Game 305 - Sturm and Drang1(TA) vs Maddox1(SD)
Breakdown
After a couple false starts in the week, plus the saddening discovery that WTC is beyond my financial reach, I finally got....well, some Pigs hit the table and sobbing ensued.
Minion Army - 75 / 75 points
[Theme] The Thornfall Alliance
(Sturm 1 & Drang 1) Sturm & Drang [+28]
- Battle Boar [7]
- Battle Boar [7]
- Razor Boar (2) [7]
- Splatter Boar [8]
Efaarit Scouts [0(6)]
Efaarit Scouts [0(6)]
Gudrun the Wanderer [5]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Farrow Bone Grinders (min) [5]
Farrow Commandos (max) [15]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Meat Thresher [16]
Versus the vastly superior:
Cygnar Army - 75 / 75 points
[Theme] Storm Division
(Maddox 1) Major Beth Maddox [+30]
- Charger [9]
- Firefly [8]
- Stormclad [18]
- Stormclad [18]
- Squire [0(5)]
Captain Arlan Strangewayes [0(4)]
Journeyman Warcaster [4]
- Firefly [8]
Storm Lances (max) [20]
Storm Lances (max) [20]
Ah, Storm Division. The inceptor of the most painful of mirror matches.
Ostensibly a Champions match, though the only noteworthy example of it in my lands occurring before the format gets the shit is kicked out of it is on next week, spoiler of it's not happening for me.
There's a meta theme here and it is totally lame, in a first-world-problems way.
I win the roll and pick first. There's some trees and shit around the board. Central obstruction. I get a trench, swans get rubble that becomes super annoying.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsQwNnIV-2P7fF9N3QXQliZxMnFAOEUFE3kHUPzgyuQzvqvgGjFUz6y0jZLzL_8Y-MED7AqWjzuJMjc6ICYmPBcR_XtYeY9UlaomNdrwjiGmUQOpQ6v9QIQPoddWit_vJJNUoFk8rKwufW/s1600/006+%2528800x450%2529.jpg[/img]
Round 1: Witness the grasping tesla fingers, always watching, waiting. Tugging gently on knuckle hairs.
Yeah, I'm not super feeling this one, lazy style (Though half the time I say that and write a mini-essay of questionable virtue anyway). I'm like the visor king, only not at all and I'm just mentioning it because more people should listen to Tripod.
Sturm stays central, puts up Decel.
Slaughterhousers run forward and wait to die.
Meat Thresher runs far left to get away from the Stormclads.
Efaarits split up on either flank, right one gets Vision as a lols kinda thing.
Left Storm Lancers get Arcane Shield and move around forgetting about ambushers.
Right Lancers get Dauntless Resolve, Maddox' battle group goes up the centre.
Junior and Arlen cower in the rubble.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiWaeY_FsCUI3zjsG5cDxbxHAazCFt0RlpNvrvri3a8QR78FH8Loi3d-IZjWc_m0j47ioSI6dG-PhJZ-05zl470QhWrMfAeDbo-dbff8KRFM9pIWp8ThDRA2Svjv45OmCQ6ghZ0qMePSkm/s1600/007+%2528800x450%2529.jpg[/img]
Minion 2: Plan is dictated by Cygnar errors, it's swamp up the left and push in.
Out left, Hutchuck Wild Shots to knock down a Storm Lancer then runs into the backfield to go Junior hunting in the future.
Commandos, the left Razor Boar and a few Slaughter Housers go into the left zone Lancers. In fairness I didn't realise the Commando's had Brutal Charge, however only killing a pair of Lancers instead of the expected four did not come across as a strong position on the table top.
Both Efaarits miss their shots on the centre Firefly and the Charger then reposition back.
Centre and right Slaughter Housers split into two waves, run into the centre and right zone to die and the backfield to optimistically live.
Splatter Boar moves up the guts, puts up it's own Animus, double boosts to knock off the movement of the centre Firfly. At least it can't run up for the electrical damage boost, so that's something. Or worse I could have just knocked out the spear.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe9v6cIkCa7Sw-jJ0kPbBAs1PPtwGthtzsGbqRAC8K6m-vP6tHuNon8aze4YcX1RJesrXfDKCl2HB6xpy_HRoVd2YijUMvVe_8KpGTRTz-MXgP0o1ySofTBVozR5dBy9stXH30-vi2CH_O/s1600/008+%2528800x450%2529.jpg[/img]
Cygnar 2: Out left between firefly and Storm Lancer-ness 6 commandos and a Slaughterhouser die, plus another 'houser toughs out.
Junior flubbs an attempt to shoot Hutchuck.
Centrally the Storm Clads move into the centre zone after gun shots remove the offending Slaughter Housers, they easily squish the Splatter Boar.
Rightwise, Slaughterhousers get Storm Lanced, Gudrun gets dings a little and the Efaarit gets put on one box because electro-leaps bypass vision. Cuteness demolished.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyudOfndrDTfY5hy0pTLcjFmkJdMPsQgQDsG9b2SB6cGz0lH8eNgy0Tbvzeb-HExjSBzFDMFPKQ2-dsGJdcscELVYhdhQnw06gfY9-j2abJqmhRclkv8e3sZ9OBLCiJxD87zCdYkafbUPK/s1600/010+%2528800x450%2529.jpg[/img]
Round 3: Yeah, this doesn't need to go in depth at this point. I go to Drang for Killing Ground Pathfinder, except I needed TK to move the Storm Clad for the Slaughter Housers to get into range.
I end up scratching up the 'clads, expecting my feat to save me. The feat doesn't stop Empower or accumulator. Ergo Maddox feats and Drang gets demolished. Could have avoided by not bothering with feat for the game, staying as Sturm and using Telekinesis to rotate the heavies around and away with a range boost from Craft Talisman.
I fucked this one up quite badly, though Sturm and Drang's inherently flawed design is a point of annoyance. To steal Shep's ideas from years agom why isn't the feat along the lines of "Moment of Clarity", scratch out Struggle of Wills for a turn? Oh well.
I then cheesed a COI list and stomped a game of that, so that's something. Totem Hunter is busted as balls in that format.
Thursday, March 29, 2018
Saturday, March 24, 2018
Game 304 - Bathurst SR Rnd3 - Jaga Jaga1 (WWfF) vs Gaspy3 (DI)
Game 304 - Bathurst SR Rnd3 Final - Jaga Jaga1 (WWfF) vs Gaspy3 (DI)
Outlast
It's Loud Chris' favourite scenario, Epic Pit!
That line has already aged poorly. However, saying the wrong name for your favourite scenario and it then getting deleted in SR2018? The conspiracy is #LookWhatLoudChrisDidToHimselfAndTheRager
Alrighty, surely the unfamiliar Circle was the trickiest game, now to nicely cruise into....Cryx. Fuck. Well, I'm not playing Mercs, so ostensibly we can make a game of it.
It's Skarre1 with Banes and Gaspy3 with Black Industries. Blergh. Arkadius, you don't get a shoe in. Also a problem for a double Will Work for Food pairing, the odds of getting Gaspy3 is immense. Sure enough....
Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]
Being the good guys against....
Cryx Army - 74 / 75 points
[Theme] Black Industries
(Asphyxious 3) Asphyxious the Hellbringer [+24]
- Cankerworm [9]
- Inflictor [13]
- Ripjaw [0(7)]
- Ripjaw [0(7)]
- Seether [13]
- Slayer [10]
- Slayer [10]
- Slayer [10]
- Slayer [10]
- Stalker [8]
Iron Lich Overseer [5]
Machine Wraith [2]
Cephalyx Overlords [8]
+Warwitch Siren? In a way Conflict Chamber doesn't allow?
I lose the die roll, Cryx select first. Not the full 9 Slayers build, still plentiful in the jacks and with some other tools in it. I loathe playing against Overlords.
I get a fog on my left, a defensive hill on the right and a building in the centre of the board. I selected my side as it looked to allow better scoring of my sides flag whilst being hard to contest.
There's also a burning cloud on the right and some stuff on the Cryx side that doesn't come into it.
I deploy both lessers on the left, thinking the cloud would be good for Skarath and Brine could go forth as a delaying piece and die.
Dracodile is on the right as a bundle of nerves.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjS4eIQSPkDeDP0xsSJyrNuDGgqZly7phFnh8ruUTr0GskKHigw4YzPTT2yrnDBizRR0tqG_9aMN0VcB13uh0F3PWLcny44s9JTKQSGl3VlAfAjRfykM3S6z_OP16zWSNZwrsept5i3-RaY/s1600/026+%2528800x450%2529.jpg[/img]
Cryx 1: The Cryx jacks run in a line and I get flashbacks to playing against Magnus2, plus a faint scream of dooooooooooooooooooooooooooooooooom.
One Arcnode goes far left, the other is behind the obstructions back right corner. Stalker and Cankerworm go either side of said building. Inflictor is out left, Seether out right.
All the support models are around the Cryx flag.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2TF3vY2F5Ysz3c4WoWOsCJ13yO_b0ii-eoyX3LxW1ucGtI_-IEHZzcAhIqg6w5CMPXuw496eF40sS7cZwyYa2QB2hUSai5cYfH29JFPjiZeU7C4xouLyC6GOx7d5yxhZ48MOvU8RJT3Hh/s1600/027+%2528800x450%2529.jpg[/img]
Minions 1: Priorities this turn are kill the Stalker and Cankerworm, get upkeeps out, set up pieces to survive after some Cryx jacks come in.
The three River Raiders run forward into the middle for the cause.
Jaga puts out Gravewind and Signs and Portents, I don't put out Battle Host to boost the feat damage. She moves forward, pops the Raiders, damages the Stalker, centre Arc Node and Cankerworm. Swamp Gobbers make a cloud in front of her, Bull Snapper moves in front and pops Spiny Growth.
Also around Jaga in the centre, the Mist Speaker puts Guidance on Arlen, the Spitter puts up his Animus and shoots the nearest Slayers, boosting blast damage to finish off the Stalker.
Ninja Pig moves to be just outside of Slayer threat ranges, waiting to retaliate when the Ironback gets killed.
Rightwise Alten and the Dracodile kills Cankerworm. One Slayer will be able to melee Princess Saltine, so the Gremlin Swarm moves in front to take up the footprint.
Leftwise Dahlia and Skarath with Gravewind run waaaay left to be late game.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPoQ6WowfpHKiu9GH2eYkse8pfmIt0IRFrRqc0kyPCJ9IZDR0d7j6MjB6W4egrlPcSQNjcjI1_Dpisvm66vGvpKqYko90R9qhdhumCN-pIaR3lPJTVOuedWQNM3KbWQsBHpwdFNAZ9t1Sz/s1600/028+%2528800x450%2529.jpg[/img]
Cryx 2: Out left, the Ripjaw charges Skarath, boosts to hit, fails to crit, rolls poorly on damage and does a single point. So.....the thing about working out Slayer threat ranges is it doesn't take into account that Inflictor's have 2 inch melee range. Inflictor charges Skarath, thankfully misses and gets Poltergeisted back. As....planned....
One Slayer and Vociferon chill out in the left zone.
Cryx backfield, Gaspy moves up behind the obstruction, arcs a Calamity through the right arc node onto Princess Saltine, hangs out with two of the Overlords and the Machine Wraith. Siren Empowered one of the jacks, sodded if I remember which.
Around Jaga's sphere of influence, the Slayer in range charges the Spitter. Counterblast and Retaliatory strike are less than impressive, Spitter gets put down to a handfull of boxes, body aspect loss.
Rightwise, one Overlord moves up and sprays down the Gremlin Swarm. Dangit, thought I'd stopped the Dracodile getting whacked around when Gaspy didn't arc to kill it. Oh well.
Seether and one Slayer just move forward, whilst their comrade in range goes into the Dracodile. Whacks the Garg a bit, damaging it but not as badly as the buffed Wold Watchers did in the game previous.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioCQhyDJe3xaJv84zCouFH5LuSKFf9Iw4R8qEIHQMylf96BKlqDlLmbq7wEHsHwt1MCA9MmBD2R53h9qH3GtB-6o0bvV6PshkaTd-2ZxqEvGTgXoQqehQKMC86WVbn6jI-o7IkntXz7vVe/s1600/029+%2528800x450%2529.jpg[/img]
Minion 2: Gaspy's feat proves to be as painful as expected. Each beast activation that triggers it has the joy of being weighed up with the odds of Vociferon or the Arc Node running in and Jaga just getting nuked to death. In hindsight, having read the card properly, Vociferon wasn't a problem and I didn't need to be that concerned with the table positioning at hand.
Out far left, the Inflictor and Ripjaw are well and truly out of control of Gaspy, so the Snake has excellent odds of living on. Hutchuck pops in, misses the Rust Grenade in the rear of the Inflictor. That's not a positive indicator for how things are going to go. Hutchuck and Skarath stab at the Inflictor, take out it's long range melee attack.
Dahlia stays hiding up the back.
Jaga doesn't move far from her position, gives some tokens to Gaspy as she puts up Battle Host and Signs and Portents. There is also a pitiful stab on the Slayer that attacked the Spitter, whose body is healed.
The Ironback shuffles back to max melee, taking it out of Gaspy's control range.Manages to put down the Slayer with room for Counterblast to go up, because Signs and Portents is pretty good even on its mediocre melee stats.
Gobbers cloud in front of Jaga.
Brine charges up into the Slayer in the left zone, a necessity as it could trample to zero camp Jaga.
I end up going to two Fury which feeds Gaspy and is enough to take out the Movement.
Mist Speaker runs to my flag and preps for his inevitable and horrible death.
Targ Ancillaries Princess Saltine, thankfully hitting the Rip Jaw and taking out it's Node.
The Bullsnapper Slams the Seether to stop the Countercharge, knocks him back a couple inches.
Dracodile then advances, Battlehost had to go up so it could walk around the Slayer in front and engage the one behind. Takes out the Cortex of the one in the zone, who is also blind and not in melee range. The other loses an arm and movement, I stop at two fury. Should have just bitten the bullet to max it and do more damage, given the inevitable steps coming forward.
Alten shuffles back, shoots down the Iron Lich Overseer, then reposition's backward.
I can't stop the Siren scoring the Cryx flag, Mistspeaker taps mine, we both go to 1.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHo_v4MplBmNdoDvdifaItjOU-TxNmi-T8-oO5dauA3_6ZHwHoSxnM6Zcu2svQcFCEeOcE0cmVJVCE5P3Bw9fSrR2-tTVhcDgqP6tyZzDb0I2FdBUN6LaIK6jvT2WeY4EZERLxPcYLrXz0/s1600/030+%2528800x450%2529.jpg[/img]
Cryx 3: Gaspy has a glut of focus, upkeeps Calamity and allocates out where he can.
Left wise, the Ripjaw misses Skarath and gets pushed back inch. The Inflictor swivels and trys to stab Hutchuck with its crippled arm, misses. Elects not to take the freestrike to get its good arm in, though it would have been ARM 23 against that attack.
Vociferon charges Hutchuck in the back, does no damage. Machine Wraith shuffles around in the zone.
The Slayer in the zone has issues killing Brine. Poor Piggy.
The Siren moves into the zone and sprays the Mist Speaker, puts him on one box and corroded, so he has a chance! The blinded and Cortex-less Slayer also walks over to him, so he's in for a garbage time anyway.
Right wise, the Arc Node and Overlords kill the Bullsnapper. This frees up the Seether and plastic Slayer to attack and finish off the Dracodile alas.
