Oblivion Game 16 - Barnabas1 (Will Work for Food) vs Morvanna1 (Devourers Host)
I've had some nonsensical list notions in my head that wouldn't go away, despite know they were a dumpster fire spewing Oozo on a preschool. Some thing I need beaten out of me.
Barny1 in Will Work in Minion Normal Theme. Food.
-Wrastler
-Bone Swarm
-Bullsnapper
Meat Thresher
Ledfoot and Tredz
2x Pyg Tank
2x Efaarits
2x Void Archons
Tinker
Valkries
Brun Lug
Dhunian Archon
Nothing complex here. Knock down things multiple ways. Pew pew. Have a resilient caster.
Went into Morv in Tharn with some also questionable models (By my vague understanding of the loudest opinion).
Movhana1
-Stalker
-Brennos
Ravagers + US
Tharn Shaman
Lord of the Feast
2x Primal Archons
Dhunian Archon
2x Wold ridey solo dudes. They jump and backstab stuff. Those guys.
Traitor Gator with a Pot
Death Wolves
Brigid and Caul
Turns out I hadn't done Recon 2 since Oblivion dropped, so down it goes.
I won the roll, had a struggle momentarily and made the wrong call by nabbing first. Reason being popping Morvhanna would be a nice option, alas I conceded the table side with a super defensive forest. I have a cloud on the left, forest on the right, some central rubble. Circle gets the defensive forest, there's some other terrain that I don't think heavily impacted things.
Winion 1: When a Meat Thresher wants to Thresher some Meat but Meets Bad Positioning. And Thrush.
Proxes like the smucks we are:
On Circle side the Troll beast and Menite Jack are Primal Archons, the Bloat Thrall is a Dhunian Archon.
Winion side, my permanent Archon proxies are the tall dudes with Scythes and I have paint pots for the Pyg Tanks Dhunian Archon (Orange/White base = Ledfoot and Tredz, Bone/Black base = Pyg Tanks, Pink=Dhunian Archon).
Brigid/Caul Prey the Meat Thresher, which I'm really stuck on what to do with. Anti-knockdown stuff is the The Tharn Shaman and the Archons. Hmmm. Archons. Models that will be omnipresent and the list lacks a good way to handle.
Pretty sure the list went on the scrap pile in my head at that exact moment, alas we must make do with what we have.
Meat Thresher goes up the extreme left, one Void goes up either zone. Efaarits stay left, figure they can't hunt the Pot and/or Dhunian Archon. Barney and bros pile into a Swamp Pit. Brun and Lug take the right. Valkries run around trying to resolve a bad deployment roll out.
Circle 1: Limited Pew Pew
sfdg
Tuesday, February 25, 2020
Monday, February 17, 2020
Oblivion Game 15 - Jaga Jaga1 (Will Work for Food) vs Zaateroth1 (Dark Legacy)
Oblivion Game 15 - Jaga Jaga1 (Will Work for Food) vs Zaateroth1 (Dark Legacy)
Why yes, I do forget Death Rage with alarming consistency. Like this game, where it also doesn't get triggered at any point.
Into Infernals once more, this time into Zaatboi.
Still running Jaga, cause lazy.
Squidward Family Reunion (Triple Swamp Horror, Dahlia, Voids, stack of rando solos) for me, Zaatboi has a gate, starting with 4 heavies on the board (three punchy one assaulty), two of the Arcnode Lessers, double Cultist units, the lesser caster.
I win the roll, end up first on the side I want due to opposing laziness (yat Sloth!). Playing King of the Hill, means I get a good building on the left side to enable contesting. Ostensibly I have a defensive cloud, given the amount of opposing Eyeless Sight that's not going to do much.
Round 1: Did I mention proxies? There's a bunch of proxies.
My stuff runs up, the Squids (Swamp Horrors) are spread across, the Voids split up to take a flank each. Dahlia/Skarath move up on the left, intending to play around with building.
My thinking is that top of two will mostly be about killing the gate and anything in front of it, the nice thing about enemy Static Models being you know exactly where the sodding thing has to go.
The Horrors move up straight up the guts, a pair of the punchies goes into the zone in front of the Gate line. The Gate scatters a shot forward and kills a River Raider, feeding a soul to my right Void Archon. Lesser caster hides behind the left side forest and spawns the Medium pew pew Horror.
