Monday, May 28, 2018

Game 316 - Maelok (BC) vs Magnus2 (Irr)

Game 316 - Maelok (BC) vs Magnus2 (Irr)
Epic Recon

In the midst of the Oceania Team Champs list releases, said tournament to happen on the weekend, we did stridently declare "Let's aim for 6th place". To many sodding sharks to come 3rd again, curse those metas in real cities.

Not a lot of time to fine tune matchups, so we tried out Maelok vs Magnus. I need the Maelok reps and ye old Mercs needed to test the drop, given the alternate list of Gastonne2 was a doomed proposition.

Recon, so not ideal for my unit heavy list. It's always a bit sad to hope nothing randomly kills off your Bullsnapper as he's a vital scoring piece.

I lose the roll, I get a side with an excellent obstruction touching my objective that Maelok can cower behind whilst the opposing side has more awkward rough terrain, an obstruction that blocks off the corner of their left zone and is otherwise relatively clear due to lumps of water and hills for me, pathfinder not being a strength of he Maelok list outside of feat. And Thrullgs. Cause Thrullgs are sweet, if you were friends with on and were sick they'd show up with tea for you and a pretty floral bonnet on their head for your sick twisted sense of humour.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_gzmDo5fPwvOp84OUv1T2Is-kCnVQY-4IHeVtQRVx7EcTv6YlUv7JUeENOEetatAketqB80QsklXRuKmC5Xb2z5EIlD0yAKZalkXGL08x8g-DPZcS0y15VNKCumcF7L44GetIssuTi6yW/s1600/xenohat+%2528800x434%2529.jpg[/img]

Anyway....my list is Maelok with Posse and a pair of Thrullgs and is at best only 99% ripped off Bret Fogel. The Magnus list is five Nomads with Idrians and tons of support/mini-unit things.
The Idrians prey the Bone Posse unit across from them.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzW7Juw0iaoPTWM3aOLVpSE1bCJXy5TFN6wzOxyBGN3-MK4mp85zBojPdEKZmucWfch3Zk9y_5BuuUCzqrs-79IDFb_Irsdg4AeYvN1Y25BbscJFYfAm6099oxcHuWENhWHWIEqAN9qsRN/s1600/039+%2528800x450%2529.jpg[/img]
Merc 1: Yes, the Drillers are subs for Nomads.

The left zone gets three Nomads, the right gets the remaining two alongside the Idrian unit.
Magnus stays central with Aiyanna/Holt and the Horgenhold artillery.


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Minion 1:Time to move stuff forward. This is the critical placement turn for me, I have to offer enough to make Magnus opt to feat whilst retaining enough pieces to counter punch.

Ergo, a bit over half of the Posse move forward into feat positions. If for some reason the feat doesn't get popped, then I feat anyway and tear in. The critial enticement attempt is that Maelok moves up into feat range, whilst mostly hiding behind the obstruction. Thrullgs and my beasts are also kept out of Magnus' maximum feat range (Charge distance + control area).

Soul Harvester is on the Purple Posse on the right. One Bone Posse hangs back, because it's leet anti-Prey tech and keeping a unit member alive for Revive/Sac Pawn shenanigans is cute.

The Cauldron gives a pair of corpses to the Bone Swarm.
Death Pact is up because I'm not a loon. 


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Merc 2: Magnus moves up and feats, though he does a casual jaunt rather than a full out charge. He gets the Grey Posse, most of the Purple and Maelok.
he then does an Arcane Assisted Calamity on the Grey Posse, who then also get harmed by Aiyanna. Ruh roh.

Between Artillery, Idrians and two of the left Nomads the Grey debuffed Posse are wiped out. Whoops. Should have kept one back.

Left wise a unit of Elimiantors come in and wing Gators. One of these chumps also has Bullet Dodger, just to be more annoying. Least they didn't kill anything. Orin goes up to the Merc flag and stealths, the third Nomad fails abysmally against Gold/Tamatoa Posse.

Right wise, another Idrian CRA toughs out a Bone Posse, another one of that unit gets one shot by a Combo striking Eliminator (Not going to lie, things were looking a bit miserable at that point).
Huthuck/Anastasia ambushed in, between them they pop another Posse.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMagZj_VVFWpcmNIY3pb826mtTm3nDo4SH8p0V1qgYl1c0eifrQ22GwGtLpPziD5hwkuUuvFOgoBIl-kOvCFLuPfUepCuZvA21oZA1Wc6OFE8K2r17392_C72l5Sdq1CgGCU70GDs6sP1J/s1600/042+%2528800x450%2529.jpg[/img]
Minion 2: So a few things to address here.

Losing a full Posse unit was a surprise. Not insurmountable casualties, however i definitely didn't take into account Calamity, primarily because it wouldn't fly with my own playstyle for Magnus2.

Maelok is feat locked from advancing towards either deployment zone, a pair of Nomads are in battle blade attack range with one of them staying as far away from the Wrastler as possible.

The Wrastler could go in on one Nomad and trash it, however this then means it easily dies to the other nearby Nomads.

My plan going in had been to use Incoporeal to shift Maelok through the building to safety, alas my Maelok positioning was poor and the Bone Shrine/Purple Posse block the landing spot. Doh.
It's feat turn and hope Maelok can hang through any attempt to kill him.

Maelok goes, pops feat, Death Pacts, draws a fury off the Bone Shrine and throws up Spiny Growth.