Nothing was left on the Cryx flag, so they only score the right zone and go up 1-2.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRQLaVsIqAuoS0OwfbrRxyRNoLgzro9z4C4rTWlhPx1J3ojcCuaiaop6aAqit0pcttldWBJAT5iBSEvnvur5S06_UO37DM5iVelnWC446e1T_7JQd3HcaMaXhMVErIwEwPnRHfOxalTTg6/s1600/031+%2528800x450%2529.jpg[/img]
Minion 3: That lack of flag scoring gives me hope. If I can hold out long enough, maybe a scenario win can be squeezed out, because the attrition is looking garbage. Those heavies are damaged, however they aren't trivially hurt no matter how spindly they look. Accursed Unyielding.
Mist Speaker dies to the corrosion.
Disaster strikes on my opening activation. Jaga goes, she drops Gravewind, cast Signs and Portents, has upkept Battlehost. Pulls a Fury off the Bone Shrine. Heals the Spitter another point.
Goes to move to the left. Can't fit between the Swamp Gobbers and Ironback. Going around the Spitter means she can't get out of the killbox.
She has no choice but to move forward then go as left as she can, Gobbers put up a cloud in front of her. Begin the praying.
Out left, things are going a great deal better, Skarath stays engaging the Arc Node and manages to finish off the Inflictor. Hutchuck then gets to turn around and kill Vociferon.
There's a Slayer right next to Jaga (The killer of Brine), so the Ironback charges it, kills it and puts up Counterblast. I loathe that he is more and more being the MVP.
Rorsh shuffles across, shoots the Seether with his Pig Iron for chip damage.
Alten becomes the sacrifice, moving forward then repositioning into the right zone. He shoots the Rip Jaw as it is the only model he can attack damage with good odds, he takes out it's movement.
Targ runs out to the right, ready to contest after Alten's sacrifice is made.
I score nothing alas, so we remain at 1-2.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpot45RA8gXCRp1YcRtUW2F6amGfzSQPpXIChq8CTB4XNA_3Aes8K4ZLnwsCdvRSeZkf5x2Mf7-wpRHVcFoFStmNvjGrHKDntFjkE8i53cfI6ZLHHeqoVAJ8fDuHg_veXniyE5uPd_kdfm/s1600/032+%2528800x450%2529.jpg[/img]
Cryx 4: Well, Jaga is right there sadly. Def 14, arm 18, Ironback is maxed out and to damaged for good transfers anyway.
One Slayer can walk up to Jaga, lacking a Cortex it fails to make an impact.
The Seether can't see through the cloud, so it charges a Swamp Gobber. Hits and kills it, Berserks onto Jaga. Full focus load. It's a 76.7% assassination run. It fails horribly as Gaspy is sadly let down by the need to roll 6's to hit, I get away with 9 boxes. Yikes.
That madness done with, out left the Arcnode just moves up and misses Skarath.
Left zone, the Witch Siren charges the Spitter and misses.
The Machine Wraith then has a go, hits and leaves the Spitter on four boxes. Retaliatory strike kills it. Just....the best of turtles. I'm almost sorry I've called it a Derp a few thousand times.
Right zone wise, Gaspy just chills out behind the house. The Overlords do nothing.
The Ripjaw and the heavily damaged Slayer go in and kill Alten.
Cryx scores the right zone, now 1-3.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUZLK27FEOQjl8jTyNDttZLkfviRRCObGVdZveB329FBFIeP1RM2nLnaNldLcAuJC5v_OIruNjSh1G6LqOdAWqXGQtH9yBsAHQTSZfGueYY4yt9jkfOGIDsP724gacV_pZFvMEmcP4F1Mo/s1600/033+%2528800x450%2529.jpg[/img]
Minions 4: Just realised I completely forgot about Deathrage. Just....the worst. A last swipe from the Dracodile would have been super relevant.
Alright, Jaga has to extricate herself somehow. That's a future turns plan though, as the Ironback needs Signs and Portents to enable his punching.
Jaga pulls a fury off the Shrine, it's an awful moment for the Curse debuff to trigger. Oh well, no Fury is free. She puts Gravewind on herself having dropped Battle Host which was no longer relevant. Stabs the Slayer a bit, it's left on three boxes.
Hutchuck goes, his Wildshot on the Siren auto misses, scatters onto her and manages to kill her. He then charges the Slayer on Jaga and kills it.
Spitter moves over to the Seether, maxes Fury to kill it.
Out left, Skarath kills the Ripjaw that's been hovering around it all game. Dahlia runs up into the left zone, ready to leg it toward a flag in the future.
Rorsh, freed from being the backup to charge into Cryx heavies, shuffles across to shoot down the right side Ripjaw and bounce off the plastic Slayer. Targ charges into the right zone.
Swamp Gobber runs into the natural cloud in the left zone.
I sore the left, now 2-3.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkuSqJmB2ir_f9uD3khvh5e6O98TQnWNknpQWIfJ2SCs1oP7IBlWYYaYTp99dskctG8IUTdNXsPs5hycN5Q9OUJlo7BEuC1EGkN8ptHOswh8UemNjWjSr1zuASURgBCDn2q6wnKn3RDtST/s1600/034+%2528800x450%2529.jpg[/img]
Cryx 5: The Overlords move up. One misses Targ, the other does the same to Jaga.
Gaspy moves up, double boosts a Hellfire into Jaga. Rolls poor on the damage, leaving her on four boxes.
The damaged Slayer, now with both arms crippled, manages a single hit on Targ after boosting to hit. Leaves him on one box.
I score the left zone, now 3 all.
Minion 5: I had the Spitter and Rorsh in charge range of Gaspy on two camp. That's probably sufficient to kill him, though would require Signs and Portents plus Battle Host up.
However, my clock is low enough and I was suitably entrenched in my previous turns thinking that I mentally veto the option, the scenario game looking sufficiently clenched given Targ somehow survived an albeit near wrecked Cryx heavy.
Jaga flees over into the terrain cloud in the left zone, then has the Gobber put another cloud in front of her.
Dahlia and Skarath move across so that they can be relevant after so long fighting on the left front.
Spitter aims a shot at Gaspy, misses and scatters into nowhere land. Was hoping to pop the Overlords with the blast.
Rorsh moves to my sides flag, shoots down the contesting Overlord, fails to blast damage the other to death. Definitely feeling the lack of Signs and Portents.
Hutchuck runs to the Cryx flag.
Targ contests the right zone.
I score both flags and the left zone, now 6-3.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEja4qHoA8SMdUPw7oRNi_RUI9aR79WG9dYtcw08cx00W2DH_Klo9IPX0mo-fsOjmZnK7dTputWZGiE0uHVauarCjnPIRb5jQr0GTem95wvrd4l9cB9-jXStRN4v1h741Pa2SuPQTputy1fZ/s1600/035+%2528800x450%2529.jpg[/img]
Cryx 5: Pic is mid Cryx turn.
Overlord moves over to contest the Cryx flag, spray misses Hutchuck.
Slayer kills Targ.
Gaspy stabs down Rorsh, Blood Boons a Hellfire to kill the Ironback.
I score the left zone, Cryx score the right zone. 7-4.
Looking at it now, we miss that Gaspy should have scored my flag, so that's awkward.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPE2QtuTDNIQVU-P5WrMb1PejimCxnUKhJWg_bJBbaCe1wgf9GHeFOCeq3X70BnbFzHrRn55atv3Km4FQ6H5nayIfHvxJPjuE_FB9VH9ah9EKTFXw-Obp7r7cagVERgeHlk_MvdZSJDnPx/s1600/036+%2528800x450%2529.jpg[/img]
Skarath could charge Gaspy, however as we were both under the impression that I only need to score two, I operate under the assumption that Dahlia could just run to my flag to score.
I don't even to it that way, as Hutchuck manages to move in and kill the Overlord so she goes to the top flag and the Swamp Gobber runs in to contest the flag Gaspy is on.
Oh well, the unfortunate truth of tracking all your games, even in a vague and wonky manner that I pursue, is that you find these awkward situations. I ended with 5 minutes to burn, so either of the assassination runs were viable. Jaga living was quite nonsensical, dislike winning a game where I don't feel like I played as good as the opposition, alas, that the joy of randomness.
Outlast
It's Loud Chris' favourite scenario, Epic Pit!
That line has already aged poorly. However, saying the wrong name for your favourite scenario and it then getting deleted in SR2018? The conspiracy is #LookWhatLoudChrisDidToHimselfAndTheRager
Alrighty, surely the unfamiliar Circle was the trickiest game, now to nicely cruise into....Cryx. Fuck. Well, I'm not playing Mercs, so ostensibly we can make a game of it.
It's Skarre1 with Banes and Gaspy3 with Black Industries. Blergh. Arkadius, you don't get a shoe in. Also a problem for a double Will Work for Food pairing, the odds of getting Gaspy3 is immense. Sure enough....
Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]
Being the good guys against....
Cryx Army - 74 / 75 points
[Theme] Black Industries
(Asphyxious 3) Asphyxious the Hellbringer [+24]
- Cankerworm [9]
- Inflictor [13]
- Ripjaw [0(7)]
- Ripjaw [0(7)]
- Seether [13]
- Slayer [10]
- Slayer [10]
- Slayer [10]
- Slayer [10]
- Stalker [8]
Iron Lich Overseer [5]
Machine Wraith [2]
Cephalyx Overlords [8]
+Warwitch Siren? In a way Conflict Chamber doesn't allow?
I lose the die roll, Cryx select first. Not the full 9 Slayers build, still plentiful in the jacks and with some other tools in it. I loathe playing against Overlords.
I get a fog on my left, a defensive hill on the right and a building in the centre of the board. I selected my side as it looked to allow better scoring of my sides flag whilst being hard to contest.
There's also a burning cloud on the right and some stuff on the Cryx side that doesn't come into it.
I deploy both lessers on the left, thinking the cloud would be good for Skarath and Brine could go forth as a delaying piece and die.
Dracodile is on the right as a bundle of nerves.
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Cryx 1: The Cryx jacks run in a line and I get flashbacks to playing against Magnus2, plus a faint scream of dooooooooooooooooooooooooooooooooom.
One Arcnode goes far left, the other is behind the obstructions back right corner. Stalker and Cankerworm go either side of said building. Inflictor is out left, Seether out right.
All the support models are around the Cryx flag.
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Minions 1: Priorities this turn are kill the Stalker and Cankerworm, get upkeeps out, set up pieces to survive after some Cryx jacks come in.
The three River Raiders run forward into the middle for the cause.
Jaga puts out Gravewind and Signs and Portents, I don't put out Battle Host to boost the feat damage. She moves forward, pops the Raiders, damages the Stalker, centre Arc Node and Cankerworm. Swamp Gobbers make a cloud in front of her, Bull Snapper moves in front and pops Spiny Growth.
Also around Jaga in the centre, the Mist Speaker puts Guidance on Arlen, the Spitter puts up his Animus and shoots the nearest Slayers, boosting blast damage to finish off the Stalker.
Ninja Pig moves to be just outside of Slayer threat ranges, waiting to retaliate when the Ironback gets killed.
Rightwise Alten and the Dracodile kills Cankerworm. One Slayer will be able to melee Princess Saltine, so the Gremlin Swarm moves in front to take up the footprint.
Leftwise Dahlia and Skarath with Gravewind run waaaay left to be late game.
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Cryx 2: Out left, the Ripjaw charges Skarath, boosts to hit, fails to crit, rolls poorly on damage and does a single point. So.....the thing about working out Slayer threat ranges is it doesn't take into account that Inflictor's have 2 inch melee range. Inflictor charges Skarath, thankfully misses and gets Poltergeisted back. As....planned....
One Slayer and Vociferon chill out in the left zone.
Cryx backfield, Gaspy moves up behind the obstruction, arcs a Calamity through the right arc node onto Princess Saltine, hangs out with two of the Overlords and the Machine Wraith. Siren Empowered one of the jacks, sodded if I remember which.
Around Jaga's sphere of influence, the Slayer in range charges the Spitter. Counterblast and Retaliatory strike are less than impressive, Spitter gets put down to a handfull of boxes, body aspect loss.
Rightwise, one Overlord moves up and sprays down the Gremlin Swarm. Dangit, thought I'd stopped the Dracodile getting whacked around when Gaspy didn't arc to kill it. Oh well.
Seether and one Slayer just move forward, whilst their comrade in range goes into the Dracodile. Whacks the Garg a bit, damaging it but not as badly as the buffed Wold Watchers did in the game previous.
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Minion 2: Gaspy's feat proves to be as painful as expected. Each beast activation that triggers it has the joy of being weighed up with the odds of Vociferon or the Arc Node running in and Jaga just getting nuked to death. In hindsight, having read the card properly, Vociferon wasn't a problem and I didn't need to be that concerned with the table positioning at hand.
Out far left, the Inflictor and Ripjaw are well and truly out of control of Gaspy, so the Snake has excellent odds of living on. Hutchuck pops in, misses the Rust Grenade in the rear of the Inflictor. That's not a positive indicator for how things are going to go. Hutchuck and Skarath stab at the Inflictor, take out it's long range melee attack.
Dahlia stays hiding up the back.
Jaga doesn't move far from her position, gives some tokens to Gaspy as she puts up Battle Host and Signs and Portents. There is also a pitiful stab on the Slayer that attacked the Spitter, whose body is healed.
The Ironback shuffles back to max melee, taking it out of Gaspy's control range.Manages to put down the Slayer with room for Counterblast to go up, because Signs and Portents is pretty good even on its mediocre melee stats.
Gobbers cloud in front of Jaga.
Brine charges up into the Slayer in the left zone, a necessity as it could trample to zero camp Jaga.
I end up going to two Fury which feeds Gaspy and is enough to take out the Movement.
Mist Speaker runs to my flag and preps for his inevitable and horrible death.
Targ Ancillaries Princess Saltine, thankfully hitting the Rip Jaw and taking out it's Node.
The Bullsnapper Slams the Seether to stop the Countercharge, knocks him back a couple inches.
Dracodile then advances, Battlehost had to go up so it could walk around the Slayer in front and engage the one behind. Takes out the Cortex of the one in the zone, who is also blind and not in melee range. The other loses an arm and movement, I stop at two fury. Should have just bitten the bullet to max it and do more damage, given the inevitable steps coming forward.
Alten shuffles back, shoots down the Iron Lich Overseer, then reposition's backward.
I can't stop the Siren scoring the Cryx flag, Mistspeaker taps mine, we both go to 1.
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Cryx 3: Gaspy has a glut of focus, upkeeps Calamity and allocates out where he can.
Left wise, the Ripjaw misses Skarath and gets pushed back inch. The Inflictor swivels and trys to stab Hutchuck with its crippled arm, misses. Elects not to take the freestrike to get its good arm in, though it would have been ARM 23 against that attack.
Vociferon charges Hutchuck in the back, does no damage. Machine Wraith shuffles around in the zone.
The Slayer in the zone has issues killing Brine. Poor Piggy.
The Siren moves into the zone and sprays the Mist Speaker, puts him on one box and corroded, so he has a chance! The blinded and Cortex-less Slayer also walks over to him, so he's in for a garbage time anyway.
Right wise, the Arc Node and Overlords kill the Bullsnapper. This frees up the Seether and plastic Slayer to attack and finish off the Dracodile alas.
Nothing was left on the Cryx flag, so they only score the right zone and go up 1-2.
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Minion 3: That lack of flag scoring gives me hope. If I can hold out long enough, maybe a scenario win can be squeezed out, because the attrition is looking garbage. Those heavies are damaged, however they aren't trivially hurt no matter how spindly they look. Accursed Unyielding.
