Thursday, December 28, 2017

Game 272 - Rask1 (BC) vs Rasheth1 (TE)

Game 272 - Rask1 (BC) vs Rasheth1 (TE)
Outlast

10 days between games? Makes me a Sad Norway. Well, not really, in the sense I'm not representative of the country in any particular way, but the Angry Oz thing is taken (I think it's a youtuber? Whatever).

J-man of the triple name origin appears, rolling a small blob of flag behind a load of souls trapped in stone bodies.
It feels like I've played sod all against Rasheth. Hypothetically paired with a Naaresh brick blob, I decide that Arkadius was going to be more effort and nuanced for me to bother. Plus Skorne would need sod all models around to kill everything, Pig defensive stats being super sad.

Thus we get:

Rask1 (Blindwater Congregation) - Wrastler, 3x Boneswarms, Posse, Croak Raiders, Bokor + Shamblers, Bellows Crew, Totem Hunter, Gatorman Witch Doctor, Mist Speaker, Feralgeist, Tinker
vs
Rasheth1 (The Exalted) - Mammoth, Krea, Cyclops Savage, 2x Immortals + UA's, 2x Ancestral Guardian, Hakaar, Extoller, Paingivers

Rules Error: I've played to much Convergence of late and completely spaced on the Vault not being able to collect their souls. Woops. Be prepared for that to be mentioned a bunch.

There is something odd about Rasheth being allowed to boss around proper Hoksune dudes.
List wise the Mammoth shooting down the Vault is a concern, however as long as it is alive it is excellent at making the Immortals unhappy.
Outlast works for both sides given we both have plenty of unit models.

I win the die roll and select first, I end up with a slightly impeding forest and a hill toeing the right zone.
The centre of the board has a cloud and a trench.
Left zone has some water, right zone has a forest that favours Skorne contesting.
Skorne have a super defensive wall.


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Minions 1: Skorne deploy extremely symmetrical, so all my decision points occur around the terrain and scenario. The existence of the right zone forest makes claiming that zone potentially a massive headache if a Skorne model just hides behind it, so I choose to run the vault from it's central deployment toward the right, as it will be the best contesting model in my possession.

Croaks, Totem Hunter and two of the Bone Swarms (One with Fury) go out left, intending to claim that zone and start the scoring on top of round three.

Posse, Rask and Wrastler sit in the middle to do all the work.

The last Boneswarm has Admonition and is out on the right, intended to be the backup contesting model in the event the Vault gets blown up.

Totem Hunter selected Hakaar as his prey, given he's a killable model that is too valuable to be used to deny the Prey benefit.


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Skorne 1: They're coming!

Everything moves forward, Beasts central and Immortals on either flank.
Krea puts up it's Animus, left Immortal unit gets Carnage. One of them also implodes to arc a Sunder Spirit on the left most Boneswarm for a good whack of damage.

Rasheth goes up behind the defensive wall and does that thing. The fat wobble laughs thing. Where you mock an innocent sentient egg that fell down and eat it's thinking insides.


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Minions 2: Standard Rask top of 2. Advance, make some ranged attacks, not give away to much.
I decide to gamble six Croaks on the left to try to take out that flanks Ancestral Guardian and Hakaar. If they succeed I probably only lose two, if they fail they all die t the movement boosted Immortals. Said Immortals won't be attacked because I've dealt with Vengeance before.
Both opposing light beasts are also forward to allow room for the Mammoth, the plan is to damage the Krea a little and force it to back up and be healed and use a Bone Swarm to trade for the Savage (Took about four questions before my brain was willing to accept it wasn't a Cyclops Brute).

Out on the left we begin the Croak gamble.
Two Croaks move forward and successfully Oil the left Guardian and Hakaar, then the four behind them throw two burny sticks at both the venerable Skorne elders. Hakaar dies to some serious overkill dice spikes, however the regular Guardian only takes a little damage. Alas poor Croaks, you have only yourselves and my incompetent leadership to blame.

Totem Hunter hangs out in the Croaks backline, his Prey moved from Hakaar to the Guardian (Come on fire! You Feel great! You can do it! You can win!).

Centrally, Posse Dirge out of habit and move up to safe from attack ranges (It is mildly easier to deal with no Rush Skorne beasts).
Rask feats, advances as little as he can, puts Boundless Charge on the Fury'd Boneswarm, shoots the Krea to remove it's Animus, gets a good dice spike on the damage.

They Fury Boneswarm is deliberately toeing the forest in front of my deployment for line of sight, allowing the Wrastler to put Rage on it and the Mist Speaker to give it Guidance to let it see through the terrain cloud.

The Boundless Charged, Guidanced, Raged and Fury'ed Boneswarm creaks a little under the weight of the tokens given to it. It then charges the Cyclops Savage, I sweat through some missed attack rolls that might have been worth boosting, it manages to kill it counterpart though on some good damage rolls.

Shamblers radiate around Rask, the Feralgeist sort of flops around.

Right side, the Vault (Who has one soul from a poor start of game soul randomisation) hits the Krea, boosts damage and kills it to the box. As I planned. Ayep. Definitely makes up for the Guardian not dying (Though that's basically a coin flip in hindsight, good enough for the amount of Croaks I was offering).
The Admonition Bone Swarm toes the right zone and ponders a time shared condo deal on the coast, as there is no way it'll die. Light Beasts totally have high survival rates. For sure.

I think my plans were reasonable, though I definitely got more than my share of Fortuna's favour on killing the Krea and Cyclops. It was an unreasonably long turn, enough that I'm disgruntled at my efforts. Turns will have to be quicker after this to compensate, though I doubt I could carry this to a 7 round completion.


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Skorne 2: Fire has a go at doing the job, leaves the left Ancestral Guardian on a box. Dangit.

Rask feat turn, so attacks are necessarily limited.
Left wise, the Immortals pop Incoporeal to deal with the water terrain and advance and kill the six sacrificial Croak Raiders, the Guardian stays behind them. A couple of these Immortals are zapped by Rasheth channeling Sunder Spirits at the damaged Bone Swarm, leaving it on about a third of it's health, though I luck out and keep all aspects.
Rasheth lacks the mobility to get over the wall, so he moves to the right behind the Mammoth.

The Mammoth lacks other targets, so it moves up and politely boops the nose of the sacrificial Bone Swarm, who promptly explodes into a billion pieces. 
The right side Guardian moves to the Skorne Flag.

Right wise, the Immortals run around and pop their defence/concealment buff, three of them run up and engage the Gator Posse in position of super annoyance.

The point is academic as the Immortals contest, however I failed to place a solo to threaten scoring on my flag. This is an error I will replicate throughout the game.

Skorne score a point on their flag, 0-1.


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Minion 3: Still monitoring the game through the lens of scenario being the win condition,the best plan appears to be to try to clear out the left zone, again the right zone being trivially easy to contest in a difficult way and lacking comparative tools to deal with it.

