Game 407 - Caine3(LR) vs Wurmwood(DH)
Epic Pit
In the course of attempting to find something to deal with Wurmwood given the post OTC games, I fell into clear madness. Ossrum supposedly doesn't love it (post feat being super sad times with Stranglehold around).
Caine3 with Magesight got lodged in my brain. It seems bad. Bad enough that it has to be played to get out of the system.
Even making Caine3 lists are painful, primarily because the direct comparison to Cygnar lists are available. He also doesn't support the rest of his list, so they have to look after themselves.
Ended up building Llaelese Resistance, Caine has a battlegroup of three Mules and Ace, a bunch of the Llaelese solos, units are a max Trenchers and some Bastions. Unit think guided by the desire to fight medium based Tharn, guess we'll see how that goes into Wurmwood using a Ravager based build.
Central based scenario so....hmmmm.
I won the roll, took first. End up with a pair of hills, then a wall/obstruction deal on my side of the zones. Wurmy gets a pair of forests, one of which hides the Circle objective and a pair of way back obstructions.
Round 1: Everything moves up, I stay relatively central, the trenchers cloud up using the central obstruction to extend it.
Ghetorix moves up on the left, Wurmy plonks a forest in front of him and hangs back out of Caines threat range. Blood weaver solo chicks run up behind the wall and my obstruction, the wolf riding solos go up either board edge.
Cassius runs forward, arcs a Stranglehold from Wurmwood on a Mule that spikes super ahrd ont eh boosted damage roll and takes out its Mace arm. Did not expect that. he then ports back.
Lord of the Feast hides out behind the Circle obstructions, a shame given I wanted Ace to headhunt him.
Merc 2: Alrighty, plan is to kill Ghetorix, the two Gallows Groves and the two forward chicks.
Ideally Lord of the Feast and Cassius would be in the mix, alas is not to be. The Shifting Stones are also way to far back.
Caine tippy steps forward, puts mage sight out to just barely touch Ghetto, then he pops in his shots. I opt not to feat with logic I no longer recall yet was likely to be as confounding and nonsensical as the Lundgren He-Man movie (Spell says by "lundgren" did I mean "Plunderer". I guess if my child hood had more investment in that show maybe?).
Alas, disaster. Whats-his-face in Caines unit lands the Grievous shot and it is shield guarded by the bigger dude from the Bridget/Bigger dude unit. Rats. Caine's unit Flickers back.
The Strangleheld Mule pops a shot, it does sod all. At this point I give up on killing Ghetorix and regret not feating.
The other two Mules pop shots into the flanking Wold Ridey bros, one gets Crit Devestated yet receives merely a gumming on the damage roll and the other passes his tough. Eech.
Infantry wise we have a bit more success. Gorman throws an auto hit on the deviate corrosion grenade to kill one of the forward Bloodweaver solos, the other dies to a three man Trencher CRA.
Anastasia gices her life to kill one Gallows Grove, the other dies to Taryn shots.
The Trenchers pop their clouds, Bastions run to toe the centre and right zones.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUmFU1iLWIY4xSm5Emftcas5ovYAp8rZo833E-EBVDTWBb_U0O-ZaeiRHeX2LBRfCgmU7-xsK9lhfSovgk-_x4oaZnsawllDavqB15JDKiyX7Gf9dY-sTA_j69m24qV3JJU7_hfxS97NVb/s1600/008+%2528640x361%2529.jpg[/img]
End of Merc 2 pic, Gatormen standing in for Bastions.
Circle 2: Ghetorix commits on the three man group of Trenchers, kills a couple with snacking to heal up his few damage points. Ravagers come in on the centre and the right zone, Bastions kill one on a Defensive strike.
The Ravager attacks kill Gorman, Taryn, a few more Trenchers, one Bastion and leave three others on a single box.
The Griffon flies up to the left zone as Bridget and Caul murder Anastasia.
Had Wurmwood managed to gather souls I wouldn't have been surprised for the naked Caine to be straight up spell nuked, thankfully at least I was saved from that little nightmare.
The damn Wold Rider solo bros end up deep in my backfield so I''m now technically surrounded.
Circle score 1 for the left side, the objective having surprisingly survived and a Bastion toeing the centre zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjl0HCYZBd9KjE3Vww_jacOsqSmFsbms3DzoMBirHcgNw4QZf_FYB27Q5Q-0_b6TriHbzm27SxQHvr_2lcB3kgAbk7j551VI-7eNCUtl0Gq9F0Lh2yDvhA639rBtoBNVq8lmp18xeWjPjr7/s1600/shhot.gif[/img]
Merc 3: Eep, lots of stuff getting up in my face. Number of available attacks is a serious concern. Have to counter kill as much as possible, Ghetto has to die this turn. The Bastions will have to deal with the right flank basically on their own while everything else tries to deal with the left and centre.
Caine aims, feats, hits Ghetto as does his fellow unit bros. Calamity is cast. Ghetto is behind the wall, so Ace tippy taps back a bit and does a Thundershot that knocks Ghetto down. Woot woot, it's the sounds of the alright priced character jack. A Mule shot then horribly overkills it.
The left Mule kills the Wolf Rider dude.
Trenchers and bit solos run to contest the centre and left.
Bastions get a Hot Meal from Gibbs and heal up, they then go swinging and kill half the Tharn in the right zone. Right side Mule tries and fails to polish off the last Wold Rider.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIr53qS54Ai8aqrePIfDK-FAX7jPRnrQWO3Nx_6w4816G6qWZ6dYV92r1NF7RgFVy6jrNfyl8R35Zm78TCiyosNGhLflWCFrgxQoje-jQONEj7eXnZ8kwvw9wObg7YrNcM0ax-IXb8wgg2/s1600/treevenge.gif[/img]
Circle 3: Welp, time for some treevenge. Leftwise the Tharn solo lightnings away contesting Eilish.
The little bird beast started outside Wurmy's control area, so frenzied with little value.
Centrally the Tharn clear out the last Trenchers.
Rightwise the Lord of the Feast comes up and finishes off my objective and one bastion. The Tharn in the zone come in, a defensive strike pops off another one, they end up leaving one Bastion alive contesting both the centre and right zone. Hero.
Circle get to 3 CP off the objective and left zone.
Round 4: Looking way to precarious for me now. I need to start scoring on the left, unfortunately contesting is going to be difficult.
It sadly ends up a mute point, Caine has to allocate to a Mule and Clamity a Tharn Raver unit to hold the centre/left, this leaves me without enough focus/attacks to kill the enemy objective.
Mules end up in the left and centre, with Calamity one unit kills fourish Tharn.
Bastions limp out on the right, now to few to prevent their easy deaths in the Circle turn to Cassius arcing pew pews and Circle winning 5 zip.
Between turns in round 4 pic:
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhauX_eDAiWm_hK0Tzw-oChyO4qrhuSx_gIx1kQ6mzV5Uoa8OKvYV-aexCcbHrRxtBczvtrXbnH5Bnj0tVFR4oDmOPzEzKfoL_M0yqop6XyqIaF7JXoMyYwo_reYW7ieV-Ld80nlFG7tlOA/s1600/009+%2528640x361%2529.jpg[/img]
Bastions were surprisingly nice, even though speed 4 is awful. They'll be second wave no matter what happens. Issue being that they're fine into Ravagers, without Trencher clouds they die hard to the pew pew Tharn bow people.
My local brains trust were current, at least one Mule should be a Mariner for the Thresher.
Caine's focus problem feels unsolvable in Mercs. Jacks aren't cheap/quality enough, taking a Galleon is terrible in a Stranglehold matchup.
Throwing this version in the bin for the moment, might resurrect later.
Thursday, May 30, 2019
Saturday, May 18, 2019
Game 406 - Magnus1(Irr) vs Vlad-1(CM) - League Round 1
Game 406 - Magnus1(Irr) vs Vlad-1(CM) - League Round 1
Mirage
Back to the home town, league time. Basically a tourney spread out over a few months, each matchup getting a few weeks to sort out a game.
As I am not the brightest spark, I opted to go with Magnus1 with a bunch of Rovers. Madness. Prior to the actual game I kept looking at the list trying to work out how I was meant to win, these games were going to feature a fair chunk of flying by the seat of my pants, which is a ludicrous expression I think I never want to use again.
Opening round is into Meme-oth using the alternate history caster, little Vlady.
It's double Judicator, Sev0 with a Redeemer, Rhoven and bros.
I've got Mag1 with four Rovers, anotehr Rover being Marshalled by Dirty Meg (Had to get Pathfinder from somewhere....), double Eliminators, the lame version of the pirate cannon, a dwarf mortar, some shonky solos (Alten, Orin, Eilish).
Rolled up Mirage, randomly threw terrain on the board, ended up with a some skipping stone esque forests, water, rubble, a trench and a hill.
I won the roll, picked first with the intent to run forward and attempt a shoddy version of Magnus2's feat. Opposing list has a bunch of Proxies, the Huge bases are Judicators is the only one that really matters. I had to sub in a Rockram to take the place of the marshalled Rover.
My side is a bit more foresty and has some rubble in annoying spot for my unpack.
No obstructions, so Menoth isn't to terrain concerned anyway, though they do get a defensive trench.
Round 1: I remember advance move, such pride. Stuff runs up, the jacks are spread out. Alten goes super far left because that is how I roll.
The Menites opt to fling out AoE's, trying to kill the Kayazy and packed in solos. Luckily the drifts are hot garbage and ping nothing.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhUWzhLtI27AnXiIlxvf40iqcaK9yvxvIWo2uRWPo1JBRz_NZBochzaGrPiDRLs1bYmpoP-zvTyYKsI9FJxdQ5d2a1hXxwr_fIM_Z9DFDfNcuLgCWHZ8thToptLjvzcfHGTTT4T3FgNe0I/s1600/007+%2528640x361%2529.jpg[/img]
Merc 2:Welp, time to jam out and try to scenario this shizzle.
The Artillery and Orin lightning a rover kill the two forward placed Wracks in the dim hope of getting some kill points.