Mist Speaker dies to the corrosion.
Disaster strikes on my opening activation. Jaga goes, she drops Gravewind, cast Signs and Portents, has upkept Battlehost. Pulls a Fury off the Bone Shrine. Heals the Spitter another point.
Goes to move to the left. Can't fit between the Swamp Gobbers and Ironback. Going around the Spitter means she can't get out of the killbox.
She has no choice but to move forward then go as left as she can, Gobbers put up a cloud in front of her. Begin the praying.
Out left, things are going a great deal better, Skarath stays engaging the Arc Node and manages to finish off the Inflictor. Hutchuck then gets to turn around and kill Vociferon.
There's a Slayer right next to Jaga (The killer of Brine), so the Ironback charges it, kills it and puts up Counterblast. I loathe that he is more and more being the MVP.
Rorsh shuffles across, shoots the Seether with his Pig Iron for chip damage.
Alten becomes the sacrifice, moving forward then repositioning into the right zone. He shoots the Rip Jaw as it is the only model he can attack damage with good odds, he takes out it's movement.
Targ runs out to the right, ready to contest after Alten's sacrifice is made.
I score nothing alas, so we remain at 1-2.
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Cryx 4: Well, Jaga is right there sadly. Def 14, arm 18, Ironback is maxed out and to damaged for good transfers anyway.
One Slayer can walk up to Jaga, lacking a Cortex it fails to make an impact.
The Seether can't see through the cloud, so it charges a Swamp Gobber. Hits and kills it, Berserks onto Jaga. Full focus load. It's a 76.7% assassination run. It fails horribly as Gaspy is sadly let down by the need to roll 6's to hit, I get away with 9 boxes. Yikes.
That madness done with, out left the Arcnode just moves up and misses Skarath.
Left zone, the Witch Siren charges the Spitter and misses.
The Machine Wraith then has a go, hits and leaves the Spitter on four boxes. Retaliatory strike kills it. Just....the best of turtles. I'm almost sorry I've called it a Derp a few thousand times.
Right zone wise, Gaspy just chills out behind the house. The Overlords do nothing.
The Ripjaw and the heavily damaged Slayer go in and kill Alten.
Cryx scores the right zone, now 1-3.
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Minions 4: Just realised I completely forgot about Deathrage. Just....the worst. A last swipe from the Dracodile would have been super relevant.
Alright, Jaga has to extricate herself somehow. That's a future turns plan though, as the Ironback needs Signs and Portents to enable his punching.
Jaga pulls a fury off the Shrine, it's an awful moment for the Curse debuff to trigger. Oh well, no Fury is free. She puts Gravewind on herself having dropped Battle Host which was no longer relevant. Stabs the Slayer a bit, it's left on three boxes.
Hutchuck goes, his Wildshot on the Siren auto misses, scatters onto her and manages to kill her. He then charges the Slayer on Jaga and kills it.
Spitter moves over to the Seether, maxes Fury to kill it.
Out left, Skarath kills the Ripjaw that's been hovering around it all game. Dahlia runs up into the left zone, ready to leg it toward a flag in the future.
Rorsh, freed from being the backup to charge into Cryx heavies, shuffles across to shoot down the right side Ripjaw and bounce off the plastic Slayer. Targ charges into the right zone.
Swamp Gobber runs into the natural cloud in the left zone.
I sore the left, now 2-3.
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Cryx 5: The Overlords move up. One misses Targ, the other does the same to Jaga.
Gaspy moves up, double boosts a Hellfire into Jaga. Rolls poor on the damage, leaving her on four boxes.
The damaged Slayer, now with both arms crippled, manages a single hit on Targ after boosting to hit. Leaves him on one box.
I score the left zone, now 3 all.
Minion 5: I had the Spitter and Rorsh in charge range of Gaspy on two camp. That's probably sufficient to kill him, though would require Signs and Portents plus Battle Host up.
However, my clock is low enough and I was suitably entrenched in my previous turns thinking that I mentally veto the option, the scenario game looking sufficiently clenched given Targ somehow survived an albeit near wrecked Cryx heavy.
Jaga flees over into the terrain cloud in the left zone, then has the Gobber put another cloud in front of her.
Dahlia and Skarath move across so that they can be relevant after so long fighting on the left front.
Spitter aims a shot at Gaspy, misses and scatters into nowhere land. Was hoping to pop the Overlords with the blast.
Rorsh moves to my sides flag, shoots down the contesting Overlord, fails to blast damage the other to death. Definitely feeling the lack of Signs and Portents.
Hutchuck runs to the Cryx flag.
Targ contests the right zone.
I score both flags and the left zone, now 6-3.
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Cryx 5: Pic is mid Cryx turn.
Overlord moves over to contest the Cryx flag, spray misses Hutchuck.
Slayer kills Targ.
Gaspy stabs down Rorsh, Blood Boons a Hellfire to kill the Ironback.
I score the left zone, Cryx score the right zone. 7-4.
Looking at it now, we miss that Gaspy should have scored my flag, so that's awkward.
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Skarath could charge Gaspy, however as we were both under the impression that I only need to score two, I operate under the assumption that Dahlia could just run to my flag to score.
I don't even to it that way, as Hutchuck manages to move in and kill the Overlord so she goes to the top flag and the Swamp Gobber runs in to contest the flag Gaspy is on.
Oh well, the unfortunate truth of tracking all your games, even in a vague and wonky manner that I pursue, is that you find these awkward situations. I ended with 5 minutes to burn, so either of the assassination runs were viable. Jaga living was quite nonsensical, dislike winning a game where I don't feel like I played as good as the opposition, alas, that the joy of randomness.
Game 303 - Bathurst SR Rnd2 - Jaga Jaga1(WWfF) vs Bradigus1 (BoO)
Game 303 - Bathurst SR Rnd2 - Jaga Jaga1(WWfF) vs Bradigus1 (BoO)
Epic Pit
Round 2! Damnation it's the tree huggers with magic rocks, the worst kind.
Had some practice against the sentient evil tree in an eternal strip poker match with an old Russian lady, so that's something. Or least Bones of Orboros appears to be the Circle theme of choice, so at least there's a little crossover there.
This would be our fourth game in mark3, reasonably sure I've played Arkadius everytime so I gave him the choice, Jaga gets to take to the field.
All about can I derive value from the Dracodile before Synergy beasts put it down. Going to have to turn by turn this one, never played against Bradigus, I even missed that dark period of Mark 2 wherein he was rampant.
Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]
Blunting their fanged maws upon:
Circle Army - 75 / 75 points
[Theme] The Bones of Orboros
(Thorle 1) Bradigus Thorle the Runecarver [+27]
- Wold Guardian [16]
- Wold Guardian [16]
- Wold Wight [5]
- Wold Wight [5]
- Wold Wight [5]
- Woldwarden [14]
- Woldwatcher [8]
- Woldwatcher [8]
- Woldwatcher [8]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [3]
Blackclad Wayfarer [0(4)]
Swamp Gobber Chef [1]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]
We draw on the roll off four times, then I eventually win and select first.
I end up with some acidic water on my left and a wall on the right.
Centre of the board has a large forest, so that's awkward.
Circle has a wall on the left and a forest on their right, both of which intrude on each flanking rectangle zone. Hmph.
There's also a hill out on the left of the Circle half, I have no recollection of it being there so I'm assuming it didn't do anything (Though this was a looooong day, so...yeah....image if legumes could think, would they also have condemned Socrates?).
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Round 1: I have a dream. Specifically, that dream is that all Circle players fail to realise that Alten can move up and shoot their extended AD line and he pops a stone.
Reality didn't quite get their alas, as he moves up, wings a Shifting Stone however only does a couple damage points (Went to check the odds of success, got distracted for forty minutes. Keen sense of focus over here. It's a measly 1 in 5 chance to kill a shifting stone with Signs and Portents Alten, still amazing if it works.).
You may also note that Brine is bisected. I repaired every busted the night before, so 5 minutes after entering the shop I promptly drop the box and bust up all the Pig metal heavies (PLASTIC ROAD HOG NEEDED).
Ninja Pigs take the left flank, Elf/Snake crime fighting duo take the right.
Everything else stays central aside from ambushing Hutchuck. Ironspitter goes to the left of the Dracodile for the greater field of vision to the left of the forest.
I put Gravewind on Skarath, Synergy means that the Dracodile will not gain much from the increase in defence.
Circle wise, the Sentry Stones take up either flank.
Woldwatchers advance, all pop their animi.
Left most goes behind the wall, other two go behind the centre forest and pop Stone Form as well.
The various Wold Wights all pop their animi as well as set themselves ablaze.
Bradigus pops Synergy. A truly shocking turn of events.
Gobber Chef and the Blackclad Wayfarer go out toward the right side.
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Minion 2: Alright, time for the old I've-never-played-against-this-it-does-wut-now planning panic.
With feat, Bradigus gets a reasonably easy threat range on the Dracodile, whereas I'd have to pop both Guardians to make me happy to throw Princess Saltine to her horrible death. There fore the plan in the meantime is to just run the Garg to the right and see how Circle placement plays out after that.
I'll also contest the flank zones, however the centre will be Circle land so no point wasting a contesting model into the circle just yet, they can't score at the bottom of my turn anyway.
What attacks can be made will also happen, though reasonably plentiful shield guards make that a disappointing prospect.
Out on the left, we get some instant Ogrun success as Hutchuck pops out and swipes down the Sentry Stone, which on this side ventured way to close to the edge.
Brine toes the zone, theoretically in range to eat the Circle objective and get Soued back.
Gremlin swarm, Mist Speaker and a River Raider chill out here.
Centre left, Alten Ashley and the Ironback Spitter, plus an Ancillary from Targ, shoot up the leftmost Wold Watcher behind the wall.
They do a bit of damage, though Alten's shot gets Shieldguarded twice to hit the left most Wold Wight, where it take out its Body.
Alten repositions to be behind the acid lake and the Spitter puts up Counterblast. Really love that animi being cost 1 and thus now worth casting.
A River Raider also hangs back here and cheers his fellows on, trying not to think about how insufficient his 6 inches is.
Right wise, Princess Saltine runs across. Alas the need to move around the wall and Targs original deployment position means it's in potential danger of being Guardianed, so the Spitter takes one for the team and moves out to be in the way, pops Spiny Growth.
Jaga hides behind the wall with Signs and Portents/Battlehost up.
Swamp Gobbers are behind Saltine, they aren't needed yet.
Yet another River Raider cheerleader out this way.
Skarath slithers into the right rectangle, sprays down two of the Sentry Manikins and the Stone itself, alas, I leave it on two boxes. Counterblast again.
Dahlia goes as far away from the enemy while keeping the snake in control as is possible. Basically edge of the pic next to her one blue blob of fury.
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Circle 2: Bradigus feats this turn, intending to get his malicous autonomous stone bro's into Princess Saltine.
Out left the damaged Wold Wight runs up to Brine, it's fires extinguished. At the end of the turn Bradigus' feat pushes it back from engaging, so that was pretty unfortunate Hippie wise.
Various Wolds get pushed forward, only to find rather awkwardly that they are just shy of charging the Dracodile. One watcher and the Guardians chill out on the left, Bradigus and the Shifting Stones toe the centre zone. Bradigus and the objective all heal up the damaged left Wold Watcher.
Rightwise, the Warden moves up to the gap between the two forests and animi's, just a lazy incidental 18 inch forest line. Yech. Throws a Rift at my objective for some damage
The Wayfarer moves up and puts Hunters Mark on the Dracodile. Mannikins then move up, one of them triggers Skarath's spray which kills the twig man and the Wayfarer, so that was pretty good.
Forward most Wold Wight charges the Bullsnapper, kills it and smacks the objective down to seven boxes.
Two remaining Wold Watchers charge in on the Dracodile, one with the Stone Strength buff. Between them they take out more than half the Dracodiles health and knock out its mind.
That's....uh....not so good.
Various Wolds if able get pushed back three inches by the latter portion of Thorle's feat, though I'm not super on bard with the reasoning.
Circle scores the centre zone as predicted, I luck out and my objective survives for another round though. 0-1.
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Minion 3: Death of the Wayfarer and Bradigus' feat being fired flicks the threat range benefit in my direction, though I'm not feeling great about the potential trades. The ancillary pieces out on the left will have to move more centrally and the lights in the vicinity of Princess Saltine have to die, based on last turns experiences it felt like only one would be needed to kill the Garg off, though mathematically it would probably take two.
The River Raiders and one Swamp Gobber all run toward the centre zone as glorious sacrifices.
Jaga goes, draws off the Bone Shrine and is duly cursed (Worth noting: The Bone Shrine is basically at the back of the board, where it can be safe in the game and threatened constantly by me knocking it over twice a turn). She pops Signs and Portents and feats, I roll quite well throughout here.
One Shifting Stone pops, the two Watchers and Wight on the right all take reasonably severe damage. or maybe unreasonable as far as they were concerned.
Jaga is left without any Fury toeing out of the killbox.
Dracodile shuffles back, I take a free strike from the Watcher that is engaging, it rolls poorly. The need to take the free strike made me reticent to heal it's Mind, plus I have Signs and Portents to win it with anyway.
Dracodile sprays the Watchers and Warden, boosts the damage rolls and does significant damage across them all.
Between Skarath, the Spitter (Who also moves to toe the centre zone), Targ Ancillarying Princess Saltine and Alten Ashley all three Lights are imploded. This also clears up the right zone for me, so that was nice (There's a toeing Manikin, however it is well and truly out of command after the Sentry Stone got out of there).
Back centre the Gremlin Swarm, Mist Speaker and Alten hang out.
Left wise, Hutchuck charges the Wight that Alten messed up the previous round. He blats it into dust, so that was super nice.
Brine charges the Circle objective, eats it, then Rorsh Souie's him back.
I score the objective kill and the right zone, 2-1 and feeling very happy with how that turned panned out. Did Alten's shot in poor order, as the Spitter overkilled the target Watcher he damaged when he should have Grievoused and meddled with a Guardian's Spirit, oh well.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguSGEdLFzNgSkP5OmqUH7Ry-aQoEBbZRGSi9XNUzUqHCDoAC4p-eW3nPZy0x-h0T8h6yQPiuo3wW4tF8wW8y6E7DEn6OTivobW-9H8GWXR_QWGh1B0eHVzJmfAGcueJ8xe5JR5t3fz9Lkv/s1600/021+%2528800x450%2529.jpg[/img]
Circle 3: Leftwise, the Wold Guardians and surviving Watcher move into the left zone in front of the wall, Bradigus goes behind them. Guardians ensure they stay out of the Spitter's charge range, which does slightly amuse me (Then again Jaga is the only Minion caster that makes that thing punch at any reasonable level).
Remaining Shifting Stones pop into the circle zone behind the forest.
Warden advances into said forest and Geomancies a Battering Ram to knock the Spitter out of the cone.
One of the Stone Repairy dudes that's holding an egg toes the right zone.
Sentry Stone shifts back to the right a little, spikes a boosted spray damage roll to pop my objective.
A Wight runs up to the Dracodile to be a pest.
Circle scores the centre zone and pops my objective, now 2-3.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQqJTh51hRVCL-fkTIwYeNd_vKBuxOPUZrSkJdsbWrEt_Vuh_yvSySBTraaotqxmnt03Q_6IfGB-RZ8ZV1AnVb0D-10ovsB5OfupOl54ZDRzJVXF8A27XGpQ5lJdWaSHNmcpOQJhJ1qR_E/s1600/022+%2528800x450%2529.jpg[/img]
Minion 4: Things are looking very good now, the Guardians slinging themselves over to one flank means I can dominate the right side of the board and start out scoring in the late stages.
