Primary plan is to push the scenario play on the the circles, get rid of this annoying side kick jack and try a low odds assassination play for giggles.

On the left, Overlord sprays kill the Charger and mess up the Firefly. Risen Jam around.

In my defensive rectangle, the Agitator Instigates, the Wardens charge the Sidekick jack and with boosted charges and hard rolling 8's manage to kill it without to much issue (straight dice on damage). The jacks def makes Thexus feel ok about moving into said Rectangle on the hill.

Right wise, Green Drudges get Adrenalled, after Overlord sprays soften the contesting Firefly they kill it with ease.

Lastly, my bodgy assassination run.
The last Pink Drudge gets Adrenalled by the Blue Bender unit leader, then charges and kills Reliant.
This frees up the Subduer to walk forward, toe the Swan Rectangle, be in the Instigate Aura and attempt to drag in Siege. I boost and hit, after which the Subduer makes attacks. It's a 36% after the net hits, so I'm not shocked when Siege lives on five boxes. Still, he's knocked down in front of a heavy, so I'm super content with this turn.

I score my rectangle and the right zone, get up 3-1.


Round 4: The Subduer preditably gets shot off by the jacks. Siege then feats, walks back and the Striders move in front of him. Alexia and a horde of Risen get killed by the Battle Engine shots courtesty of the armour halving, while lights go back to contesting the right zone. A Lightning leap also kills the Agitator.

At the end of the Swan turn both sides score their rectangles, so 4-2.

I have to score three to win, so the Drudges on the right get Adrenalled and kill the contesting Firefly, I TK a Warden, who charges and pops the opposing objective and contesting their scoring zone.

Scenario win for me, 7-2.


We were both a little surprised how well that worked out for me, a lot of my models died but no where enough to threaten my back field.

Alas, it was not to be and we went down this round 2-3 after a cliffhanger from our Grymkin verse Denny Ghost Fleet match. Pressure off now, drinking bracket ahoy! (Well....I'd already had a few, I work on a rewards based system).




Wednesday, September 27, 2017

Game 240 - WTC ROUND 1 - Thexus vs Fyanna (Russia)

Alright, we're finally here!

WTC ROUND 1 - AUSTRALIA BIN CHICKEN VS RUSSIA SAINTS
Thexus1 vs Fyanna2

The Ruskies gave us Medium Proxy bases that say "From Russia with Love". I'm a smuck who didn't have a present, so.....don't do that. No one likes smucks.

My grids into all the Russia teams weren't great, in this instance I had a pair of weak games and three coin flips. Captain Badge Vest Guy did pretty good all weekend, opting generally for tables (given the slant on WTC terrain this year made it even better) but stilling getting playable games for majority of us every round.

We screwed the process up a little bit this round, as neither team had done the matchup process before. The end was that we picked tables and they got four of the match choices, oh well.
Realistically I got the matchup I was most comfortable with out of the opposing team, getting Leonid with Fyanna2 and Lylth2.

Scenario was Breakdown, I got to pick a table with basically the most Thexus building ever, being located in my backfield with a safety nook. The only other terrain of relevance was another building in the centre of the board, placed such that it only provided average contesting ability for the FLying Dragon minion winiony oniony drubbz.

Match up ended up being Thexus vs Fyanna2, which was a mild relief. I know how to play that game, whereas I'm unpracticed into Lylth2 and Scather templates like, really suck.
The opposing list is atypical, not being one of the 8 clones on the day (Plus a 9th who essentially had dyed eyebrows), having triple Angelius, the support beasts, the support package and Bayal with Hex Hunters. Speaking in strictly hypotheticals during match ratings, it was posited they were there as a unit for scoring stuff.

I lose the die roll. Disaster is heralded. All is lost.
No, wait. He picked first. Yay! The Legion did have a wall I could have used, but I needed the sense of invulnerability.

The game when I practiced it is basically about me taking Beasts and keeping Thexus safe. Typically I can just drown Legion out in a protracted battle of the dollies.


Unpack Moves: Legion slants heavily to the left, Fyanna hides out behind the wall. One Angel gets Admonition in a stunning turn of events. Hex Hunters are the left most flank, while a Shepherd is basically the centre of the right flank and screams "I'm here to contest".
I have a Warden go on the far left for Arc Nodey goodness, the other Monstrosities hang near Thexus in case Angels get good enough position that he needs boxes around him to prevent a landing zone being formed.
My far right units have to run towards the centre to be impactful to the game, the normal flanking Overlords ready to be the primary scorers for the right circle zone.


Legion 2: Beast placement proves to be no where near as excessive as expected. The Admo Angel, one Sorceress and the Forsaken go behind the central building, the rest of the beasts and Fyanna stay in the vicinity of the back wall, Hex hunters form two lines of dudes on the far left with the other Sorceress on the left table edge.