Left wise, the Croaks make a go of it but don't kill enough Immortals to make zone clearing practical. I am forced to accept it will be a longer game in which this turn will lead to me equalising points and setting up for the attrition advantage.
The damaged Boneswarm is the recipient of the Fury/Boundless Charge/Rage buffing this round, it charges the Mammoth to get some damage on it. The hyper hurt Guardian does a Defensive strike, an ability I completely spaced on, leaving the swarm on three boxes with no Body Aspect. So much for that plan. The Swarm does kill the offending Guardian at least.
Totem Hunter has it's Prey shifted to the Immortals unit, charges in to kill two and sprint back to the forest on my side.
All up I leave two Immortals and the UA in the zone, with one grunt on fire.

Centrally, the Posse kill the three Immortals that are jamming them as a necessary action with likely bad consequences. I misakenly give the sols to the Vault, which then empties itself trying to kill the Guardian on the Skorne flag. It fails utterly.

The right side Swarm with Admonition charges the right Immortals, I reason it will be worth it to stop another pair of Vengeance attacks. It misses every attack, so that was a poor move.

The Feralgeist claims my flag, so we go to 1-1. This was also a long turn, so clock advantage is definitely on the opposing side.


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Skorne 3: Fire kills the Immortal grunt on the left.
The Immortals all Vengeance, the left fella and the UA pop the next suicide charged Bone Swarm.
Right side one maneuver around, they pop Admointiion on the last Bone Swarm to make him move to the right. He stays engaging one to be an annoyance.

Regular activations begin, Rasheth shuffles behind the Mammoth and feats, primarily getting the Vault and the Posse.

Left side Immortal and buddy kill a Croak (Model removed after picture, as we retroactively realised he dies due to Rasheth's feat).
Guardian and right side Immortals kill two of the Posse and leave the last Bone Swarm quite damaged.

Mammoth shoots the Vault, rolls poorly and only does half it's health.

Extoller runs to the Skorne flag, 1-2.


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Minion 4: The clock is low enough that's it's a race against scoring. Some Shamblers spawn up front.

Left zone wise, the Croaks fail to do their duty. Instead Shamblers kill the last Immortal, while the Totem Hunter Jumps to the UA, guts him, moves prey to Raseth and Sprints toward the backfield for the juicy caster threat.

Centrally, other Shamblers gum up the mammoth whilst the Bokor runs into the open to get his command score up their.
Rask puts Admonition on the Wrastler so it can move up and kill the Mammoth in the near future, he shoots a Fury off it because he's an annoying toad man who can.
Posse get Fury to counteract Rasheth' Strength penalty from the feat, they kill the Guardian and some of the remaining Immortals.

Vault kills the Extoller, shoots the Immortal UA on the right to Sac Pawn and kill Immortal Grunts.

Right wise, Bone Swarm that I forgot to heal with Rask due to time constraints boosts it's rolls and manages to finish the unit off. Alas I didn't have an opportunity to move a unit into that zone to score.

Rask gets clouded up by the Swamp Gobbers and the Mist Speaker, plus has Shamblers in a circle of sacrifice around his booty.

I score the left zone, having flubbed putting the Mist Speaker on my flag. Derp. 2 all.


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Skorne 4: Paingivers all die arcing Rasheth nukes around, one of which kills the Totem Hunter.
It's not until the Mammoth tramples forward to kill the Bokor that I realise I've won on attrition.

I play my next turn, it consists of the Wrastler killing the Mammoth and everyone staring down at Rasheth. Skorne concede.


The ending felt super abrupt to me. Going over it in hindsight, the Vault surviving Rasheth's feat turn is probably the end point for Skorne. If it dies then the Immortals can push in and keep the match going to time for a Skorne win.

Feralgeist had a disappointing game, dying so ignobly at the end of an Immortal stab I don't think I wrote it in the above. Starting to move toward double Gobber Chef being a better, more flexible option.











Monday, December 18, 2017

Game 271 - Rask1 (BC) vs Issyria1 (LoD?)

Game 271 - Rask1 (BC) vs Issyria1 (LoD?)
Spread the Net

One last gasp of dollies before time is lost to the might of in-laws.
It's some terrorist elves, so that's a nice change of pace. Opposing pairing of Issyria/Ossyan, it feels like Arkadius has a game but it lasts two rounds no matter what, so dropped Rask.

The Issyria drop surprised me, but then again I know sod all about Elves. Because I'm specist.

Rask1 (Blindwater Congregation) - Wrastler, 3x Boneswarms, Posse, Croak Raiders, Bokor + Shamblers, Bellows Crew, Totem Hunter, Gatorman Witch Doctor, Mist Speaker, Feralgeist, Tinker
vs
Issyria1 (Legions of Dawn?) - Hyperion, Chimera, Sylyss, 2x Sentinels + UA, Invictors + UA, Sentinel Scyir

Mr Roboto by Styx says "Modren man" instead of Modern. This mildly infuriates me and the justifications given are unsatisfying.

Anyway I'm a little hypothetical on the tier list used by Issyria here as I didn't ask, and according to my PC version it isn't meant to allow Sylyss. It doesn't really come up as an issue anyway.

I won the die roll and picked first, my table side has a defensive cloud.
The line of battle has a hill on the left, a couple central forests and irrlevant water on the right.
The elves get a trench on the left and a rear based combo of hill and fog.

The real test for me is how well I can contest and score lacking my glorious ambushers.

The Totem Hunter Preys the Chimera, as it seems likely that the Arc Node will have to get stuck in to be relevant. Alternatively it doesn't which is the perils and sort've Prey win? Hunter ain't no chump, he does just fine without the Ranger bonus.


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Minion 1: My stuff runs up, however such is the nature of the elf ranged threat and speed that I opt to feat on the top of one (WHICH DOES NOT FEEL GOOD). In doing so I become hyper aware that I need to make the alpha on the next turn quite strong in order to reduce the power of Issy's feat.

Rask actually goes first in order to have a reliable gauge on feat distance, I boundless charge the Vault (Who gained three souls), Admonition a left Bone Swarm and Fury one on the right.
The Croaks fan out front, they stay shy of run and engage range. They are my primary hope, as what I really dream of is raining down Oiled shots on the Hyperion.

The left side has the Vault and a pair of Bone Swarms, squaring up against one unit of Sentinels and the central Invictors. Sentinels are basically the Battle Engines dream (They can kill each other, have one wound, hate losing base to base from their own dudes dying).

Centrally has the Posse and Shamblers.

Right lean has the Fury'ed Bone Swarm and Wrastler, an unlikely buddy cop duo out to take out the big evil boss in town (Hyperion. Issyria is just the accountant.).

Random solo wise, I screwed up the Witch Doc activation order, each Bone Swarm should have been able to go forward another inch. Doh.
Feralgeist......is living a vague pseudo dream, the only opposing magic weapon is Hyperion's gun. I can either use him to distract a big gun shot or to super secure my own objective, I opt for super secure as the Geist is weak enough to die to the random Ancillary attack blast damage.
Tinker follows the Vault for repairness.
Totem Hunter and not super useful Bellows Crew go to the right on Ret flag disruption duty.