Leftwise, Tamotoa charge around. One goes way up and eats Orin, another goes into the middle to block up the central Nomad. The others chip on Nomads and/or miss Kayazy Eliminators in the rear. The bullet Dodging one skitting away was especially saddening.
Thrullg goes in, disrupts the forward Nomad. Also misses the Bullet Dodging Kayazy.
The Bull Snapper walks up to said Kayazy and just sits there, giving up on attacking the damnable figurine of death.

On the right, the Witch Doctor pops Death Ride for some necessary movement increases.
The Soul Slave Venoms a Purple Posse in order to hit the other kayazy unit. I crank the damage roll and manage to do 4 points to my own Gator. Whoops. The spray does pop an Eliminator, so that's something.
Bone Posse eat Anastasia and Hutchuck. Pair of mobile Purple Posse bounce off a Nomad and eat an Idrian, giving a soul to Maelok.
Bone Swarm gets another Corpse from the Cauldron, charges up into a Nomad and dings it somewhat, taking off it's left arm.

The lack of appliction of either Mortality and/or Rage didn't feel great.

Speaking of applying Rage poorly, Maelok is sitting in the open waiting to die, so the Wrastler runs to be in the way. A single Nomad can get to it, I eyeball that as being favoured to the Crocodile surviving.

I score my right flag with the Thrullg, get up a point 1-0.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipONFcbzNwist4Yaq7FFOcypthP96GGrccfAU3pZnEy0bJEZyxdWJF_3DoyJa9JucbBfFbzHlx_IHNEJmhpogmDcH6OIDK4ckINkx7d6XqZFvBpGdQVXdFWJj_v3EOTBHLaP2CUyCxI77H/s1600/043+%2528800x450%2529.jpg[/img]
Merc 3: Leftwise, one Nomad kills the poor Tamatoa grunt that killed Orin, basically a given as he'd gone super outside of Maelok's control area. The other tries and fails to kill the Thrullg, because def 13 matters.
The Eliminators run around, one goes next to the Bull Snapper whereas the Bullet Dodger one runs to be next to Maelok.

Centrally, the Horgenhold Artillery between them kill my objective. Basically it's fault for being a Contruct and not gloriously undead.
Magnus shuffles a little, staying in the vicinity of the merc side obstruction to land Calamity on the Wrastler. Aiyanna/Holt shuffle a bit, however they don't move far enough and can't Kiss said warbeast.
The fully loaded Nomad walks up, happily taking the freestrike from the blocking Tamatoa grunt.
Alas, said 'jack has little issue stabbing the Wrastler to death, so that wasn't ideal.

Rightwise, the Nomads kill a Purple Posse and scratch up the Bone Swarm, the Idrians are hampered by the giving of a freestrike that caps their officer. They still manage to CRA another Bone Posse away, then repo up to contest my flag.

Loss of my objective levels the scores at 1 apiece.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5LcLR72OFZzolcF6obu7YMho5Bc5_oUJeO5Z7E_CFtMfcH2LEJPnXrXozOz5diuZ1hjMOLyXlHCEKdVMdjl7H6H18iy28AtHZh_cas8D4ztLRJi5JpQyZLUAScgKR7oPseJlCYnELIY2O/s1600/045+%2528800x450%2529.jpg[/img]
Minion 3: I was looking at playing for clock, using a Bullsnapper Slam and Thrullg disruption to protect Maelok while clearing out models on the right, however it was point out that magnus was sitting on no camp in the Wind.

I Puppet Strings Maelok, he moves up and gets the Mortality on Magnus on the third roll attempt. Pair of purple Posse charge in and kill him, was an 80% assassination run once the debuff landed.


Think I'm finally starting to be happy with Maelok as a list. Now to not play it even once at the team tourney!









Thursday, May 17, 2018

Game 315 - Maelok (BC) vs Wurmwood (BoO)

Game 315 - Maelok (BC) vs Wurmwood (BoO)
Epic Recon

Shorter form because thats what I feel like. Bear in mind usually when I start off with that I end up typing an absurb amount over a piece of minutae that sometimes involves the game.

Also Chappie is an amazing film and makes me keenly aware that I cannot do a South African accent at all.


It's Maelok all Posse vs Wurmwood of the Wold faction.
Remember when Wolds were an absolute joke? I'm okay with this, I've always found Warpwolf's to be conceptually mweh (Plus the grump-fying amount of times I died to Ghetorix).

I lose the die roll and get given first. It's not a super difficult table, so that was a surprising result.


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Minion 1:Look ma! I put the Bone Shrine behind a wall! Specifically, it's at a point where it can contest my flag and hopefully arc on anything that comes up to fight over it.

Otherwise shit pushes up. No Soul Harvester, sod all opposing souls and the Wold Wyrds would mulch whatever unit had an upkeep.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRP0QfYI_Bum7LcMSO7OKNcmdFTHt6XBzn1Ot9zBr8T5bKVeoesXwZJ2S5TK-C6_H1MYgRNijOmDnXjh-nun95Ga38tHsNPArjQzBjShy4Djd2XAXDsYQM0BJONTD8Ve2lqgz50g2ywXdg/s1600/028+%2528800x450%2529.jpg[/img]
Circle 1: I give some bad advice.
Secifically, Wurmwood tries to pop a pair of Curse of Shadows via a Gallows on the left flank, misses both. Doing it twice means the block of wood can't teleport. We mistakenly think the tree is fucked, when in hindsight only a couple Gators can get to it and are only about a 15% chance to assassinate. In any event, Wurmwood pops feat. Wold and stuff move up.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicar4md6IaTT0g8XCJ-ybPz7PSbjNQJS-YMpFy0AIRWsFts2yNG5b2msxp2RGm8WnUFx2fE_9VUvLciuymcZGSd2ODhmnsxKuAY7PTqEsyjxGqF6jJg5hjr5VFzGT9izvBxaXdcIkxFjHn/s1600/029+%2528800x450%2529.jpg[/img]
Minion 2: It's early enough that I think I can just save my feat and use the incoporeal more strategically later on.