Right wise, I activate Skarath to mulch the Wight blocking up Princess Saltine. I stupidly do this before I pop Signs and Portents, fortunately that proves to not be an issue and the Wight dies.
Jaga stays well back, as assassination is something to be concerned about now that I'm confident the game state is swinging my way. She pops Signs and Portents and heals the Dracodile up some, as does Targ.
Dracodile charges the Warden in the first instance of me ever using Territorial. Easily eats both teh Warden and the nearby Stone Support/Buffing bro, snacking for a shade more healing.
Gremlin Swarm runs into the centre zone, now hides behind the centre forest. THAT's HOW IT FEELS CIRCLE.
Ironback moves back to the bottom of the Circle, lobs a shot at the Guardians as does Rorsh and Alten.
Leftwise, Hutchuck and Brine charge into the Guardians. The Pig struggles a bit as is the norm when his Animus can't assist, manages to finish one off then with a last bought attack lucks out incredibly to take out the Spirit of the Guardian.
I score the right, now 3 all.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJTJgmfELZeqXfBZD2ucBRj7MuztD-4s1AYCdRskh1o1TEkq4x9a7kM8oMtZl3vKKc04L6VKo5IsrlZTHGNaInFmqyuxSJciM5GPFooxL6MPG84hVolA53tWD7RLZ4QQWBOrV4mua3mQw7/s1600/023+%2528800x450%2529.jpg[/img]
Circle 4: The Guardian knocks down Brine, then Bradigus goes in and finishes him off.
The last Watcher runs up to the Ironback Spitter, Counterblast promptly bounces off.
Stone Buffing dudes move up to contest again, one sprays down the Gremlin Swarms, so that was undercutting the previous sentiment somewhat. Sentry Stone shifts back across to the right.
Circle Score the left zone, now 3-4.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcvv0nQ06spucgwPQJUIHVKiDZh3Dp6JQzY4ieKxlETAQBOGXwCQouH9q8OSbsw6_ll29YtAssGNoODbnRflrtzgI9JbGXVqRfkJ3DmREvdXgHsRMlxJp2ic3nh62JknncXyDHIIyZ9U_z/s1600/024+%2528800x450%2529.jpg[/img]
Rounds 5/6/7: The Spitter easily kills the Watcher, Hutchuck is the sacrifice for contesting.
Dracodile and Skarath spend a pair of turns killing off the last Circle bit pieces, including a spray on the Gobber Chef that'd been cheekily hanging out up the back waiting a chance to run up and contest.
The remaining Swamp Gobber goes into the centre zone and I double up on the scoring.
Bradigus makes a herculean effort to clear out the left zone and score more points, alas the remaining Guardian ends up shot down and Thorle is left on his lonesome as I get ahead on points at the bottom of round 7, winning 10-6.
That game alone would've made the trip worthwhile. All down to that Bradigus feat turn, if something serious gets to the Dracodile it's an even harder match to win out. Doubt Jaga will play this one again with Arkadius in the wings.
Epic Pit
Round 2! Damnation it's the tree huggers with magic rocks, the worst kind.
Had some practice against the sentient evil tree in an eternal strip poker match with an old Russian lady, so that's something. Or least Bones of Orboros appears to be the Circle theme of choice, so at least there's a little crossover there.
This would be our fourth game in mark3, reasonably sure I've played Arkadius everytime so I gave him the choice, Jaga gets to take to the field.
All about can I derive value from the Dracodile before Synergy beasts put it down. Going to have to turn by turn this one, never played against Bradigus, I even missed that dark period of Mark 2 wherein he was rampant.
Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]
Blunting their fanged maws upon:
Circle Army - 75 / 75 points
[Theme] The Bones of Orboros
(Thorle 1) Bradigus Thorle the Runecarver [+27]
- Wold Guardian [16]
- Wold Guardian [16]
- Wold Wight [5]
- Wold Wight [5]
- Wold Wight [5]
- Woldwarden [14]
- Woldwatcher [8]
- Woldwatcher [8]
- Woldwatcher [8]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [3]
Blackclad Wayfarer [0(4)]
Swamp Gobber Chef [1]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]
We draw on the roll off four times, then I eventually win and select first.
I end up with some acidic water on my left and a wall on the right.
Centre of the board has a large forest, so that's awkward.
Circle has a wall on the left and a forest on their right, both of which intrude on each flanking rectangle zone. Hmph.
There's also a hill out on the left of the Circle half, I have no recollection of it being there so I'm assuming it didn't do anything (Though this was a looooong day, so...yeah....image if legumes could think, would they also have condemned Socrates?).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvCSuK4V-b05rj8qY92LhmDr-AlS3pZAhO_ymdj0K68Mon5MOiqzaPAIibT6d6O4l1T4ICwa6WBfwGUJYUx862JKXBRpRzavdcZK2Kcg0l_zYJzfM0QEwVagxJiYebq1yP4MCWpiNX6rWM/s1600/017+%2528800x450%2529.jpg[/img]
Round 1: I have a dream. Specifically, that dream is that all Circle players fail to realise that Alten can move up and shoot their extended AD line and he pops a stone.
Reality didn't quite get their alas, as he moves up, wings a Shifting Stone however only does a couple damage points (Went to check the odds of success, got distracted for forty minutes. Keen sense of focus over here. It's a measly 1 in 5 chance to kill a shifting stone with Signs and Portents Alten, still amazing if it works.).
You may also note that Brine is bisected. I repaired every busted the night before, so 5 minutes after entering the shop I promptly drop the box and bust up all the Pig metal heavies (PLASTIC ROAD HOG NEEDED).
Ninja Pigs take the left flank, Elf/Snake crime fighting duo take the right.
Everything else stays central aside from ambushing Hutchuck. Ironspitter goes to the left of the Dracodile for the greater field of vision to the left of the forest.
I put Gravewind on Skarath, Synergy means that the Dracodile will not gain much from the increase in defence.
Circle wise, the Sentry Stones take up either flank.
Woldwatchers advance, all pop their animi.
Left most goes behind the wall, other two go behind the centre forest and pop Stone Form as well.
The various Wold Wights all pop their animi as well as set themselves ablaze.
Bradigus pops Synergy. A truly shocking turn of events.
Gobber Chef and the Blackclad Wayfarer go out toward the right side.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyjlY3VWgI9u2QMPQUVkqsPGw-9BQy_XMtyE6t9Y_G_r7q0i0n2WQtcu4eK7Ve_-MJ5oTusvMkMdmoGdaZvoVvMFNjZxBZZGyAatYDresb9MP-G3zTrXt4s4GUhTzYo-CGGF1dwulTi60L/s1600/018+%2528800x450%2529.jpg[/img]
Minion 2: Alright, time for the old I've-never-played-against-this-it-does-wut-now planning panic.
With feat, Bradigus gets a reasonably easy threat range on the Dracodile, whereas I'd have to pop both Guardians to make me happy to throw Princess Saltine to her horrible death. There fore the plan in the meantime is to just run the Garg to the right and see how Circle placement plays out after that.
I'll also contest the flank zones, however the centre will be Circle land so no point wasting a contesting model into the circle just yet, they can't score at the bottom of my turn anyway.
What attacks can be made will also happen, though reasonably plentiful shield guards make that a disappointing prospect.
Out on the left, we get some instant Ogrun success as Hutchuck pops out and swipes down the Sentry Stone, which on this side ventured way to close to the edge.
Brine toes the zone, theoretically in range to eat the Circle objective and get Soued back.
Gremlin swarm, Mist Speaker and a River Raider chill out here.
Centre left, Alten Ashley and the Ironback Spitter, plus an Ancillary from Targ, shoot up the leftmost Wold Watcher behind the wall.
They do a bit of damage, though Alten's shot gets Shieldguarded twice to hit the left most Wold Wight, where it take out its Body.
Alten repositions to be behind the acid lake and the Spitter puts up Counterblast. Really love that animi being cost 1 and thus now worth casting.
A River Raider also hangs back here and cheers his fellows on, trying not to think about how insufficient his 6 inches is.
Right wise, Princess Saltine runs across. Alas the need to move around the wall and Targs original deployment position means it's in potential danger of being Guardianed, so the Spitter takes one for the team and moves out to be in the way, pops Spiny Growth.
Jaga hides behind the wall with Signs and Portents/Battlehost up.
Swamp Gobbers are behind Saltine, they aren't needed yet.
Yet another River Raider cheerleader out this way.
Skarath slithers into the right rectangle, sprays down two of the Sentry Manikins and the Stone itself, alas, I leave it on two boxes. Counterblast again.
Dahlia goes as far away from the enemy while keeping the snake in control as is possible. Basically edge of the pic next to her one blue blob of fury.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJpaThnqWhKTlKFGk2xPEseQQJq99CdXxCQZvSZxYGJoa91G1TSdrpUyHivuTvU_QPwsdjSSvLFU9E6lrICZLC_J6QLMA7qzH0WMRTIrF1AqTHTl_-5ZdgaacXL_hAhNGAMDeLGdiqRpTx/s1600/019+%2528800x450%2529.jpg[/img]
Circle 2: Bradigus feats this turn, intending to get his malicous autonomous stone bro's into Princess Saltine.
Out left the damaged Wold Wight runs up to Brine, it's fires extinguished. At the end of the turn Bradigus' feat pushes it back from engaging, so that was pretty unfortunate Hippie wise.
Various Wolds get pushed forward, only to find rather awkwardly that they are just shy of charging the Dracodile. One watcher and the Guardians chill out on the left, Bradigus and the Shifting Stones toe the centre zone. Bradigus and the objective all heal up the damaged left Wold Watcher.
Rightwise, the Warden moves up to the gap between the two forests and animi's, just a lazy incidental 18 inch forest line. Yech. Throws a Rift at my objective for some damage
The Wayfarer moves up and puts Hunters Mark on the Dracodile. Mannikins then move up, one of them triggers Skarath's spray which kills the twig man and the Wayfarer, so that was pretty good.
Forward most Wold Wight charges the Bullsnapper, kills it and smacks the objective down to seven boxes.
Two remaining Wold Watchers charge in on the Dracodile, one with the Stone Strength buff. Between them they take out more than half the Dracodiles health and knock out its mind.
That's....uh....not so good.
Various Wolds if able get pushed back three inches by the latter portion of Thorle's feat, though I'm not super on bard with the reasoning.
Circle scores the centre zone as predicted, I luck out and my objective survives for another round though. 0-1.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwhd7WuOnrUNty7rNCGon7o3XuzFTVayahXoHJ0jN7itH0BvMbECqWAX04uroXldSW0__ubDqLl1eO3kY6fOsjBlwpXejWRdwp8yxg_oCxoyKtJJ7VuNyUltUutmvhNM9PnTHN_-eYpDXx/s1600/020+%2528800x450%2529.jpg[/img]
Minion 3: Death of the Wayfarer and Bradigus' feat being fired flicks the threat range benefit in my direction, though I'm not feeling great about the potential trades. The ancillary pieces out on the left will have to move more centrally and the lights in the vicinity of Princess Saltine have to die, based on last turns experiences it felt like only one would be needed to kill the Garg off, though mathematically it would probably take two.
The River Raiders and one Swamp Gobber all run toward the centre zone as glorious sacrifices.
Jaga goes, draws off the Bone Shrine and is duly cursed (Worth noting: The Bone Shrine is basically at the back of the board, where it can be safe in the game and threatened constantly by me knocking it over twice a turn). She pops Signs and Portents and feats, I roll quite well throughout here.
One Shifting Stone pops, the two Watchers and Wight on the right all take reasonably severe damage. or maybe unreasonable as far as they were concerned.
Jaga is left without any Fury toeing out of the killbox.
Dracodile shuffles back, I take a free strike from the Watcher that is engaging, it rolls poorly. The need to take the free strike made me reticent to heal it's Mind, plus I have Signs and Portents to win it with anyway.
Dracodile sprays the Watchers and Warden, boosts the damage rolls and does significant damage across them all.
Between Skarath, the Spitter (Who also moves to toe the centre zone), Targ Ancillarying Princess Saltine and Alten Ashley all three Lights are imploded. This also clears up the right zone for me, so that was nice (There's a toeing Manikin, however it is well and truly out of command after the Sentry Stone got out of there).
Back centre the Gremlin Swarm, Mist Speaker and Alten hang out.
Left wise, Hutchuck charges the Wight that Alten messed up the previous round. He blats it into dust, so that was super nice.
Brine charges the Circle objective, eats it, then Rorsh Souie's him back.
I score the objective kill and the right zone, 2-1 and feeling very happy with how that turned panned out. Did Alten's shot in poor order, as the Spitter overkilled the target Watcher he damaged when he should have Grievoused and meddled with a Guardian's Spirit, oh well.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguSGEdLFzNgSkP5OmqUH7Ry-aQoEBbZRGSi9XNUzUqHCDoAC4p-eW3nPZy0x-h0T8h6yQPiuo3wW4tF8wW8y6E7DEn6OTivobW-9H8GWXR_QWGh1B0eHVzJmfAGcueJ8xe5JR5t3fz9Lkv/s1600/021+%2528800x450%2529.jpg[/img]
Circle 3: Leftwise, the Wold Guardians and surviving Watcher move into the left zone in front of the wall, Bradigus goes behind them. Guardians ensure they stay out of the Spitter's charge range, which does slightly amuse me (Then again Jaga is the only Minion caster that makes that thing punch at any reasonable level).
Remaining Shifting Stones pop into the circle zone behind the forest.
Warden advances into said forest and Geomancies a Battering Ram to knock the Spitter out of the cone.
One of the Stone Repairy dudes that's holding an egg toes the right zone.
Sentry Stone shifts back to the right a little, spikes a boosted spray damage roll to pop my objective.
A Wight runs up to the Dracodile to be a pest.
Circle scores the centre zone and pops my objective, now 2-3.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQqJTh51hRVCL-fkTIwYeNd_vKBuxOPUZrSkJdsbWrEt_Vuh_yvSySBTraaotqxmnt03Q_6IfGB-RZ8ZV1AnVb0D-10ovsB5OfupOl54ZDRzJVXF8A27XGpQ5lJdWaSHNmcpOQJhJ1qR_E/s1600/022+%2528800x450%2529.jpg[/img]
Minion 4: Things are looking very good now, the Guardians slinging themselves over to one flank means I can dominate the right side of the board and start out scoring in the late stages.
Right wise, I activate Skarath to mulch the Wight blocking up Princess Saltine. I stupidly do this before I pop Signs and Portents, fortunately that proves to not be an issue and the Wight dies.
Jaga stays well back, as assassination is something to be concerned about now that I'm confident the game state is swinging my way. She pops Signs and Portents and heals the Dracodile up some, as does Targ.
Dracodile charges the Warden in the first instance of me ever using Territorial. Easily eats both teh Warden and the nearby Stone Support/Buffing bro, snacking for a shade more healing.
Gremlin Swarm runs into the centre zone, now hides behind the centre forest. THAT's HOW IT FEELS CIRCLE.
Ironback moves back to the bottom of the Circle, lobs a shot at the Guardians as does Rorsh and Alten.
Leftwise, Hutchuck and Brine charge into the Guardians. The Pig struggles a bit as is the norm when his Animus can't assist, manages to finish one off then with a last bought attack lucks out incredibly to take out the Spirit of the Guardian.