For future round relevance I looked up the Chimera's weapons. .5 melee range is fine and dandy, makes sense. WHY ARE THEY CALLED GLAIVES?!
Mandatory reference: http://www.giantitp.com/comics/oots0136.html


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Ret 1: Admonition goes on the Chimera, Dauntless Resolve on the right side Sentinels.
The infantry all run forward into various triangle formations. The right side buffed unit pop's it's mini-feat for glorious Armour 22.

Issyria floats onto the hill and basically gets Sylyss to light a campfire for the long haul.
Hyperion moves up favouring the right, stays back away from Croak murder range. Curse my easily avoided plans!


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Minion 2: Okay, have to set up for Issyria feating and murdering the world.

Starting on the left, the Admonitioned Bone Swarm charges up and kills a pair of the left Sentinels, not taking their Corpses in order to allow the Vault to get filled up on Souls.
The Vault then moves up and shoots down the Sentinel UA, so at least I don't have to care about Iron Zeal at all after this round.
Feralgeist runs to my flag on the left.

Centrally, Posse Dirge and run around, one eats an Invictor. Two of the Posse jam forward into the Invictors, the other three hang back. The Croaks move around, they set 6 of the right Sentinels on fire,braving the Box cars trigger of Vengeance. I then miss one of the oils and the plan to kill them with continuous fire looks in doubt. Rask chill out back, shoots off Dauntless Resolve.

Wrastler and Totem Hunter to corners of the right defensive rectangle. Bellows Crew run way to the right for future running to annoy moves.


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Ret 2: Fire kills three of the six potentials on the right Sentinel unit. Sadness.

The left side Sentinel unit Vengeances forward, gets a swing on the Admonitioned Boneswarms that does a nice slob of damage.

Issyria hangs on her hill, pops her feat. Dauntless Resolve gets puts on the left side Sentinels.

Left Sentinels charge up to the forward Boneswarm, it Admonitions to safety and watches them butcher a Posse.

Centrally, the Invictors remain chocked up on the surviving forward Posse, end up killing it.

Rightwise, the Sentinels come in, kill a couple Croaks and melt the Fury'ed Bone Swarm.
The Scyir moves to score the right flag.

Hyperion advances, wrecks my world. It removes most of the Croaks, a Posse and most sadly the Bokor who was rolling in corpses and chuckling.

Ret score a point on their flag, now 0-1.


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Minion 3: I was super content with how things looked, right up until the final moment where the Bokor got hammered into the ground. Glorious images of Shamblers charging in for justice came to naught. Instead the plan comes to push up the left where it's looking pretty good for me and position the Wrastler to threaten the Hyperion.

Rask continues to cower in a circle of Bog Trogs, puts Admonition on the Wrastler, Boundless Charge on a Posse member and Fury on them as well. He does a shot to drop off Dauntless, killing a left side Sentinel in the process.

Said Sentinel unit then gets attacked by the remaining pair of Boneswarms, the Vault and a Posse member, leaving them with two members. The second living Posse charges the Hyperion to block it up a bit, plus engaging Invictors.

Right side the Wrastler eats some Sentinels in that flanks unit, Totem Hunter eats another and sprints to a cowardly spot, the Witch Doctor Sac Strikes with a Shambler to pop another.
I stupidly don't leave something to score the right rectangle, good thing I fell short on killing the last Sentinel contesting the zone.

Swamp Gobber unit leader runs to contest the Ret flag.
The last Croak Raider tries to set the Chimera on fire and misses.

I score the left flag and Rectangle, now 2-1.


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Ret 3: I'm including the photo just so that later on I can bask in the day my phone camera started straight up giving up on life.

On the left, the pair of remaining Sentinels chop away and with the help of the Vengeance attacks kill one of the Boneswarms.

Centrally, the Invictors gang up on the Posse that charged Hyperion and knock it down to one box, they also shoot some Shamblers and the last Croak.

Right wise the Sentinels charge in, though they did lose a member to fire started so long ago.
They finish off the forward Posse member, leaving one left in the unit and stab the Wrastler for a bit.

Hyperion moves up, Wrastler Admonitions away to safety, staying engaged by a Sentinel. Hyperion shoots 10 boxes off the Vault and shoots Rask for seven damage. Hyperion gets Dauntless Resolve.

I score my flag, Retribution score the left rectangle with the Chimera, now 3-2.


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Minion 4: So....through sheer incompetence, I've utterly failed to note the Retribution upkeeps are out. This couold have gone very badly.

Rask shuffle back a bit, puts Boundless Charge on the Vault, Fury/Rage on the Wrastler. Mist Speaker clouds up in front of him.

Witch Doctor use Sac Strike to pop a Sentinel, clearing a spot for the Wrastler to get to Hyperion. Wrastler walks up and starts chewing, at which point I realise Dauntless Resolve is there and this is going to be problematic. Rask should have shot it off.
Dice come to my rescue and I kill it to the box.

Totem Hunter kills the last contesting Sentinel on the right, sprint back (A pair of this Sentinel unit still exist amongst the Invictors in the centre). A Bellows Gobber charges the Scyir dude. To the shock and dismay of all it misses.

Leftwise, the last Boneswarm wipes out the last Sentinels on that flank, the single remaining Posse moves around and eats two Invictors. This makes room for the Vault to charge the Chimera courtesy of Boundless giving it enough speed, the elfmeister forgets to activate Admonition. The Vault manages to explode it.

I score my flag and both rectangles (Left one with the vault, right one toed by the Wrastler), now 6-2.


Ret muck around briefly, trying to line up a last ditch assassination that doesn't function, they had no way of stopping me just winning on scenario.


Well, the build survived Spread the Net better than expected, though this opposing list truly was the Vault's dream. It did involve less than ideal Swamp Gobber usage, it wouldn't shock me if I ended up with double Feralgeist or double Tinker.









Thursday, December 14, 2017

Game 270 - Jaga Jaga1 (BC) vs Orion1 (DI)

Game 270 - Jaga Jaga1 (BC) vs Orion1 (DI)
Epic Outlast

CID Blindwater update happened! Gloriousness! Rask gains a few points and Arkadius gets pathfinder on a beast.

In any event, it's the regular return of Orion, so I did the laziest Jaga list creation possible of just swapping with Rask. Well, more that I suck at writing Jaga lists and it's super annoying.

Jaga Jaga1 (Blindwater Congregation) - Wrastler, 3x Boneswarms, Posse, Croak Raiders, Bokor + Shamblers, Bellows Crew, Totem Hunter, Gatorman Witch Doctor, Mist Speaker, Feralgeist, Tinker
vs
Orion1 (Destruction Initiative) - 3x Assimilator, Cipher, Inverter, 2x Diffuser, Corrolary, single mortal arc node guy, repair/magic weapon unit, swathe of Elimination Servitors

Oh yeah, I changed the Rask list. Trawlers out, Tinker in for Battle Engine Repairs, Feralgeist for offensive contesting, Witch Doc for Death Riding the Bone Swarms. Guess I'm testing it with Jaga, so...yeah....