No other relevant attacks, Rovers run, then Magnus feats and they run again.
The Jack Marshalled one, being somewhat slower, goes to the top of my zone.
One runs out of Magnus' control range to be in the way of the left Judicator, another runs to engage Vlad in the trench, another goes up to the right Judicator. One Eliminator unit also runs up on the right. Magnus tries to hide out behind the trees and camp.
Harlen runs to the centre flag, Tinker goes to the right back spot.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhep5buz6LhV1AvQ1mNxtS1tMVBRDo6IBsSa2we_G17dpeHTfIpV_FGlgxWz6aT9JjqcbIWhuTnzSVYdBZ0j5JWFBf2e70N4p5-vkFS4Mpi60N8E-WUs9s7Uc-HX3pt6TLkTvA9CWEhIBaR/s1600/008+%2528640x361%2529.jpg[/img]
Menoth 2: Vlad feats, walks back a touch, casts Signs and Portents and pops his feat. Swings on the Armour buffed Rover engaging him, takes off about half it's boxes.
The left Judicator opts to do its ranged attacks, leaving the left side pair of Rovers on about 4 boxes each.
Right Judicator shuffle around, easily melees the right side Rover and the one engaging Vlad into small piles of molten liquid.
The Jack Marshalled is salivating at Vlad, so Sevvy's Redeemer moves to be in the way.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhs2VIpM4zcnn3HI2bT2-8Xsqthud4rZB5Ad3Tf07wMulF5MYkSVntUyGJLqjheGp1ZLUUAQnt413ZjsX8mwXLCD6YFWJh85L39aTErS8rLLG7tos_iCEZ0hcXOVIItqOVLcD97ocXtZsGb/s1600/009+%2528640x361%2529.jpg[/img]
Alas for the Menites, the over concern for assassination and gleeful attrition hadn't allowed for contesting, as realised way to late in the turn. I score three on their turn and auto win top of 3.
Let's not do that again. Would have been annoying to contest for Menoth, though doable (Judicators lob shots at my solos, Redeemer runs to my zone after a Road to War) and still do reasonable damage to the Rovers. I then either have to sort out an assassination or try more desperate scenario games. If we played this 10 times Menoth probably win 9 of them.
Anyway, League 1 down! Only....two or three more Magnus games to go? Yech.
Mirage
Back to the home town, league time. Basically a tourney spread out over a few months, each matchup getting a few weeks to sort out a game.
As I am not the brightest spark, I opted to go with Magnus1 with a bunch of Rovers. Madness. Prior to the actual game I kept looking at the list trying to work out how I was meant to win, these games were going to feature a fair chunk of flying by the seat of my pants, which is a ludicrous expression I think I never want to use again.
Opening round is into Meme-oth using the alternate history caster, little Vlady.
It's double Judicator, Sev0 with a Redeemer, Rhoven and bros.
I've got Mag1 with four Rovers, anotehr Rover being Marshalled by Dirty Meg (Had to get Pathfinder from somewhere....), double Eliminators, the lame version of the pirate cannon, a dwarf mortar, some shonky solos (Alten, Orin, Eilish).
Rolled up Mirage, randomly threw terrain on the board, ended up with a some skipping stone esque forests, water, rubble, a trench and a hill.
I won the roll, picked first with the intent to run forward and attempt a shoddy version of Magnus2's feat. Opposing list has a bunch of Proxies, the Huge bases are Judicators is the only one that really matters. I had to sub in a Rockram to take the place of the marshalled Rover.
My side is a bit more foresty and has some rubble in annoying spot for my unpack.
No obstructions, so Menoth isn't to terrain concerned anyway, though they do get a defensive trench.
Round 1: I remember advance move, such pride. Stuff runs up, the jacks are spread out. Alten goes super far left because that is how I roll.
The Menites opt to fling out AoE's, trying to kill the Kayazy and packed in solos. Luckily the drifts are hot garbage and ping nothing.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhUWzhLtI27AnXiIlxvf40iqcaK9yvxvIWo2uRWPo1JBRz_NZBochzaGrPiDRLs1bYmpoP-zvTyYKsI9FJxdQ5d2a1hXxwr_fIM_Z9DFDfNcuLgCWHZ8thToptLjvzcfHGTTT4T3FgNe0I/s1600/007+%2528640x361%2529.jpg[/img]
Merc 2:Welp, time to jam out and try to scenario this shizzle.
The Artillery and Orin lightning a rover kill the two forward placed Wracks in the dim hope of getting some kill points.
No other relevant attacks, Rovers run, then Magnus feats and they run again.
The Jack Marshalled one, being somewhat slower, goes to the top of my zone.
One runs out of Magnus' control range to be in the way of the left Judicator, another runs to engage Vlad in the trench, another goes up to the right Judicator. One Eliminator unit also runs up on the right. Magnus tries to hide out behind the trees and camp.
Harlen runs to the centre flag, Tinker goes to the right back spot.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhep5buz6LhV1AvQ1mNxtS1tMVBRDo6IBsSa2we_G17dpeHTfIpV_FGlgxWz6aT9JjqcbIWhuTnzSVYdBZ0j5JWFBf2e70N4p5-vkFS4Mpi60N8E-WUs9s7Uc-HX3pt6TLkTvA9CWEhIBaR/s1600/008+%2528640x361%2529.jpg[/img]
Menoth 2: Vlad feats, walks back a touch, casts Signs and Portents and pops his feat. Swings on the Armour buffed Rover engaging him, takes off about half it's boxes.
The left Judicator opts to do its ranged attacks, leaving the left side pair of Rovers on about 4 boxes each.
Right Judicator shuffle around, easily melees the right side Rover and the one engaging Vlad into small piles of molten liquid.
The Jack Marshalled is salivating at Vlad, so Sevvy's Redeemer moves to be in the way.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhs2VIpM4zcnn3HI2bT2-8Xsqthud4rZB5Ad3Tf07wMulF5MYkSVntUyGJLqjheGp1ZLUUAQnt413ZjsX8mwXLCD6YFWJh85L39aTErS8rLLG7tos_iCEZ0hcXOVIItqOVLcD97ocXtZsGb/s1600/009+%2528640x361%2529.jpg[/img]
Alas for the Menites, the over concern for assassination and gleeful attrition hadn't allowed for contesting, as realised way to late in the turn. I score three on their turn and auto win top of 3.
Let's not do that again. Would have been annoying to contest for Menoth, though doable (Judicators lob shots at my solos, Redeemer runs to my zone after a Road to War) and still do reasonable damage to the Rovers. I then either have to sort out an assassination or try more desperate scenario games. If we played this 10 times Menoth probably win 9 of them.
Anyway, League 1 down! Only....two or three more Magnus games to go? Yech.
Monday, May 13, 2019
Game 405 - Gorten1(Irr) vs Madrak1(BoH) - OTC Round 6
Game 405 - Gorten1(Irr) vs Madrak1(BoH) - OTC Round 6
Epic Pit/Championship Belt
So....we're going into the final round before the finals and just, this is the cross the pool game into another pack of Northerners. It being the other pool we had a half formed Grid, the worst of mine was that four of my matchups were coin flip Cyphon drops. Eww.
Matchups happen. We end up picking tables. Turns out this was so no one had to move their mini's,the greatest of all strategic plays.
Surprisingly I get one of the two Troll drops. The only one that I marked as both a Green and Gorten. Woot!
Same table as last game, minus the Llaelese terrain.
It's Madrak1 with loads of Kriels. Medium based dudes for dayzzzzz. Basically a game where no one can be knocked down.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjF-CTKZHEiAx8CUzUFNWlEuapoZLp6lm_EpGhdWU6rQ_Za_jsHLgJdCjHJs2kh0b6fg90OTxveMq9SuZOFce1hfaQ2Xz4o_Lp_k1zuAhJgSfrxdAGmyf4T6JJajpGBNFBL1HXvAE9tr12K/s1600/immovable.gif[/img]
I end up switching board side, so now I have a forest and burning cloud.
For the first time in the tourney someone brings up theme benefits and I realise I hadn't used my Advance Moves on my Bashers all tourney. Such skills.
Round 1: Everyone runs at each other. Had I been a smart boy then a couple Press Gangers would have been lit off the burning cloud to fuel up Alexia.
Madrak ends up moving up much further forward than expected, behind the front two lines of clumped up Kriels.
Madrak feats.
Gorten 2: Sod it, Madrak is well within reach. Quick games a good game.
A Basher moves out of the way first, then Grogspar punches Gorten forward enough for the kill run (Super unsure on the punch distance now, it was far enough).
Left Pressgangers move forward, they do a pathetic effort on the Kriel warriors. Mweh, they are their to body block.
Gorten shuffles forward, throws out an Eruption at the Kriels, it scatters a couple inches but is still good. Gorten feats forward 5 Kriels and Madrak. Eruption pops one of the Kriels, which was annoyingly fewer than planned. Madrak also gets chipped.
Madrak can't be charged, not to big of an issue. Just got to clear a Kriel Warrior and Acosta can walk in.
Spray Bunny doesn't succeed. A couple bit attacks don't work.
Getting a little desperate, the right blue pressgangers move around, the Lass seduces a Kriel who wanders up and tries to swing at another, turns out these Trolls are garbage at killing each other.
I've messed up super bad. A blue Pressganger is engaging Madrak and was meant to move away (Doesn't matter if Freestrike kills him). Instead Madrak is engaged before he can get hosed. After flailing around for a better option, I end up having to use a Gun Bunny to kill the offending Ganger, sadly he has a buddy in the way that's going to stop Acosta getting in. Balls.
Eiryss moves up, pings Madrak and takes away his Fury. Remaining Gun Bunnies wing in some hits, one gets Scrolled. Only thing I can get in is a Basher with two focus. I need 7's to hit, basically comes down to a pair of tough rolls and Madrak can easily lop off Gortens head.
Thankfully it all works out. Woot woot!