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Merc 2: I'm in a good position at this point. None of the Angels are in place to even been in distance to Thexus, let alone get through the bodies around him. There's also certain counter plays against Ambush models of facing and board position that haven't been done, so time to roll out.

Left side of the board, a Warden moves up and Arcs a Rampager at the nearest Angelius, moving him into the left circle zone (Still outside of killing Thexus range just in case I fail to kill it). Three Pink Drudges get Adrenalled, charge him in the back and easily kill it, saving the backup pair of Thrall Warriors from having to get in.
The Yellow Ambushers come in, eat the Hellion and a couple of the Hunters. One Thrall runs up and engages some Hexies as well.

Centre wise, the other Monstrosities stay safe, the Green Drudges move up and have a few of them toe the centre zone.

Right wise the Overlords toe the circle.

I go up a control point off the right zone, now 1-0.


Legion 3: Fyanna stays up the back near the wall.
The Bloodseer, Seraph and Naga move to the left and assist the Hex Hunters in killing the Yellow and Pink Slaver unit leaders plus various grunts, though they don't position super aggresively. I lose about 8 Drudges overall.

The Angels move back behind the house, the remaining Sorceress toeing the centre zone.

In a shocking turn of events, the Shepherd runs to contest my right zone.


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Merc 3: Grind out time. The lack of Green Drudge casualties and rubbish Alexia placement meant she got no corpses, otherwise it's going pretty well.

Left side, Overlord Sprays and Drudge attacks reduce the Hex Hunters to a single guy outside the zone. The Warden chills in a trench. A Thrall missiles into the Seraph, I believe he misses.

Centrally, the Green Drudges just run more guys into the zone and don't trigger Admo. The Angels could come in and Overtake them all, that's basically what I want them to do so I can kill them with minimal effort.

The Overlords and Purple Benders spray down the Shepherd, then make an abymmsal show of attacking the Sorcerress contesting the centre zone, non of them landing a hit (Curse you 7's and 8's!).

Unfortunately optimizing Sprays on the left meant that I didn't have a full cohesive unit on the left, so I only score on the right, now 2-0.


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Legion 4: Fyanna stays camping behind the wall, safe but not contributing.

Left wise, Blood Seer, Seraph and Naga cut into the numbers of the Pink Drudges.
Spell Martyr runs up, drags the flank Warden forward to the edge of the zone where a Fury'ed Angelius comes in and kills him while toeing the zone.

Centrally, the Admo Angel hides behind the building as much as possible and toes the central zone.

Right side, the Sorcerress toes the zone and sprays down all the Overlords. Sadness.

No scores by Legion.


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Merc 4:  The dance continues.

The Subduer moves up in front of Thexus' safe haven, allowing a Rampager to be arced on the Fury Angel on the left zone. It is then killed by the remaining Adrenalled Pink Drudges and a Thrall Warrior. The Overlords mvoe in to claim the left zone at last.

The Green Drudges continue their Admonition please-feed-Alexia-dance.

Right side the Purple Benders run up, engages the Sorcerress. A spare Thrall Warrior runs and toes that zone just in case.

I score the left, now up 3-0.


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Legion 5: Fyanna moves up behind the central building, feats. Seraph frees up the Blood Seer.
Blood Seer goes into the left zone, kills off the Pink Drudges.
Naga toes the central zone.
Remaining Angel gets Fury, charges and kills the Subduer. Alexia Revels in her one corpse I guess?
Right side the Sorcerress sprays down the Bender unit leader.


I talk through my next turn with my opponent (Feat clear the left and centre zone, run Warden to score and get up 5-0 and we call it.


I played this super safe and don't think I was ever in a position to lose, something basically dictated by the fact I'd played the matchup and L champ hadn't. The Hex Hunters did more work than expected, otherwise everything came up slinky.

We get through this round 3v2 and that game knocked out my jitters, so onward!






Game 239 - Gorten1 vs Karchev1

Game 239 - Gorten1 vs Karchev1

FINAL GAME BEFORE WTC MATCHES.

Verily, though I walk through the valley of long games, I will fear no clock out. I might fucking embrace it though, someone get me an assassination faction ASAP.

Final of La Antwerpness, Reds again though this time it's the angry cripple in the life support machine and his Android sex bots.

We've set down on a table I'd pick for this matchup as it has obstruction in teh centre, which forces a split and lets me be a tool with my wall.

There is a severe complication, specifically that the opposing list has two Devestators which adds a complication to my feat. Basically I have to kill one, then it's all onward and upward (Or 8 inches across, whatever).