Minion 2: I'll think of a line for here later
Plan is to send forth the Voids and pair of Squids to kill the front two Tormentors and the gate, anything more than that is gravy. Delicous gravy.
The Voids are just shy of charging in with their native threat range, so Jaga and the left most Squid pops Elasticity on them. Jaga also casts Signs and Portents. I also mess up Elastacity, defaulting to it costing one instead of two. Whoops. More practice needed.
To stop Countercharge shenanigans from the front Horrors some heroes run forth to engage them. The pair of Horrors behind could have charged forward, that's fine for me as it'll put them in threat range and the lives of Swamp Gobbers isn't a high priority.
The right Void charges the Horrors before it, charge punches it, sprays to kill a cultist and teleport to the right of the gate. The super Shield Guard solo did pop into existence to keep a solo alive, a spiked roll killed it so that was a bonus.
Left Void goes in, smacks up a Horror, likewise does a Spray that pops a couple Cultists and teleports to engage the front to Tormentors. The Horror behind has the option of a counter charge, that Void is the one with Grave Wind so it decides to not bother.
Business time, lets get those Squids in! The left one had to Animus a Void, so it's the two on the right. First one goes in on the left Horror, it pops it without to much issue. Unfortunately I mucked up my measuring/positioning such that an Overtake move wouldn't get either available Squid to the Void gate, this was a poor time to realise this. I end up kill the front two horrors with both Squids being out in vulnerable spots.
The Efaarits try doing their bit, the Gate the hurt badly alas it lives. One shot also popped out the other Shield Guard solo thing, which again got a spiked roll and died. One Efaarit also needlessly moved to far up on the right and was out of Signs and Portents range for the shot.
Skarath runs into the left zone, Dahlia hides behind the house. At this point I realise that Skarath will need Ghostly if he is called up to go into the middle, so the Gator Soul Slave runs into a dangerous position with the optimistic hope of getting a cool Ghost Snek in my future.
I wanted to run the Bullsnapper to the right zone to threaten scoring, alas I was uncomfortable with Jaga's low camp so he chill out to give her the Battle Host (aka I can't believe it's not Escort) armour bonus.
Infernal 3: Alas we are Picless in our time of need. Basically picture me with less stuff on the board.
On the left, the Arc Node ended up with no greater purpose in life so walked over and killed the innocent Feralgeist and the lesser master chick fell back.
Between Crab Claws, Zaateroth aim shots, the medium Horror pew pewing and the Gate shots I lose the central Void Archon, left Squid, most forward squid, some Gobbers, Hermit, an Efaarit and the Gator Soul Slave. The Soul Slave is on me, had to put it in a silly spot due to the failed planning.
Not all bad, one Crab Claws had to come up in my grill to kill the left Squid and zotted off the board from a lack of Essence. Even better, the right most Void survived after the Cultists had some desperation attacks.
Zaatboi did end up feating, so everything has increased defensive and super dodge.
Control points are for smucks, so we that didn't happen for we are obviously not smucks, more Cannoli-ish.
Had I remembered Death rage, a Squid could have effectively killed an extra Horror by dragging it forward out of Cultist Essence top up range. La sadness.
Winion 3: Ink! Spray it now!
Long play wise, I can get to 3 points this turn by holding the sides, whoever I won't be able to meaningfully contest the centre and the Infernals can push for either side. Left would be Dahlia/Snek on the right would be Jaga and bit pieces. Seems bad.
Zaatboi murder it is! I beleive he had two transfers.
Jaga casts Signs and Portents, shuffles up and Ghostwalks the last Squid. If this doesn't work at least the death will be quick.
Skarath pops the enemy objective and Arcnode Lesser as busy work.
The Archon is fuelled up on Souls thanks to the Gobbers that died for the greater good. Pops a soul for incorporeal, charges Zaatboi in the back. Boosts to hit his melee, lands them and does good. I think I opted not to spray in case a Horror ported in the way of the Squid, could be wrong on that.
The Efaarit pings the gate for some damage.
The Squid then charges the Gate, unfortunately it takes two initials to kill. Gets to Zaat, just manages to land its final attacks to sneak past the transfers and pop him.
Success!
Overreached badly overon, just assumed the Gate would be popped and would feel like a comfortable attritional position. Hermit should have just started directly across from the gate to run pell mell at it, like Gator Soul Slave should have been near the building from the get go for Ghostwalk shenanigans.