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqr4F95FZj7TsqRQEXgV07LW6gFXAdueAXVLiiz2MYHAmrFZBQURNBTvrM6xApxpadF3WiQXIKJgRgrEJNgGC5eTipUhuFsPPtjKeA8_rwGCpJ7-tu7N9p29igVoxmrK-imUOLlVk6ATAo/s1600/s6+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Pretty sure we win this round 3-2? Either way we end up 6th, so mission success!
List wise, Gorten has to lose the Bashers. Never needed to slam, everytime they came up it was to walk forward and punch something in which the other Dwarf jacks would have been better. Going down to speed 4 is lame however such is life.
Next builds will either see adding in normal Dwarf jacks or magor list changes to get the new Galleon in for the 2 inches added to Gortens threat range.
Cyphon, it's been real, a better pairing must be made when I work out what that is. Besides Ossrum, HE'S BORING DAMMIT.
Team tourneys are great, wish there were more I could realistically make.
Epic Pit/Championship Belt
So....we're going into the final round before the finals and just, this is the cross the pool game into another pack of Northerners. It being the other pool we had a half formed Grid, the worst of mine was that four of my matchups were coin flip Cyphon drops. Eww.
Matchups happen. We end up picking tables. Turns out this was so no one had to move their mini's,the greatest of all strategic plays.
Surprisingly I get one of the two Troll drops. The only one that I marked as both a Green and Gorten. Woot!
Same table as last game, minus the Llaelese terrain.
It's Madrak1 with loads of Kriels. Medium based dudes for dayzzzzz. Basically a game where no one can be knocked down.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjF-CTKZHEiAx8CUzUFNWlEuapoZLp6lm_EpGhdWU6rQ_Za_jsHLgJdCjHJs2kh0b6fg90OTxveMq9SuZOFce1hfaQ2Xz4o_Lp_k1zuAhJgSfrxdAGmyf4T6JJajpGBNFBL1HXvAE9tr12K/s1600/immovable.gif[/img]
I end up switching board side, so now I have a forest and burning cloud.
For the first time in the tourney someone brings up theme benefits and I realise I hadn't used my Advance Moves on my Bashers all tourney. Such skills.
Round 1: Everyone runs at each other. Had I been a smart boy then a couple Press Gangers would have been lit off the burning cloud to fuel up Alexia.
Madrak ends up moving up much further forward than expected, behind the front two lines of clumped up Kriels.
Madrak feats.
Gorten 2: Sod it, Madrak is well within reach. Quick games a good game.
A Basher moves out of the way first, then Grogspar punches Gorten forward enough for the kill run (Super unsure on the punch distance now, it was far enough).
Left Pressgangers move forward, they do a pathetic effort on the Kriel warriors. Mweh, they are their to body block.
Gorten shuffles forward, throws out an Eruption at the Kriels, it scatters a couple inches but is still good. Gorten feats forward 5 Kriels and Madrak. Eruption pops one of the Kriels, which was annoyingly fewer than planned. Madrak also gets chipped.
Madrak can't be charged, not to big of an issue. Just got to clear a Kriel Warrior and Acosta can walk in.
Spray Bunny doesn't succeed. A couple bit attacks don't work.
Getting a little desperate, the right blue pressgangers move around, the Lass seduces a Kriel who wanders up and tries to swing at another, turns out these Trolls are garbage at killing each other.
I've messed up super bad. A blue Pressganger is engaging Madrak and was meant to move away (Doesn't matter if Freestrike kills him). Instead Madrak is engaged before he can get hosed. After flailing around for a better option, I end up having to use a Gun Bunny to kill the offending Ganger, sadly he has a buddy in the way that's going to stop Acosta getting in. Balls.
Eiryss moves up, pings Madrak and takes away his Fury. Remaining Gun Bunnies wing in some hits, one gets Scrolled. Only thing I can get in is a Basher with two focus. I need 7's to hit, basically comes down to a pair of tough rolls and Madrak can easily lop off Gortens head.
Thankfully it all works out. Woot woot!
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqr4F95FZj7TsqRQEXgV07LW6gFXAdueAXVLiiz2MYHAmrFZBQURNBTvrM6xApxpadF3WiQXIKJgRgrEJNgGC5eTipUhuFsPPtjKeA8_rwGCpJ7-tu7N9p29igVoxmrK-imUOLlVk6ATAo/s1600/s6+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Pretty sure we win this round 3-2? Either way we end up 6th, so mission success!
List wise, Gorten has to lose the Bashers. Never needed to slam, everytime they came up it was to walk forward and punch something in which the other Dwarf jacks would have been better. Going down to speed 4 is lame however such is life.
Next builds will either see adding in normal Dwarf jacks or magor list changes to get the new Galleon in for the 2 inches added to Gortens threat range.
Cyphon, it's been real, a better pairing must be made when I work out what that is. Besides Ossrum, HE'S BORING DAMMIT.
Team tourneys are great, wish there were more I could realistically make.
Game 404 - Gorten1 (Irr) vs Ashlynn1(LR) - OTC Round 5
Game 404 - Gorten1 (Irr) vs Ashlynn1(LR) - OTC Round 5
Epic Pit/Championship Belt
Rumour on the street has it that I have a problem with this caster see. This pseudo french person with a toothpick. Name of Ashlynn.
This time around we went into the rural team, composed of some of the loveliest blokes in the game.
Sadly they've bought into Ashlynn's hype, or more specifically my vendetta with her. Ergo they supposedly set everything up so that I'd go into their Merc player, which sure enough worked out as they intended.
The actual issue here is that she is paired with Ossrum. My Gorten list is hot garbage into the Ossrum build,as it was 90% unpushable stuff and my screening models die trivially to bunnies. Cyphon, however, might have a chance to push through and kill the relevant pieces on feat turn.
However, Ashlynn has two units of Rocketmen. Breathstealer be damned, Cyphon can't do squat to that.
At the end of the day, I gambled on the meme being stronger than the desire to win. Thankfully I was correct. Well, except now if I lose to Ashlynn I'll be mocked for it until the end of time.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVVDb1aWP4hpJneaQX0eQ-Sx_KFQtO4TUwbptEgPha0aHK7OfDB_IffY2RWfH75-H6O4PBGM1BsKioGubOuFuJpaCICuyQ1SGqXPO5vYkcM-_o6GvnBzjEBlBYf-1Bkn_1C1UjPWITcxzs/s1600/fear.gif[/img]
I picked the table with Championship Belt, basic plan being to feat clear out one side and scenario it. very likely this will be one of the rare games where the conveyor belt of doom is required (Place Eruption on the board, push Rocketman into so they can become shitty versions of the human torch).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFi7Cu5ugn72A54pExR6fblz8S5wGsPdT-Eh4Zef_1nztt-BTUdrGRL0HwkKs_2vpOM9r_zcK8jdJk0VarGWe-4ZRlzjuVV_8WbMDNkk7hKZRYiQ5cnIi6jvOwfDdKRvrMAF_N-osjZtQu/s1600/TORCH.gif[/img]
(Sidebar: all the Human Torch iterations suck).
Opening die roll features an Anastasia off, thankfully mine is a bit more sneaky sneaky sneak sneak. I opt to go first for the yada yada board presence.
Both sides have a defensive rubble circle (Ashlynns is actually the Llaelese Resistance theme terrain), I have a pair of small forests on the outer rim of the centre circle zone of questionable. Ashlynn has a burning cloud, a forest and some water.
Gorten 1: My stuff runs up the board. Half a dozen Pressgangers deliberately run into range of the enemy models for Alexia Soul feeding.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguOtF_wKd6uH2pQRovhlhAtEMiD6thMaHRCdiAAGUwp_I_v_8bawAYbJShV9odhGtRYX5E4-wjrLNJtva_HNx0jdVC09idi-nFRjBXxW8pKPzVSSuFvXS2EwBIQrfnWRtck_5Q6utWS-iV/s1600/s5+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Ashlynn1: The Rocketman move up both sides, not super aggressively as expected (The local meta is more gun focused that my list is, so default caution was in place), they do pew pew my suicide Press Gangers so that's going well.
Ashlynn moves into the Llaelese rubble, unfortunately her dad remains dead from the Russkis.
The Jacks move up either side of her (A Toro and.....uh.....Rover? Something with Shieldguard).
Gorten 2: Well.....my caster is 17.5 inches from Ashlynn. Guess we'll see how this goes?
Acosta shuffles out of the way with a Vengeance move.
Grogspar punches Gorten forward 4 inches. 'tis on!Left Press Ganger unit runs forward to stop the enemy Warjacks coming with.
Gorten walks forward, pulls Ashlynn 4 inches forward through the rubble, the jacks ping into the suicide gangers.
I do a screw up here, doing a shot with Gorten that he couldn't do after the Grogspar Pitch. It gets Shield Guarded by the jack, thankfully it doesn't change the end result.
Ashlynn has one focus, it gets removed from a spiked Gun Bunny shot. I then remember Eiryss and do the Disruptor bolt, so....good at the game is me?
Other Gun Bunnies pop shots, one misses and the other does half a dozen shots.
Acosta charges in, opening attack kills Ash to the box. Had his second attack and Ashlynns Thralls to go.
Welp safe from the meme again.
I our team also take the round, though damned if I remember the margin (3-2 or 4-1, one of those).
Epic Pit/Championship Belt
Rumour on the street has it that I have a problem with this caster see. This pseudo french person with a toothpick. Name of Ashlynn.
This time around we went into the rural team, composed of some of the loveliest blokes in the game.
Sadly they've bought into Ashlynn's hype, or more specifically my vendetta with her. Ergo they supposedly set everything up so that I'd go into their Merc player, which sure enough worked out as they intended.
The actual issue here is that she is paired with Ossrum. My Gorten list is hot garbage into the Ossrum build,as it was 90% unpushable stuff and my screening models die trivially to bunnies. Cyphon, however, might have a chance to push through and kill the relevant pieces on feat turn.
However, Ashlynn has two units of Rocketmen. Breathstealer be damned, Cyphon can't do squat to that.
