Oblivion Game 12 - Rask1 (Will Work for Food) vs Siege1 (Sons of the Tempest)
Other Ramblings at r/SlothyWarmachine
Sunday, December 1, 2019
Saturday, November 23, 2019
Oblivion Game 11 - Jaga Jaga1 (Will Work for Food) vs Kallus1 (Primal Terrors)
Oblivion Game 11 - Jaga Jaga1 (Will Work for Food) vs Kallus1 (Primal Terrors)
Other ramblings are at r/SlothyWarmachine
Jaga round 2: slightly less proxying! Same special effects budget!
Playing Kallus 1 Primal Terrors, spamming two units of Rowings, Chosen, double punchy Ogrun one with Gorag, double Hellmouth, Blightbring and Harrier for battlegroup. Notably missing Ammok.
No Ammok makes the Feralgeists amazing contestors. I won't be that sad if they die, likely means that Kallus went out of his way. This could have been assisted by the correct objective choice, the apathy of taking repair goes my way though so happy days.
Playing on Invasion, so flanking Circle zones and shared rectangle. The most key terrain feature is easily "the brick" an obstruction to the left of centre in the table. When I lost the die roll the side that could hide behind it better was my only real consideration.
Other terrain being both sides getting a defensive forest, a trench for me, rubble to the right of centre repped by a green template. Legion had some other bits that don't come into it at all.
Still in proxyville, though not as bad as last game.
Minions
A GW Nightbringer and Ashlynn Ashes to Ashes mounted on Green/Black bases remain the Void Archons. I got an Agoniser and labelled it for the Hermit.
Legion
Bane Cav are serving as Chosen, a unit of Holy Zealots and Mechanithralls serve as the Rotwing units.
Round 1: Turns out my field of Uno jokes is limited. Draw 4.
The Hellmouths get plonked to be touching either zone.
Everything Legion moves forward, Ignite going on the left unit of Ogrun who are Gorag-less.
Gorag unit and Chosen lean to the right, Rotwings are intermixed in.
The Efaarits, deployed directly across from the Blightbringer, ping it with Signs and Portents, do pretty well. If nothing else happens we'll just chip it down turn after turn.
A Feralgeist goes super wide on either flank.
Dahlia pops Haunting Melody and moves in a Brickward direction, intending to hide behind it and have her aura of fun going out. Snake pops Counterblast given I wasn't advancing super far forward.
Gravewind goes on the right Void, Battlehost is up. Immediately happy to have a Bone Shrine again to handle the Spell load.
Legion 2: So I fly in with my flappy flappy fins That's not how Fish Rap!
The Rotwing unit in the centre flies over the Brick, one of them gets popped to Counterblast.
Blightbringer runs up to said Brick with feated Kallus behind him.
Left side gets the Ignited Ogrun moving in behind the Hellmouth Tentacles.
Beside the Brick the Gorag unit and Chosen gather in a blob of boxes.
Right side the other Rotwing unit swarms around the zone, those models are out of Kallus' feat range.
Winions 2: Time to get Psedopodded
So those Rotwings fanned out in front of me are bait. Evil horrible bait, given Incubus are better models.
The right zone units are out of Kallus' feat range, so every warrior of model of consequence is covered. Sod all that, we're here to kill the Blightbringer.
This does mean clearing out those front Rotwings/Holy Zealots, the options are either attempting to crit consume with Skarath (Sign and Portents plus Dahlia's bond make that likely) or pull out of range with a Swamp Horror tentacle. Skarath has a spray that can add damage to the Gargantuan if needed, so one of the Swamp Horrors it is. Signs and Portents covers the MAT 6 issue, clears out the three Wingrots that need to go without to much issue.
Efaarits, Skarath and the Voids all pew pew or spray the Blightbringer, boosting where applicable. They get it down to a solid 5/7 boxes. Somewhere around there anyway.
Joyously, the Garg was base to base with the obstruction hereafter called The Brick (From memory also a solid film Levitt). The Brick isn't quite 4 inches wide, so the left Swamp Horror can poke with tentacles. The Soul Slave has to go first to throw out Ghostly, otherwise a Hellmouth tentacle will pull a freestrike drag interrupt shenanigan. Horror goes in, gets it down with an attack to spare.
Other than that, Dahlia runs behind The Brick to tag most of the enemy unit leaders with haunting Melody. A Feralgist goes to a position block spot in the centre, another tags the rightmost zone.
I score no points this turn, didn't feel like it matters to much. Feel, well set up for murdering next round.
Legion 3: Go Bats, save the day like you were marrying a Cat in a bad storyline
The forward Rotwings move in and try to scrag up a Swamp Horror, to find that without Finisher Procced and no charge they couldn't hurt it. Glorious.
Left Ogrun stumble forward, they ding the Horror next to The Brick for a few points.
The Chosen split off to hang around the rubble, Gorag's Ogrun come up and kill the objective plus some blocking Gobbers.
Right Rotwing unit swoops forward with some getting in the way action.
Kallus, now in fear of the Ghost walking Swamp Horros going through The Brick, hides behind his objective.
Legion get up from the objective, 0-1.
Minion 3: Voids, go sweep the leg
Allrighty, Kallus' feat is expired so ow we can commence juicy murder.
Jaga pops Signs and Portents, as she is want to do. Feat is triggered to get rid of most of the Gobber models, it's just used to clear out the remaining forward Rotwing unit as they'd be a waste of other units attacks.
On the left the Void moves up, sprays down Tentacles and some Ogrun, ports up to the Hellmouth and wails on it. Sadly leaves it alive on a few boxes. Efaarit has a go at finishing it off, hard bounce on that one.
Once more the Soul Slave Ghost Walking a Swamp Horror saves it, the Horror going through the corner of The Brick thanks to the Battlehost movement buff and kills the Hellmouth and finishes off most of the Ogrun, Skarath then clears the zone. Entropic Force makes this job so much easier.
Alas, my opening game unpack had the grievous floor of the Swamp Gobbers being on the completely wrong side so couldn't touch the zone for points. Solid play there.
Centrally the other Void moves up to get Entropic on the Chosen, also kills three of them. The nearby pair of Swamp Horrors go in and wipe out Gorags unit and the rest of the Chosen, it was pretty brutal.
Nothing really happens on the right. Feralgeist just chills out and contests.
Lose condition here is Jaga dying to to all the Rotwings coming in, so a Feralgeist and the Hermit move to blocking positions to limit charges.
Legion 4: Time for Squid munchables
Kallus opts to try for some army points, charges into the centre pair of Swamp Horrors. Flashing Blade pops one, leave the other on halfish. The Rotwings and Harrier (Repped by a blank Proxy Base) try to finish it off, alas Impervious works out and it is left on a handfull of boxes.
Hellmouth on the right lols it to land the hard 10's on the Grave Winded Void and drag it in.
Minion 4: Behold the ANIMUS TECH
Kallus is right there. The left Void flies over across, the left Swamp Horror puts Elasticity on it so Dark Shroud reaches the Legion Warlock.
Centre Swamp Horror is healed, Sighs and Portents popped, eats Kallus with no issue.
Yeah.....Voids are mandatory models. Sigh. I like the Nightbringer proxy, will just get a second one and swap the base after hacking off the little Stargate Replicator thingies that are on it.
Bad Hermit positioning throughout the game, Signs and Portents covered it well enough, still should have added some mad visions. Also didn't use the Scroll, though there wasn't a key point where that was a big concern.
Only real issue is the intersection of drops between this Warbeast heavy list and the Rask one seems like a lying Venn Diagram (That's where one circle drops directly on top of another).
Swamp Gobber unit was brutally misused, should have run to the left ASAP when Legion leaned toward the right of THE BRICK.
Time was also an issue, turns took far longer than I like.
Other ramblings are at r/SlothyWarmachine
Jaga round 2: slightly less proxying! Same special effects budget!
Minions - Squidward family reunion v1.5
Theme: Will Work For Food
75 / 75 Army
Jaga-Jaga, the Death Charmer - WB: +27
- Gatorman Soul Slave - PC: 5
- Swamp Horror - PC: 15 (Battlegroup Points Used: 15)
- Swamp Horror - PC: 15 (Battlegroup Points Used: 12)
- Swamp Horror - PC: 15
- Bull Snapper - PC: 5
Dahlia Hallyr - Hallyr & Skarath: 17
- Skarath
Void Archon - PC: 8
Void Archon - PC: 8
Feralgeist - PC: 0
Feralgeist - PC: 0
Feralgeist - PC: 0
Efaarit Scouts - PC: 0
Efaarit Scouts - PC: 0
Hermit of Henge Hold - PC: 5
Bone Shrine - PC: 2
Swamp Gobber Chef - PC: 1
Swamp Gobber Chef - PC: 1
Swamp Gobber River Raider - PC: 1
Swamp Gobber River Raider - PC: 1
Swamp Gobber River Raider - PC: 1
Swamp Gobber Bellows Crew - Leader & 1 Grunt: 2
Dropped the 4th Swamp Horror to fit in the Bullsnapper, Bone Shrine, Soul Slave.