I love triple Squid, though really I'm probably in denial and attached to the Squidward Family Reunion name. Should swamp a River Raider and a Squid to get a Wrastler in. But Muuuuummm.....
Why yes, I do forget Death Rage with alarming consistency. Like this game, where it also doesn't get triggered at any point.
Into Infernals once more, this time into Zaatboi.
Still running Jaga, cause lazy.
Squidward Family Reunion (Triple Swamp Horror, Dahlia, Voids, stack of rando solos) for me, Zaatboi has a gate, starting with 4 heavies on the board (three punchy one assaulty), two of the Arcnode Lessers, double Cultist units, the lesser caster.
I win the roll, end up first on the side I want due to opposing laziness (yat Sloth!). Playing King of the Hill, means I get a good building on the left side to enable contesting. Ostensibly I have a defensive cloud, given the amount of opposing Eyeless Sight that's not going to do much.
Round 1: Did I mention proxies? There's a bunch of proxies.
My stuff runs up, the Squids (Swamp Horrors) are spread across, the Voids split up to take a flank each. Dahlia/Skarath move up on the left, intending to play around with building.
My thinking is that top of two will mostly be about killing the gate and anything in front of it, the nice thing about enemy Static Models being you know exactly where the sodding thing has to go.
The Horrors move up straight up the guts, a pair of the punchies goes into the zone in front of the Gate line. The Gate scatters a shot forward and kills a River Raider, feeding a soul to my right Void Archon. Lesser caster hides behind the left side forest and spawns the Medium pew pew Horror.
Minion 2: I'll think of a line for here later
Plan is to send forth the Voids and pair of Squids to kill the front two Tormentors and the gate, anything more than that is gravy. Delicous gravy.
The Voids are just shy of charging in with their native threat range, so Jaga and the left most Squid pops Elasticity on them. Jaga also casts Signs and Portents. I also mess up Elastacity, defaulting to it costing one instead of two. Whoops. More practice needed.
To stop Countercharge shenanigans from the front Horrors some heroes run forth to engage them. The pair of Horrors behind could have charged forward, that's fine for me as it'll put them in threat range and the lives of Swamp Gobbers isn't a high priority.
The right Void charges the Horrors before it, charge punches it, sprays to kill a cultist and teleport to the right of the gate. The super Shield Guard solo did pop into existence to keep a solo alive, a spiked roll killed it so that was a bonus.
Left Void goes in, smacks up a Horror, likewise does a Spray that pops a couple Cultists and teleports to engage the front to Tormentors. The Horror behind has the option of a counter charge, that Void is the one with Grave Wind so it decides to not bother.
Business time, lets get those Squids in! The left one had to Animus a Void, so it's the two on the right. First one goes in on the left Horror, it pops it without to much issue. Unfortunately I mucked up my measuring/positioning such that an Overtake move wouldn't get either available Squid to the Void gate, this was a poor time to realise this. I end up kill the front two horrors with both Squids being out in vulnerable spots.
The Efaarits try doing their bit, the Gate the hurt badly alas it lives. One shot also popped out the other Shield Guard solo thing, which again got a spiked roll and died. One Efaarit also needlessly moved to far up on the right and was out of Signs and Portents range for the shot.
Skarath runs into the left zone, Dahlia hides behind the house. At this point I realise that Skarath will need Ghostly if he is called up to go into the middle, so the Gator Soul Slave runs into a dangerous position with the optimistic hope of getting a cool Ghost Snek in my future.
I wanted to run the Bullsnapper to the right zone to threaten scoring, alas I was uncomfortable with Jaga's low camp so he chill out to give her the Battle Host (aka I can't believe it's not Escort) armour bonus.
Infernal 3: Alas we are Picless in our time of need. Basically picture me with less stuff on the board.
On the left, the Arc Node ended up with no greater purpose in life so walked over and killed the innocent Feralgeist and the lesser master chick fell back.
Between Crab Claws, Zaateroth aim shots, the medium Horror pew pewing and the Gate shots I lose the central Void Archon, left Squid, most forward squid, some Gobbers, Hermit, an Efaarit and the Gator Soul Slave. The Soul Slave is on me, had to put it in a silly spot due to the failed planning.