At the end of the day, I gambled on the meme being stronger than the desire to win. Thankfully I was correct. Well, except now if I lose to Ashlynn I'll be mocked for it until the end of time.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVVDb1aWP4hpJneaQX0eQ-Sx_KFQtO4TUwbptEgPha0aHK7OfDB_IffY2RWfH75-H6O4PBGM1BsKioGubOuFuJpaCICuyQ1SGqXPO5vYkcM-_o6GvnBzjEBlBYf-1Bkn_1C1UjPWITcxzs/s1600/fear.gif[/img]
I picked the table with Championship Belt, basic plan being to feat clear out one side and scenario it. very likely this will be one of the rare games where the conveyor belt of doom is required (Place Eruption on the board, push Rocketman into so they can become shitty versions of the human torch).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFi7Cu5ugn72A54pExR6fblz8S5wGsPdT-Eh4Zef_1nztt-BTUdrGRL0HwkKs_2vpOM9r_zcK8jdJk0VarGWe-4ZRlzjuVV_8WbMDNkk7hKZRYiQ5cnIi6jvOwfDdKRvrMAF_N-osjZtQu/s1600/TORCH.gif[/img]
(Sidebar: all the Human Torch iterations suck).
Opening die roll features an Anastasia off, thankfully mine is a bit more sneaky sneaky sneak sneak. I opt to go first for the yada yada board presence.
Both sides have a defensive rubble circle (Ashlynns is actually the Llaelese Resistance theme terrain), I have a pair of small forests on the outer rim of the centre circle zone of questionable. Ashlynn has a burning cloud, a forest and some water.
Gorten 1: My stuff runs up the board. Half a dozen Pressgangers deliberately run into range of the enemy models for Alexia Soul feeding.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguOtF_wKd6uH2pQRovhlhAtEMiD6thMaHRCdiAAGUwp_I_v_8bawAYbJShV9odhGtRYX5E4-wjrLNJtva_HNx0jdVC09idi-nFRjBXxW8pKPzVSSuFvXS2EwBIQrfnWRtck_5Q6utWS-iV/s1600/s5+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Ashlynn1: The Rocketman move up both sides, not super aggressively as expected (The local meta is more gun focused that my list is, so default caution was in place), they do pew pew my suicide Press Gangers so that's going well.
Ashlynn moves into the Llaelese rubble, unfortunately her dad remains dead from the Russkis.
The Jacks move up either side of her (A Toro and.....uh.....Rover? Something with Shieldguard).
Gorten 2: Well.....my caster is 17.5 inches from Ashlynn. Guess we'll see how this goes?
Acosta shuffles out of the way with a Vengeance move.
Grogspar punches Gorten forward 4 inches. 'tis on!Left Press Ganger unit runs forward to stop the enemy Warjacks coming with.
Gorten walks forward, pulls Ashlynn 4 inches forward through the rubble, the jacks ping into the suicide gangers.
I do a screw up here, doing a shot with Gorten that he couldn't do after the Grogspar Pitch. It gets Shield Guarded by the jack, thankfully it doesn't change the end result.
Ashlynn has one focus, it gets removed from a spiked Gun Bunny shot. I then remember Eiryss and do the Disruptor bolt, so....good at the game is me?
Other Gun Bunnies pop shots, one misses and the other does half a dozen shots.
Acosta charges in, opening attack kills Ash to the box. Had his second attack and Ashlynns Thralls to go.
Welp safe from the meme again.
I our team also take the round, though damned if I remember the margin (3-2 or 4-1, one of those).
Game 403 - Gorten1 (Irr) vs Wurmwood1 (DH) - OTC Round 4
Game 403 - Gorten1 (Irr) vs Wurmwood1 (DH) - OTC Round 4
Standoff
Into the Northerners, with a bunch of obfuscated double up names.
So.....we may have grided based on what different players were, and screwed it up quite badly.
Net result being I went into Circle. Completely misread the match, rated it as an even game.
*Dismissive buzzer noise*
Nope, it's Giant man and I don't have his weakness on hand (A ladder). Ah. This is baaaaaaaaaaad.
There's not really much detail to put in. I ran forward, he ran forward, then it was three rounds of forests and pain. Tharn Pew Pew bowman easily crushed the Pressgangers, the Bashers struggled to get to Wurmwoods vicinity and ended up Strangleheld.
I opted to run Gorten vaguely toward Wurmwood, I could feat to prolong the game or hold it to try to line up *something* next turn. I went with holding it and hoping for a cheap win somehow versus continued prolonging, per the too-lazy-for-attrition stuff.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhBgT_IXJ7DbJYNe5RIGmvyNMhc_py-hbEYsqJX2df9cMpdW_UMBSUFZJjUIAWhn9-IJMvZJ6D9L73tYFs4A_ROic1xQRKYapa-9mBRMu1NKG-Q-7u-E3ak3Gkst5-mT_oxh33v3XS8KVz/s1600/s4+%2528640x361%2529+%2528640x361%2529.jpg[/img]
This is a list matchup I don't think I'd want to play again, felt vaguely oppressive. Need a list decked out to fight Circle it seems (It's my early Mark2 again!), or at least with viable pathfinder options.
Standoff
Into the Northerners, with a bunch of obfuscated double up names.
So.....we may have grided based on what different players were, and screwed it up quite badly.
Net result being I went into Circle. Completely misread the match, rated it as an even game.
*Dismissive buzzer noise*
Nope, it's Giant man and I don't have his weakness on hand (A ladder). Ah. This is baaaaaaaaaaad.
There's not really much detail to put in. I ran forward, he ran forward, then it was three rounds of forests and pain. Tharn Pew Pew bowman easily crushed the Pressgangers, the Bashers struggled to get to Wurmwoods vicinity and ended up Strangleheld.
I opted to run Gorten vaguely toward Wurmwood, I could feat to prolong the game or hold it to try to line up *something* next turn. I went with holding it and hoping for a cheap win somehow versus continued prolonging, per the too-lazy-for-attrition stuff.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhBgT_IXJ7DbJYNe5RIGmvyNMhc_py-hbEYsqJX2df9cMpdW_UMBSUFZJjUIAWhn9-IJMvZJ6D9L73tYFs4A_ROic1xQRKYapa-9mBRMu1NKG-Q-7u-E3ak3Gkst5-mT_oxh33v3XS8KVz/s1600/s4+%2528640x361%2529+%2528640x361%2529.jpg[/img]
This is a list matchup I don't think I'd want to play again, felt vaguely oppressive. Need a list decked out to fight Circle it seems (It's my early Mark2 again!), or at least with viable pathfinder options.
Game 402 - Gorten1 (Irr) vs Vlad2 (WoW) - OTC Round 3
Game 402 - Gorten1 (Irr) vs Vlad2 (WoW) - OTC Round 3
Epic Pit
Round t-t-t--t-t-t-t-t-treeeeeee. It's the Vics, sadly we return to our round 1 tables and their obscene every-table-has-a-central-forest-bs.
We thought this was the other top team in our bracket, our matchups evened out with equal trash/good matches and big swathes of even games. All my games were rated evenly, primarily because I didn't read the Clockatrice card before the event and that thing is ludicrous.
Based off that tidbit, one player was a version of Pat Dunford running a Dream/King of Nothing pairing with Clockatrice spam. Paralysis and a speed debuff seems stupid to me on the same model, good luck Hordes players going into that mess.
Otherwise it's Circle, albeit minus Wurmwood, the current meta plague. There's Khador, another non-Ossrum Merc, and Menoth.
I end up nabbing the Khador, regardless of opponent all my drops on this team were Gorten.
On the table itself I win the roll, pick first as it's Vlad2 Doomreaver spam and I would like some board presence.
I get a forest not touching any zones and a big hill, there's a central trench and Khador gets a big stonking forest that intrudes heavily into the centre circle.
Note that generally the tables had more terrain than the ones I played on, it just so happens that I prefer to not have to deal with more terrain given the Gorten list is, to be put it charitably, "pathfinder light".
Vlad2 is easily the caster I have opposed the most. In fact Gorten vs Vlad2 is the matchup I've played the most. I thought Butcher3 was going to be dropped, however I mistook the list as having a few Clamjacks that stopped pushes when this was not the case.
Anyway, DOOMREAVERS! It's been a while since I saw those sodders. Someone have a heart and make them in plastic with less snappable sword connections. I'm not across the Greylord changes, apparently they all gained weird spells and, for some reason, Doomreaver recursion? How the hell does that work? (No, it's not hypocritical for Press Gangers to turn Gallows Woods into human pirates. [url=https://www.youtube.com/watch?v=IBH4g_ua5es]Everyone wants to be a pirate![/url] ).
The Vlad list does have a Victor. I spent the first 10 minutes of the game refusing to believe it wasn't a Conquest, then it set shit on fire.
Merc 1: Doomreavers with Advance Deploy and Apparition versus Pressgangers with Advance Deploy basically means that the positioning cat and mouse game is from from the get go.
I opt to keep the blue right most unit back out of threat range, reasoning they need to survive a while and contest the right zone while I push to score the centre and leftside.
The red Pressgangers are in the centre, I send forward three deliberately in threat range to bait out some Doomies and feed Alexia, the rest stay as a line which the Bashers and Gorten mash into.
Khador 1: The Victor is anchoring the left, whilst the Doomies are basically straight across from the Pressgangers with murder donkeys behind.
Courtesy of the theme, Hand of Fate starts on the Donkeys, while the Victor has Assail and Arcane Might is on Vlad.
The Doomies come forward, centrally a pair run in to try to Berserk down the Pressgangers. They perform dismally and only pop one. The Victor moves up, lobs a fire shot that pings the back line of Red Pressgangers and the Bashers. 20 inches aye? Wasn't prepped for that.
Merc 2: Stuff isn't engaged enough to be worth feating, Vlad looks to be heading to hide behind the large forest so it's time to throw stuff forward and see how much dies.
Centrally fire and tough resolves, luckily the Lass lives so command range isn't an issue. They charge up and eat some Doomreavers, returning their losses who emerge from Shanghai in front of them to gum up the works.
The Gunners were running around the forest on my side of the board, they move past it this turn and ping Doomies with shots.