Originally had 9 River Raiders before I snapped out of that fugue state.
Originally had 9 River Raiders before I snapped out of that fugue state.
No Ammok makes the Feralgeists amazing contestors. I won't be that sad if they die, likely means that Kallus went out of his way. This could have been assisted by the correct objective choice, the apathy of taking repair goes my way though so happy days.
Playing on Invasion, so flanking Circle zones and shared rectangle. The most key terrain feature is easily "the brick" an obstruction to the left of centre in the table. When I lost the die roll the side that could hide behind it better was my only real consideration.
Other terrain being both sides getting a defensive forest, a trench for me, rubble to the right of centre repped by a green template. Legion had some other bits that don't come into it at all.
Still in proxyville, though not as bad as last game.
Minions
A GW Nightbringer and Ashlynn Ashes to Ashes mounted on Green/Black bases remain the Void Archons. I got an Agoniser and labelled it for the Hermit.
Legion
Bane Cav are serving as Chosen, a unit of Holy Zealots and Mechanithralls serve as the Rotwing units.
Round 1: Turns out my field of Uno jokes is limited. Draw 4.
The Hellmouths get plonked to be touching either zone.
Everything Legion moves forward, Ignite going on the left unit of Ogrun who are Gorag-less.
Gorag unit and Chosen lean to the right, Rotwings are intermixed in.
The Efaarits, deployed directly across from the Blightbringer, ping it with Signs and Portents, do pretty well. If nothing else happens we'll just chip it down turn after turn.
A Feralgeist goes super wide on either flank.
Dahlia pops Haunting Melody and moves in a Brickward direction, intending to hide behind it and have her aura of fun going out. Snake pops Counterblast given I wasn't advancing super far forward.
Gravewind goes on the right Void, Battlehost is up. Immediately happy to have a Bone Shrine again to handle the Spell load.
Legion 2: So I fly in with my flappy flappy fins That's not how Fish Rap!
The Rotwing unit in the centre flies over the Brick, one of them gets popped to Counterblast.
Blightbringer runs up to said Brick with feated Kallus behind him.
Left side gets the Ignited Ogrun moving in behind the Hellmouth Tentacles.
Beside the Brick the Gorag unit and Chosen gather in a blob of boxes.
Right side the other Rotwing unit swarms around the zone, those models are out of Kallus' feat range.
Winions 2: Time to get Psedopodded
So those Rotwings fanned out in front of me are bait. Evil horrible bait, given Incubus are better models.
The right zone units are out of Kallus' feat range, so every warrior of model of consequence is covered. Sod all that, we're here to kill the Blightbringer.
This does mean clearing out those front Rotwings/Holy Zealots, the options are either attempting to crit consume with Skarath (Sign and Portents plus Dahlia's bond make that likely) or pull out of range with a Swamp Horror tentacle. Skarath has a spray that can add damage to the Gargantuan if needed, so one of the Swamp Horrors it is. Signs and Portents covers the MAT 6 issue, clears out the three Wingrots that need to go without to much issue.
Efaarits, Skarath and the Voids all pew pew or spray the Blightbringer, boosting where applicable. They get it down to a solid 5/7 boxes. Somewhere around there anyway.
Joyously, the Garg was base to base with the obstruction hereafter called The Brick (From memory also a solid film Levitt). The Brick isn't quite 4 inches wide, so the left Swamp Horror can poke with tentacles. The Soul Slave has to go first to throw out Ghostly, otherwise a Hellmouth tentacle will pull a freestrike drag interrupt shenanigan. Horror goes in, gets it down with an attack to spare.
Other than that, Dahlia runs behind The Brick to tag most of the enemy unit leaders with haunting Melody. A Feralgist goes to a position block spot in the centre, another tags the rightmost zone.
I score no points this turn, didn't feel like it matters to much. Feel, well set up for murdering next round.
Legion 3: Go Bats, save the day like you were marrying a Cat in a bad storyline
The forward Rotwings move in and try to scrag up a Swamp Horror, to find that without Finisher Procced and no charge they couldn't hurt it. Glorious.
Left Ogrun stumble forward, they ding the Horror next to The Brick for a few points.
The Chosen split off to hang around the rubble, Gorag's Ogrun come up and kill the objective plus some blocking Gobbers.
Right Rotwing unit swoops forward with some getting in the way action.
Kallus, now in fear of the Ghost walking Swamp Horros going through The Brick, hides behind his objective.
Legion get up from the objective, 0-1.
Minion 3: Voids, go sweep the leg
Allrighty, Kallus' feat is expired so ow we can commence juicy murder.
Jaga pops Signs and Portents, as she is want to do. Feat is triggered to get rid of most of the Gobber models, it's just used to clear out the remaining forward Rotwing unit as they'd be a waste of other units attacks.
On the left the Void moves up, sprays down Tentacles and some Ogrun, ports up to the Hellmouth and wails on it. Sadly leaves it alive on a few boxes. Efaarit has a go at finishing it off, hard bounce on that one.
Once more the Soul Slave Ghost Walking a Swamp Horror saves it, the Horror going through the corner of The Brick thanks to the Battlehost movement buff and kills the Hellmouth and finishes off most of the Ogrun, Skarath then clears the zone. Entropic Force makes this job so much easier.
Alas, my opening game unpack had the grievous floor of the Swamp Gobbers being on the completely wrong side so couldn't touch the zone for points. Solid play there.
Centrally the other Void moves up to get Entropic on the Chosen, also kills three of them. The nearby pair of Swamp Horrors go in and wipe out Gorags unit and the rest of the Chosen, it was pretty brutal.
Nothing really happens on the right. Feralgeist just chills out and contests.
Lose condition here is Jaga dying to to all the Rotwings coming in, so a Feralgeist and the Hermit move to blocking positions to limit charges.
Legion 4: Time for Squid munchables
Kallus opts to try for some army points, charges into the centre pair of Swamp Horrors. Flashing Blade pops one, leave the other on halfish. The Rotwings and Harrier (Repped by a blank Proxy Base) try to finish it off, alas Impervious works out and it is left on a handfull of boxes.
Hellmouth on the right lols it to land the hard 10's on the Grave Winded Void and drag it in.
Minion 4: Behold the ANIMUS TECH
Kallus is right there. The left Void flies over across, the left Swamp Horror puts Elasticity on it so Dark Shroud reaches the Legion Warlock.
Centre Swamp Horror is healed, Sighs and Portents popped, eats Kallus with no issue.
Yeah.....Voids are mandatory models. Sigh. I like the Nightbringer proxy, will just get a second one and swap the base after hacking off the little Stargate Replicator thingies that are on it.
Bad Hermit positioning throughout the game, Signs and Portents covered it well enough, still should have added some mad visions. Also didn't use the Scroll, though there wasn't a key point where that was a big concern.
Only real issue is the intersection of drops between this Warbeast heavy list and the Rask one seems like a lying Venn Diagram (That's where one circle drops directly on top of another).
Swamp Gobber unit was brutally misused, should have run to the left ASAP when Legion leaned toward the right of THE BRICK.
Time was also an issue, turns took far longer than I like.
Wednesday, November 13, 2019
Oblivion Game 10 - Jaga Jaga1 (Will Work for Food) vs Mohsar1 (The Wild Hunt) - Proxy Hell
Oblivion Game 10 - Jaga Jaga1 (Will Work for Food) vs Mohsar1 (The Wild Hunt) - Proxy Hell
Other ramblings are at r/SlothyWarmachine
Maelok is dead, long live the return of my pre-Oblivion struggle of making Jaga work! (For me).
I stared into the Void and it.....basically barely glanced at me before finding someone that actually posts and retweets. The back of the Void's Ovoid head was a vague design that made me want to try to spam Swamp Horrors. Way back in the day, before Wrastlers had Rage and the game plan was to win somehow using throws, some player posted their anti-armour list of Calaban spamming Swamp Horrors as an armour cracking option.
The need for that Calaban list is definitely lost in the depths of time and a different edition of the game, nevertheless I've always wanted to try something similar.
It then turns out I'm a coward and the max Swamp Horrorage I could convince myself of was four, backed up by Dahlia/Skarath, a pair of Void Archons, Feral Geists and Efaarits as Requisitionness. Also added the Hermit after my last mauling by Grymkin and some Gobbers.
Playing into Mohsar, spamming loads of Wolves of Orboros, which strikes me as being a worse version of weapon master spam? Has a Feral, Riphorn and Woldwyrd for battlegroup, Lord of the Feast, Wolf With No Name, triple Gallows Grove, a Blackclad. And a Well.
Bunker, terrain gives one side a defensive obstruction, a cloud and some impeding water, the other gets a garbage forest and fog arrangement. a forest is also smack back on the centre flag.
I lose the roll, given second, I take the side with defensive terrain. Yay to enabled cowering.
Deployment. or what the hell is what.
So, yeah, due to short term planning failures it was time to throw down in proxyville.
Circle side
Drudges, Overlords and Stormcallers represent the Wolves of Orboros units, one of which is ambushing.