Posse run forward as much as Maelok's control area and the forest will allow.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3yt4IejVAGCbE5cI_Uaol2GBMFIVTlAFOF59d4Uoz1ZMFn3vnYqfNotEJ-d-uL5CzOKJgKpVsoSvmgPU-YP13VT5febH6Sss3Uf0__ef35pIi7kNkjly3iiVGw9Hj7acOH1aNCnwqcIhN/s1600/030+%2528800x450%2529.jpg[/img
Circle 2: It's much more fun, I must confess, with lives on the line. Not mine of course, but yours will do just fine. Or so maelok presumably muses as the Circle heavies rev up like dubious spring powered mechanism and come up and start slaying mah Gators.

All up six Posse die, mostly on the left. The Bone squad Bokor also toughs out.

Megs and the Wold Warden move up on the left, attempts to Stranglehold the Wrastler fail. Wurmwood arcs a Hellmouth on said Heavy to clear out the left zone.

Circle score two points, their flag and the left. 0-2.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhm1q0_MWO6LreCOAoemdE14RsrsurhiB6d5MYt_ntfzMB9i2I4vhnvRFSRbsd63r9bC-1HhbnLuo56w9jMu-UGITEhvu50jkFT9JYWqN3bNLpr51W6tG0qv-7G3Q7uGdRE0npKsUbOmYw/s1600/031+%2528800x450%2529.jpg[/img]
Minion 3: Imph. Once more with the Bone Shrine placement. The Fealgeist as a contestor can't be venomed at the 4 inch from the flag point.

In any event, Maelok uses up his Fury putting Rage on the Bone Swarm and Wrastler, feat gets popped and he hides up back.

Posse bounce embarrisngly badly off the Sentry Stones, more than made up by the Wrastler killing the Warden/Megs with some Thrullg help and the Swarm killing a Mortalitied Wold Guardian.
The reserve Bone Posse end up just going forward to harass Wurmwood in future turns and remove most of the Sentry Stones that had been used as a blockade.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCue6-jSjofZlpH9jwGmPCFyhJ19yz-IGgVMGtCKXVfltZPUpp_UmsW8px0AY3AlnNlmxeFuO2FBZ6SVidVr_jMVmFLqqZIdyGiUEpxp-8QNE_WqqoAR_PRoXbrQL2oKu2CpCZgslK-rGz/s1600/032+%2528800x450%2529.jpg[/img]
Circle 4: There's some bit activations and brutal Posse murders, some fail sprays and a concession. To much lost the turn before.

Slanted matchup from bad advice, poor Circle rolls on critical attacks and the Wrastler being pretty awesome for once. I'm cheap, I'll take it.







Monday, May 14, 2018

Game 314 - Maelok (BC) vs Elara2 (LoD)

Game 314 - Maelok (BC) vs Elara2 (LoD)
Spread the Net

We arrive once more at the opening day of the week as determined by ISO 8601. I didn't know we needed a standard for that, yet somehow I feel worse knowing that I'm older than it. Monstrous.

You saw the title, ergo you will be shocked at my lies and misinformation as I play...Maelok!

Minion Army - 75 / 75 points
[Theme] The Blindwater Congregation
(Maelok 1) Maelok the Dreadbound [+28]
 - Blackhide Wrastler [16]
 - Boneswarm [7]
 - Bull Snapper [0(5)]
 - Gatorman Soul Slave [0(5)]
Bone Shrine [2]
Gatorman Witch Doctor [4]
Thrullg [0(5)]
Thrullg [5]
Boil Master & Spirit Cauldron [5]
Gatorman Posse (max) [16]
Gatorman Posse (max) [16]
Gatorman Posse (max) [16]
Gatorman Posse (max) [16]

Now the truly hard part:
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRfOEIaTLz6k2el8biI_iJnAMUr0lRNqHjpQNv-CfuzMpW4rUTD5xu99YasFOhPAJA0tqIfiTcZHQIXM5E5BUf6_WmGt4vXdIncW_c2Kx0I1C5luMbrZwyZZPfvw5-6svzcEssm7FXbBKK/s1600/if-you-try-5afa25.jpg[/img]

Retribution Army - 75 / 75 points
[Theme] Legions of Dawn
(Elara 2) Elara, Death's Shadow [+28]
 - Harpy [9]
 - Manticore [14]
 - Siren [8]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Dawnguard Sentinel Scyir [0(4)]
 - Siren [8]
Dawnguard Sentinel Scyir [4]
 - Siren [8]
Eiryss, Mage Hunter of Ios [0(7)]
Dawnguard Sentinels (max) [18]
 - Dawnguard Sentinel Officer & Standard [4]
 - Soulless Escort (1) [1]
Dawnguard Sentinels (max) [18]
 - Dawnguard Sentinel Officer & Standard [4]
 - Soulless Escort (1) [1]

Consider the jacks super unverified, as subtly indicated above.

That's a lot of heavy hitting, guess it's a good acid test provided I don't pilot this pile of snappers incompetently.

Spread the Net isn't ideal matchup wise given how hard the opposing list can rumble, normally this is why I like to add Totem Hunter esque solos and ambushing models. Alas poor Bog Trog Ambusher.