Orion has tired of losing at poker to the Axiom and dropped him for a pack of robo-bros. The real tragedy is Vectors have no intelligence or personality and really he's just a very troubled boy dealing with a load of his own facsimiles.

Scenario is Outlast, given the difference in unit compilations of the armies I've got a base level advantage. I lose the roll and get given second.
Terrain is of slightly larger size and not in the centre for some variance.

CoC have a house in the centre, it provides a very safe haven outside the killbox, however I was optimistic it would cause problems in contesting both sides. There's also a hill on their left and water on the right.
I get a long trench on the left, a defensive forest in the middle, a forest in the right zone and some clouds way off to the right that do nought.

Going in, I'm concerned about Orion Feat with Grounder Pounders wiping out to much of my stuff and Jaga's feat not doing that much in return. Gravewind basically only exists to make Spell Piercer get cast, which is enough to make me want to do it.

Totem Hunter preys the mechanics unit. If they hold back to deny Prey they won't be scoring, leaving CoC only able to milk points from the zone with Orion. Seems good.


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Round 1: Convergence run forward, splitting around the house. Three heavies go left, two go right, Servitors and stuff mix around. A couple of the Assimilators try to scatter templates forward without success. Avenging....Force? Orions Good-Big-Brother-Syndrome is up.

I'd initially planned to throw out my upkeeps and just do some positioning, however a few Croaks can get shots on the right side Assimilator. Gravewind isn't super high value beyond forcing Spellpiercer to be cast, ergo it's Battle Host and Spellpiercer time.

Your list bad and you should feel bad: Ayep, Jaga needs a Bone Shrine, then this wouldn't be an issue.

She does that, hangs way back so I don't randomly die to gunshots.
Posse move up on the left, they bunch in a really stupid way that ensures multiple of them can be ground Poundered. Just indefensibly bad positioning here.
They also get a Bone Swarm, who just walks up. I'm focusing my Fury generation on as few beasts as possible to limit how much of hte battle group I lose if Orion feats.

Centrally I have one of those running hot beasts as a Bone Swarm that goes into the forward toe of my defensive forest. Feralgeist and Bokor/Shamblers fan out behind.

Your list bad and you should feel bad: Incoporeal versus Magic Bullet and Spellpiercer guns list. Basically a worse option than the Bog Trog Trawler in its opening outing, not a fan match to weigh the two up.

Right side, half the Croaks move forward, half stay back. This is a matter of attack range, but also preserving the unit while trying to fill up the Vault to max with Souls.
It takes two croaks to get the oil through the Shield Guard Servitor, then three throw Darts. They do reasonable damage and I'm happy with it, much as being a CoC Vector it's weird Grid layout keeps its systems safe.

Incidentally, now that I've played a good chunk of hordes, while beasts are expensive the regualr debat about their cost versus warjacks gives insufficient weight to how much having systems that can die really sucks. No, mad Dog spam was still bullshit. Just saying.

The Vault chills out here toward my back flag.
Tinker, Mist Speaker and Swamp Gobbers all fan out in various ways for future work.

Your list bad and you should feel bad: Mist Speaker is obviously a trash model in this list, given he's there for Rasks gun.

The right side also gets the last Bone Swarm who runs hot on Fury and goes into the forest in the zone.
Totem Hunter is trapped in a bit and has to Jump to be behind the vault, intent being that he has the range to charge anything in the zone.


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CoC 2: Fire does a good chunk of damage to the right Assimilator.

Orion feats and puts Magic Bullet on a Diffuser, hangs back next to the house.

On the left, the two Assimilators and Diffusers move up, shoot and reposition back. That's not annoying at all.
The Magic Bullet kills the Feralgist, while the shots pop two Posse, the forward most Bone Swarm and leave the Bokor of the Shamblers on one box.
The Cipher targets a Servitor to put some rough terrain in a location inconvenient for the Posse.
The various attacks also whinged the remaining Posse leaving each down a box or two.

On the right the damaged Assimilator gets healed, pops some Croaks Raiders and puts the Totem Hunter on 1 box. The Inverter goes in, kills more Raiders then repo's back, using the forest to stop the Bone Swarm charging it.


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Minion 2: The Orion feat felt like it was weathered pretty well really. The CoC flag has three Vectors in contest range, however the centre of the board is looking good for me. Plan is to feat to clear out the repair dudes and bots on the right and clear the Vectors.

Shamblers spawn forward, they charge forward to get into position. The actual attacks don't do very much.
Jaga then moves up, she ends up needing to be far forward enough that she says sod it all and goes to score the flag. Her feat gets 6 models, so pops the repair dudes and most of the Servitors on that flank. Signs and Portents is up.

Jaga is now forward enough that I fear her imminent demise, so the Sacral Vault shuffles in front of her as a blocker. It shoots up the Inverter, does reasonably well.
The Wrastler stays in the back and puts Rage on the right side Bone Swarm.
Said Boneswarm walks up to the Inverter, maxes Fury to leave it on about 6 boxes.
Totem Hunter charges, gets the kill, cycles Prey to the damaged Assimilator and sprints to be behind the forest.
Croaks spread around, they kill the last Servitor toeing the right zone and fail to do anything to the hurt Assimilator (I got one shot on it, should have tried to drift Oil instead of the unboosted Dart).

On the left, one Posse gets a charge on another Assimilator (Ye gawds that is a tiring name to write multiple times), it does...some damage? I don't remember, can't have been to bad.
Another Posse runs up to jam things on the hill, the leader sits in the trench trying to shield this flanks Bone Swarm.

Tinker and Bellows Gobbers just chill out in the wastelands.

I score my flag and the right zone, now 2-0.


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CoC 3: The Convergence list proves to really not be a fan of getting jammed, those two Posse up in their face cause far more trouble than they should.

Left wise, the living arc nodey dude dies to a Posse free strike.
It ends up taking both Assimilators on that side and a couple Elimination Servitors to clear them away.
The left Diffuser moves up to contest my flag, hits the left Boneswarm in the Trench for some flareness.
El Cipher had moved up with Avenging Force, then charges the Boneswarm. Brutally kills it and the last Posse, then repositions into the trench.

Right wise, the damaged Assimilator (No Induction node or gun) moves in and flails. The Diffuser on this side has Magic Bullet, it moves into the zone to kill a Croak Raider, the random bouncing bullet goes in one ear of the Totem Hunter and explodes his face.


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Minion 3: Game plan isn't going askew, so continue to push the right zone and keep Jaga safe.