Bloat Thralls are the Gallows Groves, advance deployed on either flank.
Haley2 on the left is Lord of the Feast.
Ravager Shaman on the right is Wolf With No Name.
Armless/Headless Grey Werewolf on the left is the Riphorn.
Huge Base is the Well.
Three Ravagers are War Wolves.
Minion Side
Ashlynn Mini-Crate Model on a Green/Black Large Base is one Void.
Tall as Nightbringer Model on a Green/Black Base on the right is the other Void.
Wrecker is the fourth Swamp Horror (Really thought I owned four. Go past me! Your purchasing decisions are only 98% as bad as you thought!).
Behind the regular Swamp Horror Model is......some Malifaux guy? Weird Grey Blob base? He has a robe, seemed good enough.
Sad Blue spike of lead at the back is the half Feralgeist. I do end up fixing it afterwards.
Round 1: Uno
Circle moves forward, mostly keeping parity with each other ultimately and without to many positioning reshuffles, with the exception of the Pew Pew Wold who darts to the right.
Wolf With No Name Preys Skarath.
Minion advance is much more stilted, ambushers are impending so I leave nothing interesting out on the left and have Dahlia go out the right, she's a natural messer of living model ambushers.
As soon as I started throwing Spells out I felt regret at not bringing the Soul Slave/Bone Shrine combo, Upkeeps may have to be extinguished early on or playing with low camp in mind.
Battlehost went up, I'd originally intended to Grave Win Skarath however the aggressive shift of the Pew Pew Wold, who is anti sweet delicious upkeeps, made the left Void a much better choice.
Swamp Horrors make a forward line at the top of my rectangle zone, other stuff chills behind it. Skarath puts up Counterblast and is turned to face the right edge.
Circle 2: That's just a Venn Diagram
One of the Wolves units had Mirage, which lets a few of them get charge range on the Swamp Horrors. They pop Power Swell and charge up, they do pretty terribly with the limited number that get in.
Most of the other stuff forms up behind the line of flags, a War Wolf popping to each flanking flag.
Right side one War Wolf goes in one a Swamp Horror, from memory does about 7 damage points (Hardest hitter in the game so far). The Ambushing unit does come in, then spreads out in an arc to avoid the Skarath Counterblast. Haunting Melody stops them going anywhere to dangerous.
A pair of Salt Pillars pop out, one between the water/fog, the other next to the obstruction. Basically trying to pin me in.
Sunhammer also goes up and proceeds to do nickel and dime damage for most of the game.
Minion 2: Oh yes, there will be tentacles
Alrighty, counter punch time. Nothing to amazing planning wise happening here, it's kill stuff and try to offer less to be eaten. Ideally pop the Power Swell munchkins. Get something into the enemy zone to contest.
Jaga shuffles over, pops Signs and Portents. I dropped Battle host to afford casting Ghost Walk on an Efaarit, in case I couldn't pop all the free strike potential models.
The three central Swampies go in, they clear out the front Wolves unit, two go high in Fury while another is empty in case of feat (Though for some weird Lego Spaceland reason my brain decided Mohsar had Sturm and Drangs feat. Weird. Similar principle to deal with anyway).
One Efaarit runs to contest, the other pops the Power Swell dude in the back Wolves unit.
Leftwise, The Void goes in, kills a Gallows Grove, Lord of the Feast and a War wolf then teleports to safety. Madness. This left a Gallows remaining in the vicinity, so a Feralgeist charged it and managed to pop it (Can kill trees but not Gremlins. Duly noted.).
A River Raider runs to score the left flag, hermit moves up in the general vicinity. I didn't need Ruin in the matchup, so had a vague motion of using him to contest next turn.
I couldn't quite clear the contestors on the centre flag so didn't bother putting anything to score.
Rightwise, the Void kills half the ambushers including the Power Swell guy and hugs the right board edge. Skarath sprays down the War Wolves, one blocking the Wrecker Swamp Horror the other sitting on the flag.
Wrecker Swamp Horror charges the Pew Pew Wold, misses a charging tentacle. Not a big deal, it was actually there to drag the Feral in. Alas, the dice for the earlier Swamp Horrors average out and though the Feral is mauled badly it is not rendered deceased.
Swamp Gobbers pop a cloud to hide the campless Jaga Jaga.
2-0 to me (left flag/zone).
Circle 3: Paradoxical names are annoying and synonymous with a busines model based on expansions
Mohsar feats and magic zaps the contesting Efaarit. The Riphorn goes over, contests the left flag and goes high in Fury to kill the Hermit with a stack of papercuts.
The Wolves Press Forward, one going in to toe my zone while his buddies kill the Swamp Gobbers.
Wold and Feral gank the Wrecker Swamp Horror, the Gallows popping over to the right flag, alas running out of ways to deal with the contesting Feralgeist.
The Ambush unit circles around Skarath and attempts some jabs, they roll appalingly. Wolf with No Name tries a shot on teh Snake and misses.
Circle score their zone, 2-1.
Minion 3: This is the tree hugger that goes squelch. *squelch*
Continuing to ride my tide of nonsense, the two Squids at threat of frenzing from Mohsars feat both pass their Threshold checks.
Jaga Signs and Portents, then Squid murder happens.
On the left a Squid and the Void kill the Riphorn and a few Wolves, Feralgiest takes the flag while the River Raider runs to contest.
Centrally the Void, two remaining Squids and the Efaarit kill.....the world? All the Wolves, Wolf with No Name, Gallows Grove, Pew Pew Wold and Feral are killed. The Wolves mostly to the spray and Overtaking Tentacles, the Feral had a slither of health at the time and the Wold just wasn't sturdy.
Feralgiests take the centre and right flags.
Skarath turns around and crit consumes the ambush unit down to two dudes.
I score 4 points courtesy of each flag having a Geist and my zone, win 6-1. Feel like their might be something to Swamp Horrors, though this was a dreadful matchup for the Circle list based on how those end turns went. Signs and Portents really made up for the 7's to hit points.
Concerns vis a vis the list is whether Ruin and Dark Shroud will give enough armour cracking, this isn't the matchup to test that.
Going to drop one Squid to free up some points, need the Fury management pieces plus something for Jaga to feat with.
Other ramblings are at r/SlothyWarmachine
Maelok is dead, long live the return of my pre-Oblivion struggle of making Jaga work! (For me).
I stared into the Void and it.....basically barely glanced at me before finding someone that actually posts and retweets. The back of the Void's Ovoid head was a vague design that made me want to try to spam Swamp Horrors. Way back in the day, before Wrastlers had Rage and the game plan was to win somehow using throws, some player posted their anti-armour list of Calaban spamming Swamp Horrors as an armour cracking option.
The need for that Calaban list is definitely lost in the depths of time and a different edition of the game, nevertheless I've always wanted to try something similar.
It then turns out I'm a coward and the max Swamp Horrorage I could convince myself of was four, backed up by Dahlia/Skarath, a pair of Void Archons, Feral Geists and Efaarits as Requisitionness. Also added the Hermit after my last mauling by Grymkin and some Gobbers.
Playing into Mohsar, spamming loads of Wolves of Orboros, which strikes me as being a worse version of weapon master spam? Has a Feral, Riphorn and Woldwyrd for battlegroup, Lord of the Feast, Wolf With No Name, triple Gallows Grove, a Blackclad. And a Well.
Bunker, terrain gives one side a defensive obstruction, a cloud and some impeding water, the other gets a garbage forest and fog arrangement. a forest is also smack back on the centre flag.
I lose the roll, given second, I take the side with defensive terrain. Yay to enabled cowering.
Deployment. or what the hell is what.
So, yeah, due to short term planning failures it was time to throw down in proxyville.
Circle side
Drudges, Overlords and Stormcallers represent the Wolves of Orboros units, one of which is ambushing.
Bloat Thralls are the Gallows Groves, advance deployed on either flank.
Haley2 on the left is Lord of the Feast.
Ravager Shaman on the right is Wolf With No Name.
Armless/Headless Grey Werewolf on the left is the Riphorn.
Huge Base is the Well.
Three Ravagers are War Wolves.
Minion Side
Ashlynn Mini-Crate Model on a Green/Black Large Base is one Void.
Tall as Nightbringer Model on a Green/Black Base on the right is the other Void.
Wrecker is the fourth Swamp Horror (Really thought I owned four. Go past me! Your purchasing decisions are only 98% as bad as you thought!).
Behind the regular Swamp Horror Model is......some Malifaux guy? Weird Grey Blob base? He has a robe, seemed good enough.
Sad Blue spike of lead at the back is the half Feralgeist. I do end up fixing it afterwards.
Round 1: Uno
Circle moves forward, mostly keeping parity with each other ultimately and without to many positioning reshuffles, with the exception of the Pew Pew Wold who darts to the right.
Wolf With No Name Preys Skarath.
Minion advance is much more stilted, ambushers are impending so I leave nothing interesting out on the left and have Dahlia go out the right, she's a natural messer of living model ambushers.