I lose the roll, get second. Both rectangle zones have a defensive wall, so that consideration isn't strong. Biggest swing vote ends up being ye old central forest, which looks like a potential hidey hole for Maelok and utterly painful if I'm on the opposite side given pathfinder in the list is low after the feat, an aspect of it I'm not a massive fan of it. This means Ret get a hill around their flag and I alkso gain a large pond plus on suite forest near my own flag, though it's not placed in a meaningfull manner for me.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPMDqNWRhbXoaSPk7la7TSmBV_TDvNlwCkE4EOMDlx2jSF1b04BhwmJrXSlfK3KX6CoFWsNSer8uHjiQ76lJ0S0flqEWNDOGyyndB5sfHXucJdGsgz2C_cgjWmhSxaIQYknzOi4QxqT50g/s1600/DSC_0214.JPG[/img]
Round 1: Le' elves le'march le'forward.
Sentinels flank either side, jacks up the centre. Eiryss is out on the Ret flag on the right.

My trevails can now truly begin. I have to get up the board and give enough away to make Elara pop her feat, however I can't lose so much as to be unable to strike back.
I say fuck it and just everything forward, relying on the Croc toughness to take the blows. Death Pact goes up obviously, I put Soul Harvester on the left Gold Posse (Tamatoa squad). One Thrullg goes out on the right, planning to eventually kill Eiryss and score the Ret flag.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNa32kCQ1VBhUjIHJJf8KvCwJO1sw1yovchDVfXI-9kygVav_xly2mDmFWxnslOtOJCwMzuSDpOpgKmwdzs1izT8jkdUYE5nibcQQBEcpP91ioLBuUP9MpUokGY6RAtG0pOKdMg8AkpuA1/s1600/DSC_0215.JPG[/img]
Ret 2: Left wise this flanks unit of Sentinels pop their mini feat and charge in, clustering a line of bro's around my flag. They kill the Bone Shrine and the two Grey Posse that got sent out front as the first wave of the doomed. The....Ret Heavy Jack comes in with a full focus load, the Arcanist strength buff and Scything Touch, rekts me good as it kills aother pair of Grey Posse and two of the Tamotoa's. Ouch.

Right side, the other lot of Sentinels come in after the back ligh jacks and Eiryss kill a Purple Posse.
This unit struggles somewhat, particularly to hit, and only get a small portion of their unit so I think they kill no Posse.
One of the jack marshalled Sirens gets focus of Arcanists and Scything Touch flipped to it. It then goes full Purple People Eater, coming in and munching up three Purple Posse. Yeesh.
Said Siren is sadly a similar colour to the Bone Posse and melds in somewhat. See, it's not always the photography, sometimes it's the objects fault.

Elara and other stuff chills up back.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmJZg25gusAvkSIFUuePaB5YlKGec0XksdiL8vxTN26SesKRyXcpYQ4Dd_Q06gn1kglXyqs7jTWHhiHYVPnh3nbIAJ6FDuwtYaiHYXoOEBPUSNeglea-fszk64kFIqCQeRaGaa9rvkkfiE/s1600/DSC_0216.JPG[/img]
Minion 2: In total I lost ten Posse, leaving two units with just their hopping mad unit leader left. Actually feels alright, the charge has been eaten and now I can nom back, line up some souls and get the first control points.

Witch Doc moves up in the back field and Death Rides, getting the right side of Posse.
Maelok Death Pacts, then backs up and Mortalities the Ret Heavy jack. Pops feat.
The Soul Slave moves up to toe the centre zone, puts Mortality on the left unit of Sentinels, the advance required by the Mage Static limits.

Left wise, the Tamatoa Posse tear into the Sentinels, killing with all six attacks.
The Bone Swarm goes in, kills another three and sits in the centre zone.
Thrullg runs over to my flag.
Last of the Grey Posse charges up into the Sentinel Officer and toes the Ret Rectangle zone, gains great affinity with Snake Viewing Apparatus as he rolls like garbage and does nought.

The Wrastler walks into the central forest and eats the Ret heavy jack.

Right wise, the Thrullg isn't super keen to get munched by the Sentinels, so runs up to the extreme right edge of the board.
Bone Posse stab at their own Sentinel sandwhich, kill five.
Bullsnapper slams the Siren, knocks it way back. Important point being it can't Shake due to being Jack Marshalled.

I score my flag and rectangle, get up 0-2.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh16SpDoemjZzYFAVpKcdsg9FNeVieLs2iY0cW7y4PMRzwDyWQWKltLwxfjBXAFZnY3VpLFMQ3DKZrv-3RrxHNtV5fZPfR5XaKQjZOgSFTiKGTTNfkPf_RNJZxvnKviAfwYNOyWNrMBS8OO/s1600/DSC_0217.JPG[/img]
Ret 3: I just ranked Jumanji higher than Shawshank Redemption. I think people will forgive that. I don't think they will take the same approach for Jumanji: Welcome to the Jungle being higher than both of them.

Leftwise, the Sentinels kill off one Gold and the last Grey Posse whilst one of the lights kills off the Bone Swarm.
Central zone wise Light jack shots kill the Soul Slave to the box and push the Wrastler out of the zone, ending up behind the forest.
Rightwise Sentinels move forward, they end up killing two of the Bone Posse and the last Purple fella. Also tough out a third of the Bone ones.