I lose the roll I believe, end up second. I take the side which will be best positioned to use that house to shield the centre zone, as it's breakdown and the opposing list has a single unit.


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Round 1: Battle Charged goes up, the brick advances. I have the Earthbreaker on the left, Crawler on the right. Solid Ground is up as being crucial to stopping the opposing Destroyers triggering Road to War.


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Khador 2: The Widowmaker Marksman falls back from Ninja Pig. The Devestators lead out, each toeing one flank zone and the centre. The Khadorans split quite evenly at this point, four Jacks a side and Karchev behind.


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Merc 2: Alright, time to get the early score. I want to kill both Devestators before I feat, so the gambit this turn is pop the Widowmaker before he hunts down Thor and the left Devestator.

The Crawler falls back, Periscopes the Marksman. Aiyanna Harms the left Devestator which Holt then dings. Rorsh shoots down the Marksman and pops a round into the left Devestator.
Earthbreaker whirls up, shoots the Devestator. The Khador jacks ends up on 7 boxes before Gorten's activation, which is one point to high for ideal.
Gorten misses the Molten Metal on the Devestator, then falls back. Pops a wall in front of Aiyanna, if she gets hit by a Bombard it's probably all over (Road to War, Feat, Bombard, Dead Huge Base). Awkward to miss with that Molten, could have then pumped in a POW 16 to finish it off but whoops a daisy.
Versh goes into the centre zone behind the behind, where he's super hard to get to.
Eiryss disrupts a jack on the right.


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Khador 3: Khador limps forward slowly, barely moving. Versh can't be Devestator clouded. I've left the contesting Kayazy on the right outside of Solid Ground, however the Destroyer on that flank scatters to far to hit them.
The left Destroyer does some damage to the Earthbreaker.


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Merc 3: Alright, no ones scored, so the plan can still be a go. I'll have to pull Versh back and concede early points until some damage can go out. Earthbreaker gets some focus, I want to keep Gorten back for now.

Gorten has to go early to put down a safety wall to protect the Crawler from the now enroaching Marauder.
Aiyanna harms the Devestator again. He then gets shot by the Earthbreaker, Holt and the big guns on the Crawler. It takes in the region of 2 points of damage or so.

Well, this ain't good. Ninja Pigs hold back, they've already been messed up by Counter Charges once today.

Eiryss disrupts a jack on the right.

Khador scores, now 1 up.


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Khador 4: Disruption and the wall keep the Crawler safe, Khador hunkers up. Battle Mechanics get to the left Devestator and roll quite well to heal him up. The other half of the unit toes the right zone, then the repair grunts that did the work get killed.

A bombard hits and destroys Aiyanna. Alas.

Khador moves forward very little, but now score the centre and the right to go 3 up.


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Merc 4: No choice but to commit pieces now.Anastasia ambushes.
Gorten moves up, feats, kills the left Devestator with double Molten Metal. The Earthbreaker moves up and shoots the left Juggernaught somewhat. Red Kayazy toe the left zone with Ninja Pig. Versh toes the centre again. Green Eliminators and Anastasia contest the right. Crawler does some shots, killing the Battle Mechanic unit. Eiryss disrupts a jack on the right.

I score the left zone, now 3-1 for Khador.


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Round 5: The Khadorans limp forward, the forward Juggernaught toes the left zone. Karchev moves out from behind the house a little.

The Earthbreaker has no choice but to move into the zone, triggering the contesting Juggernaught and Destroyer into counter charge. I then make melee attacks on them, Tuned up with a full focus load and fail to kill it either, the Destroyer is left on enough for Brine to come in and kill him.

Eliminators do suicide charges in the right to contest and hold the jacks up.

Eiryss disrupts a Marauder on the right and repos back.

I score the left zone, now down one point to Khador 3v2.


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Round 6: The Khadorans kill the contesting Eliminators, Karchev runs across to the right side of the board. One Marauder and the extremely damaged Jugger are left on the left side of the house, said damaged jack hurts the Earthbreaker a tiny amount.

I can win this. Just have to score the left and body block Khadors from getting in/make it hard for them to score with high Def solos, achievable with a wall and sacrificing the Crawler for the Great Good.
Earthbreaker kills the damaged Jugger. Brine then goes in to the Marauder, if he throws him away then I can make it very hard for Khador to stop me scoring a point ahead or at least leveling it then I win on tie breaks as I've lost very little.

Brine hits the throw, promptly loses the strength rolls, snake eyes versus a 6.

I blink for a moment at the sudden void where hopes and dreams used to be.

Holt and Harlen run into the Khador Jack brick, functionally as mission distraction while I try to think of something. Holt dies to a counter charge. Eiryss disrupts the Marauder, repos to toe the right zone. Anni toes the top of the same.