I score the right, now 3 all.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJTJgmfELZeqXfBZD2ucBRj7MuztD-4s1AYCdRskh1o1TEkq4x9a7kM8oMtZl3vKKc04L6VKo5IsrlZTHGNaInFmqyuxSJciM5GPFooxL6MPG84hVolA53tWD7RLZ4QQWBOrV4mua3mQw7/s1600/023+%2528800x450%2529.jpg[/img]
Circle 4: The Guardian knocks down Brine, then Bradigus goes in and finishes him off.
The last Watcher runs up to the Ironback Spitter, Counterblast promptly bounces off.
Stone Buffing dudes move up to contest again, one sprays down the Gremlin Swarms, so that was undercutting the previous sentiment somewhat. Sentry Stone shifts back across to the right.
Circle Score the left zone, now 3-4.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcvv0nQ06spucgwPQJUIHVKiDZh3Dp6JQzY4ieKxlETAQBOGXwCQouH9q8OSbsw6_ll29YtAssGNoODbnRflrtzgI9JbGXVqRfkJ3DmREvdXgHsRMlxJp2ic3nh62JknncXyDHIIyZ9U_z/s1600/024+%2528800x450%2529.jpg[/img]
Rounds 5/6/7: The Spitter easily kills the Watcher, Hutchuck is the sacrifice for contesting.
Dracodile and Skarath spend a pair of turns killing off the last Circle bit pieces, including a spray on the Gobber Chef that'd been cheekily hanging out up the back waiting a chance to run up and contest.
The remaining Swamp Gobber goes into the centre zone and I double up on the scoring.
Bradigus makes a herculean effort to clear out the left zone and score more points, alas the remaining Guardian ends up shot down and Thorle is left on his lonesome as I get ahead on points at the bottom of round 7, winning 10-6.
That game alone would've made the trip worthwhile. All down to that Bradigus feat turn, if something serious gets to the Dracodile it's an even harder match to win out. Doubt Jaga will play this one again with Arkadius in the wings.
Game 302 - Bathurst SR Rnd1 - Jaga Jaga1(WWfF) vs Xerxis1 - Mini-rep
Game 302 - Bathurst SR Rnd1 - Jaga Jaga1(WWfF) vs Xerxis1 - Mini-rep
Local tourneys aren't happening alas, fortunately there's one through the laughable hills we locally pretend are mountains. Cyclists are batshit incidentally, sure there's sun, dark, rain, lighting, roadwork, dust and all that which I can see working through. Trusting the looney bins in cars? Not so much.
Brought along mad scientist and Gator lady, three round event.
Opening round is a bit of a non-event alas, was Spread the Net and....well....Skorne just didn't play the scenario and I basically trip over to a scenario win.
Fear not, unless you are my addled memories in which case fear mightility, the games after this are an epic struggle, like when you are reeeeeally out of it and think you can wrestle a cactus.
Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]
Skorne Army - 71 / 75 points
(Xerxis 1) Tyrant Xerxis [+28]
- Bronzeback Titan [18]
- Cyclops Brute [8]
- Cyclops Savage [7]
- Cyclops Savage [7]
Cataphract Arcuarii (max) [17]
Cataphract Cetrati (max) [18]
- Tyrant Vorkesh [6]
Cataphract Cetrati (max) [18]
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOtJ8uYTq8KLlBVEcOWsq0wG_4f6YLCjf60Gv-64rB_VWps3m8SHSN-IP1Ei11q61UfnZPawt3_okbUT9HHaMa0PwWCK3CB6S7eTQ5M1lW_IqnEDT_OgFtzO95BgKiM8td9PhsAMiwG6in/s1600/015+%2528800x450%2529.jpg[/img]
Local tourneys aren't happening alas, fortunately there's one through the laughable hills we locally pretend are mountains. Cyclists are batshit incidentally, sure there's sun, dark, rain, lighting, roadwork, dust and all that which I can see working through. Trusting the looney bins in cars? Not so much.
Brought along mad scientist and Gator lady, three round event.
Opening round is a bit of a non-event alas, was Spread the Net and....well....Skorne just didn't play the scenario and I basically trip over to a scenario win.
Fear not, unless you are my addled memories in which case fear mightility, the games after this are an epic struggle, like when you are reeeeeally out of it and think you can wrestle a cactus.
Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]
Skorne Army - 71 / 75 points
(Xerxis 1) Tyrant Xerxis [+28]
- Bronzeback Titan [18]
- Cyclops Brute [8]
- Cyclops Savage [7]
- Cyclops Savage [7]
Cataphract Arcuarii (max) [17]
Cataphract Cetrati (max) [18]
- Tyrant Vorkesh [6]
Cataphract Cetrati (max) [18]
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOtJ8uYTq8KLlBVEcOWsq0wG_4f6YLCjf60Gv-64rB_VWps3m8SHSN-IP1Ei11q61UfnZPawt3_okbUT9HHaMa0PwWCK3CB6S7eTQ5M1lW_IqnEDT_OgFtzO95BgKiM8td9PhsAMiwG6in/s1600/015+%2528800x450%2529.jpg[/img]
Monday, March 19, 2018
Game 301 - Sturm and Drang1 (TA) vs Wurmwood (Bo)
Game 301 - Sturm and Drang1 (TA) vs Wurmwood (Bo)
Breakdown
Did a CID game, wherein I can find my mistakes but Convergence who really knows https://cid.privateerpress.com/forum/battle-reports/battle-reports/battle-reports-crucible-guard-week-2/74011-locke-destruction-initiative-vs-jaga-jaga1-will-work-for-food
I had a list slightly modded from an iteration I cribbed off Facebook somewhere that, and I would like to stress this, I wanted to play for reasons I could not pin down.
Minion Army - 75 / 75 points
[Theme] The Thornfall Alliance
(Sturm 1 & Drang 1) Sturm & Drang [+28]
- Battle Boar [7]
- Battle Boar [7]
- Razor Boar (2) [7]
- Splatter Boar [8]
Efaarit Scouts [0(6)]
Efaarit Scouts [0(6)]
Gudrun the Wanderer [5]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Farrow Bone Grinders (min) [5]
Farrow Commandos (max) [15]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Meat Thresher [16]
Look at that. Everything about that looks awful. If I was to make a list of all the models I didn't particularly want to use in Minions it's basically in this list. Except for the Razorback, thoselooked alright so I swapped in Gudrun. Epic choices were made.
Going into the wood that hears back and spits out splinters:
Circle Army - 75 / 75 points
[Theme] The Bones of Orboros
(Wurmwood 1) Wurmwood, Tree of Fate [+27]
- Megalith [20]
- Wold Guardian [16]
- Woldwarden [14]
- Woldwyrd [9]
- Woldwyrd [9]
- Woldwyrd [9]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [3]
Blackclad Wayfarer [0(4)]
Feralgeist [2]
Gallows Grove [2]
Gallows Grove [2]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]
Shifting Stones [3]
Scenario is Breakdown, so at least Wurmwood won't crush me on scenario with to much immediacy.
I lose the roll and get given second. Hmmph.
I take the side with a hill in the left zone and defensive cloud/trench.
The centre alone has a central blob of water and a pair of obstructions, one blocking off the nook of the left Circle and centre zone, the other in the midst of the right zone.
Circle get a defensive wall and a hill.
Selected my side as the wall just makes my pathfinder difficulties harderand I didn't want the left obstruction which makes access to zone harder, a situation Circle doesn't need help with in the land of forest generation.
The hypothetical means of running the Sturm and Drang list is the Thresher going up the middle giving stealth to the Commandos, then Slaughterhousers behind.
Yeah, Stranglehold says no to that plan. Hutchuck and Commands opt for ambushing instead, I'll have model spacing issues as is.
Proxies:
Farrow Commandos repped by Trenchers
One Efaarit is Stannis Brocker, because it might be mark 3 and a new game but I still don't use that dude.
Wold Guardian/Ram Hands is showing up as Skarath
Megalith is the Cipher (CoC Inverter)
Yes, this means I own three Slaughterhouser units. Nowadays. Used to have six. It was a bad time.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJT6AAUHxzCFjehaQgzPMUXHpwPrRrKzdWeueIXr53V3dqQS5eQXC-iJzylLMeD1kM7v_lVZ-g7iZmIBci10KkQNgGFngn2hhjA5dVmTCndiniTaiL-asG8ZdFLBSqlPOGao6dgOP1qATO/s1600/002+%2528800x450%2529.jpg[/img]
Circle 1: Sentry Stones and a Gallows Grove pop up either flank.
Ram Hands goes left behind the house, obscured from view.
Wurmwood himself also goes behind the left house, throws out his forest template in front of himself.
Megalith hangs up back, the Warden is a bit further forward and to the right of the Circle defensive wall.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeGjU6kaARNJCOo7gQg_ayecgeuLjbbDRmslF6kFMMxaZ34Yl1A9VMlNgHr8VaAvsYvpeFgWKgh1pE_zq9LxRuhDE7UmuYImBD-raB1aphlKlKIRcJ1-mgi4KBLI_14gBRP7EO8rsygc_m/s1600/003+%2528800x450%2529.jpg[/img]
Minion 1: To feat or not to feat? I opt not to, hoping I'll have enough models survive to have a meaningful long game.
Slaughterhousers spread out, mostly with 3 inch gaps between pairs of models, room constraints are definitely felt. The Efaarits both move forward, one also getting a Telekinises so that they can both shoot the Warden and start stripping the Spirit. Not that Aspect stripping the self healing dudes does much. They both Reposition away afterwards.
Meat Thresher gets Vision and TK'd, then runs the hell away to the left flank where there's less Stranglehold.
Sturm and the Bone Grinder chill up back, he drains his Fury to put up Deceleration.
Beasts runs around, one Razor Boar puts up Still as Death for giggles and charges up.
Positive Charge only has value for the Wold Wyrds, so I basically scribble it off the card.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf-rXiLEMlPbGN2giWvkZYXE3TI60updnVBdTeNzR8X_EJeXhK46onZPQoVnWSsMlW1mYuHMTH77Hz3kfV6zwiT_VxSCpCJVgea3PyQ3XkRX687t8SGYd_K3WtEY5VR1xji1vfre18Hbz7/s1600/004+%2528800x450%2529.jpg[/img]
Circle 2: Bulk of the Circle models move up the middle.
Out left, the Sentry stone hides behind the house, it's sprays do poorly and only pop a single Slaughterhouser.
Ram Hands sits in front of the Stone, also obtaining coverage from the obstruction.
Centrally, a Wyrd moves up and shoots a Slaughterhouser. Razor Boar with his Animus Shield Guards it, promptly takes a boosted for free damage shot that spikes high. He then does another shot on the Razor boar and kills it, not my best series of decisions on display.
Wurmwood moves up super aggresively into the water terrain, misses a Hellmouth so.....not all bad? Pops feat.
Rightwise the Feralgeist sits around, the zone being basically invulnerable unless Sturm gets into the mix. A Sentry Stone Spray toughs out a dude.
Only lost four Slaughterhousers and the Razor Boar. Plus a tough out. Got out of that a lot better than I should.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWcUIQ7JqH1QckvIY3JyL7B_oRK96IB5bg9W33Q5Vtedj2bH5sGrFr38SrZWTgU6EFZBlPygyXazyZB9m4nHR5xMcO6A-OU2Ta4oHbKGIbB8mvNGshYpvh6Ro6BEXTuHIu5_jjIpIFimnB/s1600/005+%2528800x450%2529.jpg[/img]
Minion 2: I dislike the design of Wurmwoods feat. The mechanics are fine, however measuring the forest is always poorly managed. How has no one made the relevant templates for this yet? Dodgy home brew iterations commence!
Ostensibly I get first chance to score, realistically I lack the means to clear the zones in any real capacity, plus Wurmwoods feat makes getting into the centre quite difficult.
It's a turn of futzing around and low achievement thresholds, just have to buy time to get into the game in future rounds.
Out left, Hutcuck and Commandos ambush in. Ram Hands gets rusted, then shot at by the various elements. They all do poorly, at least thsi sides Sentry stone Twigmen get popped to slow the accursed Stone of Death unit down momentarily. A Slaughterhouser also gets to charge Ram Hands and does an excellent whck of damage, so that's something.
Centrally, I have a few attacks I can make, I stupidly spend them on Wurmwood.
An Efaarit moves in and shoots, then a TK'd Slaughterhouser bounce off. I recognise the proper move to late, the other TK'd Slaughterhouse taking a swing on Cassius and doing a couple boxes.
Sturm is in an awkward spot, as he also needed to TK himself for Line of sight. Feat is popped to prevent the auto death to boosted Wyrd shots, only beast I didn't get is the Wold Guardian.
A Battle Boar and the Splatter Boar rile and run run in front of him, the Razor Boar moves up behind. Shield Guard and pray time!
Right wise Slaughterhousers futz around and brace, the other Efaarit runs out to teh right board edge and hides amongst the Bears waiting to ambush on the table next to us.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbCMm0S1ZGtIQyR9RAyMUeOJy1-2lnLdz2h9CP5xSdZRr_ZDrr34IbIGKZHjNfqEwVdHmMi_vjpoPiZO1dikvtOlYZ6E-yBcHSQfPJ-5v86yboI2UUWZLLI_X4fbZl-oYCD2E-QU4EHROQ/s1600/006+%2528800x450%2529.jpg[/img]
Circle 3: Evil forest departs, leaving only an evil couple of trees.
Left wise Ram Hands kills the Slaughterhouser on him, then gets a forest popped in front of him.
The Commandos get both Hellmouthed and Sentry Stone sprayed, killing six of them and toughing out two of the survivors. Could have been worse, had the Gallows Grove gotten it's Entropic aura over them there would have been no toughs.
Wurmwood pops back to the left obstruction.
Megalith advances to toe the left zone and hang out in the right one, fails a Strangelehold on the Battle Boar in the cloud.
Wyrds drop back and do some pot shots around the place, killing some more Slaughterhousers.
Efaarit in the trench lucks out and survives some spray attacks from solos.
Warden charges the Splatter Boar in front of Sturm, smacks it pretty good then misses it's next initial stopping the chain attack smite.
Right wise the Sentry Stone sprays down poor piggy infantries.
Circle scores the centre zone, now 0-1.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcZDLPVSHbDGyMxcDYeSM1NhyRWO5SVyqedQAKUdIBHvtrePBWWoliP4LkYZ2XWQWtIxHwuVQthlgGwUe3ZYyyxbN6rsMMI-dQoph3qi6E6cVExTFrQbcn8amodIe27FBgJkTueHD6873R/s1600/007+%2528800x450%2529.jpg[/img]
Minion 3: Zero camp Sturm has lived! Hoorah! Time to put more thought into this shenanigan, hope can arise again!
Plan is to clear the left zone and otherwise start trying to get a toe into the attrition fight by killing the Warden in front of Sturm.
Left wise, Hutchuck throws Rust on the Warden and the Shifting Stone behind him.
The Ogrun then charges and kills this flanks Gallows Grove.
Commandos charge, they kills the Sentry Stone and chip at the Guardian.
The Efaarit leaves the trench, pings Ram Hands and repositions to get behind the cloud.
One Slaughterhouser can get in, moves up and pops the Guardian.
Meat Thresher advances forward again, tries to crack the other Stone unit and fails dismissaly.
Sturm moves across into the trench, puts Primal on the Battle Boar, heals an aspect on....something....and TK's the left Battle Boar.
That TK gives him an angled Slam, so he can go forward, hit Megalith and shove it back into the Obstruction for some miniscule damage. More importantly it clears the left zone.