Not all bad, one Crab Claws had to come up in my grill to kill the left Squid and zotted off the board from a lack of Essence. Even better, the right most Void survived after the Cultists had some desperation attacks.
Zaatboi did end up feating, so everything has increased defensive and super dodge.
Control points are for smucks, so we that didn't happen for we are obviously not smucks, more Cannoli-ish.
Had I remembered Death rage, a Squid could have effectively killed an extra Horror by dragging it forward out of Cultist Essence top up range. La sadness.
Winion 3: Ink! Spray it now!
Long play wise, I can get to 3 points this turn by holding the sides, whoever I won't be able to meaningfully contest the centre and the Infernals can push for either side. Left would be Dahlia/Snek on the right would be Jaga and bit pieces. Seems bad.
Zaatboi murder it is! I beleive he had two transfers.
Jaga casts Signs and Portents, shuffles up and Ghostwalks the last Squid. If this doesn't work at least the death will be quick.
Skarath pops the enemy objective and Arcnode Lesser as busy work.
The Archon is fuelled up on Souls thanks to the Gobbers that died for the greater good. Pops a soul for incorporeal, charges Zaatboi in the back. Boosts to hit his melee, lands them and does good. I think I opted not to spray in case a Horror ported in the way of the Squid, could be wrong on that.
The Efaarit pings the gate for some damage.
The Squid then charges the Gate, unfortunately it takes two initials to kill. Gets to Zaat, just manages to land its final attacks to sneak past the transfers and pop him.
Success!
Overreached badly overon, just assumed the Gate would be popped and would feel like a comfortable attritional position. Hermit should have just started directly across from the gate to run pell mell at it, like Gator Soul Slave should have been near the building from the get go for Ghostwalk shenanigans.
I love triple Squid, though really I'm probably in denial and attached to the Squidward Family Reunion name. Should swamp a River Raider and a Squid to get a Wrastler in. But Muuuuummm.....
Sunday, February 16, 2020
Oblivion Game 14 - Jaga Jaga1 (Will Work for Food) vs Agathon1 (Dark Legacy)
Oblivion Game 14 - Jaga Jaga1 (Will Work for Food) vs Agathon1 (Dark Legacy)
I've been slack on the dollies. Super slack. r/SlothyWarmachine remains a barren wasteland (Given the writing, that's fair).
Now however there's a team tourney coming up, for which I have set the challenging goal of only being the 2nd worst on the team I ended up on (5 peeps a side, WTC-ish format). I've got about 2 months to git gud.
The games I was to lazy to write:
Game 12 - Rask vs Siege. Swans didn't know about the threat extension, Ninja Pig came from downtime and munched on the sweet blue flesh.
Game 13 - Carver vs Aikios2. Cryx feated bottom of 1 to try an assassinate play, it didn't work out and they got attritioned hard.
Anyway, Infernals are a thing. My understanding of Infernals is not a thing at all. I've also been enjoying Hello from the Magic Tavern, which is unrelated.
I'm still latched onto the Squidward Family Reunion list, unsure on pairing beyond a caster that doesn't ride the rule of cool on Fury spending and dies trivially. Carver feels pretty Basic Bro-ish, leaning toward a Barny2 Congregation thingy. Worse comes to worse it'll make me paint my Barny2.
Jaga has triple Swamp Horror, a Bullsnapper, Dahlia/Snek, pair of Voids, pair of Efaarits, triple Feralgeist, Hermit, pile of 1 point Gobbers for the feat.
Infernals are rocking the Spell Slinging dude with Hellmouth. We entirely skipped the existence of Chasten in the game, found that one out when I was sussing out the name.
Have an Arc Node, pair of medium pew pew Horrors, different crab Horros of assorted types.
Two units of Cultists and flying Mind Flayer Larvae.
I won the die roll and picked first, mostly so I'd get a forest to hide behind and attempt to score first.
Deployment
Infernals plonk Horrors centre to make use of the Trench/Rubble, Mind Flayer Larvae on either side.
My stuff is mostly evenly spread, aside from Dahlia going on the left aiming to claim the defensive flag and provide a beast for the enemy rectangle once all the Swamp Horrors are finished giving up their lives in the glorious struggle.
I'm proxying the Hermit (White mini) and Voids (Flying minis with scythes).
Round 1 - Jiggle with it
Infernals move up somewhat, Griever swarms on either side (That is to saying flying pew pew squads). Pew pew Horrors, Arcnode and Agathon go into the trench. A new Heavy pops into being.