Ret score their flag and rectangle, now 2 all.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpoqFteE69baHZI-6AP4OsqT20q_Pm5525xPTirfYbSeOyU7vLAofTL6yzSI0M0SPWJu6tjJH1hNJeFdClusmZlBnKoAX1iYS5ZOl-2ypHJ9mPUpJP5RRNS5Aq5akCc5NvmQwvfSMH78NF/s1600/DSC_0218.JPG[/img]
Minion 3: I'm relatively happy with my position at this point. I'll pop back some fellas, contest away and counter score again.

Maelok stays backfield, pops Death Pact and returns two Gold and one Bone Posse to the fold.

Left wise the Gold Posse wiggle around, a revived Gator gets up to contest the Ret rectangle while another engages things in the centre zone. I then have three Sentinels to kill with four attacks, it goes abyssmally and I kill one. I manage the clear out the flag, however it means the THrullg has to charge over the flag to do it and is now in a position to be mauled. Yeech.

I then swing to the right zone, where three Posse and a Bullsnapper have to kill four Sentinels to clear the zone. They kill two.
Well, that's gone...poorly.....
The Wrastler moves across, models in the way means he just eats another Sentinel.

I toe the central zone behind the forest with the Witch Doc to contest, at least have the mild success of Thrullg charging in and killing Eiryss, though he couldn't do so and get to the Ret flag.

I score my flag, 2-3 and now looking grim.


[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4SlDNbsl2BayNpxfWNfIe3vWf0bBtBbcDtqSpS1TQdHulV0fHfq-6ej9HvnuJ58Q_BYwhsEUxTW4HqbaSUajyvHbwYLtR6od0ytV4ixCS6yRiAXnGI4v5TZwrLOvOIfFjIg2Y0OqEF06R/s1600/DSC_0219.JPG[/img]
Ret 4: Around my flag, Ret use clever solo placement to give flank to have one of their marshalled jacks come in and kill the Thrullg and two healthy Posse. The two revived Tamatoa Posse are easily killed by bit attacks.

Right wise, the Sentinels flail a bit and only kill one Bone Posse.
A Fully Loaded Marshalled jack comes in and kills the Wrastler.

Ret score their Rectangle, now 3 all.


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Minion 4: Balls. The left flank has been evaporated. Can only hope I can somehow push up he right and set up scoring on the Ret flag.

Pot moves up, kills the last Sentinel in the left side unit.

Maelok has to charge up the right, where he Mortalities and buys attacks to kill the Jack that killed the Wrastler.
Bone Posse kill off the Sentinels in my Rectangle.

We both score our Rectangles, now 4 all.


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Ret 5: Bullsnapper dies, Solos run to flags, light jacks use gun shots to push the Pot out of the central zone and kill his Gator helper. A dude runs up to contest my Rectangle.

Ret score the central zone, their rectangle and both flags, now 4-8.


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Minion 5: It's the end of the world as we know it, I feel fiiiiinnnnnne-ish.
Maelok Mortalities and hurts the forward Ret jack, Bone Posse charge and spread out to kill a couple Arcanists and fiish said Jack off.


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Ret 6: Elara charges in to finish off some Posse, Ret up winning 6-14.


Hmmmm. Immediately after the game my thinking was Ret got to much work done on my feat turn, I don't think that's necessarily true. If the only consideration was dice rolls, I'd apporpitation blame for the loss on my turn after that in which I did dismal damage to the half surviving Sentinel units.
Really though, to get into the true problems:

Deployment: Sillyness with the Bone Shrine. It should have been placed to the right behind the wall where it could arc Mortalities on anything in my rectangle. Putting it on my flag made it very easy to get to for the Sentinels, depriving me of hte even greeatere benefit of nabbing a Fury off it for a Fury stricken caster, which had a direct effect on later decision making.
Otherwise I was a lot happier than the last game, Posse were mobbed up, Maelok wasn't in easy danger, so that was something.
Oh, also I actually forgot to deploy the Witch Doc. I'd shuffled it alongside other models, so it was on the board in a workable position but not where I really wanted it (The frontline initially).

Early Game: I think I had to push everything forward to draw out Elara's feat. It's unfortunate, however I don't think it's wrong, trying a more pronounced piece trade deal doesn't scream success versus the longer threat range and disposable had hitting anture of the light jacks.
The Wrastler going in on teh Ret Heavy was also where I keenly felt the loss of the Bone Shrine, as I Mortalitied the jack whereas in a better world I debuff the right Sentinels and pops Rage on the Wrastler, alas twas not to be. 

Mid Game: After the feat exchange, wherein I encounter my failure to break the Sentinels on the right side, the big problem was the Wrastler who was fundamentally exchanged for a warrior grunt. That said, he doesn't have a great spot to go, I'd hedge my own bets on either keeping him behind the forest or using hte Witch Doc to give him Ghostly and killing one of the Ret lights.

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Late Game: Hmm. There's definitely some sillyness here, like whatever I was doing with the pot grunt. All the same my options don't feel great, one of those where-is-my-Totem-Hunter things. Oh well, the list works on principles I don't normally include in my lists as well, so that's that.

Getting better. Probably not in time for the team tourney coming up, though I think that's more a player issue than a list one.













Thursday, May 10, 2018

Game 313 - Maelok1 (BC) vs Sorscha (JotW)

Game 313 - Maelok1 (BC) vs Sorscha (JotW)
Epic Pit

Once more into stirring tales of ineptitude!