Alexia spawns some Thralls then repos back.
After the shots were resolved the Thralls were meant to kill the remaining two Doomies in the unit to stop them coming back. 7's to hit can be a bad time as they flail badly and miss.
One Kayazy unit runs in front of Gorten, who is otherwise camping four.
Rightwise the Blue Pressgangers likewise engage while one Basher toes the right zone.
Anastasia comes into the backfield, goes in and charges a Murder Donkey and kills it. I've faced those stupid things with Hand of Fate, I'll happily kill one in a min unit for Anastasia.
Khador 2: The reds begin with some umming and arring. About my imminent doom.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOv-eDCvmJwA_2GhfqjT7luys-vdJ0C6XjhaMrT64zKzAYV1_miXu-soehymca3mXe1r3rSNo1RHIGkm_kG83iMlCEMBdmEbiNFheWQNtbv2m2NgJ2z08gdzkgr95RzUsaZX_E4H0mcn34/s1600/thinking.gif[/img]
It's all about how many Doomreavers can Apparate forward without spliching themselves and get to Gorten, albeit after cutting down the Eliminators in front of him. Vlad can feat/Arcane Might to boost the attacks. Two were a definite, three was a maybe.
After a fair chunk of measuring, the third Doomreaver looks in doubt so it gets panned as a plan. Was a little sad about that, it seemed like a low odds run and would get the damn super juice feat out of the way. Calculated it afterward, two Doomies have less than 1%, three of them get up to 25%, not accounting for the Kayazy in the way, not that a boosted 7 is that much of a barrier.
I could have just cast rockwall and been immune to the run, honestly did not think about that spell at all.
It's attrition time instead. Doomreavers kill off Alexia's Thralls, the left side Ternion unit generate some Doomreavers.
Victor either aims or stays relatively back, pops a shot into....a Basher I think? It wasn't a super concern.
Vlad hides behind the forest, the Murder Donkeys satisfy themselves with killing Anastasia.
The right side has a muted advance, leaving about 4ish Doomies contesting the zone. The single enemy Eliminator unit can in to kill some Pressgangers, a Ternion throws whatever the cloud generation spell is (It's those super lame ones that go away when you pop the model).
Definitely no chance of Khador scoring, so no points scored (A couple Doomies went into the left zone to contest it).
Merc 3: I do a less scientific version of weighing up if I can kill Vlad.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzPVXHn-94RXCbT0gIgmpjB9-wqLDR_taut08T09VV3H1vJXdzPdJz-ObUPelvXSHyyYHqAYc6YbySuejsWmwewxeEgYWCaWbWV7DaqIDDUCI6NMeWQpXqy818zUCu1fJX31KqSSVL1T_d/s1600/thinking.gif[/img]
He's behind the forest with half a dozen Doomreavers in front of him.
Feat would easily drag him into line of sight of stuff on the right, however it doesn't look like I'll get anything super hard punching on him. Given the Victor has hung back, scenario is a better play anyway.
Gorten moves up in the centre zone, feats on the Victor, Vlad and a host of Doomreavers, sending them away.
On the left Acosta kills the enemy objective, the Gun Bunnies pop the Ternions while the Pressgangers Shanghai Doomies. Importantly the Victor is further than two inches away, so can't possibly get in to contest.
Centrally the Bashers run around Gorten, Alexia pops out more Thralls that clean up nearby models.
Rightwise the Spray Bunny kills the enemy Kayazy, Pressgangers Shanghai some Doomreavers.
I get the objective, left and centre zone, now 3-0.
Khador 3: Vlad feats on Doomreavers, who finagle their way into the left and centre zone.
The right most unit isn't hampered in the same way, so it comes in and kills my objective, spray donkeys kill one of my own Kayazy units.
Alas, in doing something in place of running, Vlad was stuck in the killbox.
Score is now 5-1.
Merc 4: A bunny and Gorten kill the feated on Doomies in the centre zone, Acosta kills the one in the left. 7-1 Scenario.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG6bbTOyWIUG-tnqTfskZlaTZovsmG2kvC7unVQ09-xNlFa7z4VQVVgeaQBlowg5N0cOEQbVh205Lvv0-sXKIxThN0HVOXG_BDRjqH2TYiXcSpArUdkdqIV2QOXzIYBV7ccJJK5llRcZ5Q/s1600/s3+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Team wise we pip this one out 3-2, so things look on track for middle of the table placement goal.
Epic Pit
Round t-t-t--t-t-t-t-t-treeeeeee. It's the Vics, sadly we return to our round 1 tables and their obscene every-table-has-a-central-forest-bs.
We thought this was the other top team in our bracket, our matchups evened out with equal trash/good matches and big swathes of even games. All my games were rated evenly, primarily because I didn't read the Clockatrice card before the event and that thing is ludicrous.
Based off that tidbit, one player was a version of Pat Dunford running a Dream/King of Nothing pairing with Clockatrice spam. Paralysis and a speed debuff seems stupid to me on the same model, good luck Hordes players going into that mess.
Otherwise it's Circle, albeit minus Wurmwood, the current meta plague. There's Khador, another non-Ossrum Merc, and Menoth.
I end up nabbing the Khador, regardless of opponent all my drops on this team were Gorten.
On the table itself I win the roll, pick first as it's Vlad2 Doomreaver spam and I would like some board presence.
I get a forest not touching any zones and a big hill, there's a central trench and Khador gets a big stonking forest that intrudes heavily into the centre circle.
Note that generally the tables had more terrain than the ones I played on, it just so happens that I prefer to not have to deal with more terrain given the Gorten list is, to be put it charitably, "pathfinder light".
Vlad2 is easily the caster I have opposed the most. In fact Gorten vs Vlad2 is the matchup I've played the most. I thought Butcher3 was going to be dropped, however I mistook the list as having a few Clamjacks that stopped pushes when this was not the case.
Anyway, DOOMREAVERS! It's been a while since I saw those sodders. Someone have a heart and make them in plastic with less snappable sword connections. I'm not across the Greylord changes, apparently they all gained weird spells and, for some reason, Doomreaver recursion? How the hell does that work? (No, it's not hypocritical for Press Gangers to turn Gallows Woods into human pirates. [url=https://www.youtube.com/watch?v=IBH4g_ua5es]Everyone wants to be a pirate![/url] ).
The Vlad list does have a Victor. I spent the first 10 minutes of the game refusing to believe it wasn't a Conquest, then it set shit on fire.
Merc 1: Doomreavers with Advance Deploy and Apparition versus Pressgangers with Advance Deploy basically means that the positioning cat and mouse game is from from the get go.
I opt to keep the blue right most unit back out of threat range, reasoning they need to survive a while and contest the right zone while I push to score the centre and leftside.
The red Pressgangers are in the centre, I send forward three deliberately in threat range to bait out some Doomies and feed Alexia, the rest stay as a line which the Bashers and Gorten mash into.
Khador 1: The Victor is anchoring the left, whilst the Doomies are basically straight across from the Pressgangers with murder donkeys behind.
Courtesy of the theme, Hand of Fate starts on the Donkeys, while the Victor has Assail and Arcane Might is on Vlad.
The Doomies come forward, centrally a pair run in to try to Berserk down the Pressgangers. They perform dismally and only pop one. The Victor moves up, lobs a fire shot that pings the back line of Red Pressgangers and the Bashers. 20 inches aye? Wasn't prepped for that.
Merc 2: Stuff isn't engaged enough to be worth feating, Vlad looks to be heading to hide behind the large forest so it's time to throw stuff forward and see how much dies.
Centrally fire and tough resolves, luckily the Lass lives so command range isn't an issue. They charge up and eat some Doomreavers, returning their losses who emerge from Shanghai in front of them to gum up the works.
The Gunners were running around the forest on my side of the board, they move past it this turn and ping Doomies with shots.
Alexia spawns some Thralls then repos back.
After the shots were resolved the Thralls were meant to kill the remaining two Doomies in the unit to stop them coming back. 7's to hit can be a bad time as they flail badly and miss.
One Kayazy unit runs in front of Gorten, who is otherwise camping four.
Rightwise the Blue Pressgangers likewise engage while one Basher toes the right zone.
Anastasia comes into the backfield, goes in and charges a Murder Donkey and kills it. I've faced those stupid things with Hand of Fate, I'll happily kill one in a min unit for Anastasia.
Khador 2: The reds begin with some umming and arring. About my imminent doom.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOv-eDCvmJwA_2GhfqjT7luys-vdJ0C6XjhaMrT64zKzAYV1_miXu-soehymca3mXe1r3rSNo1RHIGkm_kG83iMlCEMBdmEbiNFheWQNtbv2m2NgJ2z08gdzkgr95RzUsaZX_E4H0mcn34/s1600/thinking.gif[/img]
It's all about how many Doomreavers can Apparate forward without spliching themselves and get to Gorten, albeit after cutting down the Eliminators in front of him. Vlad can feat/Arcane Might to boost the attacks. Two were a definite, three was a maybe.
After a fair chunk of measuring, the third Doomreaver looks in doubt so it gets panned as a plan. Was a little sad about that, it seemed like a low odds run and would get the damn super juice feat out of the way. Calculated it afterward, two Doomies have less than 1%, three of them get up to 25%, not accounting for the Kayazy in the way, not that a boosted 7 is that much of a barrier.
I could have just cast rockwall and been immune to the run, honestly did not think about that spell at all.
It's attrition time instead. Doomreavers kill off Alexia's Thralls, the left side Ternion unit generate some Doomreavers.
Victor either aims or stays relatively back, pops a shot into....a Basher I think? It wasn't a super concern.
Vlad hides behind the forest, the Murder Donkeys satisfy themselves with killing Anastasia.
The right side has a muted advance, leaving about 4ish Doomies contesting the zone. The single enemy Eliminator unit can in to kill some Pressgangers, a Ternion throws whatever the cloud generation spell is (It's those super lame ones that go away when you pop the model).
Definitely no chance of Khador scoring, so no points scored (A couple Doomies went into the left zone to contest it).