As soon as I started throwing Spells out I felt regret at not bringing the Soul Slave/Bone Shrine combo, Upkeeps may have to be extinguished early on or playing with low camp in mind.
Battlehost went up, I'd originally intended to Grave Win Skarath however the aggressive shift of the Pew Pew Wold, who is anti sweet delicious upkeeps, made the left Void a much better choice.
Swamp Horrors make a forward line at the top of my rectangle zone, other stuff chills behind it. Skarath puts up Counterblast and is turned to face the right edge.
Circle 2: That's just a Venn Diagram
One of the Wolves units had Mirage, which lets a few of them get charge range on the Swamp Horrors. They pop Power Swell and charge up, they do pretty terribly with the limited number that get in.
Most of the other stuff forms up behind the line of flags, a War Wolf popping to each flanking flag.
Right side one War Wolf goes in one a Swamp Horror, from memory does about 7 damage points (Hardest hitter in the game so far). The Ambushing unit does come in, then spreads out in an arc to avoid the Skarath Counterblast. Haunting Melody stops them going anywhere to dangerous.
A pair of Salt Pillars pop out, one between the water/fog, the other next to the obstruction. Basically trying to pin me in.
Sunhammer also goes up and proceeds to do nickel and dime damage for most of the game.
Minion 2: Oh yes, there will be tentacles
Alrighty, counter punch time. Nothing to amazing planning wise happening here, it's kill stuff and try to offer less to be eaten. Ideally pop the Power Swell munchkins. Get something into the enemy zone to contest.
Jaga shuffles over, pops Signs and Portents. I dropped Battle host to afford casting Ghost Walk on an Efaarit, in case I couldn't pop all the free strike potential models.
The three central Swampies go in, they clear out the front Wolves unit, two go high in Fury while another is empty in case of feat (Though for some weird Lego Spaceland reason my brain decided Mohsar had Sturm and Drangs feat. Weird. Similar principle to deal with anyway).
One Efaarit runs to contest, the other pops the Power Swell dude in the back Wolves unit.
Leftwise, The Void goes in, kills a Gallows Grove, Lord of the Feast and a War wolf then teleports to safety. Madness. This left a Gallows remaining in the vicinity, so a Feralgeist charged it and managed to pop it (Can kill trees but not Gremlins. Duly noted.).
A River Raider runs to score the left flag, hermit moves up in the general vicinity. I didn't need Ruin in the matchup, so had a vague motion of using him to contest next turn.
I couldn't quite clear the contestors on the centre flag so didn't bother putting anything to score.
Rightwise, the Void kills half the ambushers including the Power Swell guy and hugs the right board edge. Skarath sprays down the War Wolves, one blocking the Wrecker Swamp Horror the other sitting on the flag.
Wrecker Swamp Horror charges the Pew Pew Wold, misses a charging tentacle. Not a big deal, it was actually there to drag the Feral in. Alas, the dice for the earlier Swamp Horrors average out and though the Feral is mauled badly it is not rendered deceased.
Swamp Gobbers pop a cloud to hide the campless Jaga Jaga.
2-0 to me (left flag/zone).
Circle 3: Paradoxical names are annoying and synonymous with a busines model based on expansions
Mohsar feats and magic zaps the contesting Efaarit. The Riphorn goes over, contests the left flag and goes high in Fury to kill the Hermit with a stack of papercuts.
The Wolves Press Forward, one going in to toe my zone while his buddies kill the Swamp Gobbers.
Wold and Feral gank the Wrecker Swamp Horror, the Gallows popping over to the right flag, alas running out of ways to deal with the contesting Feralgeist.
The Ambush unit circles around Skarath and attempts some jabs, they roll appalingly. Wolf with No Name tries a shot on teh Snake and misses.
Circle score their zone, 2-1.
Minion 3: This is the tree hugger that goes squelch. *squelch*
Continuing to ride my tide of nonsense, the two Squids at threat of frenzing from Mohsars feat both pass their Threshold checks.
Jaga Signs and Portents, then Squid murder happens.
On the left a Squid and the Void kill the Riphorn and a few Wolves, Feralgiest takes the flag while the River Raider runs to contest.
Centrally the Void, two remaining Squids and the Efaarit kill.....the world? All the Wolves, Wolf with No Name, Gallows Grove, Pew Pew Wold and Feral are killed. The Wolves mostly to the spray and Overtaking Tentacles, the Feral had a slither of health at the time and the Wold just wasn't sturdy.
Feralgiests take the centre and right flags.
Skarath turns around and crit consumes the ambush unit down to two dudes.
I score 4 points courtesy of each flag having a Geist and my zone, win 6-1. Feel like their might be something to Swamp Horrors, though this was a dreadful matchup for the Circle list based on how those end turns went. Signs and Portents really made up for the 7's to hit points.
Concerns vis a vis the list is whether Ruin and Dark Shroud will give enough armour cracking, this isn't the matchup to test that.
Going to drop one Squid to free up some points, need the Fury management pieces plus something for Jaga to feat with.
Thursday, October 31, 2019
Oblivion Game 9 - Maelok (POSSSSSSSE) vs Child1 (OH GAWD CLOOOOOCKS)
Oblivion Game 9 - Maelok (POSSSSSSSE) vs Child1 (OH GAWD CLOOOOOCKS)
Playing into a returning Circle god from a different era, now flinging out some edge lord faeries as they get back into the swing of it. The Misfits had a short stint as Wrestlers which is weirding me out.
It's Child with loads of Clocks, a Skin and Moans, Cage Rager, Hound, Support stuff including the damn Hengehold Hermit fella. It's probably a Rask drop, opted to try out Maelok again anyway.
Maelok still limping along with a Dracodile and triple Posse, now with a Blindwalker. Bosun Grogspar Gator style either wasn't out or I hadn't noticed it at the time, so was not present. Going in I was very concerned about how many Posse would have to die to crimp up heavies, plus Clocks porting around on losing an aspect seems like it will be annoying.
Spread the Net, I got first and a side with a defensive wall/trench/cloud deal. Central zone has a lopsided forest. Grym get some irrelevant water and an offensive forest on the left.
ROUND ONE: I get constant ad spam for a spell check app that at this point is basically promising to improve my sex life and make me understand Kant
Stuff runs up. My thrill at all models surviving transport is instantly demolished by a Feralgeist popping apart. Sigh.
Dracodile is off centre to be a lazy way for pathfinder through the forest, not a huge deal anyway given the access to incorporeal. Posse spread liberally around as Maelok cowers in the centre, the Bullsnapper and Blindwalker lean to the right to score the defensive rectangle.
Grymkin respond by running up with a spread out line of Clocks, enough for a Posse member to get onto each one if desired. Skin and Moans edges out the front. Hound goes to the far right.
Minion 2: Well, it's right there isn't it?
The Skin and Moans is bait, still worth killing before it gets corpsed up. I decide the minimal attacks on the clocks with auto heal isn't worth the time and energy.
Dracodile shuffles forward and sprays the Skinner, then the Soul Slave shambles up and lands Mortality. There's probably an argument to do this the other way round, however I like the surety of landing the debuff from the Magical 4 fella versus an extra two damage points the Spray would do.
Maelok stayed cowering in the trench and feated, if it was to be any turn it was this one.
Posse all surge forward with a few chumps at the back for optimistic resurrections. The Gold Posse easily kill the Skin and Moans, in an ideal world they would have drawn out the Hermit scroll, early spikes made that an overly optimistic take.
Feralgeists go on flag score/contest duty.
Clockwork 2: This Orange Doesn't Need It's Skin To Beat You Down
Hermit advances and does Ruin. This was an awkward reminder about the penalty of laziness when it comes to checking new models abilities.
The Cae Rager gets stronger from Karianna's faint praise, along with the Clocks surging forward and pumping up their Fury I lose 7 Posse. Ow.
The Hound ends up in the corner of my rectangle and the Fairies Rectangle is cleared up, so this isn't great.
Score is 0-1.
Minion 3: This Grey Matter doth leak so
Alrighty, seems easy enough. Aim this turn is to pop the Cage Rager to get Mortalities out, move the Blindwater to deal with the Gorehound net turn, give up on teh armour and resurrect our way to a painful attrition win.
Except Discord stops orders and the Purple Posse can't charge in for the desperately needed boosted damage attack. This discovery throws me for an utter loop and I think my forebrain (hindbrain? one of the sides? The memory of the mullet that engineer in his 50's had at work a decade ago?) kicks in, so we do bits of the original plan poorly.
The Dracodile is more confined than anything else by the theoretically shielding Posse, should have been a larger gap between the models. He ends up critting the tail to knock the clock to his right into the Cage Rager, then rolls poorly on his to hit on the other engaging him.
The Posse surge....well, amble inefficiently into the Cage Rager, they do sod all damage even with the help of the Hermit.
Gator Soul Slave ends up doing a Venom to kill a pair of Gremlins, the Blindwalker ends up stomping forward and arcnoding, intending to Venom the Toad dude to let me score the Fairies flag.