Being poorly manipulated on our end:

Minion Army - 75 / 75 points
[Theme] The Blindwater Congregation
(Maelok 1) Maelok the Dreadbound [+28]
 - Blackhide Wrastler [16]
 - Boneswarm [7]
 - Bull Snapper [0(5)]
 - Gatorman Soul Slave [0(5)]
Bone Shrine [2]
Gatorman Witch Doctor [4]
Thrullg [0(5)]
Thrullg [5]
Boil Master & Spirit Cauldron [5]
Gatorman Posse (max) [16]
Gatorman Posse (max) [16]
Gatorman Posse (max) [16]
Gatorman Posse (max) [16]

Getting Arnold Schwarzenegger'd playing a Batman Villain by:

[Theme] Jaws of the Wolf
(Sorscha 1) Kommander Sorscha [+29]
 - Beast 09 [18]
 - Marauder [11]
Eilish Garrity, the Occultist [5]
Greylord Forge Seer [0(4)]
 - Behemoth [25]
Greylord Forge Seer [0(4)]
Widowmaker Marksman [4]
Cylena Raefyll & Nyss Hunters (max) [19]
 - Koldun Kapitan Valachev [4]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Widowmaker Scouts [8]

Epic Pit. Fine. Yes. You got me with that unworded accusation. I did in fact roll up Outlast, do a minor eye roll and redo it. It'll be gone soon anyway.

Terrain is slopped around, quite unevenly. This is mostly because I'm lazy. I mean...good.....team event.....practice?

Apparently it was insufficiently lopsided, as I lose the roll and get given choice of table side anyway.
I get a far back forest, a defensive hill on the left and a pretty good obstruction/water blob at my end of the centre circle.
Oh yeah, I already forgot Snoke was a thing.
Khador get a hill in the centre circle, a forest on the right and some not super relevant water and trench out on the left.


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Khador 1: I'd eat a porg. Looked sodding delicous.
Widowmakers and Behemoth come up left, Sorscha with the other jacks in the centre and Nyss on the right. Eliminators range out front.


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Minion 1: Maelok Death Pacts and Soul Harvester's the Gold Posse on the right.
Gatorans run up spread out, assisted by Death Ride from the Witch Doc.
All Posse pop Dirge of Mists for concealment.
Cauldron gets maximum Sauce, so gets to put three Corpse Tokens on the Bone Swarm.


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Khador 2: Mostly conservative forward movement. Sorscha pops up, Freezing Grips the right side Grey Posse then Wind Rushes back.

Left wise, Behemoth aims for the Jack Marshall damage increase, puts a Bone Posse on one box. Second shot aims for the bundle of Purple Posse, misses,  scatters max distance forward and kills the left side Thrullg. Was NOT expecting that.
Widowmakers finish off the injured Posse, one unit of Eliminators come in, scratch up one Gator and contes the left rectangle.

Centrally the Marauder trundles forward and toes the centre zone.

Right wise the Nyss do a  variety of CRA's, put two Posse on four boxes each.
Eliminators on this side also come in, they put a Posse member on 1 box. Heh heh. Member. That's intrisincly funny because thinking you are part of a grouping is just participation in a shared delusion broughtabout by evolutionary needs.


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Minion 2: Plan seems simple enough, rush in and clear the zones and get up four points to none. No way this can be bungled up.

Maelok pops feat and Death Pact after getting the Puppet re-roll off the Cauldron.
He moves forward and throws Mortality on the Marauder, draws a Fury off the Bone Shrine which curses him.

Left wise, the Bone Posse charge around, one goes up and eats a Widowmaker. Two go into the Eliminators, with re-rolled attacks they actually manage to eat one. Last unit bro bounces hard off the objective, doing a mighty two points. Hmm.

Centrally, the Wrastler and Bull Snapper move in front of Maelok, Spiny Growth goes up and Rage is put on the Bone Swarm.
Swarm goes into the Marauder, straight dice damage does not do as much as I hoped.

Between those two areas the Purple Posse unit leader turns to face me. He stares at me, locked forever in his Donkey Kong Villain Underling dance. Alas, being both an inaminate object and fluff wise lacking the appropiate mouth parts to simulate human languages, he is forced to use his shoddy inked in eyes to transmit the intended message. "I got this boss" it declares.

The Purple unit charges in. One hangs behind the obstruction as he didn't have distance nor line of sight avilable and he could be a Revive point. Hypothetically. The unit leader moves up to toe the left and centre zone, stretch that mighty command 7.
One of these Posse goes into the Enemy objective and leaves it on one point. The other two go into the Marauder, spike the damage. Leave it on one box. Purple Posse Bokor was filled with nought but lies.

Out right the remaining Thrullg kills one Eliminator with rear attacks. Tamatoa squad charge up into various spots, one goes into Beast 09. Does a single point and triggers hyper Aggressive to give him an extra bit of forward advance. More on this later. Tamatoa squad also kill the other Eliminator.

Um.....think mistake analysis can be it's own thing after the model movements are listed.


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Khador 3: There's a strange amount of time spent thinking I've laid some ploy or have set up a trap. It's eventually realised that is sadly not the case.

Sorscha moves up, feats. All good think I, I've got tough beasts in front of Maelok anyway.
So Tempest is a spell. One that easily hits the Wrastler to knock down Maelok.

Khador have Sorschas cannon, Behemoths gun shots, some Nyss CRA's and a fully loaded Beast 09 that can go into Maelok with two fury. I concede.


Alright, this needs some break down.

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First things first, being a negative popsicle doesn't help. That just means you've dropped and melted into the new carpet and/or couch and/or mighty fine example of tapestry.  Biggest mistake is conceding, the odds of survival are small however dropping a game in a tournament would be against my principles, that should be lived up to in practice games as well. Plus the point is fun dammit, I play the games and dribble about them to much because I enjoy them and writing them up is a thinly veiled excuse for reliving them.