Jaga puts Gravewind on the Bokor, throws out Signs and Portents and backs up.
Between the Croaks and the re-Raged right Boneswarm the right side zone is cleared.
The Vault aims, mages to blow up one of the Assimilators on the left (It was daamged earlier by the Posse charge, fire dice were still involved).
The Bokor burns most of his Shamblers to kill the Diffuser contesting my flag, which the Mist Speaker runs to in order to score.

I get my flag and the right zone again, now 4-0.


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CoC 4: The Vault gets Flared and charged by the Cipher. It needs snake eyes to miss and is rolling dice minus 2 on damage. Does about 5.

After that the only model that can contest my zone is a lonely Servitor, so CoC concede.


Sign and Portents is good. Yes, I am an oracle delivering fresh news.












Friday, December 8, 2017

Game 269 - Arkadius1 (WWfF) vs Ashlynn1 (LR)

Game 269 - Arkadius1 (Will Work for Food) vs Ashlynn1 (Llaelese Resistance)
Breakdown

Weekend up pickup game. My brain had been frozen and shattered by miniature gnomes versus Big J who hadn't played for some time, so this probably doesn't go well? I'll remember it when I get to it.
It's Ashlynn in opposition. I was probably in the mental state where Rask would be better as a simpler list to play, but sod it, wanted some Pigs to drool on the board.

Arkadius1 (WWfF) - 2x Road Hog, 2x War Hog, 2x Gorax, Battle Boar, 6x Razor Boar, Targ, Orin, Hutchuck, Efaarit, Swamp Gobber Chef, Swamp Gobber Bellows Crew
vs
Ashlynn1 (LR) -  Sylyss, 2x Freebooters, 2x Nomads, Trenchers + Grenadiers + Officer/Sniper, Blythe and Bull, Thorn Gun Mages, Ragman, Gibbs, Llaelese Gun MAge Chick Whose Name I can't Process Right Now I Should Stop Capitalising.

Scenario being Breakdown, so central rectangle for battlegroup scoring and flanking circle zones for units. Not ideal for me, as my scoring stuff for the flanks is Arkadius and the Bellows Crew.

Realistically, in this matchup you have to realise that the horrible tyrannical invaders is the Llaelese Federation, whilst the able defenders of Klendatu are the Bug Pigs.

Surveying our glorious literal world of hives, I won the roll and elected first for board presence.
My side has a potentially annoying forest in the centre of my roll out zone, plus a trench on the left I forgot was there until I looked at the photo and a hill on the right that intrudes into the zone.
Centre line has a long wall on the left in that circle zone, while a large building intrudes into the centre. Right side has a forest placed unobtrusively.
The Federation Team has a math score of 35% (Very nice, point it out Doogie Howser). They also have some clouds and a small wall that don't prove super impactful.


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Round 1: I maaay be paying more attention to Starship Troopers right now.
The Science teacher pointing out the advances of Pigs is pretty nice, and my god they don't wear gloves while dissecting things and grabbing organs. Never spotted that before.

Stuff runs forward. Arkadius and the Swamp Gobbers started centre until I'd know what side to focus on. The Mercs had put all of their hard hitting on the left, while I'm essentially forced to split my forces evenly it means I focus on having long term contestors left and ensuring I can clear out on the right.

To that end, left side gets the Efaarit, Gobbers, Tinker, The Gorax Preyed by Blythe and Bull, the Forced Evo'd War Hog, a Road Hog and three Razor Boars. They face off against the Storm Lances, Nomads and Freebooters.

Centrally Llaelese has their piece of rubble terrain (They've got a magic rock patch in a pocket thing. If 3.5 wasn't horribly outdated I'd find a way to make that a worthwhile custom item), Ashlynn, the Quickened Trenchers, Gibbs, Gun Mage Chick. I don't really have anything directly countering because there's a giant sodding building in the way.

Right side, I've got the rest of  the battlegroup (Three Rabo's, War Hog, Road Hog, Gorax, Battle Boar), Arkadius, Orin facing off against Blythe and Bull and the Thorn Gun Mages.

As the Mercs move up and pop smoke, Trencher shots also kill a rightside Rabo.


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Winions 2: Well, opening gambit to force the defensive Ashlynn feat has failed.
Wait, no, I can frame this better.
Ashlynn is so bad, you don't *need* to use your feat. Yep. Totes.

Out on the left, the Efaarit moves up and misses a shot on a Storm Lancer, repositions back. Continues camera shyness.
Razor Boars form the Bacon Trio in the left zone, War Hog and Road Hog behind them. The Preyed Gorax goes out front to block the Freebooter coming in on them.

Right side of the building I stupidly move the War Hog to early.
Razor Boars eat a couple Trenchers. A shame, I was hoping a tough roll would be passed. Instead Arkadius had to boost, managed to land a Crippling Grasp on the Trenchers, stab the right Road Hog with Raw Adrenaline then repositioned to behind the building with Targ. They share crumpets and reminisce about those games Targ didn't become a bloody smear. Plus trying to not talk about the topless Casper Van Diem in the room.

That War Hog movement forces the Road Hog into an awkward spot, so instead of killing Gibbs I settle for killing Taryn (TARYN! THAT'S IT! Sure, I could have looked it up, but sod that) and a few Trenchers.

Orin Stealths on the right hill. Hutchuck ambushes in on the outflanking Thorn Gun Mages and kills two.

Content with the decision not to feat, can't pop Ashlynn nor get control area up enough for the Forced Evo War Hog to eat a pair of Nomads, necessary for appropriate trading.
I'm super unsure about the Hutchuck dropping into the Thorn, just as I was at the time. I wanted him to pop out on the left and contribute to killing Storm Lances, however I fell for the convenience. It was probably the right call?


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Mercs 2: Left wise, a Stormlancer walks up and stabs a Rabo, rest shoot pigs a few times. Spirits get knocked out but no little piggies die. The most forward Freebooter burns a movement box and charges the preyed Gorax, puts it down with minimal effort. Prey cycles to the rightside Road Hog.
Other Jacks fan out on this sides backfield.

Centrally, Ashlynn moves into the Llaelese rubble (That's gotta be depressing right? Like, here we are, as always battling in the shattered ruins of our ancient, venerable, crapped out city.) and pops feat. Gibbs does a shot that allows a Razor Boar to Hyper Aggresive in and be in the way. Trenchers pop their mini-feat to throw down some cloud, they charge into the pigs on the right, Crippling Grasp and Dark Field being way out on the other flank stops things being to problematic. Damage gets thrown around, we have the magics, it can be forcefully healed without anesthesia.

Right wise, B&B don't do much. The Thorn Gun Mage shoots Hutchuck with a double Barrel shot, sets him on fire and does a damage box.

No one scores, so the 7 round game can now begin.


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Winion 3: Continue the plan, if nothing else going invasion on the first planet on Ashlynns feat turn gets you slaughtered under Ace's really shit leadership.