A Slaughterhouser kills the Blackclad Wayfarer.
Primalled Battle Boar, the Splatter Boar, a couple Slaughter Housers and charging Gudrun fail to kill the WoldWarden. Ah. Hmm. This is unfortunate.
Grinders spread out in the Background. Right side Efaarit moves into teh Circle deployment zone and kills the remaining Gallows Grove.
Well, I cleared the left zone at least, so 1 all.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOeD9zHbGSAnEmONGY0Nij0ymXipWHhJKKgxv9NT0wYaJHH4bq-gryV59appfTqVFimqOubLG6i73Z4qebog6jDtv5Yv5BKdcUWSIdv1oTR2mKzQa4O3MmdTEZxerz9KtZFiNk2pT-JOIj/s1600/010+%2528800x450%2529.jpg[/img]
Circle 4: Alas for the drum circle and their sacred tree, they clock out this turn. We play it out a bit anyway to see what goes down.
The broken Shifting Stone unit ports to toe the left zone, Sentry Stone attacks whittle the Commando unit down to three members while the rock itself ports away to safety.
Centrally Megalith trivially kills the Battle Boar that did the Slam.
The three Wyrds all shuffle in the centre zone and kill off Slaughterhousers, two of them remain on the board, one in each Circle zone.
Woldwarden swings on the light beasts engaging him, he Chain Smites the Battle Boar into the right obstruction leaving him on two boxes and takes out two thirds of the Splatter Boar.
The right Sentry stone rolls poorly on various attacks, Razor Boar Def 13 proving pretty good in the context of Mannikin attacks.
Wurmwood ports backward as does the healthy Shifting Stone unit, Cassius also runs back allowing a pair of arced Strangleholds to kill the Efaarit in the Circle backfield. Sadness.
Circle score the centre zone, now 1-2.
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Minion 4: Now that clock is no longer a consideration, it's about winging it to get a round 7 scenario win somehow. I have to push the left and somehow contest the centre zone, with my remaining pieces the enemy heavies surviving is going to be an issue.
Leftwise, Hutchuck and the remaining commandos throw their range attacks including a Rust onto Megalith, they do some damage. Efaarit plinks the Wyrd for a good amount.The remaining Slaughterhosuer on this side goes in and does a fair whack.
The Meat Thresher charges the contesting Shifting Stone. Three dice at -2, I got this. Wait....no I don't....
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkXfbMrrqlTW5Bxer8W5rk_Auh7jiKO1feCesos-u5_IEVugoOpZRnTK95Oz2xwMTOGjVY417kHsqFztKDDRuj54cofz7GbqkK0PhoxSgakDHqGGvSK0Kw3hTuJuqcA9w2Baaq13_9gQc-/s1600/013+%2528800x450%2529.jpg[img]
Thresher fails to get the job done, can't shoot into melee when it can't knockdown the target.
Proceeds to shoot Megalith a little, I completely forget Volume Fire, so that's just tragic. Wings the rockhead for a little bit.
Gudrun runs to toe the centre zone, the Razor Boar eats one of the support solo guys.
Sturm heals up the Splatter Boars Aspects, boosts a Telekinesis to move the Wold Warden nearer and turn it around. Tries a spray attack on more support dudes that misses.
He does trigger Witch Hunter from the Wyrds on the spell casts, however the Trench keeps him safe.
Splatter Boar moves up, Animi's himself and plinks Megalith and the Wyrd behimd him, Corrodes them. It's actually enough to kill the Wyrd.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioF-905elYXWtsTq4wBgxddtmG1EC478B4MaVHwebgRCrGQM3qtVt2GeECC7y4QICIVkBg91t6P5y5jad6sU9SCdJaTb4t7vzxJU7pefXtuCJ9wENM4JU6k31fu4uXZIFiH5K7Xlfw0V4p/s1600/014+%2528800x450%2529.jpg[img]
Circle 5: A Wyrd plinks at the Meat Thresher, dropping Vision. Wurmwood then gets to pop over and Stranglehold it, so damn.
The other Wyrd and Megalith kill Gudrun, alas sweet Prince.
The Sentry Stones finish off the Battle Boar, and the last of the Slaughterhousers, however the Splatter Boar and Razor both survive while drawing away the sprays that could have gone on the lined up Bone Grinders.
Circle fails to score.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiic1oV6sX4vegOgc2deV6N2SYSlHZ58xknZuBin4JeBbUAIVFjA3S6e6u2zwT1P-pzTIvtwNPm4TVbioV6bvF5SbHXm8wPcRpJyWvhFk1xQd64SpJDrJdy2jnNJGLO5swBqXFH6H2X99K/s1600/015+%2528800x450%2529.jpg[img]
Minion 5: Game progression seems pretty simple from here, just have to clear out the left and hold on until turn 7. Stop Wurmwoods mobility after disposing of Megalith.
Leftwise Hutchuck moves up and rusts once more. The Commandos charge and finish off the left side contesting stones.
Meat Thresher opts to advance across, should be able to start using it's gun next turn and will have to be Strangeholded each turn or doooooooom.
Efaarit plinks Megalith, Sturm then TK's him around, heals the Razor Boar and TK's him forward.
Splatter Boar has to just shuffle out of the way, Stranglehold preventing any attacks.
Bone Griders charge, they easily kill the damaged Megalith.
Razor Boar charges Cassius, hits, sadly only does a couple points. My dreams!
Game gets called for real at this point, safe to say that I likely lose the round 7 game. Razor Boar is easily killed, Meat Thresher gummed up and I will lack the pieces to run over to the right, as the Grinders and Splatter Boar also get popped.
Not sure how drastically I'd change my in game decisions, hardly informed on the list.
Sadly list performed far better than it should. Might actually have to get the Commandos.
Not having a Heavy Warbeast felt awful, even if it wouldn't have been particularly helpful in this matchup.
Breakdown
Did a CID game, wherein I can find my mistakes but Convergence who really knows https://cid.privateerpress.com/forum/battle-reports/battle-reports/battle-reports-crucible-guard-week-2/74011-locke-destruction-initiative-vs-jaga-jaga1-will-work-for-food
I had a list slightly modded from an iteration I cribbed off Facebook somewhere that, and I would like to stress this, I wanted to play for reasons I could not pin down.
Minion Army - 75 / 75 points
[Theme] The Thornfall Alliance
(Sturm 1 & Drang 1) Sturm & Drang [+28]
- Battle Boar [7]
- Battle Boar [7]
- Razor Boar (2) [7]
- Splatter Boar [8]
Efaarit Scouts [0(6)]
Efaarit Scouts [0(6)]
Gudrun the Wanderer [5]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Farrow Bone Grinders (min) [5]
Farrow Commandos (max) [15]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Meat Thresher [16]
Look at that. Everything about that looks awful. If I was to make a list of all the models I didn't particularly want to use in Minions it's basically in this list. Except for the Razorback, thoselooked alright so I swapped in Gudrun. Epic choices were made.
Going into the wood that hears back and spits out splinters:
Circle Army - 75 / 75 points
[Theme] The Bones of Orboros
(Wurmwood 1) Wurmwood, Tree of Fate [+27]
- Megalith [20]
- Wold Guardian [16]
- Woldwarden [14]
- Woldwyrd [9]
- Woldwyrd [9]
- Woldwyrd [9]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [3]
Blackclad Wayfarer [0(4)]
Feralgeist [2]
Gallows Grove [2]
Gallows Grove [2]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]
Shifting Stones [3]
Scenario is Breakdown, so at least Wurmwood won't crush me on scenario with to much immediacy.
I lose the roll and get given second. Hmmph.
I take the side with a hill in the left zone and defensive cloud/trench.
The centre alone has a central blob of water and a pair of obstructions, one blocking off the nook of the left Circle and centre zone, the other in the midst of the right zone.
Circle get a defensive wall and a hill.
Selected my side as the wall just makes my pathfinder difficulties harderand I didn't want the left obstruction which makes access to zone harder, a situation Circle doesn't need help with in the land of forest generation.
The hypothetical means of running the Sturm and Drang list is the Thresher going up the middle giving stealth to the Commandos, then Slaughterhousers behind.
Yeah, Stranglehold says no to that plan. Hutchuck and Commands opt for ambushing instead, I'll have model spacing issues as is.
Proxies:
Farrow Commandos repped by Trenchers
One Efaarit is Stannis Brocker, because it might be mark 3 and a new game but I still don't use that dude.
Wold Guardian/Ram Hands is showing up as Skarath
Megalith is the Cipher (CoC Inverter)
Yes, this means I own three Slaughterhouser units. Nowadays. Used to have six. It was a bad time.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJT6AAUHxzCFjehaQgzPMUXHpwPrRrKzdWeueIXr53V3dqQS5eQXC-iJzylLMeD1kM7v_lVZ-g7iZmIBci10KkQNgGFngn2hhjA5dVmTCndiniTaiL-asG8ZdFLBSqlPOGao6dgOP1qATO/s1600/002+%2528800x450%2529.jpg[/img]
Circle 1: Sentry Stones and a Gallows Grove pop up either flank.
Ram Hands goes left behind the house, obscured from view.
Wurmwood himself also goes behind the left house, throws out his forest template in front of himself.
Megalith hangs up back, the Warden is a bit further forward and to the right of the Circle defensive wall.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeGjU6kaARNJCOo7gQg_ayecgeuLjbbDRmslF6kFMMxaZ34Yl1A9VMlNgHr8VaAvsYvpeFgWKgh1pE_zq9LxRuhDE7UmuYImBD-raB1aphlKlKIRcJ1-mgi4KBLI_14gBRP7EO8rsygc_m/s1600/003+%2528800x450%2529.jpg[/img]
Minion 1: To feat or not to feat? I opt not to, hoping I'll have enough models survive to have a meaningful long game.
Slaughterhousers spread out, mostly with 3 inch gaps between pairs of models, room constraints are definitely felt. The Efaarits both move forward, one also getting a Telekinises so that they can both shoot the Warden and start stripping the Spirit. Not that Aspect stripping the self healing dudes does much. They both Reposition away afterwards.
Meat Thresher gets Vision and TK'd, then runs the hell away to the left flank where there's less Stranglehold.
Sturm and the Bone Grinder chill up back, he drains his Fury to put up Deceleration.
Beasts runs around, one Razor Boar puts up Still as Death for giggles and charges up.
Positive Charge only has value for the Wold Wyrds, so I basically scribble it off the card.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf-rXiLEMlPbGN2giWvkZYXE3TI60updnVBdTeNzR8X_EJeXhK46onZPQoVnWSsMlW1mYuHMTH77Hz3kfV6zwiT_VxSCpCJVgea3PyQ3XkRX687t8SGYd_K3WtEY5VR1xji1vfre18Hbz7/s1600/004+%2528800x450%2529.jpg[/img]
Circle 2: Bulk of the Circle models move up the middle.
Out left, the Sentry stone hides behind the house, it's sprays do poorly and only pop a single Slaughterhouser.
Ram Hands sits in front of the Stone, also obtaining coverage from the obstruction.
Centrally, a Wyrd moves up and shoots a Slaughterhouser. Razor Boar with his Animus Shield Guards it, promptly takes a boosted for free damage shot that spikes high. He then does another shot on the Razor boar and kills it, not my best series of decisions on display.
Wurmwood moves up super aggresively into the water terrain, misses a Hellmouth so.....not all bad? Pops feat.
Rightwise the Feralgeist sits around, the zone being basically invulnerable unless Sturm gets into the mix. A Sentry Stone Spray toughs out a dude.
Only lost four Slaughterhousers and the Razor Boar. Plus a tough out. Got out of that a lot better than I should.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWcUIQ7JqH1QckvIY3JyL7B_oRK96IB5bg9W33Q5Vtedj2bH5sGrFr38SrZWTgU6EFZBlPygyXazyZB9m4nHR5xMcO6A-OU2Ta4oHbKGIbB8mvNGshYpvh6Ro6BEXTuHIu5_jjIpIFimnB/s1600/005+%2528800x450%2529.jpg[/img]
Minion 2: I dislike the design of Wurmwoods feat. The mechanics are fine, however measuring the forest is always poorly managed. How has no one made the relevant templates for this yet? Dodgy home brew iterations commence!
Ostensibly I get first chance to score, realistically I lack the means to clear the zones in any real capacity, plus Wurmwoods feat makes getting into the centre quite difficult.
It's a turn of futzing around and low achievement thresholds, just have to buy time to get into the game in future rounds.
Out left, Hutcuck and Commandos ambush in. Ram Hands gets rusted, then shot at by the various elements. They all do poorly, at least thsi sides Sentry stone Twigmen get popped to slow the accursed Stone of Death unit down momentarily. A Slaughterhouser also gets to charge Ram Hands and does an excellent whck of damage, so that's something.
Centrally, I have a few attacks I can make, I stupidly spend them on Wurmwood.
An Efaarit moves in and shoots, then a TK'd Slaughterhouser bounce off. I recognise the proper move to late, the other TK'd Slaughterhouse taking a swing on Cassius and doing a couple boxes.
Sturm is in an awkward spot, as he also needed to TK himself for Line of sight. Feat is popped to prevent the auto death to boosted Wyrd shots, only beast I didn't get is the Wold Guardian.
A Battle Boar and the Splatter Boar rile and run run in front of him, the Razor Boar moves up behind. Shield Guard and pray time!
Right wise Slaughterhousers futz around and brace, the other Efaarit runs out to teh right board edge and hides amongst the Bears waiting to ambush on the table next to us.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbCMm0S1ZGtIQyR9RAyMUeOJy1-2lnLdz2h9CP5xSdZRr_ZDrr34IbIGKZHjNfqEwVdHmMi_vjpoPiZO1dikvtOlYZ6E-yBcHSQfPJ-5v86yboI2UUWZLLI_X4fbZl-oYCD2E-QU4EHROQ/s1600/006+%2528800x450%2529.jpg[/img]
Circle 3: Evil forest departs, leaving only an evil couple of trees.
Left wise Ram Hands kills the Slaughterhouser on him, then gets a forest popped in front of him.
The Commandos get both Hellmouthed and Sentry Stone sprayed, killing six of them and toughing out two of the survivors. Could have been worse, had the Gallows Grove gotten it's Entropic aura over them there would have been no toughs.
Wurmwood pops back to the left obstruction.
Megalith advances to toe the left zone and hang out in the right one, fails a Strangelehold on the Battle Boar in the cloud.
Wyrds drop back and do some pot shots around the place, killing some more Slaughterhousers.
Efaarit in the trench lucks out and survives some spray attacks from solos.
Warden charges the Splatter Boar in front of Sturm, smacks it pretty good then misses it's next initial stopping the chain attack smite.
Right wise the Sentry Stone sprays down poor piggy infantries.
Circle scores the centre zone, now 0-1.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcZDLPVSHbDGyMxcDYeSM1NhyRWO5SVyqedQAKUdIBHvtrePBWWoliP4LkYZ2XWQWtIxHwuVQthlgGwUe3ZYyyxbN6rsMMI-dQoph3qi6E6cVExTFrQbcn8amodIe27FBgJkTueHD6873R/s1600/007+%2528800x450%2529.jpg[/img]
Minion 3: Zero camp Sturm has lived! Hoorah! Time to put more thought into this shenanigan, hope can arise again!
Plan is to clear the left zone and otherwise start trying to get a toe into the attrition fight by killing the Warden in front of Sturm.
Left wise, Hutchuck throws Rust on the Warden and the Shifting Stone behind him.