I was somewhat uncertain about how to dolly. The knowledge, it fleas like a groupies pants before Steel Panther.
Dahlia/Snek move up on the left, a couple souls pop in front of the lesser warlock to absorb shots that might go for her.
One Squid and the Void with Grave Wind go up to the bottom of the wall.
Another Squid goes up behind my defensive forest.
I hold further back on the right, Gobbers liberally scatter around with the intent of Soul Fuelling the right side Void.
Infernals 2 - There is no Spoon, merely Horrors. An endless wave of Horrors.
About halfway through my turn I remembered how to position against Hellmouth, so that wasn't ideal.
The Node runs forward on the left side, arcs a Hellmouth that drags the centre Squid from behind the forest and the Void that was behind the wall. Does a box to the Efaarit. Agathon has a long name, is now Aggy. Aggy also throws Curse of Shadows on the left Squid.
Left Griever unit and the two Pew Pew Horrors kill the left Void. Sadness. Swamp Horror also gets dinged up a little.
Right Griever unit shuffles up, doing the step without legs which just looks like random wobbling.
They kill the poor innocent Gobbers on the right and the central Feralgeist.
Another Snippy snippy Large Horror appears.
Winions 2 - What would General Bison do on a non-Tuesday?
Here's what we do: We kill all the Batmans. Batmans are heavies. Or future heavies. Or anything in the centre zone.
The leader of the Swamp Gobbers runs heroically forward. A River Raider on the left moves up, lands a shot to propel himself into the left side of the Infernals.
Jaga moves forward, pops Signs and Portents, immortalises the two Brave Gobbers by feating them away to pop two Marked Soul solos in the backfield. To get her control range up their does involve her being suicidally close to the two heavies in the circle zone, so they have to die.
Yeah, this is where the unraveling begins.
The plan is for the remaining Void to wander up, spray down some cultists and teleport to push Dark Shroud on the heavies threatening Jaga. Counter Charge doesn't matter do to Griever placement.
What does matter is I didn't check the landing position, the Void cannot engage both Horrors. Hmm.
Jaga is already committed, so the Void goes in anyway, gets to pop some Cultists and at least chip at one Horror.
The right Swamp Horror goes in. Turns out the Beak attack crit only working on warbeasts/jacks is going to be a problem.
This is where I got distracted by Pyg lists in the middle of writing....
......and we're back.
The Squid spikes down hard on the damage rolls, managing to kill the front Horror and drag the other into the Dark Shroud range rather than deliciously murdering both per my dreams.
We have two Swamp Horrors on the left, who were meant to kill the remaining Heavy and pair of Lights and/or some Grievers. Instead it's mission save Jaga's scaly tail (Much better than overly smooth tails, those can be gross).
The Squid afflicted with Curse of Shadows can't get a charge in due to forest/arcnode placement issues. The other Squid is well and truly blocked from direct intervention by the so called "defensive" forest.
Between overtake and 4" reach, we can make this work! Hopefully! Quick games a good game!
The Squid behind the wall walks across, between two tentacles on Grievers and the the beak on the Arcnode it just manages to get into tentacle range of the relevant Horror and drag him toward the left, sadly leaving him on a few boxes.
Finally, the last Squid charges up, eats a couple Grievers to side step across and finishes it off. Finishes up making a last Beak attack on the remaining Horror Heavy.
Jaga lives, at the cost of my attrition game is about to go completely bust.
Solos run around to contesty spots, fearing that Jaga will be shot to death the Bullsnapper stays by her side to give her the Battleholst Armour buff.
Skarath goes up on the left and kills most of that flanks Griever unit.
I get a point of my defensive flag, so I guess that's something?
Infernals 3: Only the newer Horros must live, the Squids are relics of a time gone by
Infernals opt for the attrition play. Fair.
The traitor Hermit moves forward and pops his armour debuff, then repos forward. Super annoying how that works. He's getting all the Squids and the Void.
Left Heavy Horror trivially kills the Squid in front of it. Agathon and lesser Horros cap the middle Squid. Void gets shot down by the unit of Grievers to the box. Charging Cultists with, it turns out, quite punchy attachment dudes kills the last Squid. Yeesh.
End of the turn, I score a point off my friendly flag, now 2-0.