Left wise, the Efaarit kills a Storm Lancer, retreats once more.
The three Razor Boars over here manage to kill the Storm Lance that came forward, one pops the Counter Charge Animus.
War Hog can attack the Freebooter without being in Ashlynn's Control Area so kills it with ease.
The Road Hog backs up to be the reserve Heavy Beast on this flank, though ultimately it wasn't an ideal position.

 Targ twiddles his thumbs behind the building. his time can be later.

Through Boosted Back Strikes, lightning attacks from Orin and the Road Hog Flamethrower I manage to clear out the right zone.
Arkadius, who activated earlier, pops Surgery healing then moves over to toe the right zone.
Hutchuck misses the last Thorn Gun Mage.

I score up the right zone, 1-0.
Because I'm an absolute moron I didn't realize that I scored the centre as well. Ug.


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Mercs 3: Left wise, Storm Lances come in and damage Rabo's pretty badly, killing one. A reposition allows one to Counter Charge, potentially stopping the Nomad going in on the Forced Evo War Hog. Until the backup Nomad polishes it off.

The remaining Freebooter and Nomad go in on the Forced Evo War Hog, critically the 'booter misses an initial attack, stopping the knock down and ensuring the War Hog survives, though somewhat dinged up and Mindless.

Bit pieces contest on the right, Blythe and Bull leave a Razor Boar on one box after charging in.
The Thorn Gun Mage shoots Hutchuck down to one box.

Time becomes short in the real world alas, so Ashlynn comes in hard on the right trying to wipe a War Hog. She rolls poorly and has to burn focus on allocation and casting Chosen Ground, so the beast lives on without issue.


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Winion 4: Hutchuck burns to death, Razor Boars and the last Gorax frenzy shoddily.

Arkadius gets the hell out of dodge, if the assassination run fails and he's in stabbing range it's a bad time and I'm ahead every other way in the game, or will be one the left War Hog kills two Heavies.

It is somewhat bullshit that Rico asks Ace to be Squad Leader before Diz. At elast Ace has done some learning and says no.

We skip to the meaningful activations after that, right War Hog gets Primalled. Boosts attacks on Ashlynn. Hits, boosts damage and strips off her one camp. Misses the second, Riposte hits the wrong column so his Mind stays active. Hits the last initial, kills her to the box.

Had that fails I had a Road Hog and Arkadius boosted lightning to go. Can't fail when you've got a POW 10 in the wings.


I'd actually forgotten about not popping my feat in that last round. Whoops.

That house ended up being more a pain than I was expecting, really cut down on early feat options.
Would have been fine from the other side going first, but eh, can't fault correct opposing decisions.
So....how about that CID Gatorman Witch Doc then?






Monday, December 4, 2017

Game 268 - Rask1 (BC) vs Orion1 (CL)

Game 268 - Rask1 (Blindwater Congregation) vs Orion1 (Clockwork Legions)
Epic Pit

Rask1 (BC) - Wrastler, 3x Boneswarms, Posse (Max), Croak Raiders (Max), Bokor + Shamblers, Sacral Vault, Bog Trog Mist Speaker, Totem Hunter, 2x Bog Trog Trawler
vs
Orion1 (CL) - Prime Axiom, Corrolary, 4x Enigma Foundry, Eilish, Steelsoul Protector, 2x Obstructors, Reciprocators

Shuffled terrain around, kept same scenario.
I.....win the roll? Right? That sounds correct. I pick first.

I get a cloud on my left and an inconvenient forest on the right.
Convergence get a hill on the left, an obstruction in the cleavage of the left rectangle and the circle zone, a central forest and a wall on the right. Plus irrelevant water in the background.

Defining points being handling the central forest and the pinch point the obstruction creates for access from the CoC side. The latter ends up being key to my game plan.

I have the Croaks out left, bulk of the list in the centre and the Vault/Boneswarm out right.
I'll push on the left with the intent of long term scoring on that flank while we fight it out on the rest of the zones.


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Round 1: Our stuff runs at each other, the Croaks face off against Obstructors on the left, Posse and Beasts are centrally opposed by the Reciprocators, right flank is the Vault and a Swarm against the Axiom and more Obstructors.

Going by the layouts, I feel positioned to get the left pretty well and seize most of the ground in the centre. Reciprocator armour and the forest make clearing the centre zone untenable alas, whilst the Vault definitely doesn't want to have to deal with the Axiom.

The left most Bone Swarm has Fury so it can take on the Objective, the right has Admonition.
Orion has Unhallowed Avenger, or magical-angry-robotness for it's country name.

There was a Totem Hunter. I ran him forward shy of Cable Tow Range. I dun goofed, he got Mage Sighted and killed by the Azioms none Tow Cable Guns. SMRT.


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Minion 2: This is feat turn, which will allow me to seize scoring initiative.

Left wise, half the Croaks aim and pop the front Obstructors. The other five move up, intending to pop the two Enigma Foundires on this side that are base to base. The initial Blind shot misses (RAT 6 gave me hope I should not have had). I end up Oiling and Darting them both, but neither solo dies, putting me at the mercy of fire rolls.
Posse lean over this way, expecting to go in when the Croaks pop.

Right side, the Wrastler moves up to be in charge range of the Axiom, the Admonitioned Bone Swarm hides next to the Veil of Mist I put down and the Vault moves up into the zone.
Theory being if the Axiom advances, the Bone Swarm can hide behind the cloud or duck further than 5" away and the Wrastler kills it.

The Vault got a shot at Eilish, alas with only one soul it boosted to hit and failed to kill. Had I rolled max souls I would have attempted some shots at the Corrolary instead, next time gadget.
The Vault got a couple souls afterward from BoneSwarm/Rask attacks, it couldn't be fuelled prior to shooting due to soul collection primacy of the nearby Enigma's.

In hindsight I should have thrown the Wrastler much further forward and to the right and put Admonition on him, doubled down on the threat and given the potential option of using him to eat Reciprocators then body block the Axiom with Bone Swarms.


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CoC 2: It's forced to be a minimalist Gear Groin turn by dint of my feat.

On the left, I luck out and one Foundry dies to fire, the other is damaged a bit more.
Some Obstructors get returned by the living Foundry, they advance and Shield Wall, pop a couple of the Croaks.

Centrally, Orion/Eilish/Corollary hide behind the Shield Walled Reciprocators.
Axiom backs up behind them.

Rightwise, Obstructors come in. One dies to Soulstorm, Bone Swarm Admonitions back so there's only one attack that misses.

No scores by either side.


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Minion 3: On the left the Croaks aim, aside from one poor little amphibian who has an Obstructor trying to poke him. They kill about three or so of the metal peeps and finish off the Enigma Foundry.

The Bone Swarm with Fury goes onto the CoC objective and destroys it.
A few of the Posse go in, they finish clearing Obstructors out of the left zone, lightly ding a Reciprocator and kill the Steelsoul (Who missed the Defensive Strike, like a robot chump constructed of mushroom meat).