The Crawler charges a jack, as I might as well put some damage out. He pews pews a bit.


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Khador 7: Karchev feats, there's no impediments so basically everything dies. Marauders implode the Huge bases, a Jugger lands a hit on Eiryss, the Forge Seer gets Anastasia with blast damage from his spell.

Khador get another point of Karchev in the right zone, 4 to 2.

I quickly map out if Brine can get to Karchev somehow, it's not doable so down goes the hand shake.


Content with that. My plans didn't work out, but the options were there, even though things went wrong. At this point I regain a bit of faith in Gorten and relief that Clam Jacks aren't super popular.















Game 238 - Thexus1 vs Kallus1

Game 238 - Thexus1 vs Kallus1

Second game against ze Antwerpens (we walked through sky water and stuff through a poorly planned back route of sketchiness, there was going to be more than one display of me getting super smashed).


It's the mighty Niels, with unexpected Legion. Down tumbles non themed Kallus the first, with many a Grotesque, Hellmouth and a Blight Bringer mascot.

We change table. To Epic Recon. As expected I guess?

I win the roll and pick the safety side with a sweet obstacle that Thexus will hug and love. So much love.


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Legion 1: Grotesques come forward, Hellmouths placed to contest both zones. Which means this'll be a loooooooong game. Oh dear. Gargantuan is dead centre, with its low speed, Hellmouth and the Objective it's relatively pinned in the back or could head to the left, so that's a thing.


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Merc 1:  My stuff also runs forward. Such plays. Finesse and stuff.
I make a Thrall Warrior to annoy a Hellmouth tentacle and keep Obstructions or a pack of Drudges in the way of anything dragging a Monstrosity forward for free.


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Legion 2: 'Ol Blighty throws out an AoE that scatters onto nothing. Two tentacles from the left runs out of command to tie Drudges up. Grotesques move cautiously. Deathstalkers kill some dudes. Placement is relatively conservative


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Merc 2: I ambush in around the Legion flag, come in and eat Swordsman and Grotesques. Drudges otherwise move forward slowly, I don't bother killing the out of command Tentacles. A thrall sits on my flag. Things remain weirdly tied up and not filling out the centre of the board, slowed by blocking pieces and terrain.

I go up a point.


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Legion 3: Kallus hangs back and feats. Blighty moves to a point to give the armour buff to the Hellmouths.
Grotesques come in and do some attacks. All the tentacles from the left block up the centre pink Drudges, right side do some attacks and contest.

Legion scores its own flag, now 1v1.


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Merc 3: Let's just lower th expectations of a fast pace thriller now, this is an epic joust between two turtle swarms slowly approaching each other while sending passive aggressive texts.

There's no value to me killing the Tentacles out of command, or much at all this turn as Incubi are better than Grotesques.
I kill the right Tentacles, send a Warden into the relevant Hellmouth. Bounce off it hard.
Other grotesques die, but only when reliable follow up attacks exist in order to kill the spawned Incubi.

I sadly fail to get anything to the Legion flag, so we both score to 2 all.


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Legion 4:  The ambush Drudges get rekt, only the unit leader survives.
Grotesques and Slavers are both somewhat limited but fight on, while I have a healthy amount of Benders.
A Deathstalker chills on the Legion flag, the BLight Bringer persists in coughing out an AoE. The advanced Warden gets refueled by a few attacks, a tentacle once again spawns to contest.

Legion pull ahead, 3-2.


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Merc 4:  On the left, the lone Cephalyx ambusher kills the Grotesque assassin whilst the Warden pops the Deathstalker. Now it'll be Kallus that has to score. Said Warlock incidentally gets a Thrall Warrior to the face, though naturally he misses.
Pink Drudges keep killing Grotesques in the centre.
Left Overlrods and Benders line up to be future charge in and contest models.
Drudges and Overlords flood the bottom of the right zone, very few Grotesques now remain. The Warden flails at the Hellmouth for a few points.

Back to 3 apiece.


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Legion 5: A tentacle spawns to contest. #R(%*_#%*^_%@^(Y(#Y@%_
The Blight Bringer charges in and eats my left Warden, the reserve Assasssin runs up to be the scoring model. The last Ambusher finally dies. Kallus chills back.

CP's are 3 - 4, Legion advantage.


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Merc 5/Round 6:  The game grinds ever on, until I finally nail down the model placement and stop the Tentacles having any placement area to contest and no Grotesques around to run into a spot they could make, so for round 6/7 I equal then overtake.

The Warden and Hellmouth fail to kill each other, and I have far tomany models that just jam in to contest for Legion to clear them all out.

Legion Concedes with 2 and half minutes, I have a shade over 3.


Great game. Sweet dude. Let's not do this nonsense again ever. Arghle Bargle.