Winions 4: Time to test the Trousers of time
It's scenario or assassinate to win.
Scenario wise need three points with one guaranteed by Dahlia on my flag. At the time I was fixated on needing to clear the enemy rectangle, which with a Heavy Horror and other stuff looked to difficult to clear.
Painfully obvious now staring at the photo is to have one Efaarit moves around to the enemy flag, Jaga pops Signs and Portents then charges into the zone, the remaining Efaarit charges and Impact attacks clear out the remaining Grievers, good odds three points for the win.
Instead, the feeble straw we grasp with the might of someone who needs to be a relationship, is that of an excellent assassination run. Or so we thought based on something rather stupid.
Aggy has a pair of transfers. We think we pop out the Heavy Horrors and we're good to go!
My Hermit moves up and pops Ruin on the right heavy. Snapper charges to get out of the way.
Jaga gets Ghostwalk to get through the forest she clips on her charge lane, goes in and burns her Fury to kill the Crab Hands thingy.
Leftwise Skarath goes in and chews up the other Horror.
Time to kill! The Efaarits move up and pew pew. They both hit. The first does reasonable damage. The second enough to kill. Aggy transfers to the Medium Horrors.
Yeah, forgot that was a thing, got fixated on the heavies as transfer targets. I'd realised halfway through when it was to late to turn this busted battleship around.
Even the assassination run could have had a chance without my brain turning to a good and dribbling out my left ear; albeit a small chance at best. Jaga Signs, charges a Griever, pops a spell in, Efaarits ping, Skarath Gunfighters a spray in.
I concede as Jaga is going to die brutally to all manner of things at this point.
Actually incredibly happy at this game, part of feeling reinvigorated for the game again in spite of Warroom2 entering a loading paradox for a week.
I've been slack on the dollies. Super slack. r/SlothyWarmachine remains a barren wasteland (Given the writing, that's fair).
Now however there's a team tourney coming up, for which I have set the challenging goal of only being the 2nd worst on the team I ended up on (5 peeps a side, WTC-ish format). I've got about 2 months to git gud.
The games I was to lazy to write:
Game 12 - Rask vs Siege. Swans didn't know about the threat extension, Ninja Pig came from downtime and munched on the sweet blue flesh.
Game 13 - Carver vs Aikios2. Cryx feated bottom of 1 to try an assassinate play, it didn't work out and they got attritioned hard.
Anyway, Infernals are a thing. My understanding of Infernals is not a thing at all. I've also been enjoying Hello from the Magic Tavern, which is unrelated.
I'm still latched onto the Squidward Family Reunion list, unsure on pairing beyond a caster that doesn't ride the rule of cool on Fury spending and dies trivially. Carver feels pretty Basic Bro-ish, leaning toward a Barny2 Congregation thingy. Worse comes to worse it'll make me paint my Barny2.
Jaga has triple Swamp Horror, a Bullsnapper, Dahlia/Snek, pair of Voids, pair of Efaarits, triple Feralgeist, Hermit, pile of 1 point Gobbers for the feat.
Infernals are rocking the Spell Slinging dude with Hellmouth. We entirely skipped the existence of Chasten in the game, found that one out when I was sussing out the name.
Have an Arc Node, pair of medium pew pew Horrors, different crab Horros of assorted types.
Two units of Cultists and flying Mind Flayer Larvae.
I won the die roll and picked first, mostly so I'd get a forest to hide behind and attempt to score first.
Deployment
Infernals plonk Horrors centre to make use of the Trench/Rubble, Mind Flayer Larvae on either side.
My stuff is mostly evenly spread, aside from Dahlia going on the left aiming to claim the defensive flag and provide a beast for the enemy rectangle once all the Swamp Horrors are finished giving up their lives in the glorious struggle.
I'm proxying the Hermit (White mini) and Voids (Flying minis with scythes).
Round 1 - Jiggle with it
Infernals move up somewhat, Griever swarms on either side (That is to saying flying pew pew squads). Pew pew Horrors, Arcnode and Agathon go into the trench. A new Heavy pops into being.
I was somewhat uncertain about how to dolly. The knowledge, it fleas like a groupies pants before Steel Panther.
Dahlia/Snek move up on the left, a couple souls pop in front of the lesser warlock to absorb shots that might go for her.
One Squid and the Void with Grave Wind go up to the bottom of the wall.