Rask cycles Fury onto the central Bone Swarm and Boundless Charges him. He then cowers behind a blob of Shamblers with the Wrastler. Realising the Heavy Warbeast is positioned to be susceptible to Tow Cables, the Mist Speaker moves in front and clouds with a general sense of futility.
The Buffed Bone Swarm bounces off the Reciprocators hard.

On the right, the Vault aims and kills a couple Obstructors. It doesn't get the Souls, though the intent was to remove models that could threaten the objective without getting into murder by Axiom melee range. Bone Swarm then kills an Obstructor to add a soul back to the Vault.

I score the left zone and the objective kill, 2-0.

Urk. Bad turn in hindsight. Left side done reasonably well, right was poor. Vault should have moved to the left and had the Wrastler behind him, started marching toward the Axiom.


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CoC 3: Avenging Force does an Orion shot that wounds the Wrastler. Turns out Reciprocators have Vengeance and lightly scratching them is an awful move.

Orion feats, throws down a Mage Sight on the Wrastler.
Axiom kills the Mist Speaker, drags and kills the right BOne Swarm, drags the Wrastler into the Medim infantry.
Reciprocators finish it off, kill a Posse and leave the central Boneswarm on sod all health.

The few Obstructors on the left go into that sides Bone Swarm, roll awfully.
Right side Obstructors and other flunkies spread around that flanks zone.

No points scored.


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Minion 4: Left side, the Bone Swarm kills the contesting obstructors. Croaks shuffle forward to start walling the Gears and Greasers out of the left zone. Posse shuffle around a bit, I can't kill the Reciprocators in a meaningful way that stop them outhitting with Vengeance, ergo let's just tie them up. One Posse also kills the Steelsoul.

Right side, a Trawler runs in to contest and feed a soul to the Vault, said Battle Engine backs up as it's now a cycle of trade models one at a time to contest on the right while playing the 7 round/clock win conditions.

I score the left, now 3-0.


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CoC 4: It is time for the fearsome combat Vector to come in.

By which I mean the Corollary charges on the left, kills a Croak and repositions into the left zone. Clever floating ball. 

Reciprocators stay Shield Walling and kill off the Bone Swarm engaging them.

Axiom and few Obstructors on the right sadly manage to kill both the Objective and the Trawler. That wasn't the plan at all.

3-2 due to CoC scoring the right and killing my objective.


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Minion 5: Rask retreats to the far left, just has to avoid the Axiom drag death to pull this through. He also shoots the Corollary, which dies (Took incidental damage from a Croak Shot earlier). Shamblers run in front of him, a few stick around the right ready to be run in and contest models.

Remaining Posse spread out in the centre circle, engaging Reciprocators, contesting the right zone and basically twiddling their croc claw thumbs.

Vault moves over to toe the right zone, shoots an Enigma down to a box.

I score the left, 4-2.

This was way to late to realise that I should have used that wall in some way, though it's made difficult by Rask not wanting to be that far across.


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CoC 5/Minion 6: The Axiom easily kills the Vault, CoC however can't stop me scoring on the right. The final Bog Trog Trawler ambushes in to contest the right, CoC concedes rather than drag it out for the 7 rounds as Rask does the super cower.


Hmm, found more mistakes going over that than I spotted immediately after. Lack of Robot Corpse gathering is sadness. Need to hammer out some Arkadius, that's enough Rask for a while.













Game 267 - Rask (BC) vs Mordikaar1 (Mow)

Game 267 - Rask (Blindwater Congregation) vs Mordikaar1 (Masters of War)
Epic Pit

The beacons of Skorne Gondor were lit. Alas, the best they got was Wormtongue Rask.

Rask1 (BC) - Wrastler, 3x Boneswarms, Posse (Max), Croak Raiders (Max), Bokor + Shamblers, Sacral Vault, Bog Trog Mist Speaker, Totem Hunter, 2x Bog Trog Trawler
vs
Mordikaar1 (MoW) - Aradus Soldier, Gladiator, Cyclops Brute, Ferox, Rhadheim, Tycom + Standard, Preatorian Swordsman + UA, Paingivers, Wrongeye + Snapjaw

Had run Arkadius last time in the player matchup, so decided to give Rask more of a go. Yes, this is becoming the diaries of Bog Trogism. Definitely don't really like the idea of Ferox hunting Arkadius, though he definitely has the tools to deal with it and makes an awkward question for Mordikaars feat.

In the actual matchup, Vault definitely has a the Praetorians as a target. Arcane Vortex may also be clutch to stop Essence Blast doom. There's a Defence skew plan going on here, going to have to do something about Wrongeye, I'm expecting either an Admonitioned Bone Swarm maneuver or optimism from the Totem Hunter.

Scenario is Epic Pit, I lose the roll and end up with second.
My side ends up with a defensive forest, from which I'm hoping to contest the centre flag, hide Rask and send the Totem on merry Sprint adventures.
Skorne gets a cloud and hill that have minimal effect, and a wall on the right I didn't think all the way through in terms of complications.
There's also a forest on my left and an obstruction on the far right that don't do a huge amount.


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Round 1: Skorne run forward without dramatic redeployments.
Left side is Preatorians, Beasts in the centre, Ferox run up on the right and make use of the wall. Hmmm......shit. Didn't consider that would happen. Doh.

The Totem Hunter had Preyed the Aradus, expecting it would need to do work and ergo getting clocked by Bone Swarms/Posse allowing it to be re-picked. Not a good move, the correct choice was the Ferox who were definitely going to be in my face and need to be dealt with.

Sacral Vault moves up to the left, starts singing the Doom song at the Praetorians. It only randomizes one soul, so that's unfortunate.
Bone Swarms and Totem Hunter form the front row of my middle bloc, one with Admonition, the one in the forest gets Fury hoping to dash itself to death one day against an enemy beast.
Rask and Shamblers go behind the Swarm wall, alongside the Wrastler. It's a blob of madness to disincentive the Ferox coming in.

Right side, four Croaks move forward and hit Rhadheim, one Ferox and the Tycom Standard Bearer with flaming darts. An oil is attempted that misses hard.
The rest hang back with the Posse for the inevitable Cat attack.


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Skorne 2: As the Skorne tide starts rolling forward, I realise I'd totally failed to give any thought to popping my defensive feat. I successfully convince myself this was part of the plan, as none of the beasts can get to anything I care about, the Swordsman are quite restricted and the Ferox aren't stopped in the least.

Fire kills the Tycom Standard Bearer and damages Rhadheim/a Ferox.

Swordsman and Beasts flood the centre zone, putting a token effort into contesting the left rectangle.
One Praetorian does get to stab a Bone Swarm and do a chunk.
Rightwise, the Ferox move in and stab down four of the Croaks and wound a Posse, they develop a bizarre penchant for the entire game of missing butt bites on Gators.
Rhadheim goes into the Fury'ed Bone Swarm and outright kills it. Hmm. Alright then.

Mordikaar hangs back on the hill and pops feat, Wrongeye throws down all his defence tech and Snapjaw goes over to the right. Mordikaar also tried an Essence Blast at one point, the Vault Vortexed it.