Merc 3: I do a less scientific version of weighing up if I can kill Vlad.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzPVXHn-94RXCbT0gIgmpjB9-wqLDR_taut08T09VV3H1vJXdzPdJz-ObUPelvXSHyyYHqAYc6YbySuejsWmwewxeEgYWCaWbWV7DaqIDDUCI6NMeWQpXqy818zUCu1fJX31KqSSVL1T_d/s1600/thinking.gif[/img]
He's behind the forest with half a dozen Doomreavers in front of him.
Feat would easily drag him into line of sight of stuff on the right, however it doesn't look like I'll get anything super hard punching on him. Given the Victor has hung back, scenario is a better play anyway.
Gorten moves up in the centre zone, feats on the Victor, Vlad and a host of Doomreavers, sending them away.
On the left Acosta kills the enemy objective, the Gun Bunnies pop the Ternions while the Pressgangers Shanghai Doomies. Importantly the Victor is further than two inches away, so can't possibly get in to contest.
Centrally the Bashers run around Gorten, Alexia pops out more Thralls that clean up nearby models.
Rightwise the Spray Bunny kills the enemy Kayazy, Pressgangers Shanghai some Doomreavers.
I get the objective, left and centre zone, now 3-0.
Khador 3: Vlad feats on Doomreavers, who finagle their way into the left and centre zone.
The right most unit isn't hampered in the same way, so it comes in and kills my objective, spray donkeys kill one of my own Kayazy units.
Alas, in doing something in place of running, Vlad was stuck in the killbox.
Score is now 5-1.
Merc 4: A bunny and Gorten kill the feated on Doomies in the centre zone, Acosta kills the one in the left. 7-1 Scenario.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG6bbTOyWIUG-tnqTfskZlaTZovsmG2kvC7unVQ09-xNlFa7z4VQVVgeaQBlowg5N0cOEQbVh205Lvv0-sXKIxThN0HVOXG_BDRjqH2TYiXcSpArUdkdqIV2QOXzIYBV7ccJJK5llRcZ5Q/s1600/s3+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Team wise we pip this one out 3-2, so things look on track for middle of the table placement goal.
Game 401 - Gorten1(Irr) vs Skarre1 (DH) - OTC Round 2
Game 401 - Gorten1(Irr) vs Skarre1 (DH) - OTC Round 2
Invasion
Round 2, into one of the two teams we perceived as the strongest in our pool (Tourney is divided into two pools, splitting the different metas/states that provided multiple teams, it's a Round Robin plus a game against a team from the opposing team, then it's cut to finals).
My matchups we're pretty bad, had one match I was 98% certain I'd win, a coin, two garbage and an unwinnable.
We ended up with table selection again, I ended up into one of my garbage matchups (Overall our team got one good, two coin flips and two trash matches, pretty good for a dismal grid where we only picked two of them).
It's into the majestic Wale, our pond skipping hero.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjifYB1vWCx5fw_UXgUd03w99yXRZ8chWnRTmmsbRaCemTMpNMW5OKUf1CiWaCjnqwmMLNmM0lYLpTIHW9ByNbcyNPx3ERs41porzN9KO1I_ut2nr7YjlK8r5xeQaF1Av695B_X-UFN12Oc/s1600/Whale.gif[/img]
We'd played once before (Game 348), wherein a very early screw up meant I was screwed. This match didn't have the same high value move points, so a similar mistake might be acceptable.
It's Skarre1 Banes or Skarre3 Troll Pirates, the former gets the drop. Mostly Bane Knights, one Warrior unit, a Kraken and Wraith Engine. Incorp is a bit of an issue, don't have the punching power on a single piece even if Aiyanna magics it up. Bashers not looking to great right now.
Again took a relatively open table with a more compactish scenario, this time it's Invasion (Centre Rectangle with Objectives, two Circle zones on the flanks). There's a central obstruction and water combo, other terrain on the board doesn't matter to much. Cryx theme also plonks down a pair of defensive clouds for them between the left and centre zone.
I won the roll and picked first
Round 1: Stuff runs up. Both sides have a left side lean where the central terrain will have an impact. Also avoids a large forest for me and corrosive water for Cryx.
Press Gangers head out on the left and central zones, support stuff following up behind. Gorten is going up the centre line, intending to hide behind the obstruction for the game.
Cryx intermix their Bane units and have the Wraith Engine head up the left side while the Kraken moves up the centre.
Merc 2: Not a lot to achieve, Cryx have hung back from the front lines threat range. The Press Gangers spread around, aiming to force contesting and making effort barriers to Huge base placement. Gorten moves up further, everything remains wary Wraith Engine/Kraken attack ranges.
Cryx 2: Wraith Engine runs into the left zone, Banes chop up some Press Gangers.
The Kraken charges forward aggressively, noms up some Press Ganger shaped corpse tokens. One unit of Bane Knights pops it's defensive strike mini-feat and runs in front of it, quite the nuisance.
Merc 3:Only one goal this turn: Kill the Kraken. Skarre hasn't feated yet, so either it dies this turn or just doesn't for the game. There's too many Banes in the centre zone, plus the objective, to make it worth feating anyhow.
Aiyanna, after a Basher moves out of the way, kisses the Colossal.
Bashers and Press Gangers go into the Bane Knights, alas the Waley is judicous with defensive strikes so not to allow a hole to be opened up for Acosta to charge in.
I end up using Holt, all the Gun Bunnies, Gorten with a double shot/Molten Metal (Probably the most misunderstood spell in the game from my experience, the damage is always misapplied or misinterpreted), Grogspar, Alexia Hellfiring, Eiryss plinking and probably the greatest heroes of all being a pair of Combo Striking Eliminators to just pip the thing.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivnP_Nzs43c629axPC-UL3qEfJXOcG4KKqyiM49ieuTd3jIsQZMJD2uSqTLMSk5HFzSdbG-_BmfoReaMnxWRW4kWpNKKEIWKpK2iqVDU4SRqm2bUv5ikkOEgXIkL4hdAQa9HT5vpuz1G5r/s1600/kraken.gif[/img]
Other than that attacks to kill other things aren't super viable, the left zone ends up with a pair of Bashers (One with Strength of Granite, which should have been dropped in favour of casting a second Molten Metal) and the Red Pressganger unit that spread all throughout the zone, aiming to make it hard to land the Wraith Engine (They know they're going to die, alas sweet pirates).
Centre gets the other Basher who shields Gorten, blue Pressgangers are spread between the centre and right zone.
Cryx 3: Skarre is bored of being up the backline, she moves up to toe one of the Cryx clouds to nuke a Press Ganger in the left zone blocking the ideal Wraith Engine placement. She also feats on herself, the Wraith Engine and about five or so Bane Warriors.
She then gets a solid blob of Bane Knights around her.
Wraith Engine charges in on the left zone, rips out half of a Basher.
A Pressganger is killed by a Bane Knight, which generates a Machine Wraith from the Engine, who takes over the Strength of Granite Basher who hits it's twin for almost maximum damage. Ouch. most effective Basher so far.
A couple Warriors finishes one of the Bashers off, thankfully the zone is still cluttered with spread out Pressgangers. They'll all die for my self proclaimed worthy cause.
Centrally, three feated bane Warriors go in and kill the last Basher, the Knights cut down the Blue Pressgangers to a single dude and plonk five or so of them contesting in the right zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaaahs_lCeK9NDknlCabdXbh0Z5KoMsz5ZJB6iwoi5NmvK2T5VMqBFAEpSQxuQJTVI82ypU8qW718HBCqbP4ZkWUXMs24YxQQNRcsbz1y3Iewpj6VpDa4a76ptcfimHXzLmvxqcmQsWNQU/s1600/s2+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Merc 4: Things are looking good. The centre obstruction and feat pop makes killing Skarre non-viable, not super concerned as its all about pushing the centre and right zones for scenario.
Aiyanna kisses the Bane Warrior unit, a necessity due to having three of them with Skarre's feat in teh centre.
Gorten trundles up, attempts some melee attacks of limited value, throws an Eruption at the objective for most of it's health then feat pushes all the central Banes towards the Cryx deployment edge.
Feat also taps the Wraith Engine, falls shy of getting Skarre.
Bunnies and Alexia clear out the centre zone, the remaining kayazy unit and the last Blue Pressganger do the same on the right.
I score the objective, centre and right zone, go up 3-0.
Cryx 4: It's a hard time for Cryx from here.
Banes struggle to get back to contetsing spots, with reposition they do get a trio of Knights into the right zone, plus the Wraith Engine kills a Pressganger to make a Machine Wraith who runs across the board.
Centre zone gets half a dozen Bane Knights.
Merc 5: Holt and a Gun Bunny kill the three Knights in the right zone, Aiyanna Harms the centre unit then the Spray Bunny and Acosta finish them off. I score the centre and right zone, get up 5-0.
Alas, my unexpected win doesn't let the team achieve its dreams, we go down 2-3. Thought of them as the strongest team in the bracket, they then went on to win the tourney, so very happy with how that went.
Note to self: Wraith Engine makes upkeeping Strength of Granite a bad idea.
Invasion
Round 2, into one of the two teams we perceived as the strongest in our pool (Tourney is divided into two pools, splitting the different metas/states that provided multiple teams, it's a Round Robin plus a game against a team from the opposing team, then it's cut to finals).
My matchups we're pretty bad, had one match I was 98% certain I'd win, a coin, two garbage and an unwinnable.
We ended up with table selection again, I ended up into one of my garbage matchups (Overall our team got one good, two coin flips and two trash matches, pretty good for a dismal grid where we only picked two of them).
It's into the majestic Wale, our pond skipping hero.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjifYB1vWCx5fw_UXgUd03w99yXRZ8chWnRTmmsbRaCemTMpNMW5OKUf1CiWaCjnqwmMLNmM0lYLpTIHW9ByNbcyNPx3ERs41porzN9KO1I_ut2nr7YjlK8r5xeQaF1Av695B_X-UFN12Oc/s1600/Whale.gif[/img]
We'd played once before (Game 348), wherein a very early screw up meant I was screwed. This match didn't have the same high value move points, so a similar mistake might be acceptable.