Yeah....who'd a thunk that a Fairy Toad would be like all other Toads in the game and immune to corrosion? Not this genius. I blame hypno-toad for reasons both petty and vague.
Maelok ends up Death Pacting, Feralgeists contest around. One on the left actually charges a Gremlin Swarm, hits, then only does a couple boxes. Yeesh. That one deserved to be destroyed by his own ability.
Clockwork 3: Just clicked that this is the name of a Convergence theme
It's cleanup time for Gryms.
Hermit does Ruin again. Completely forgot I was meant to kill him.
Child charges up to kill a few Posse, pass out some buffs. Clock and Cage Rager go in and kill the Dracodile. Hound frenzied on a feralgeist for nought.
Bone Posse and a Purple grunt get smooshed.
No points scored.
Minion 4: Pablo Escabar escaped to be a guitarist in The Hives and I feel this should be addressed
We've got one chance at this point. We have to kill the Child. In an Annabelle kind of way, the Crocs are the good aligned side here. Sort of. In a shades of neutral kind of way.
Child has low camp and is under Ruin, we must avoid triggering Sacrifice at all costs. She's positioned just out of Cage Rager Arcane Vortex range.
The Gator Soul Slave crawls up, has to avoid the Discord Chicken. Pops Mortality on the Child (Dudes worth his weight in fried Optimus Primes).
Two Purple Posse go in, Child's armour is low enough that they go through the Transfers. Child still has about tenish boxes to go I think, is pseudo armour 13 with all the debuffs.
The Posse didn't succeed, luckily we have a backup. A Venomous backup. The Gold Posse chips at the Cage Rager, it hasn't got immense health yet. Maelok charges it, navigates awkwardly through his attacks and just manages to kill it with the right weapon to Reeve it's Fury and go up to full, Child then gets hit with a stack of Venoms.
She lives on a handfull of boxes.
Alright, back up to the backup, once we determine nothing else can charge in and the Witch Docs are way out of range to Explode a Posse on her.
The Blindwalker, unexpected hero of the hour, lumbers forward to pick up a Clock and throw it at the Child. lands it, beats the strength roll. is half an inch out on the distance, Clock scatters somewhere irrelevant. Sod. Game called, Maelok dies with trifling ease from here.
Think this was enough to shake me from Maelok for a while, he's not clicking. For an attrition caster I sure do end up needing to Hail Mary attempt a lot with my feeble Posse skills. Rask would have been a better drop from the get go, with poor positioning abedding my complete breakdown of a turn 3.
Hail Mary wise, last thing I think I coul have done is used the Bullsnapper to slam the Clock to be thrown and hope the angle gets the 5" range for the throw up, alas I put a Purple Posse in the way early on in the turn.
Sod the undead for a while, time for tentacle action.
Playing into a returning Circle god from a different era, now flinging out some edge lord faeries as they get back into the swing of it. The Misfits had a short stint as Wrestlers which is weirding me out.
It's Child with loads of Clocks, a Skin and Moans, Cage Rager, Hound, Support stuff including the damn Hengehold Hermit fella. It's probably a Rask drop, opted to try out Maelok again anyway.
Maelok still limping along with a Dracodile and triple Posse, now with a Blindwalker. Bosun Grogspar Gator style either wasn't out or I hadn't noticed it at the time, so was not present. Going in I was very concerned about how many Posse would have to die to crimp up heavies, plus Clocks porting around on losing an aspect seems like it will be annoying.
Spread the Net, I got first and a side with a defensive wall/trench/cloud deal. Central zone has a lopsided forest. Grym get some irrelevant water and an offensive forest on the left.
ROUND ONE: I get constant ad spam for a spell check app that at this point is basically promising to improve my sex life and make me understand Kant
Stuff runs up. My thrill at all models surviving transport is instantly demolished by a Feralgeist popping apart. Sigh.
Dracodile is off centre to be a lazy way for pathfinder through the forest, not a huge deal anyway given the access to incorporeal. Posse spread liberally around as Maelok cowers in the centre, the Bullsnapper and Blindwalker lean to the right to score the defensive rectangle.
Grymkin respond by running up with a spread out line of Clocks, enough for a Posse member to get onto each one if desired. Skin and Moans edges out the front. Hound goes to the far right.
Minion 2: Well, it's right there isn't it?
The Skin and Moans is bait, still worth killing before it gets corpsed up. I decide the minimal attacks on the clocks with auto heal isn't worth the time and energy.
Dracodile shuffles forward and sprays the Skinner, then the Soul Slave shambles up and lands Mortality. There's probably an argument to do this the other way round, however I like the surety of landing the debuff from the Magical 4 fella versus an extra two damage points the Spray would do.
Maelok stayed cowering in the trench and feated, if it was to be any turn it was this one.
Posse all surge forward with a few chumps at the back for optimistic resurrections. The Gold Posse easily kill the Skin and Moans, in an ideal world they would have drawn out the Hermit scroll, early spikes made that an overly optimistic take.
Feralgeists go on flag score/contest duty.
Clockwork 2: This Orange Doesn't Need It's Skin To Beat You Down
Hermit advances and does Ruin. This was an awkward reminder about the penalty of laziness when it comes to checking new models abilities.
The Cae Rager gets stronger from Karianna's faint praise, along with the Clocks surging forward and pumping up their Fury I lose 7 Posse. Ow.
The Hound ends up in the corner of my rectangle and the Fairies Rectangle is cleared up, so this isn't great.
Score is 0-1.
Minion 3: This Grey Matter doth leak so
Alrighty, seems easy enough. Aim this turn is to pop the Cage Rager to get Mortalities out, move the Blindwater to deal with the Gorehound net turn, give up on teh armour and resurrect our way to a painful attrition win.
Except Discord stops orders and the Purple Posse can't charge in for the desperately needed boosted damage attack. This discovery throws me for an utter loop and I think my forebrain (hindbrain? one of the sides? The memory of the mullet that engineer in his 50's had at work a decade ago?) kicks in, so we do bits of the original plan poorly.
The Dracodile is more confined than anything else by the theoretically shielding Posse, should have been a larger gap between the models. He ends up critting the tail to knock the clock to his right into the Cage Rager, then rolls poorly on his to hit on the other engaging him.
The Posse surge....well, amble inefficiently into the Cage Rager, they do sod all damage even with the help of the Hermit.
Gator Soul Slave ends up doing a Venom to kill a pair of Gremlins, the Blindwalker ends up stomping forward and arcnoding, intending to Venom the Toad dude to let me score the Fairies flag.
Yeah....who'd a thunk that a Fairy Toad would be like all other Toads in the game and immune to corrosion? Not this genius. I blame hypno-toad for reasons both petty and vague.
Maelok ends up Death Pacting, Feralgeists contest around. One on the left actually charges a Gremlin Swarm, hits, then only does a couple boxes. Yeesh. That one deserved to be destroyed by his own ability.
Clockwork 3: Just clicked that this is the name of a Convergence theme
It's cleanup time for Gryms.
Hermit does Ruin again. Completely forgot I was meant to kill him.
Child charges up to kill a few Posse, pass out some buffs. Clock and Cage Rager go in and kill the Dracodile. Hound frenzied on a feralgeist for nought.
Bone Posse and a Purple grunt get smooshed.
No points scored.
Minion 4: Pablo Escabar escaped to be a guitarist in The Hives and I feel this should be addressed
We've got one chance at this point. We have to kill the Child. In an Annabelle kind of way, the Crocs are the good aligned side here. Sort of. In a shades of neutral kind of way.
Child has low camp and is under Ruin, we must avoid triggering Sacrifice at all costs. She's positioned just out of Cage Rager Arcane Vortex range.
The Gator Soul Slave crawls up, has to avoid the Discord Chicken. Pops Mortality on the Child (Dudes worth his weight in fried Optimus Primes).
Two Purple Posse go in, Child's armour is low enough that they go through the Transfers. Child still has about tenish boxes to go I think, is pseudo armour 13 with all the debuffs.
The Posse didn't succeed, luckily we have a backup. A Venomous backup. The Gold Posse chips at the Cage Rager, it hasn't got immense health yet. Maelok charges it, navigates awkwardly through his attacks and just manages to kill it with the right weapon to Reeve it's Fury and go up to full, Child then gets hit with a stack of Venoms.
She lives on a handfull of boxes.
Alright, back up to the backup, once we determine nothing else can charge in and the Witch Docs are way out of range to Explode a Posse on her.
The Blindwalker, unexpected hero of the hour, lumbers forward to pick up a Clock and throw it at the Child. lands it, beats the strength roll. is half an inch out on the distance, Clock scatters somewhere irrelevant. Sod. Game called, Maelok dies with trifling ease from here.
Think this was enough to shake me from Maelok for a while, he's not clicking. For an attrition caster I sure do end up needing to Hail Mary attempt a lot with my feeble Posse skills. Rask would have been a better drop from the get go, with poor positioning abedding my complete breakdown of a turn 3.