Do need to get more games in, have slowed up dramatically. The start of the year plan of getting to a tourney every month is utterly shot, however is it really a new years resolution if you don't fuck it up?

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Gilmore girls was horribly over rated and we as a society need to move on from that. On the day of typing is when Brooklyn 99 got cancelled, so that seems to be drawing all the attention instead. Haven't seen it.

List Drop Selection: Not much to relate given inexperience with the list.

Side Selection: I think my choice stands after the fact. The other side makes my deployment less cramped by a forest, however it lacks a spot for Maelok to hide and the opposing list is going to aim for an assassination in the matchup regardless.

Deployment: Mostly happy with. Only real question is if the Bone Shrine needed to be protected or not. Does it get attacked instead of Posse? is it needed for arcing? Ultimately I think it's jsut needed for a Fury generation, probably more games required for an accurate conclusion.
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My turn...1: I'm getting to this less than sober. I'd apologize, but fuck Will Smith.
Two broad errors have occurred here, though there overlap is considerable in the board cicumstances that confront us.
The first is that we've spread out quite fa, positioning enacted without thought to the consequences. This is at odds with keeping models within Death Pact range, in particular our drive to move Posse up towards the rectangles has ensured that we are not as far forward as we ought to be in order to threaten the max scoring that we wanted for future turns.
I'm loving Dschinghis Khan at the moment. Not sure why. Maybe German Disco was the era I was destined for and I'm to late? You know, the bullshit way people think they were perfectly suited for a narrow slot of time whilst ignoring the many difficulties and issues of that particular segment of history?

Dammit motherfucker you're meant to be less mopey. I don't care for Beyonce's music.

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I found it quite strange that the foreword to the latest Asimov collection I read indicated that he tired of Nightfall being considered his best work, given the proliferation of his robotic series. Yes, that includes the bastardisation that was the Will Smith film.

Turn 2: In terms of specific matchup flaws, I've played into Vlad 2 far to often. The thoughts occupying my mind were those of super powered Eliminators, when the real issue was that Sorscha counter positioning involves keeping shit base to base, having a secondary line, not having a larger base near your caster for Tempest line of sight drawing. Truly, when I looked at Sorcha1 previously I was all gung ho for some ranged knocked down ability.
Maelok had no business exposing himself. Previous round positining should have seen the Wrastler threaten the whole zone and had the Spell Slave positioned to Mortality whils tthe Warlock cowered behind the obstruction.














Thursday, May 3, 2018

Game 312 - Kraye1 (HM) vs Bradigus (BoO)

Game 312 - Kraye1 (HM) vs Bradigus (BoO)
Standoff

The tourney a month plan from the beginning of the year is well and truly sunk. Clearly this is because the Titantic broke n two pieces, so the movie of it being floated back up in one piece is nought but lies. LIES.

Still in whimsy mode, though in a more daisy field way than this-bridge-looks-good-to-be-a-hobo-under sort of way.

Been wanting to throw down some Kraye for a while, there's talk of multiple Centurions, so based off an attempt to minimise proxies we end up with:


Cygnar Army - 75 / 75 points
[Theme] Heavy Metal
(Kraye 1) Captain Jeremiah Kraye [+28]
 - Centurion [17]
 - Centurion [17]
 - Centurion [17]
 - Charger [9]
 - Charger [9]
 - Thunderhead [20]
 - Squire [0(5)]
Captain Arlan Strangewayes [0(4)]
Journeyman Warcaster [0(4)]
 - Sentinel [8]
Field Mechaniks (min) [3]
Field Mechaniks (min) [3]

I just wanted to use Thinderhead, plus trying to squeeze in a pair of other heavies and still keeping a unit in the list was proving to be annoying.

*Shuffles to make opposing list*
*Gets befuddled that Bradigus is called "Thorle1"*
*Gets more befuddled sorting out the sodding Wold names*

Circle Army - 75 / 75 points
[Theme] The Bones of Orboros
(Thorle 1) Bradigus Thorle the Runecarver [+27]
 - Megalith [20]
 - Wold Guardian [16]
 - Wold Guardian [16]
 - Wold Wight [5]
 - Wold Wight [5]
 - Woldwarden [14]
 - Woldwatcher [8]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Blackclad Wayfarer [0(4)]
Eilish Garrity, the Occultist [5]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]

Yeah, that's near enough.

Scenario is Standoff, so those pair of unit selections are feeling pretty good, even though the second unit is likely just a reaction to playing that Carver list without Swamp Gobbers.

I suspect the cruel irony of life would dictate that should passion fruit become sentient and possessed of mental super powers they would suffer from Alexithymia.

No Wold Wyrds, so difficult Upkeep questions can be avoided. Lack of stealth mitigation means killing those sodding spray chumps will be arduous.

I lose the die roll, Circle choose first. They get a forest and a pair of clouds, however my side has a forest and trench that read as being better placed for holding the left and defensive zone.
Neutral terrain wise, there's a left side Hill, however the defence values of both sides render it not as useful as normal. Mid table water might as well not be there given the amount of pathfinder.
A wall on the right in the circle zone I expect to be a heavily contested area.

I had something to write here. I blanked so hard staring at the screen my eyes unfocused and I lost my spot in season 4 of Sherlock. Where the halfling needs to get back on board with Dr Strange versus the guy that ought to specialize in playing creeps.

I've got some proxies, because that's how I play Swans. Drudges are substituting for the Gobber mechanics, Stannis for Kraye. Remember Stannis in Kingmaker? I don't really, because I'm a Snow flake and we had other Merc adopters in our meta. What's with even small meta's doubling up on factions? By what euclidean hunch inducing spine twist do we end up at such?