The Ogrun then charges and kills this flanks Gallows Grove.
Commandos charge, they kills the Sentry Stone and chip at the Guardian.
The Efaarit leaves the trench, pings Ram Hands and repositions to get behind the cloud.
One Slaughterhouser can get in, moves up and pops the Guardian.
Meat Thresher advances forward again, tries to crack the other Stone unit and fails dismissaly.
Sturm moves across into the trench, puts Primal on the Battle Boar, heals an aspect on....something....and TK's the left Battle Boar.
That TK gives him an angled Slam, so he can go forward, hit Megalith and shove it back into the Obstruction for some miniscule damage. More importantly it clears the left zone.
A Slaughterhouser kills the Blackclad Wayfarer.
Primalled Battle Boar, the Splatter Boar, a couple Slaughter Housers and charging Gudrun fail to kill the WoldWarden. Ah. Hmm. This is unfortunate.
Grinders spread out in the Background. Right side Efaarit moves into teh Circle deployment zone and kills the remaining Gallows Grove.
Well, I cleared the left zone at least, so 1 all.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOeD9zHbGSAnEmONGY0Nij0ymXipWHhJKKgxv9NT0wYaJHH4bq-gryV59appfTqVFimqOubLG6i73Z4qebog6jDtv5Yv5BKdcUWSIdv1oTR2mKzQa4O3MmdTEZxerz9KtZFiNk2pT-JOIj/s1600/010+%2528800x450%2529.jpg[/img]
Circle 4: Alas for the drum circle and their sacred tree, they clock out this turn. We play it out a bit anyway to see what goes down.
The broken Shifting Stone unit ports to toe the left zone, Sentry Stone attacks whittle the Commando unit down to three members while the rock itself ports away to safety.
Centrally Megalith trivially kills the Battle Boar that did the Slam.
The three Wyrds all shuffle in the centre zone and kill off Slaughterhousers, two of them remain on the board, one in each Circle zone.
Woldwarden swings on the light beasts engaging him, he Chain Smites the Battle Boar into the right obstruction leaving him on two boxes and takes out two thirds of the Splatter Boar.
The right Sentry stone rolls poorly on various attacks, Razor Boar Def 13 proving pretty good in the context of Mannikin attacks.
Wurmwood ports backward as does the healthy Shifting Stone unit, Cassius also runs back allowing a pair of arced Strangleholds to kill the Efaarit in the Circle backfield. Sadness.
Circle score the centre zone, now 1-2.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDCyrPDZCaHCDjsfpoY8cEbPZSwjZUBcv0vEbyO0HjRgxCgDOVxmr0N4Bjm73Krxzga8hrSP8PTwUCVkRjL9dEC9YfcrpYJsVBanuZ-aJczK-AS_wyJ86xFkrkV_5YkWhqM1LkzonqSvCp/s1600/011+%2528800x450%2529.jpg[/img]
Minion 4: Now that clock is no longer a consideration, it's about winging it to get a round 7 scenario win somehow. I have to push the left and somehow contest the centre zone, with my remaining pieces the enemy heavies surviving is going to be an issue.
Leftwise, Hutchuck and the remaining commandos throw their range attacks including a Rust onto Megalith, they do some damage. Efaarit plinks the Wyrd for a good amount.The remaining Slaughterhosuer on this side goes in and does a fair whack.
The Meat Thresher charges the contesting Shifting Stone. Three dice at -2, I got this. Wait....no I don't....
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Thresher fails to get the job done, can't shoot into melee when it can't knockdown the target.
Proceeds to shoot Megalith a little, I completely forget Volume Fire, so that's just tragic. Wings the rockhead for a little bit.
Gudrun runs to toe the centre zone, the Razor Boar eats one of the support solo guys.
Sturm heals up the Splatter Boars Aspects, boosts a Telekinesis to move the Wold Warden nearer and turn it around. Tries a spray attack on more support dudes that misses.
He does trigger Witch Hunter from the Wyrds on the spell casts, however the Trench keeps him safe.
Splatter Boar moves up, Animi's himself and plinks Megalith and the Wyrd behimd him, Corrodes them. It's actually enough to kill the Wyrd.
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Circle 5: A Wyrd plinks at the Meat Thresher, dropping Vision. Wurmwood then gets to pop over and Stranglehold it, so damn.
The other Wyrd and Megalith kill Gudrun, alas sweet Prince.
The Sentry Stones finish off the Battle Boar, and the last of the Slaughterhousers, however the Splatter Boar and Razor both survive while drawing away the sprays that could have gone on the lined up Bone Grinders.
Circle fails to score.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiic1oV6sX4vegOgc2deV6N2SYSlHZ58xknZuBin4JeBbUAIVFjA3S6e6u2zwT1P-pzTIvtwNPm4TVbioV6bvF5SbHXm8wPcRpJyWvhFk1xQd64SpJDrJdy2jnNJGLO5swBqXFH6H2X99K/s1600/015+%2528800x450%2529.jpg[img]
Minion 5: Game progression seems pretty simple from here, just have to clear out the left and hold on until turn 7. Stop Wurmwoods mobility after disposing of Megalith.
Leftwise Hutchuck moves up and rusts once more. The Commandos charge and finish off the left side contesting stones.
Meat Thresher opts to advance across, should be able to start using it's gun next turn and will have to be Strangeholded each turn or doooooooom.
Efaarit plinks Megalith, Sturm then TK's him around, heals the Razor Boar and TK's him forward.
Splatter Boar has to just shuffle out of the way, Stranglehold preventing any attacks.
Bone Griders charge, they easily kill the damaged Megalith.
Razor Boar charges Cassius, hits, sadly only does a couple points. My dreams!
Game gets called for real at this point, safe to say that I likely lose the round 7 game. Razor Boar is easily killed, Meat Thresher gummed up and I will lack the pieces to run over to the right, as the Grinders and Splatter Boar also get popped.
Not sure how drastically I'd change my in game decisions, hardly informed on the list.
Sadly list performed far better than it should. Might actually have to get the Commandos.
Not having a Heavy Warbeast felt awful, even if it wouldn't have been particularly helpful in this matchup.
Saturday, March 17, 2018
CID Game - Locke (Destruction Initiative) vs Jaga Jaga1 (Will Work for Food)
CID Game - Locke (Destruction Initiative) vs Jaga Jaga1 (Will Work for Food)
Spread The Net
Test game of Locke playing into Destruction Initiative.
The Jaga list is one I currently use in my tournament pairing and I'm reasonably content with, has minimal feat but usually manages to utilise Signs and Portents with Sprays quite well.
Sub standard playing and writing of previous Jaga games can be seen here if you are so inclined: http://www.wargamerau.com/forum/index.php?showtopic=185393&st=0
Convergence Army - 74 / 75 points
[Theme] Destruction Initiative
(Locke 1) Aurum Lucanum Athanor Locke [+29]
- Conservator [12]
- Conservator [12]
- Conservator [12]
- Corollary [6]
- Inverter [15]
- Prime Axiom [38]
Algorithmic Dispersion Optifex [2]
Algorithmic Dispersion Optifex [2]
Attunement Servitors [0(4)]
Elimination Servitors [0(3)]
Elimination Servitors [0(3)]
Elimination Servitors [0(3)]
Optifex Directive [4]
Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]
Terrain wise the most important piece is a central house obstruction, of sufficient height to block line of sight to Large bases.
I win the roll and opt to go first, traditionally the best means of utilising the Minion theme's speed benefit on the opening turn. There's a forest on the table I would have liked for Jaga positioning, however I felt the house and other ancillary terrain could still be utilised reasonably by the Croc forces.
My table therefore ends up with a trench and hill on the left, these are positioned around my flag meaning they are suitable for contesting but not scoring.
My right has an awkward perpendicular wall that intrudes on my zone, numerous pathfinder options mean it can be used for cover if necessary. Said zone also has a large cloud useful for the Prowl models, though the presence of Flare on the opposing side limits my enthusiasm for that benefit.
Convergence have a defensive forest, otherwise limited to a patch of water near their flag of minimal interference. Both sides are pathfinder heavy in any event, though I also have the additional option of using Ghostly to handle the Obstructions.
Game was played on clock, though with pauses for photos and to optimise some tactical choices. Dice rolls were reasonable without any swings of sufficient improbability that no results were changed.
Proxies:
Dracodile - Huge Base with Road Hog and two War Hogs upon it
Bone Shrine - Medium Base with Orin sideways on it, eclipsed from most photos by dint of being in my backfield
Elimination Servitors - Represented with Reflex Servitors
INSERT IMAGE
Minion 1
Intent this turn is to give nothing away to the Convergence, who have anchored the left side of the board with the Axiom and otherwise have their jacks angling to advance on the right.
I advance nothing sufficiently to get Axiom'ed on the bottom of 1.
Given Engine of Destruction and Locke's feat's Purification effect, I opt to put Gravewind on Skarath. The Snake is heading out to the right flank, the furthest point from Locke, so he's less likely to feat to trivially remove and the naturally higher defense is needed to keep the spell relevant against the MAT 9 potential of Engine of Destruction.
Dracodile stays Central, plan being to use the obstruction as a shield. Rorsh was out on the left, the Axiom deployment would make him easy pickings so instead he takes Brine and advances to teh centre of the board.
Skarath goes into the cloud, Dahlia goes even wider as Haunting Melody lacks value.
INSERT IMAGE
Convergence 1
Per the deployment, the Jacks all advance. Axiom ensures it is safe from the Dracodile.
Conservators and the Inverter make a line behind the house and water terrain, Arc Node solos stay reasonably far back for future arcing plans.
Redline is placed on the Axiom, Locke moves up to be behind the forest.
INSERT IMAGE
Minion 2
I weigh up my options, the potential threat range and melee proficiency of the Vectors is an issue for easy planning this turn. A Redline Axiom running up to the Dracodile and getting Jackhammered felt like Bad news for my Gargantuan (Running the maths on Oddsmachine, it comes out to a roughly 85% kill chance assuming a Redline upkeep and 6 Jackhammers).
I opt to swing my list out to the right and start attacking the other Heavy Vectors, using Blind to make them shake and limit Locke's spell casting options.
On the left, a River Raider charges and kills an Attunement Servitor, I'd hoped to then shoot another and put the River Raider in a more annoying spot, however he missed.
The Mist Speaker and Gremlin Swarm both move to spots that contest my flag to ensure a Servitor couldn't run up and score in a cheeky manner.
Jaga shuffles to the right and puts up Signs and Portents, has Battle Host on her. I'm not keen for a Locke feat stripping the spell off her, however where she is positioned that would mean he could be Dracodiled so the odds were not favourable.
The Spitter moved up, positioned with the intent that the Axiom wouldn't be able to run past him and hte obstruction to get to Jackhammer range of the Dracodile. He tries a shot at the Inverter, having been deliberately placed to miss to scatter and kill Shield Guard Servitors. The random direction was poor and did not follow this plan.
A River Raider runs up behind the obstruction for future Jaga feat turn targetting.
The Dracodile moves behind the house, does a spray on the left Conservator and Inverter for some damage, Targ then Ancillaries to spray the other two Conservators but misses one. I'd intended to Blind them all, missing an unboosted spray is not an infrequent occurrence though, Signs and Portents only helps so much.
The Bullsnapper and Swamp Gobbers hover in front of Jaga.
Rorsh and Brine run to the back right of the board, intending to attack any Vecotrs that come in on teh Dracodile.
Alten moves over to the cloud, the shot on the Servitor on the Convergence flag is Shield Guarded by the nearby Conservator.
Skarath charges up aggressively in order to spray down the right Arc Node, puts up Counterblast. Dahlia stays at the fringes. I wanted Jackhammer out of the picture so I could push on the right.
Now with the benefit of hindsight and having played the matchup, my misplays here are the Spitter placement. While I don't have an issue with the intent, what I ought to have done is moved the Mist Speaker and Swamp Gobbers up more aggressively in the turn previous so that they could move in after his shot and place clouds in front of him to prevent the Axiom Tow Cables.
I remain torn on ideal Dracodile placement, it's a tough situation for the model.
IMAGE
Convergence 2
Redline dropped from the Axiom.
It's Dracodile murder time. The Inverter and right most Conservator shake blind, leaving only the left most Shield Guard heavy still blinded.
On the left, an Elimination Servitor moves onto the hill and kills the forward River Raider.
Another runs to be contesting my flag.
The Axiom Tow Cables the Spitter in, it lacked focus to buy attacks due to shaking and focus being consigned elsewhere, it leaves the Ironback on 12 boxes.
Locke puts Redline on the centre Conservator.
The Inverter and Redlined jack both go into the Dracodile, leave it on 4 boxes. There are four Elimination Servitors throughout the Convergence board space yet to activate, they all advance, land their shots and manage to finish it off.
The left most Conservator just stands up while Blind, the right most tries to go for Skarath however the snake is saved by the opening attack missing and being Poltergeisted away.
Convergence score their defensive rectangle zone with the Axiom and the flag with a Flare Servitor.
Score now 0-2.
IMAGE
Minion 3
Skarath and the Ironback pass their frenzy rolls.
We map out a hypothetical assassination on Locke, with Jaga putting Ghostly on herself to get over the wall, charging the Inverter for control area, healing the Spitter to then walk over and start punching Locke. Would have put her on 1 box. We then reverted back to normal play, the assassination run had a 45% chance.
Dahlia camping her Fury last turn also proves to be a mistake, as it prevents Skarath melee a Conservator to death.
Have to kill the Convergence Jacks near to me, then try to roll up from there.
Leftwise, the Mist Speaker charges the Servitor contesting my flag, kills him and is positioned to score.
The Gremlin Swarm and Ironback both toe the Convergence rectangle.
Jaga stays behind the wall, pops Signs and Portents.
Around my rectangle zone, Rorsh and Alten shoot the Inverter with some Shield Guards made.
Brine charges into the back of the most forward, healthiest Conservator. Alas the rolls average low and the contesting Conservator lives on a box after Targs Ancillary.
The Bullsnapper moves up, toes the Circle zone, boosts it's attack roll to finish off the Conservator and pops Spiny Growth as a more reliable way to get minimal damage on the Inverter (One FURY left after boosted damage roll, so it's either an unboosted -7 or D3 from Spiny of not one rounded).
Around the Convergence flag, Dahlia runs up for Skaraths bond to apply.
Skarath sprays down the line of Servitors.
Hindsight should have retroactived Dahlia's Fury camp and had Skarath maul the right Conservator.
I score my rectangle and flag, now 2 all.
IMAGE
Convergence 3
On the left, the Arc Node solo runs up and a Flare bot hits the Gremlin Swarm. Locke then arcs his nuke to kill it and puts up Engine of Destruction.
Another flare bot hits the Ironback.
The Axiom uses Tow cable generated attacks to kill the Ironback, then uses it's regular gun to kill the Mist Speaker camping my flag. A servitor runs to score it.
The Corrolary moves up into the centre zone to get focus forward on the Vector Heavies.
Inverter, heavily damaged but unbowed, shuffles into my zone and kills Brine.
Warpath moves shuffle the Conservators around, one attempts to kill Dahlia and transfers leave Skarath on one box. The other then comes in to get the job done instead of killing the Bullsnapper, does it with ease.
A Servitor runs to the Convergence flag.
Convergence score both flags and the defensive rectangle, now up 2-5.
IMAGE
Minion 4
Desperate times for Minions. Hutchuck has to come in to try to contest the left side of the board while Jaga makes last ditch personal efforts to score up the right.