It's Skarre1 Banes or Skarre3 Troll Pirates, the former gets the drop. Mostly Bane Knights, one Warrior unit, a Kraken and Wraith Engine. Incorp is a bit of an issue, don't have the punching power on a single piece even if Aiyanna magics it up. Bashers not looking to great right now.
Again took a relatively open table with a more compactish scenario, this time it's Invasion (Centre Rectangle with Objectives, two Circle zones on the flanks). There's a central obstruction and water combo, other terrain on the board doesn't matter to much. Cryx theme also plonks down a pair of defensive clouds for them between the left and centre zone.
I won the roll and picked first
Round 1: Stuff runs up. Both sides have a left side lean where the central terrain will have an impact. Also avoids a large forest for me and corrosive water for Cryx.
Press Gangers head out on the left and central zones, support stuff following up behind. Gorten is going up the centre line, intending to hide behind the obstruction for the game.
Cryx intermix their Bane units and have the Wraith Engine head up the left side while the Kraken moves up the centre.
Merc 2: Not a lot to achieve, Cryx have hung back from the front lines threat range. The Press Gangers spread around, aiming to force contesting and making effort barriers to Huge base placement. Gorten moves up further, everything remains wary Wraith Engine/Kraken attack ranges.
Cryx 2: Wraith Engine runs into the left zone, Banes chop up some Press Gangers.
The Kraken charges forward aggressively, noms up some Press Ganger shaped corpse tokens. One unit of Bane Knights pops it's defensive strike mini-feat and runs in front of it, quite the nuisance.
Merc 3:Only one goal this turn: Kill the Kraken. Skarre hasn't feated yet, so either it dies this turn or just doesn't for the game. There's too many Banes in the centre zone, plus the objective, to make it worth feating anyhow.
Aiyanna, after a Basher moves out of the way, kisses the Colossal.
Bashers and Press Gangers go into the Bane Knights, alas the Waley is judicous with defensive strikes so not to allow a hole to be opened up for Acosta to charge in.
I end up using Holt, all the Gun Bunnies, Gorten with a double shot/Molten Metal (Probably the most misunderstood spell in the game from my experience, the damage is always misapplied or misinterpreted), Grogspar, Alexia Hellfiring, Eiryss plinking and probably the greatest heroes of all being a pair of Combo Striking Eliminators to just pip the thing.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivnP_Nzs43c629axPC-UL3qEfJXOcG4KKqyiM49ieuTd3jIsQZMJD2uSqTLMSk5HFzSdbG-_BmfoReaMnxWRW4kWpNKKEIWKpK2iqVDU4SRqm2bUv5ikkOEgXIkL4hdAQa9HT5vpuz1G5r/s1600/kraken.gif[/img]
Other than that attacks to kill other things aren't super viable, the left zone ends up with a pair of Bashers (One with Strength of Granite, which should have been dropped in favour of casting a second Molten Metal) and the Red Pressganger unit that spread all throughout the zone, aiming to make it hard to land the Wraith Engine (They know they're going to die, alas sweet pirates).
Centre gets the other Basher who shields Gorten, blue Pressgangers are spread between the centre and right zone.
Cryx 3: Skarre is bored of being up the backline, she moves up to toe one of the Cryx clouds to nuke a Press Ganger in the left zone blocking the ideal Wraith Engine placement. She also feats on herself, the Wraith Engine and about five or so Bane Warriors.
She then gets a solid blob of Bane Knights around her.
Wraith Engine charges in on the left zone, rips out half of a Basher.
A Pressganger is killed by a Bane Knight, which generates a Machine Wraith from the Engine, who takes over the Strength of Granite Basher who hits it's twin for almost maximum damage. Ouch. most effective Basher so far.
A couple Warriors finishes one of the Bashers off, thankfully the zone is still cluttered with spread out Pressgangers. They'll all die for my self proclaimed worthy cause.
Centrally, three feated bane Warriors go in and kill the last Basher, the Knights cut down the Blue Pressgangers to a single dude and plonk five or so of them contesting in the right zone.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaaahs_lCeK9NDknlCabdXbh0Z5KoMsz5ZJB6iwoi5NmvK2T5VMqBFAEpSQxuQJTVI82ypU8qW718HBCqbP4ZkWUXMs24YxQQNRcsbz1y3Iewpj6VpDa4a76ptcfimHXzLmvxqcmQsWNQU/s1600/s2+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Merc 4: Things are looking good. The centre obstruction and feat pop makes killing Skarre non-viable, not super concerned as its all about pushing the centre and right zones for scenario.
Aiyanna kisses the Bane Warrior unit, a necessity due to having three of them with Skarre's feat in teh centre.
Gorten trundles up, attempts some melee attacks of limited value, throws an Eruption at the objective for most of it's health then feat pushes all the central Banes towards the Cryx deployment edge.
Feat also taps the Wraith Engine, falls shy of getting Skarre.
Bunnies and Alexia clear out the centre zone, the remaining kayazy unit and the last Blue Pressganger do the same on the right.
I score the objective, centre and right zone, go up 3-0.
Cryx 4: It's a hard time for Cryx from here.
Banes struggle to get back to contetsing spots, with reposition they do get a trio of Knights into the right zone, plus the Wraith Engine kills a Pressganger to make a Machine Wraith who runs across the board.
Centre zone gets half a dozen Bane Knights.
Merc 5: Holt and a Gun Bunny kill the three Knights in the right zone, Aiyanna Harms the centre unit then the Spray Bunny and Acosta finish them off. I score the centre and right zone, get up 5-0.
Alas, my unexpected win doesn't let the team achieve its dreams, we go down 2-3. Thought of them as the strongest team in the bracket, they then went on to win the tourney, so very happy with how that went.
Note to self: Wraith Engine makes upkeeping Strength of Granite a bad idea.
Sunday, May 12, 2019
Game 400 - Gorten1(Irr) vs Child1(DM) - OTC Round 1
Game 400 - Gorten1(Irr) vs Child1(DM) - OTC Round 1
Epic Pit
Gurg. How do I war dolly? Prior to the team event I thought I hadn't had a game since Cancon, completely blipped on the Circle game in between. The rust is real.
Anyway, Oceania Team Champs! I threw down Gorten because I enjoy him. That list with Bashers and what not. Other list was Cyphon, only really there if there was a list of unpushable stuff to kill. About 80% of my marked drops were Gorten, intent being to play Assassination.scenario because attrition takes to long.
Opening team is the state smooshed into the south east corner, it was a team we had as mostly reasonable matchups on our grid, though I wasn't super enthused about the prospect of either Crucible Guard or the Slayer spam they had. Matchups were 4 Gorten/1 Cyphon.
We won the roll, defaulted to table picks which is our marked preference. Or possibly just mine, I do have a habit of declaring a table very early as being "mine".
I got the Grymkin, with a traditional Child Menagerie and a mixed Heretic Bump list. Comfortable into either, we're playing Championship belt specifically on the lone table with a forest smack back in the middle that would otherwise make my feat less Scenario busting.
Should be noted in the format that every table has a different scenario, done as an alternative to weirdo terrain.
Ends up as Child, so the key thing for me is getting rid of the Death Knell so I can push their stuff without interference. Sacrifice/Ill Omens taken as the other Arcana.
I win the die roll and select first for sweet board space. Both sides end up with a forest on one side next to the zones, a trench on the right and a hill for the Grymkin. This was a light terrain board, I was down with that.
Piccies super limited, lighting was garbage anyway (semi busted downlights aren't great).
Round 1: I run everything forward, not exactly much to fear given the limited enemy ranged stuff (Twilight Sisters have a pew pew, Child has the "go away" spell).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3-KVBXhgfJae5_10ySkjf6I01j9BiS5MUBy2dDaT5JcVgCR_Vrjoft87uaXATK298fhluZeIpHRWM4fwXW9PNa5G-8WIDMmZLnbx1aDNMM0UwSTbf1e2FgaIFVLg8sircvPOgQdCBDE5S/s1600/childpush.gif[/img]
The Press Gangers fan forward, Bunny jacks are spread out in the back field, Bashers/Gorten up the guts.
Grymkin move up with the Death Knell, Child and Beasts in the centre, Dreadrots on the left and a super flanky Gorehound near them.
Merc 2: Alright, three step plan.
a - Kill the Death Knell. Only model that can't be pushed, it's centrally placed and stopping me from either pushing a Skin and Moans into the boonies or dragging Child in for some homicide.
b - Kill the forward most Skin and Moans, it's in the forest so on the push might find a way to contest the right zone, which is notably not part of my plan
c - Feat if it means I can't be stopped from scoring, reposition Gorten otherwise.
There's a Gremlin Swarm toeing the corner of the right zone, let's turf that nonsense early. It's also out of Child's Control, so can't Ill-Omen. The Bunny nearby got magic from the objective, so wanders up and trivially pops it.
The Gun bunnies jiggle around, they pop some shots to kill Pumpkin head troop dudes to feed Alexia2 some Souls.
Eiryss and some other stray shots go into the Death Knell, damage it a little.
Alexia rocks up, plonks down three Thralls who charge the Death Knell.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDx_xuopzxPyIEP7Z_tlaY9luGnRbzCNliXee6nF1QZz-1C5igYnzweScyTaIrz3yJ-LKdmxCDDGPkepu3JzszHI9huzyVIyJ-2QhpVr8kqbhUSjPyTphU-D-AUwcowHm2WuftoD59nG-h/s1600/skeleton.gif[/img]
They do.....five damage between them.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizmUYuR_86EIsg4CyyupU5eGe_Oac1MJ3kl3eXxfnpvAd4ms_UiNZzKvh3aSyirO4KVauH0K1RD1MeEZTBAUao5TVJ_NC967Lf0F6gLCHLYPCPuu1mToivjT7moityLY2glR365847xAHc/s1600/skeletonb.gif[/img]
Alright, this is not a feat turn.
Still worth dropping attacks on the Skin and Moans, even if Sacrifice pops it'll be worth it.