Hail Mary wise, last thing I think I coul have done is used the Bullsnapper to slam the Clock to be thrown and hope the angle gets the 5" range for the throw up, alas I put a Purple Posse in the way early on in the turn.
Sod the undead for a while, time for tentacle action.
Oblivion Game 8 - Rask1 (Will Work for Food) vs Harbinger1 (The Faithful Masses) [+Game 7 note]
Game 7 Headnote (This is my compromise on my internal debate about Header vs Footnote. Why is one a soccer reference? How come the other gets the "note" designation? Should I consider the "body" to actually be the torso, or have a X rated sentence somewhere around the middle to ensure the page is anatomically correct? Are all documents thus Ken dolls?).
It was my Rask list versus Rahn with a Helios, Phoenix and loads of the mittens units. The Helois on the bottle of one moved into range of the pair of forward Boneswarms, got gutted, after which Rask didn't get an assassinatio lined up on him so we chilled through without undue stress sweat (Possibly real sweat, enough nerds in a space can usually overpower any aircon).
Oblivion Game 8 - Rask1 (Will Work for Food) vs Harbinger1 (The Faithful Masses)
I'm lazy, so this happened a little while ago. Fuzziness ahoy!
Rask is my standard multiple Bone Swarms with a Wrastler, Dahlia/Danger Noodle, Ninja Pig, probably more support than is healthy, Pots, Efaarits
Harby had a Judicator, a pair of Archons, stacks of those 3 man Shield Guard units. Idrians, thankfully only one bane of my existence (Kicky Monk).
I end up going first, it's flanking Circle zones, a central rectangle zone and an objective either end.
Mix of forests in the centre, an obstruction on the right, Menoth side gets some walls while I have a trench.
My thinking going in is f*ck Harby (yes, I know the offensive word is finger), which basically means draw the scenario out long enough to line up an assassination on her. Hoping to suicide various solos on the right and push through to counter score on the left. Quite concerned that she would end up hiding behind the Judicator and being an annoyance.
ROUND 1: Runneroo
Idrians Prey Brine, which is a nuisance as he's the best threatener of the floaty prophet. Also Archons are around and that makes me sad.
I run stuff up with a heavy leaning toward the left, various solos spread out in the backfield of the right for future suicide contesting runs.
The Menites mostly match my pinwheeling, swing around to be in a position to dominate the right side of the board. Idrians stay up front, Judicator and Harbinger in the middle. Archon/Horsey solos moving up around the obstruction shows my sheer optimist that the terrain feature was going to help.
The Kicky Monk moves up behind a wall in the left zone.
Harby also purified most of my upkeeps and stuff, which is fine. Want her in a pattern of Purifying every turn rather than having more healing. Dahlia was far enough out on the left flank that Melody got to stay up.
MINION 2: Cake's Official Music Video for Short Skirt Long Jacket is a 4 out of 10
Standard Raskism, by which we mean it's feat turn as it lacks value one the lists close in with each other at all. For me, there's probably some more legit player somewhere that feated for the auto win on turn 7.
Continuing the primary plan at this point. I'm not going to bother contesting the right zone, the Menites will easily clear the models I have in range and score their anyway.
Dahlia stays chilling on the far left, Skarath gets re-rolls off a Pot and goes into the kicky Monk. The tech here being that a crit will auto consume the little git, Martydom be damned. Alas, even with a re-roll I don't get the crit (The odds of doing so are reduced by needing a reasonable roll to land the attack versus Shifting Sands/the Wall). However, we luck out, the monk is mispositioned and is out of Martydom range, fails the tough roll and just dies. Sweet.
A Bone Swarm toes the left zone out of an optimistic hope of clearing it up.
The Pigs run next to a forest, with the Wrastler, Bone Swarms and a Mist put up. Rask feats as well, there are attacks that can get to big pig and really I'm just hoping it's to much effort.
Efaarits on the far right try some pot shots at a mounted solo, miss, then repo back.
MENOTH 2: All that matters is whether Rob Thomas thinks we are smooth or not
Mostly the Menites super bunch up. Harbby moves up and feats.
The Beasts blob in front of Brine succeeds in looking like to much work, the Idrans shuffle around to CRA the objective, they do poorly. The Judicator moves squarely up in the middle of the table.
Menites score the right zone for a point.
MINION 3: I just prefer Major Tom in German
Well, for some reason she's moved forward of the Judicator/wall, lets get Harby!
Skarath shuffles across, does a poison spray that the Hermit cancels. Fair cop, the intent was to kill him after that. I end up sending a Boneswarm into him anyway, I foolishly didn't give it re-rolls and it misses an attack. Doh. Oh well.
Rask pops Fury on Brine, moves forward, shoots down the Hermit and pops down some Mist to get Brine to Harby. Brine gets Ghostly to allow him to be smoke moved into the forest and immune to free strikes, Re-rolls come from a Pot and Boundless Charge from the Gator Soul Slave.
Charges in, manages to brutalise Harby with a boosted attack to spare.
Um.....yeah, killed Harby woo? If she hangs further back and doesn't worry about feating this is much more difficult, if she wasn't an option the plan is likely to try to get a space for the Wrastler to kill the Judicator and send a Bone Swarm missile into each Archon. Would probably hide Brine behind the forest to force Harby positioning, at least until something can be done about the damn Idrian Prey chump.
Currently content with the Rask list.
It was my Rask list versus Rahn with a Helios, Phoenix and loads of the mittens units. The Helois on the bottle of one moved into range of the pair of forward Boneswarms, got gutted, after which Rask didn't get an assassinatio lined up on him so we chilled through without undue stress sweat (Possibly real sweat, enough nerds in a space can usually overpower any aircon).
Oblivion Game 8 - Rask1 (Will Work for Food) vs Harbinger1 (The Faithful Masses)
I'm lazy, so this happened a little while ago. Fuzziness ahoy!
Rask is my standard multiple Bone Swarms with a Wrastler, Dahlia/Danger Noodle, Ninja Pig, probably more support than is healthy, Pots, Efaarits
Harby had a Judicator, a pair of Archons, stacks of those 3 man Shield Guard units. Idrians, thankfully only one bane of my existence (Kicky Monk).
I end up going first, it's flanking Circle zones, a central rectangle zone and an objective either end.
Mix of forests in the centre, an obstruction on the right, Menoth side gets some walls while I have a trench.
My thinking going in is f*ck Harby (yes, I know the offensive word is finger), which basically means draw the scenario out long enough to line up an assassination on her. Hoping to suicide various solos on the right and push through to counter score on the left. Quite concerned that she would end up hiding behind the Judicator and being an annoyance.
ROUND 1: Runneroo
Idrians Prey Brine, which is a nuisance as he's the best threatener of the floaty prophet. Also Archons are around and that makes me sad.
I run stuff up with a heavy leaning toward the left, various solos spread out in the backfield of the right for future suicide contesting runs.
The Menites mostly match my pinwheeling, swing around to be in a position to dominate the right side of the board. Idrians stay up front, Judicator and Harbinger in the middle. Archon/Horsey solos moving up around the obstruction shows my sheer optimist that the terrain feature was going to help.
The Kicky Monk moves up behind a wall in the left zone.
Harby also purified most of my upkeeps and stuff, which is fine. Want her in a pattern of Purifying every turn rather than having more healing. Dahlia was far enough out on the left flank that Melody got to stay up.
MINION 2: Cake's Official Music Video for Short Skirt Long Jacket is a 4 out of 10
Standard Raskism, by which we mean it's feat turn as it lacks value one the lists close in with each other at all. For me, there's probably some more legit player somewhere that feated for the auto win on turn 7.
Continuing the primary plan at this point. I'm not going to bother contesting the right zone, the Menites will easily clear the models I have in range and score their anyway.
Dahlia stays chilling on the far left, Skarath gets re-rolls off a Pot and goes into the kicky Monk. The tech here being that a crit will auto consume the little git, Martydom be damned. Alas, even with a re-roll I don't get the crit (The odds of doing so are reduced by needing a reasonable roll to land the attack versus Shifting Sands/the Wall). However, we luck out, the monk is mispositioned and is out of Martydom range, fails the tough roll and just dies. Sweet.
A Bone Swarm toes the left zone out of an optimistic hope of clearing it up.
The Pigs run next to a forest, with the Wrastler, Bone Swarms and a Mist put up. Rask feats as well, there are attacks that can get to big pig and really I'm just hoping it's to much effort.
Efaarits on the far right try some pot shots at a mounted solo, miss, then repo back.
MENOTH 2: All that matters is whether Rob Thomas thinks we are smooth or not
Mostly the Menites super bunch up. Harbby moves up and feats.
The Beasts blob in front of Brine succeeds in looking like to much work, the Idrans shuffle around to CRA the objective, they do poorly. The Judicator moves squarely up in the middle of the table.
Menites score the right zone for a point.
MINION 3: I just prefer Major Tom in German
Well, for some reason she's moved forward of the Judicator/wall, lets get Harby!
Skarath shuffles across, does a poison spray that the Hermit cancels. Fair cop, the intent was to kill him after that. I end up sending a Boneswarm into him anyway, I foolishly didn't give it re-rolls and it misses an attack. Doh. Oh well.