Leftwise Hutchuck kills a Servitor with a Wild shot, then charges to contest my flag and kill another Servitor.
Targ runs to be behind the obstruction and contest.
Jaga charges the Inverter after casting Signs and Portens, manages to finish it off.
Rorsh shuffles across, absorbs the Shield guard of the Conservators and mauls the healthiest one down to a handful of boxes.
Bullsnapper charges and kill the top Conservator, allow Alten to kill the last Servitor on this side of the board.
Both sides score their rectangle, now at 3-6.
At this stage it is trivial for Converge to run the Corollary to contest my rectangle, use the Axiom to kill Hutchuck and score the final pair of needed points.
Having now played the matchup and determined the mistakes I made which we did not detect at the time, I would conclude that if she were released at present I would consider her a perfectly fine and viable warlock. The matchup is not a great one for this build of Jaga, however it felt in line with similar matchups that brought threat ranges and tools that the Minion list is disinclined to meet on an even footing.
Only item being tested was Locke, I would rate her as ** Yellow ** (possible problems, needs more testing) at present.
Note that my opponent of this game will weigh in with his own evaluations when possible, I believe we had some difference of viewpoint.
Her brief for my own reference:
Locke is an arcane mechanik in the service of the Order of the Golden Crucible. She is also a warjack support caster fighting alongside the Crucible Guard. She is a tinkerer who is focused on making machinery better. She is also secretly a member of the Convergence of Cyriss.
She should be a viable option in both Crucible Guard and Convergence.
Given her exo-suit she should be semi-durable and have the option of mixing it up in melee while her suit is “active” (Engine of Destruction).
Support Role - She stayed up the back, arcing appropriate spells and using Engine of Destruction when relevant.
Spells - Prior to the game, I was concerned about the prospect of MAT 9 Vectors. Is she were considered for a weakening of her spell list, such as an increase in feat, my personal preference from the game would be for her version of Engine of Destruction to only lend a +2 or so to MAT. That does oppose the fluff of her super armoured battle suit powering up, to me however it feels inline wither her above indication of being a support caster.
Jack Hammer was not utilised, however the threat of it dictated the Dracodile play and had a severe impact on the game.
Redline was a good buff, moved around with good effect.
I felt that Road to War was her defining feature in the game, allowing jack repositioning and good Induction play. It felt uniquely excellent in Convergence that would not be replciated in Crucible Guard games.
Sentry lacked an appropriate target in the Convergence list design and was not required, though that would not be the case in other builds or matches. It could have been very interesting ont eh Axiom in a different game state for free tows at the start of the turns.
Bombshell was a default nuke this game, all that the game required so it's various effects were not suitably tested to make a call upon.
Feat - Simply put the feat didn't need to be popped to affect the game, as I opted to play around it rather than into it. With teh synergies and play granted by her spell list I did not feel that the Convergence player was disadvantaged by having a feat that could be perceived as relatively limited.
Abilities - Primarily not relevant in the matchup. Precision Strike was not relevant as beasts died or were dragged out of control, repair was unnecesary, Vital Magic had no effects tested on it. Resourceful feels less meaningful when Induction is available to balance the costs upkeeps would derive in any event, though it's lack would have allowed more value for the attempted and failed blinding of the Heavies attempt.
Spread The Net
Test game of Locke playing into Destruction Initiative.
The Jaga list is one I currently use in my tournament pairing and I'm reasonably content with, has minimal feat but usually manages to utilise Signs and Portents with Sprays quite well.
Sub standard playing and writing of previous Jaga games can be seen here if you are so inclined: http://www.wargamerau.com/forum/index.php?showtopic=185393&st=0
Convergence Army - 74 / 75 points
[Theme] Destruction Initiative
(Locke 1) Aurum Lucanum Athanor Locke [+29]
- Conservator [12]
- Conservator [12]
- Conservator [12]
- Corollary [6]
- Inverter [15]
- Prime Axiom [38]
Algorithmic Dispersion Optifex [2]
Algorithmic Dispersion Optifex [2]
Attunement Servitors [0(4)]
Elimination Servitors [0(3)]
Elimination Servitors [0(3)]
Elimination Servitors [0(3)]
Optifex Directive [4]
Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]
Terrain wise the most important piece is a central house obstruction, of sufficient height to block line of sight to Large bases.
I win the roll and opt to go first, traditionally the best means of utilising the Minion theme's speed benefit on the opening turn. There's a forest on the table I would have liked for Jaga positioning, however I felt the house and other ancillary terrain could still be utilised reasonably by the Croc forces.
My table therefore ends up with a trench and hill on the left, these are positioned around my flag meaning they are suitable for contesting but not scoring.
My right has an awkward perpendicular wall that intrudes on my zone, numerous pathfinder options mean it can be used for cover if necessary. Said zone also has a large cloud useful for the Prowl models, though the presence of Flare on the opposing side limits my enthusiasm for that benefit.
Convergence have a defensive forest, otherwise limited to a patch of water near their flag of minimal interference. Both sides are pathfinder heavy in any event, though I also have the additional option of using Ghostly to handle the Obstructions.
Game was played on clock, though with pauses for photos and to optimise some tactical choices. Dice rolls were reasonable without any swings of sufficient improbability that no results were changed.
Proxies:
Dracodile - Huge Base with Road Hog and two War Hogs upon it
Bone Shrine - Medium Base with Orin sideways on it, eclipsed from most photos by dint of being in my backfield
Elimination Servitors - Represented with Reflex Servitors
INSERT IMAGE
Minion 1
Intent this turn is to give nothing away to the Convergence, who have anchored the left side of the board with the Axiom and otherwise have their jacks angling to advance on the right.
I advance nothing sufficiently to get Axiom'ed on the bottom of 1.
Given Engine of Destruction and Locke's feat's Purification effect, I opt to put Gravewind on Skarath. The Snake is heading out to the right flank, the furthest point from Locke, so he's less likely to feat to trivially remove and the naturally higher defense is needed to keep the spell relevant against the MAT 9 potential of Engine of Destruction.
Dracodile stays Central, plan being to use the obstruction as a shield. Rorsh was out on the left, the Axiom deployment would make him easy pickings so instead he takes Brine and advances to teh centre of the board.
Skarath goes into the cloud, Dahlia goes even wider as Haunting Melody lacks value.
INSERT IMAGE
Convergence 1
Per the deployment, the Jacks all advance. Axiom ensures it is safe from the Dracodile.
Conservators and the Inverter make a line behind the house and water terrain, Arc Node solos stay reasonably far back for future arcing plans.
Redline is placed on the Axiom, Locke moves up to be behind the forest.
INSERT IMAGE
Minion 2
I weigh up my options, the potential threat range and melee proficiency of the Vectors is an issue for easy planning this turn. A Redline Axiom running up to the Dracodile and getting Jackhammered felt like Bad news for my Gargantuan (Running the maths on Oddsmachine, it comes out to a roughly 85% kill chance assuming a Redline upkeep and 6 Jackhammers).
I opt to swing my list out to the right and start attacking the other Heavy Vectors, using Blind to make them shake and limit Locke's spell casting options.
On the left, a River Raider charges and kills an Attunement Servitor, I'd hoped to then shoot another and put the River Raider in a more annoying spot, however he missed.
The Mist Speaker and Gremlin Swarm both move to spots that contest my flag to ensure a Servitor couldn't run up and score in a cheeky manner.
Jaga shuffles to the right and puts up Signs and Portents, has Battle Host on her. I'm not keen for a Locke feat stripping the spell off her, however where she is positioned that would mean he could be Dracodiled so the odds were not favourable.
The Spitter moved up, positioned with the intent that the Axiom wouldn't be able to run past him and hte obstruction to get to Jackhammer range of the Dracodile. He tries a shot at the Inverter, having been deliberately placed to miss to scatter and kill Shield Guard Servitors. The random direction was poor and did not follow this plan.
A River Raider runs up behind the obstruction for future Jaga feat turn targetting.
The Dracodile moves behind the house, does a spray on the left Conservator and Inverter for some damage, Targ then Ancillaries to spray the other two Conservators but misses one. I'd intended to Blind them all, missing an unboosted spray is not an infrequent occurrence though, Signs and Portents only helps so much.
The Bullsnapper and Swamp Gobbers hover in front of Jaga.
Rorsh and Brine run to the back right of the board, intending to attack any Vecotrs that come in on teh Dracodile.
Alten moves over to the cloud, the shot on the Servitor on the Convergence flag is Shield Guarded by the nearby Conservator.
Skarath charges up aggressively in order to spray down the right Arc Node, puts up Counterblast. Dahlia stays at the fringes. I wanted Jackhammer out of the picture so I could push on the right.
Now with the benefit of hindsight and having played the matchup, my misplays here are the Spitter placement. While I don't have an issue with the intent, what I ought to have done is moved the Mist Speaker and Swamp Gobbers up more aggressively in the turn previous so that they could move in after his shot and place clouds in front of him to prevent the Axiom Tow Cables.
I remain torn on ideal Dracodile placement, it's a tough situation for the model.
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Convergence 2
Redline dropped from the Axiom.
It's Dracodile murder time. The Inverter and right most Conservator shake blind, leaving only the left most Shield Guard heavy still blinded.
On the left, an Elimination Servitor moves onto the hill and kills the forward River Raider.
Another runs to be contesting my flag.
The Axiom Tow Cables the Spitter in, it lacked focus to buy attacks due to shaking and focus being consigned elsewhere, it leaves the Ironback on 12 boxes.
Locke puts Redline on the centre Conservator.
The Inverter and Redlined jack both go into the Dracodile, leave it on 4 boxes. There are four Elimination Servitors throughout the Convergence board space yet to activate, they all advance, land their shots and manage to finish it off.
The left most Conservator just stands up while Blind, the right most tries to go for Skarath however the snake is saved by the opening attack missing and being Poltergeisted away.
Convergence score their defensive rectangle zone with the Axiom and the flag with a Flare Servitor.
Score now 0-2.
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Minion 3
Skarath and the Ironback pass their frenzy rolls.
We map out a hypothetical assassination on Locke, with Jaga putting Ghostly on herself to get over the wall, charging the Inverter for control area, healing the Spitter to then walk over and start punching Locke. Would have put her on 1 box. We then reverted back to normal play, the assassination run had a 45% chance.
Dahlia camping her Fury last turn also proves to be a mistake, as it prevents Skarath melee a Conservator to death.
Have to kill the Convergence Jacks near to me, then try to roll up from there.
Leftwise, the Mist Speaker charges the Servitor contesting my flag, kills him and is positioned to score.
The Gremlin Swarm and Ironback both toe the Convergence rectangle.
Jaga stays behind the wall, pops Signs and Portents.
Around my rectangle zone, Rorsh and Alten shoot the Inverter with some Shield Guards made.
Brine charges into the back of the most forward, healthiest Conservator. Alas the rolls average low and the contesting Conservator lives on a box after Targs Ancillary.
The Bullsnapper moves up, toes the Circle zone, boosts it's attack roll to finish off the Conservator and pops Spiny Growth as a more reliable way to get minimal damage on the Inverter (One FURY left after boosted damage roll, so it's either an unboosted -7 or D3 from Spiny of not one rounded).
Around the Convergence flag, Dahlia runs up for Skaraths bond to apply.
Skarath sprays down the line of Servitors.
Hindsight should have retroactived Dahlia's Fury camp and had Skarath maul the right Conservator.
I score my rectangle and flag, now 2 all.
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Convergence 3
On the left, the Arc Node solo runs up and a Flare bot hits the Gremlin Swarm. Locke then arcs his nuke to kill it and puts up Engine of Destruction.
Another flare bot hits the Ironback.
The Axiom uses Tow cable generated attacks to kill the Ironback, then uses it's regular gun to kill the Mist Speaker camping my flag. A servitor runs to score it.
The Corrolary moves up into the centre zone to get focus forward on the Vector Heavies.
Inverter, heavily damaged but unbowed, shuffles into my zone and kills Brine.
Warpath moves shuffle the Conservators around, one attempts to kill Dahlia and transfers leave Skarath on one box. The other then comes in to get the job done instead of killing the Bullsnapper, does it with ease.
A Servitor runs to the Convergence flag.
Convergence score both flags and the defensive rectangle, now up 2-5.
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Minion 4
Desperate times for Minions. Hutchuck has to come in to try to contest the left side of the board while Jaga makes last ditch personal efforts to score up the right.
Leftwise Hutchuck kills a Servitor with a Wild shot, then charges to contest my flag and kill another Servitor.
Targ runs to be behind the obstruction and contest.
Jaga charges the Inverter after casting Signs and Portens, manages to finish it off.
Rorsh shuffles across, absorbs the Shield guard of the Conservators and mauls the healthiest one down to a handful of boxes.
Bullsnapper charges and kill the top Conservator, allow Alten to kill the last Servitor on this side of the board.
Both sides score their rectangle, now at 3-6.
At this stage it is trivial for Converge to run the Corollary to contest my rectangle, use the Axiom to kill Hutchuck and score the final pair of needed points.
Having now played the matchup and determined the mistakes I made which we did not detect at the time, I would conclude that if she were released at present I would consider her a perfectly fine and viable warlock. The matchup is not a great one for this build of Jaga, however it felt in line with similar matchups that brought threat ranges and tools that the Minion list is disinclined to meet on an even footing.
Only item being tested was Locke, I would rate her as ** Yellow ** (possible problems, needs more testing) at present.
Note that my opponent of this game will weigh in with his own evaluations when possible, I believe we had some difference of viewpoint.
Her brief for my own reference:
Locke is an arcane mechanik in the service of the Order of the Golden Crucible. She is also a warjack support caster fighting alongside the Crucible Guard. She is a tinkerer who is focused on making machinery better. She is also secretly a member of the Convergence of Cyriss.
She should be a viable option in both Crucible Guard and Convergence.
Given her exo-suit she should be semi-durable and have the option of mixing it up in melee while her suit is “active” (Engine of Destruction).
Support Role - She stayed up the back, arcing appropriate spells and using Engine of Destruction when relevant.
Spells - Prior to the game, I was concerned about the prospect of MAT 9 Vectors. Is she were considered for a weakening of her spell list, such as an increase in feat, my personal preference from the game would be for her version of Engine of Destruction to only lend a +2 or so to MAT. That does oppose the fluff of her super armoured battle suit powering up, to me however it feels inline wither her above indication of being a support caster.
Jack Hammer was not utilised, however the threat of it dictated the Dracodile play and had a severe impact on the game.
Redline was a good buff, moved around with good effect.
I felt that Road to War was her defining feature in the game, allowing jack repositioning and good Induction play. It felt uniquely excellent in Convergence that would not be replciated in Crucible Guard games.
Sentry lacked an appropriate target in the Convergence list design and was not required, though that would not be the case in other builds or matches. It could have been very interesting ont eh Axiom in a different game state for free tows at the start of the turns.
Bombshell was a default nuke this game, all that the game required so it's various effects were not suitably tested to make a call upon.
Feat - Simply put the feat didn't need to be popped to affect the game, as I opted to play around it rather than into it. With teh synergies and play granted by her spell list I did not feel that the Convergence player was disadvantaged by having a feat that could be perceived as relatively limited.
Abilities - Primarily not relevant in the matchup. Precision Strike was not relevant as beasts died or were dragged out of control, repair was unnecesary, Vital Magic had no effects tested on it. Resourceful feels less meaningful when Induction is available to balance the costs upkeeps would derive in any event, though it's lack would have allowed more value for the attempted and failed blinding of the Heavies attempt.
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