I forget to Aiyanna until after I move the Pressgangers in, so that wan't great (Cage Rager was in Arcane Vortex range of the Death Knell, ergo she wasn't used their). The Gangers do well anyway, taking out about half-ish of the stabby stabby beast. It's still long odds, however it's worth it just for the board presence and potential spike, so I send Acosta in. he also flubbs his damage roll.
Gorten moves into the middle of the board, Bashers run up in front of him.
Oh, Anastasia also comes out on the left side of the board and goes into the super flanking Gorehound, does a nice whack of damage and prepares to die.
Grymkin 2: Thankfully a kill run isn't super viable on Gorten with distance and stuff in the way.
The Faeries move up and stab the front line of Press Gangers and Thrall Warriors, kill half of the Pirates, all the undead and Acosta. Death Knell stays where it is, Child runs around it, ending up just toeing outside of the killbox.
The Gorehound eats Anastasia. Messily. A Gremlin runs into the right zone to contest.
Merc 3: Alright, similar plan to before, though now with a specific scenario bent given that the Faeries didn't get to push up into the zones.
The left Press Gangers move around, they eat Dreadrots and feed souls to Alexia. Sacrifice triggers to heal everything up, sadly inevitable.
The right Gun Bunny gets magic from the objective again, goes to kill the Gremlin Swarm that run up to it. Sadly the damage roll is botched like a Salmon swimming in those Glass beads ritzy people use as Garden stones. Aiyanna has to magic the spray bunny, who does manage to get that job done.
Eiryss wings the Death Knell, the Crabbits having moved away to finish off toughed out models outside of Solid Ground. Alexia once again drops three Thralls, they go in and leave it on 5 boxes. Defence 12 shouldn't be working this well. A Gun Bunny gets a chance, pops a shot, kills it to the box. Woot woot.
A Basher moves, Gorten gets punched up by Grogspar for two inches, can still walk to where he needs to and pushes all the Grymkin stuff in the centre toward their table edge. Eliminators run in to gum them up.
Bradigan and a Gun Bunny kill the enemy objective, I also score all three zones, now up 4 Control Points.
Pic is from end of the turn.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7obz928XSZjHW0OXO_K_CxQ9sZht0FZMTy3ps4rS0BrhhM-aTsCAugsLkEOmobCGKp0zEGZVjmIy1et5aYkv40vHvZJuX-VcOCY1U1qscL3VjdVFAyf4blKXSDPIbj45NuV-ZZP9_Ks02/s1600/s1+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Grymkin 3: Child is so far back she can't get out of the Killbox. Mapping it out, there's no way to kill Gorten or even contest the right zone. The Skin and Moans try stabbing some Kayazy for army points, it doesn't work out, I end up winning on scenario 8-0.
Rest of the team does well, even our local mercenary (the player, not the lists) managed a win after sleeping in and coming in with 10 minutes off the clock. We win the round 4-1, things are looking alright.
Feeling reasonably happy with the list at this point, traditional Menagerie seems okay to deal with.
Epic Pit
Gurg. How do I war dolly? Prior to the team event I thought I hadn't had a game since Cancon, completely blipped on the Circle game in between. The rust is real.
Anyway, Oceania Team Champs! I threw down Gorten because I enjoy him. That list with Bashers and what not. Other list was Cyphon, only really there if there was a list of unpushable stuff to kill. About 80% of my marked drops were Gorten, intent being to play Assassination.scenario because attrition takes to long.
Opening team is the state smooshed into the south east corner, it was a team we had as mostly reasonable matchups on our grid, though I wasn't super enthused about the prospect of either Crucible Guard or the Slayer spam they had. Matchups were 4 Gorten/1 Cyphon.
We won the roll, defaulted to table picks which is our marked preference. Or possibly just mine, I do have a habit of declaring a table very early as being "mine".
I got the Grymkin, with a traditional Child Menagerie and a mixed Heretic Bump list. Comfortable into either, we're playing Championship belt specifically on the lone table with a forest smack back in the middle that would otherwise make my feat less Scenario busting.
Should be noted in the format that every table has a different scenario, done as an alternative to weirdo terrain.
Ends up as Child, so the key thing for me is getting rid of the Death Knell so I can push their stuff without interference. Sacrifice/Ill Omens taken as the other Arcana.
I win the die roll and select first for sweet board space. Both sides end up with a forest on one side next to the zones, a trench on the right and a hill for the Grymkin. This was a light terrain board, I was down with that.
Piccies super limited, lighting was garbage anyway (semi busted downlights aren't great).
Round 1: I run everything forward, not exactly much to fear given the limited enemy ranged stuff (Twilight Sisters have a pew pew, Child has the "go away" spell).
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3-KVBXhgfJae5_10ySkjf6I01j9BiS5MUBy2dDaT5JcVgCR_Vrjoft87uaXATK298fhluZeIpHRWM4fwXW9PNa5G-8WIDMmZLnbx1aDNMM0UwSTbf1e2FgaIFVLg8sircvPOgQdCBDE5S/s1600/childpush.gif[/img]
The Press Gangers fan forward, Bunny jacks are spread out in the back field, Bashers/Gorten up the guts.
Grymkin move up with the Death Knell, Child and Beasts in the centre, Dreadrots on the left and a super flanky Gorehound near them.
Merc 2: Alright, three step plan.
a - Kill the Death Knell. Only model that can't be pushed, it's centrally placed and stopping me from either pushing a Skin and Moans into the boonies or dragging Child in for some homicide.
b - Kill the forward most Skin and Moans, it's in the forest so on the push might find a way to contest the right zone, which is notably not part of my plan
c - Feat if it means I can't be stopped from scoring, reposition Gorten otherwise.
There's a Gremlin Swarm toeing the corner of the right zone, let's turf that nonsense early. It's also out of Child's Control, so can't Ill-Omen. The Bunny nearby got magic from the objective, so wanders up and trivially pops it.
The Gun bunnies jiggle around, they pop some shots to kill Pumpkin head troop dudes to feed Alexia2 some Souls.
Eiryss and some other stray shots go into the Death Knell, damage it a little.
Alexia rocks up, plonks down three Thralls who charge the Death Knell.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDx_xuopzxPyIEP7Z_tlaY9luGnRbzCNliXee6nF1QZz-1C5igYnzweScyTaIrz3yJ-LKdmxCDDGPkepu3JzszHI9huzyVIyJ-2QhpVr8kqbhUSjPyTphU-D-AUwcowHm2WuftoD59nG-h/s1600/skeleton.gif[/img]
They do.....five damage between them.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizmUYuR_86EIsg4CyyupU5eGe_Oac1MJ3kl3eXxfnpvAd4ms_UiNZzKvh3aSyirO4KVauH0K1RD1MeEZTBAUao5TVJ_NC967Lf0F6gLCHLYPCPuu1mToivjT7moityLY2glR365847xAHc/s1600/skeletonb.gif[/img]
Alright, this is not a feat turn.
Still worth dropping attacks on the Skin and Moans, even if Sacrifice pops it'll be worth it.
I forget to Aiyanna until after I move the Pressgangers in, so that wan't great (Cage Rager was in Arcane Vortex range of the Death Knell, ergo she wasn't used their). The Gangers do well anyway, taking out about half-ish of the stabby stabby beast. It's still long odds, however it's worth it just for the board presence and potential spike, so I send Acosta in. he also flubbs his damage roll.
Gorten moves into the middle of the board, Bashers run up in front of him.
Oh, Anastasia also comes out on the left side of the board and goes into the super flanking Gorehound, does a nice whack of damage and prepares to die.
Grymkin 2: Thankfully a kill run isn't super viable on Gorten with distance and stuff in the way.
The Faeries move up and stab the front line of Press Gangers and Thrall Warriors, kill half of the Pirates, all the undead and Acosta. Death Knell stays where it is, Child runs around it, ending up just toeing outside of the killbox.
The Gorehound eats Anastasia. Messily. A Gremlin runs into the right zone to contest.
Merc 3: Alright, similar plan to before, though now with a specific scenario bent given that the Faeries didn't get to push up into the zones.
The left Press Gangers move around, they eat Dreadrots and feed souls to Alexia. Sacrifice triggers to heal everything up, sadly inevitable.
The right Gun Bunny gets magic from the objective again, goes to kill the Gremlin Swarm that run up to it. Sadly the damage roll is botched like a Salmon swimming in those Glass beads ritzy people use as Garden stones. Aiyanna has to magic the spray bunny, who does manage to get that job done.
Eiryss wings the Death Knell, the Crabbits having moved away to finish off toughed out models outside of Solid Ground. Alexia once again drops three Thralls, they go in and leave it on 5 boxes. Defence 12 shouldn't be working this well. A Gun Bunny gets a chance, pops a shot, kills it to the box. Woot woot.
A Basher moves, Gorten gets punched up by Grogspar for two inches, can still walk to where he needs to and pushes all the Grymkin stuff in the centre toward their table edge. Eliminators run in to gum them up.
Bradigan and a Gun Bunny kill the enemy objective, I also score all three zones, now up 4 Control Points.
Pic is from end of the turn.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7obz928XSZjHW0OXO_K_CxQ9sZht0FZMTy3ps4rS0BrhhM-aTsCAugsLkEOmobCGKp0zEGZVjmIy1et5aYkv40vHvZJuX-VcOCY1U1qscL3VjdVFAyf4blKXSDPIbj45NuV-ZZP9_Ks02/s1600/s1+%2528640x361%2529+%2528640x361%2529.jpg[/img]
Grymkin 3: Child is so far back she can't get out of the Killbox. Mapping it out, there's no way to kill Gorten or even contest the right zone. The Skin and Moans try stabbing some Kayazy for army points, it doesn't work out, I end up winning on scenario 8-0.
Rest of the team does well, even our local mercenary (the player, not the lists) managed a win after sleeping in and coming in with 10 minutes off the clock. We win the round 4-1, things are looking alright.
Feeling reasonably happy with the list at this point, traditional Menagerie seems okay to deal with.
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