Rask pops Fury on Brine, moves forward, shoots down the Hermit and pops down some Mist to get Brine to Harby. Brine gets Ghostly to allow him to be smoke moved into the forest and immune to free strikes, Re-rolls come from a Pot and Boundless Charge from the Gator Soul Slave.
Charges in, manages to brutalise Harby with a boosted attack to spare.
Um.....yeah, killed Harby woo? If she hangs further back and doesn't worry about feating this is much more difficult, if she wasn't an option the plan is likely to try to get a space for the Wrastler to kill the Judicator and send a Bone Swarm missile into each Archon. Would probably hide Brine behind the forest to force Harby positioning, at least until something can be done about the damn Idrian Prey chump.
Currently content with the Rask list.
Tuesday, September 24, 2019
Oblivion Game 6 - Rask1 (Will Work for Food) vs Krueger2 (Bones of Orboros)
Oblivion Game 6 - Rask1 (Will Work for Food) vs Krueger2 (Bones of Orboros)
Once more into the Circle breach! Ol' Kreugy boy, my nemesis from mark 2 (In the sense that I would have been one of those minor characters thrown in to protect the Star Metal piece on a side quest created by Nale).
I was happy to play either Winion list, did Maelok against circle last time so Rask it is.
Rask1 - Gator Soul Slave, Wrastler, 4x Bone Swarms, Rorsh/Brine, Dahlia/Skarath, 2x Efaarit Scouts, 2x Spirit Cauldron + Pot Pusher, Swamp Gobbers, Witch Doc, Eilish, Bone Shrine
vs
Krueger2 - Megalith, 2x Wolwardens, Fulcrum, 2x Wells, 2x Stone Shapers, 2x Shifting Stones, 2x Sentry Stones, Mistspeaker, Blackclad, Gallows Grove
Playing on once-upon-an-outlast, so central rectangle, defensible objectives, circle zones on either side.
Bodgy terrain time, as we played in the crib instead of the local watering hole. Biggest thing being an obstruction, represented by a flamboyant tree on a chunk of steel, of height enough to block Huge bases which is different from our normal choices.
I lost the roll and got first, giving me said tall obstruction. I also get a cloud and some rubble, Circle gets a forest that allows easy contesting of the centre and a rightside fog lot. There's some water on the Circle side of no import.
There's also a forest in the middle of the left zone either side can use.
Winion 1: Let's make this opening Dreamfast convo super awkward
Blank bases are the Wells.
Stuff runs up staying shy of the 14" pew pew of the wells, no point getting shot for free when it wasn't denying me that much board space.
Dahlia and Snek go out on the left, Ninja Pig heads up the centre. I had dreams of the Efaarits chilling out and pinging the wells, realistically they don't do enough to be worth. Standard problem with Structures/Battle Engines, not much value to dinging it when it is as effect on 1% health as it is on 100%.
Circle 1: Onward stickmen soldiers, marching as to war, with the lame wellwishes of Krueger going on before.
Manikins move up on the left, Krueger and Megalith stay back away from Ninja range. Fulcrum shuffles up a bit, Woldwardens go behind the forests. Both Wells pop out Tharn punchy dudes.
Winion 2: Efaarits are heroes
Step 1, as always per our Mark 2 Circle trauma training, take out the damn Shifting Stones. This is the turn our feat can have an impact, so that'll pop as well. Telekinesis can muck the feat interactions up a little, so popping the Gallows Grove is also a necessity.
The Efaarits get re-rolls, one off a pot and another off Eilish. Most models move around to accomodate the Efaarits having a path to get to the relevant areas, Big Pig moves up to behind the obstruction. I move the Wrastler to the wrong spot, blocking the spot I intended for Rask to hug, ergo the warlock ends up not hugging the obstruction. Feats up, so not the end of the world.
Skarath moves up to toe the left zone, I'd hoped to spray the Gallows and the Tharn solo, alas the spray could not be lined up properly so it just nuked the Grove.
One Efaarit moves up the centre, caps a Shifting Stone and repos back, the other pokes around the obstruction to do the same.
One Boneswarm moves up aggressively with max corpses and Admonition up on the left at the max extent of Rasks control to pull something in. One Boneswarm with Fury moves up into the rubble.
Circle 2: T-t-t-t-t-t-t-t-t-t-t-t-t-kaaaaaay
Green proxy is Brine.
On the left, the Admonitioned Bone Swarm starts getting surrounded by Manikins so he Admo's forward, my thinking being that he would now be out of Rasks control and could lure stuff in. Instead it just gets dinged up by teh Fulcrum and Tharn solo, losing Body.
Centrally, we have Telekinesis for days from Wolds and Krueger. Tragically Ninja Pig was not in a suitably safe place, should have been behind the obejctive. He gets TKed around. The Fury Bone Swarm, intended to take advantage of the Admonitioned bait, is instead TKed around and most of my list is pushed and affected by Kruegers feat. Rats.
Rightwise Manikins just gun up Boneswarms.
So much of my stuff moved around and first I thought I missed the Circle turn.
No scores.
Winion 3: Kenobi Cauldron, you're my mild hope.
Alrighty, turns out the Admonition position was terrible, should have been central. Not to worry, our primary plan is to drag in a Wold with a Cauldron, kill it with a Boneswarm and be sitting pretty attritionally. We'll scenario push on the right as it doesn't have an annoying forest in the centre of it to allow simple contesting.
Leftwise, the former Admo Swarm shuffles back into Rasks control after passing its Threshold check and flails at the Tharn solo who has no issues face tanking it.
Skarath toes the zone and vomits away the remaining Manikin on this side. Dahlia runs up to be behind the forest, specifically out of line of sight of the Well.
Centrally, the Pot moves across to get the angle, lands the drag on the Wold Warden, if I drag it 2 inches the Bone Swarm might be in, 3+ and it definitely is. Making the die roll of a 1 particularly problematic, the Warden is to far to where Rask wants to hide so it must die. Sorry Big Pig, you must go away for the greater good.
Big Pig gets Rage/Boundless, Smoke popped to fix facing, easily smooshes the Warden.
Rask ends up hiding behind the objective and putting down his cloud.
The Efaarits split to either side, one kills another Shifting stone, the other pot shots something I forget.
Rightwise, the Bone Swarms just wiggle past Manikins to threaten the length of the zone as a Cauldron moves up with it.
Lastly, the Bog Trog Ambusher pops in from the side table and tries to murder the Stone Shaper, sadly missing.
Scoring is...like....an optional way to play I guess.
Circle 3: Just the Woldy life
Leftwise, the Fulcrum toes the zone then tries to AoE and Lightning Dahlia to death, the tranfers end up killing Skarath. Sorry my precious scaled pet. Well and the Tharn pop the Boneswarm.
Dahlia is my only contesting model, so the friendship of the cold blooded is not in vain.
Centrally, Krueger moves behind the forest and TK's Big Pig in, Meg's then comes in and punches him to death before TKing backward. The other Wold comes in and pops Animus, so can't be dragged anywhere.
Rightwise a Well shot and the Tharn solo kill a Boneswarm as the Shifting Stones jump in front of the other.
The Stone Shaper and Sentry try and fail to kill the Bog Trog Ambusher.
Circle clock out this turn, though we carry on.
I turn out to be the king of numptyness, as I never activated the Fury'ed Boneswarm so he is facing the completely wrong way. Yikes.
Winion 4: A most valid point, to the Watsonian machine!
The Bog Trog Ambusher has bought me a scoring opportunity, hazzah! My Fury Boneswarm failure might be game ending attrition wise, hoe noes!
On the left, the Efaarit moves up and rolls like a god to kill the (Albeit already damaged from friendly attacks) Sentry Stone. I clock out on that zone, Dahlia, the Efaarit and a Bone Swarm are now contesting it and only Krueger is in a position to (suicidally) score it, so now it's push up on the right.
Centrally, given the Bone Swarm can't go in we have to send in the Wrastler, which usually means we are down to the dregs. Attritionally I don't like how it is looking, nothing has the time to kill the Wells.
The Bog Trog Ambusher isn't engaged by anything, so cheeckily walks around the back and goes for a long odds harpoon shot on Krueger (To many TK's and gun shots for the anti-range spell to be up). Alas he misses, would have been hilarious.
The Cauldron kills the left Tharn.
Wrastler gets Ghostly and roided up, goes into the Warden and almost sods it up. Sometime the Defence doesn't need to be that high it turns out. Manages it with max Fury.
Rask backpedals a bit and throws up a cloud.
Rightwise Efaarit pops the Tharn, Boneswarm kills the Shifting Stones and the Swamp Gobbers toe the zone.
I go up 1-0. Now ready for tie breakers.
Circle 4: LEAVE THE BOG TROG AMBUSHER ALONE!
Left Boneswarm gets shot up. Megalith kills the Wrastler, Krueger stays behind the forest, the Bog Trog Ambusher is killed by the Stoneshaper, Sentry Stone contests and kills one of the Swamp Gobbers.