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Minion 2: If Martians were real and more advanced, they'd probably consider Humans to be sex obsessed naked Molerats.

That started of as "Everything was fine until..." then I lost my spaceship of thought.

The feat did a good number on my ooda loop, was quite content with how things were going up until that +3 defence nonsense.
Plan defaulted to clear the left zone, feat to keep the beasts back and wait out Mordikaar's Benevolence of Poltergeistism.

Leftwise, the two Bog Trog Trawlers pop out and charge the Objective, putting it on four boxes.
The Sacral Vault moves across into the left rectangle outside of Aradus murder range. It kills the Objective, then flubbs it on the contesting Swordsman. Said Swordsman then dies to a Boneswarm, who readies itself to die for the cause.

Centre/bottom of the circle zone: A Bone swarm kills a Swordsman and misses Rhadeim.
Rask walks back and feats, camps some focus and gets surrounded by Shamblers, he shoots off Hollow from the Swordsman this time.
Bokor charges Rhadheim, misses his first boosted attack so the Skornite dodges away. Quality trade that one.
Totem Hunter jumps backward like a coward, Wrastler toes the zone. I'd really hoped to be able to deal with Rhadheim to get the Hunter into the campless Wrongeye, alas it wasn't doable.

On the right, Croaks basically twiddle their thumbs, Posse scream Blood Thirst and kill a Ferox, one contests the right zone.
I failed to spot at the time that I should have tried to set up a friendly model to target with a couple Oils to get the effect on Rhadeim.

I get two control points, one for the objective and another for the left zone. 2-0.


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Skorne 3: Fire dismounts Rhadheim and kills a Ferox. Teach you to not wear Asbestos.

Left/centre wise, the Swordsman walk in, pop their mini-feat and kill the furthest forward Boneswarm and put the last one on a couple boxes, to then die to Rhadheim. A single Swordsman contests the left rectangle.
Aradus goes to the end of the forest, basically in the centre of the board. The Cyclops Brute wades into the forest with Rush and pops the Bokor Shambler.Wrongeye goes behind the forest and pops Submerge/Star Crossed.

Right side, Snapjaw and the Ferox leave a single Posse alive. Gladiator goes into the Objective and demolishes it.

Mordikaar and Paingivers hang back on hill/wall land.

Skorne replicate my last turn of scoring, now 2 all.


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Minion 3: Attrition is looking poor, in particular Heavy Trading isn't on the cards with the Bone Swarms spent to get this far. Thankfully Rhadheim got distracted, as he could have walked up and made a go at the Totem Hunter, having him alive gives me a chance of some rubber banding (Some Lap Banding would also not go astray).

It's continue the left side scoring play, with the real struggle being whether or not I can manage to contest the Skorne grip on the right zone, a difficulty made by the Ambushers needing to come in for objective killing previously.

Left wise, Rask puts Fury on the Totem Hunter then shuffles next to the Vault and Paralyzes the Aradus. Admonitions himself.
Bog Trogs, Vault and Wrastler wipe out most of the Swordsman, leaving a pair left one of which is the standard bearer.
Mist Speaker and remaining Shamblers array themselves in Call to Sacrifice locations.

Right wise, the Totem Hunter walks up, jumps over everyones heads into Wrongeye's back arc. Takes both attacks and a failed tough roll, gets it done. Game state saved. he then sprints to the Roackwall in the Skorne zone, he' going to die but dream lived.
Croak Raiders and the last Posse member kill a Ferox each. It's all coming up slinky.

I score the left zone, now 3-2.

Admonition on Rask is a mistake, ought to have been put on the Wrastler, given he's the vital piece at this stage (Ever seen a Vault versus a Carapced Skorne Beast? I ahven't and I don't want to).


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Skorne 4: Fire kill Rhadheim. Long play for the win!

Paingivers and Swordsman run toward the left zone, one Giver and the Swordies both make it into my zone. Those that didn't make it up spread in front of the Aradus, who limps to threaten the Wrastler.

The Brute stays int he forest and kills a couple Croak Raiders. Tyrant Commander kills the Totem Hunters. Gladiator runs toward the left a short distance, toes the centre and right zones. 
last Ferox jumps into the final Posse's back, puts him down to four boxes.

Mordikaar stays chilling on his hill.

Skorne score their right zone, 3 all.


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Minion 4: Clock win is looking very good for me, have to not let scenario get away just in case though. Critical factors are removing that last Ferox and removing all the little pieces that can contest my zone.

Need to fill up the Sacral Vault. To my shame and representative of my poor Minion-ness, I put Rask into melee. He shows my folly to me thoroughly, as he only kills a Paingiver and fails to get the Swordsman he engaged, though he did have to burn most of his stack to put Fury and Rage on the Wrastler.
The Trawlers resuce me from ineptness, one popping the Standard Bearer, the other killing the dude on Rask, though only thanks to the Mist Speaker being a Vet Leadery dude. THAT'S HOW IT'S DONE RASK.

My favourite play of the game, the Vault aims and shoots the remaining three Paingivers. Sends them out of collection range to hit the Gladiator and load it up with Fury. All your rules belong to us.

Wrastler easily smashes the Aradus into the ground.

Right side, where things didn't look so rosy to start.
The Posse goes base to base with the Ferox, screams for re-rolls, manages to land both his attacks and eat him.
Two Croaks go either side of the Brute, the other two toe the right zone and set the Gladiator and Tycom on fire.
Should have oiled the Tycom.

Score on the left, now 4-3.


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Skorne 5: Brute frenzies on a Croak, turning to no longer be engaging the other. Both Fires run out, though I'd gotten more than my fair share of murder by the crackling process anyway.

Gladiator slams the Wrastler. Sure would be good to have Admonition on him....
A middling roll lets the Gladiator follow up and contest, alas the single pip makes a showing.
The Beast follows up anyway, buys attacks to hit the Wrastler, takes off about half it's health and gets no aspects. Skorne beasts with Enrage seem so much friendlier.

Mordikaar moves to the right zone, between his ranged attack and the Tycom the zone is cleared.

Both sides score their rectangles, 5-4 to me.


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Minion 5: Wrastler gets to use Rise! Posse charges and eats the Tycom. Rask Paralyzes Mordikaar, Vault shoots him twice, opponent concedes rather than transfer for the inevitable round 7 loss.

It's pretty hard for Skorne from here, it's an absolutely fair concession. Rask has plenty of Call to Sacrifice, no real targets for Essence blast, I'll kill the Gladiator and score the centre zone this round.

Sweet game, felt quite swingy. One of the more enjoyable games in recent memory.
Ferox remain a pain in the enigma, Vault keeps printing money. I was expecting the Posse/Croak combo party to be weak, however it is definitely being flexible in different matchups.

Real issue is that this is my off list and the factions it's meant to face aren't represented. Still, creates neat coin flip game into Clockwork Legions. Speaking of which...