Oh, Circle has Galvanizers pretending to be Wold Wights.

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Circle 1: Men of grinding rock and twisting vine, green eyes deep with speed of thyme.
The Wolds move up the centre, Synergy pops up as does Mystic Wards, because Lock Target dreams are dreams.
Sentry Stones flank. Like always. Do they need to? Especially when they can't be stealth stripped?


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Cygnar 1: Chargers move out on the flanks, they kill a pair of twigmen either side for want of other applicable targets.
Two Centurions go left, Polarity Shield up. More centre one gets Arcane Shield.
Other Centurion and Thunderhead go on the right, T-head gets Admonition while this Centurion gets an eye rolling cast of Counter Measures for giggles. Polarity Shield up here as well.


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Circle 2: To my surprise there's some careful measurement of threat ranges, some prevaricating, rolling of the skin and bones.

Circle end up shuffling back in conservative placements, mostly out of my threat ranges with some exceptions.

ME FORGET MANY RULES WRITING THEM LIKE SO IN MEMORY OF THE CLAW


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Cygnar 2: Arcane Shield and Admonition get upkept.

I'm positioned poorly to contest the Circle zone, so I'm going to be giving up a freebie point. I want to clear out both Circle zones, however the left side Centurion was not placed to threaten the full zone without a feat trigger, aptly defeated by the contesting Sentry zone having a self produced forest for Prowl.

The flanking Chargers kill Twig Men for want of real targets and repo back. The left and centre Centurion Positive Charge and hold.
Sentry moves up, having been fully loaded by Junior. Rolls max shots, manages to put the opposing objective down to 2 boxes. He doesn't repo back, as I recall after the shots that he's the only model in the sodding list that lacks reposition.

Thunderhead moves up and finishes the objective off and repositions back.

Rightside Centurion is fully loaded, gets to charge the Black Clad Wayfarer. Pops him and repositions to be behind the wall as this flanks mechanics run up to toe the right zone.

CENTURION IS A CAV MODEL, FULLY BOOSTED CHARGE ATTACK ROLL FOR FREE

Both sides score their rectangles, I get the right zone as wellas the objective. 3-1.


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Circle 3: Bradigus burns clock time pre-measuring concepts, the effect of reposition 5 making the waiting game very favourable to me.

Bradigus feats, the Wolds get pushed forward.

Right side, a Wold Wight charges a Gobber mechanic and kills him. The Sentry Stone on this side teleports back to safety behind the clouds, leaving the Twigmen to their fate.

Centrally, the Wold Warden charges the Sentinel and crushes it, then Geomancies a Battering Ram to knock Thunderhead back.
One Ram Hands runs up behind the Warden, Thunderhead Admonitions back into the zone.
Megalith tramples up behind and Geomancies another Battering Ram to again knock Thunderhead out, where he morphs into a proxy base because metal models can't handle even the slightest bit of 3D-ness on the table.
The other Guardian tramples up to the Arcane Shield Centurion, knocks him down and Battering Rams him back.

KRAYE GIVES STEADY YOU CLOT.

Left side a Wold Wight ran up and engaged that sides Centurion.

Further back field, the left Sentry Stone has a Manikin spray my objective, rolls a nice 17 on the damage dice, putting it down to 6 points. The watcher then moves up and finishes it off.
Balls. I'd been assuming my objective would live at this point.

Fortunately the possession of a modicum of good habits stops the score due to a single mechanic toeing my rectangle zone.

Circle score their rectangle, score now 3-2.


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Cygnar 3: The Wolds have pushed up far enough that I'm nervous about Kraye. Arcane Shield gets upkept, Kraye basically gives out focus like candy from a dubious van.

Leftwise, the Centurions kill a Wold Wight and the forward Guardian. Alas only one gets to Polarity Shield, he moves up left into that sides circle zone while the other goes into the rectangle and prays Arcane Shield is enough.
Charger doesn't get focus, kills a twigman. Consistency!

Thunderhead goes into the Wold Warden, an opening spike is then super let down by the damage rolls after it, so the damned jack does the average amount and falls short. That's not how Cygnar Jacks are meant to perform!

Rightwise this Centurion puts up Polarity Shield, tramples over Twigmen, repositions to toe the Circle Zone. The Charger shoots the rightside Wold Wight for good damage.

Junior backs up, kills off the right Wold Wight with a good shot.

Kraye opts to run off to the left. Avoiding the kill box and attacks from the forward Wolds is problematic given how spread out all my shit is and inevitably the right side jacks will be out of control, however I don't think they are super easy for Circle to deal with and I can carry on pusing the Circle zones for scenario.

I score the right zone, now 4-2.


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Circle 4: Hippies clock out, we play it out for a bit. To much Fury on the board kneecaps the effectiveness of the Wold heavies at this juncture. Battering rams knock Thunderhead and the back contesting Centurion away, it takes Megalith and the Guardian to finish off Arcane Shielded Centurion.

HMM. I THOUGHT THERE WOULD BE MORE OF THESE

Hippies manage to score both rectangles to get to 4 all.


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Cygnar 4: I re-contest up top, kill both Sentry Stones. Thunderhead and Junior with their powers combined managed to finish off the Wold Warden. Kraye hides like a chump

I score the sides to get to 6-4, we call it at that point.


Steady dammit. Steady. Biggest era probably the left side Centurion placement, also should have gotten Admonition back out after it expired. Kraye's personal positioning felt poor.