Winion 4: The Murdering
Boneswarm can see Krueger who has no transfer targets. Gets all the buffs, easily goes in and murders him.
Attrition was a bit sketchy at the end, Rageless Bone Swarms have a harder time killing Heavies. Plus the right Bone Swarm frenzied, which obliterated the chance of it killing the Sentry Stone on the right, not that we were in any serious scenario position at this time.
Still happy with the list, though this bizarre new knack I've got of not activating one important model on critical set up turns is going to get old fast.
Once more into the Circle breach! Ol' Kreugy boy, my nemesis from mark 2 (In the sense that I would have been one of those minor characters thrown in to protect the Star Metal piece on a side quest created by Nale).
I was happy to play either Winion list, did Maelok against circle last time so Rask it is.
Rask1 - Gator Soul Slave, Wrastler, 4x Bone Swarms, Rorsh/Brine, Dahlia/Skarath, 2x Efaarit Scouts, 2x Spirit Cauldron + Pot Pusher, Swamp Gobbers, Witch Doc, Eilish, Bone Shrine
vs
Krueger2 - Megalith, 2x Wolwardens, Fulcrum, 2x Wells, 2x Stone Shapers, 2x Shifting Stones, 2x Sentry Stones, Mistspeaker, Blackclad, Gallows Grove
Playing on once-upon-an-outlast, so central rectangle, defensible objectives, circle zones on either side.
Bodgy terrain time, as we played in the crib instead of the local watering hole. Biggest thing being an obstruction, represented by a flamboyant tree on a chunk of steel, of height enough to block Huge bases which is different from our normal choices.
I lost the roll and got first, giving me said tall obstruction. I also get a cloud and some rubble, Circle gets a forest that allows easy contesting of the centre and a rightside fog lot. There's some water on the Circle side of no import.
There's also a forest in the middle of the left zone either side can use.
Winion 1: Let's make this opening Dreamfast convo super awkward
Blank bases are the Wells.
Stuff runs up staying shy of the 14" pew pew of the wells, no point getting shot for free when it wasn't denying me that much board space.
Dahlia and Snek go out on the left, Ninja Pig heads up the centre. I had dreams of the Efaarits chilling out and pinging the wells, realistically they don't do enough to be worth. Standard problem with Structures/Battle Engines, not much value to dinging it when it is as effect on 1% health as it is on 100%.
Circle 1: Onward stickmen soldiers, marching as to war, with the lame wellwishes of Krueger going on before.
Manikins move up on the left, Krueger and Megalith stay back away from Ninja range. Fulcrum shuffles up a bit, Woldwardens go behind the forests. Both Wells pop out Tharn punchy dudes.
Winion 2: Efaarits are heroes
Step 1, as always per our Mark 2 Circle trauma training, take out the damn Shifting Stones. This is the turn our feat can have an impact, so that'll pop as well. Telekinesis can muck the feat interactions up a little, so popping the Gallows Grove is also a necessity.
The Efaarits get re-rolls, one off a pot and another off Eilish. Most models move around to accomodate the Efaarits having a path to get to the relevant areas, Big Pig moves up to behind the obstruction. I move the Wrastler to the wrong spot, blocking the spot I intended for Rask to hug, ergo the warlock ends up not hugging the obstruction. Feats up, so not the end of the world.
Skarath moves up to toe the left zone, I'd hoped to spray the Gallows and the Tharn solo, alas the spray could not be lined up properly so it just nuked the Grove.
One Efaarit moves up the centre, caps a Shifting Stone and repos back, the other pokes around the obstruction to do the same.
One Boneswarm moves up aggressively with max corpses and Admonition up on the left at the max extent of Rasks control to pull something in. One Boneswarm with Fury moves up into the rubble.
Circle 2: T-t-t-t-t-t-t-t-t-t-t-t-t-kaaaaaay
Green proxy is Brine.
On the left, the Admonitioned Bone Swarm starts getting surrounded by Manikins so he Admo's forward, my thinking being that he would now be out of Rasks control and could lure stuff in. Instead it just gets dinged up by teh Fulcrum and Tharn solo, losing Body.
Centrally, we have Telekinesis for days from Wolds and Krueger. Tragically Ninja Pig was not in a suitably safe place, should have been behind the obejctive. He gets TKed around. The Fury Bone Swarm, intended to take advantage of the Admonitioned bait, is instead TKed around and most of my list is pushed and affected by Kruegers feat. Rats.
Rightwise Manikins just gun up Boneswarms.
So much of my stuff moved around and first I thought I missed the Circle turn.
No scores.
Winion 3: Kenobi Cauldron, you're my mild hope.
Alrighty, turns out the Admonition position was terrible, should have been central. Not to worry, our primary plan is to drag in a Wold with a Cauldron, kill it with a Boneswarm and be sitting pretty attritionally. We'll scenario push on the right as it doesn't have an annoying forest in the centre of it to allow simple contesting.
Leftwise, the former Admo Swarm shuffles back into Rasks control after passing its Threshold check and flails at the Tharn solo who has no issues face tanking it.
Skarath toes the zone and vomits away the remaining Manikin on this side. Dahlia runs up to be behind the forest, specifically out of line of sight of the Well.
Centrally, the Pot moves across to get the angle, lands the drag on the Wold Warden, if I drag it 2 inches the Bone Swarm might be in, 3+ and it definitely is. Making the die roll of a 1 particularly problematic, the Warden is to far to where Rask wants to hide so it must die. Sorry Big Pig, you must go away for the greater good.
Big Pig gets Rage/Boundless, Smoke popped to fix facing, easily smooshes the Warden.
Rask ends up hiding behind the objective and putting down his cloud.
The Efaarits split to either side, one kills another Shifting stone, the other pot shots something I forget.
Rightwise, the Bone Swarms just wiggle past Manikins to threaten the length of the zone as a Cauldron moves up with it.
Lastly, the Bog Trog Ambusher pops in from the side table and tries to murder the Stone Shaper, sadly missing.
Scoring is...like....an optional way to play I guess.
Circle 3: Just the Woldy life
Leftwise, the Fulcrum toes the zone then tries to AoE and Lightning Dahlia to death, the tranfers end up killing Skarath. Sorry my precious scaled pet. Well and the Tharn pop the Boneswarm.
Dahlia is my only contesting model, so the friendship of the cold blooded is not in vain.
Centrally, Krueger moves behind the forest and TK's Big Pig in, Meg's then comes in and punches him to death before TKing backward. The other Wold comes in and pops Animus, so can't be dragged anywhere.
Rightwise a Well shot and the Tharn solo kill a Boneswarm as the Shifting Stones jump in front of the other.
The Stone Shaper and Sentry try and fail to kill the Bog Trog Ambusher.
Circle clock out this turn, though we carry on.
I turn out to be the king of numptyness, as I never activated the Fury'ed Boneswarm so he is facing the completely wrong way. Yikes.
Winion 4: A most valid point, to the Watsonian machine!
The Bog Trog Ambusher has bought me a scoring opportunity, hazzah! My Fury Boneswarm failure might be game ending attrition wise, hoe noes!
On the left, the Efaarit moves up and rolls like a god to kill the (Albeit already damaged from friendly attacks) Sentry Stone. I clock out on that zone, Dahlia, the Efaarit and a Bone Swarm are now contesting it and only Krueger is in a position to (suicidally) score it, so now it's push up on the right.
Centrally, given the Bone Swarm can't go in we have to send in the Wrastler, which usually means we are down to the dregs. Attritionally I don't like how it is looking, nothing has the time to kill the Wells.
The Bog Trog Ambusher isn't engaged by anything, so cheeckily walks around the back and goes for a long odds harpoon shot on Krueger (To many TK's and gun shots for the anti-range spell to be up). Alas he misses, would have been hilarious.
The Cauldron kills the left Tharn.
Wrastler gets Ghostly and roided up, goes into the Warden and almost sods it up. Sometime the Defence doesn't need to be that high it turns out. Manages it with max Fury.
Rask backpedals a bit and throws up a cloud.
Rightwise Efaarit pops the Tharn, Boneswarm kills the Shifting Stones and the Swamp Gobbers toe the zone.
I go up 1-0. Now ready for tie breakers.
Circle 4: LEAVE THE BOG TROG AMBUSHER ALONE!
Left Boneswarm gets shot up. Megalith kills the Wrastler, Krueger stays behind the forest, the Bog Trog Ambusher is killed by the Stoneshaper, Sentry Stone contests and kills one of the Swamp Gobbers.
Winion 4: The Murdering
Boneswarm can see Krueger who has no transfer targets. Gets all the buffs, easily goes in and murders him.
Attrition was a bit sketchy at the end, Rageless Bone Swarms have a harder time killing Heavies. Plus the right Bone Swarm frenzied, which obliterated the chance of it killing the Sentry Stone on the right, not that we were in any serious scenario position at this time.
Still happy with the list, though this bizarre new knack I've got of not activating one important model on critical set up turns is going to get old fast.
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