Another Squid goes up behind my defensive forest.
I hold further back on the right, Gobbers liberally scatter around with the intent of Soul Fuelling the right side Void.
Infernals 2 - There is no Spoon, merely Horrors. An endless wave of Horrors.
About halfway through my turn I remembered how to position against Hellmouth, so that wasn't ideal.
The Node runs forward on the left side, arcs a Hellmouth that drags the centre Squid from behind the forest and the Void that was behind the wall. Does a box to the Efaarit. Agathon has a long name, is now Aggy. Aggy also throws Curse of Shadows on the left Squid.
Left Griever unit and the two Pew Pew Horrors kill the left Void. Sadness. Swamp Horror also gets dinged up a little.
Right Griever unit shuffles up, doing the step without legs which just looks like random wobbling.
They kill the poor innocent Gobbers on the right and the central Feralgeist.
Another Snippy snippy Large Horror appears.
Winions 2 - What would General Bison do on a non-Tuesday?
Here's what we do: We kill all the Batmans. Batmans are heavies. Or future heavies. Or anything in the centre zone.
The leader of the Swamp Gobbers runs heroically forward. A River Raider on the left moves up, lands a shot to propel himself into the left side of the Infernals.
Jaga moves forward, pops Signs and Portents, immortalises the two Brave Gobbers by feating them away to pop two Marked Soul solos in the backfield. To get her control range up their does involve her being suicidally close to the two heavies in the circle zone, so they have to die.
Yeah, this is where the unraveling begins.
The plan is for the remaining Void to wander up, spray down some cultists and teleport to push Dark Shroud on the heavies threatening Jaga. Counter Charge doesn't matter do to Griever placement.
What does matter is I didn't check the landing position, the Void cannot engage both Horrors. Hmm.
Jaga is already committed, so the Void goes in anyway, gets to pop some Cultists and at least chip at one Horror.
The right Swamp Horror goes in. Turns out the Beak attack crit only working on warbeasts/jacks is going to be a problem.
This is where I got distracted by Pyg lists in the middle of writing....
......and we're back.
The Squid spikes down hard on the damage rolls, managing to kill the front Horror and drag the other into the Dark Shroud range rather than deliciously murdering both per my dreams.
We have two Swamp Horrors on the left, who were meant to kill the remaining Heavy and pair of Lights and/or some Grievers. Instead it's mission save Jaga's scaly tail (Much better than overly smooth tails, those can be gross).
The Squid afflicted with Curse of Shadows can't get a charge in due to forest/arcnode placement issues. The other Squid is well and truly blocked from direct intervention by the so called "defensive" forest.
Between overtake and 4" reach, we can make this work! Hopefully! Quick games a good game!
The Squid behind the wall walks across, between two tentacles on Grievers and the the beak on the Arcnode it just manages to get into tentacle range of the relevant Horror and drag him toward the left, sadly leaving him on a few boxes.
Finally, the last Squid charges up, eats a couple Grievers to side step across and finishes it off. Finishes up making a last Beak attack on the remaining Horror Heavy.
Jaga lives, at the cost of my attrition game is about to go completely bust.
Solos run around to contesty spots, fearing that Jaga will be shot to death the Bullsnapper stays by her side to give her the Battleholst Armour buff.
Skarath goes up on the left and kills most of that flanks Griever unit.
I get a point of my defensive flag, so I guess that's something?
Infernals 3: Only the newer Horros must live, the Squids are relics of a time gone by
Infernals opt for the attrition play. Fair.
The traitor Hermit moves forward and pops his armour debuff, then repos forward. Super annoying how that works. He's getting all the Squids and the Void.
Left Heavy Horror trivially kills the Squid in front of it. Agathon and lesser Horros cap the middle Squid. Void gets shot down by the unit of Grievers to the box. Charging Cultists with, it turns out, quite punchy attachment dudes kills the last Squid. Yeesh.
End of the turn, I score a point off my friendly flag, now 2-0.
Winions 4: Time to test the Trousers of time
It's scenario or assassinate to win.
Scenario wise need three points with one guaranteed by Dahlia on my flag. At the time I was fixated on needing to clear the enemy rectangle, which with a Heavy Horror and other stuff looked to difficult to clear.
Painfully obvious now staring at the photo is to have one Efaarit moves around to the enemy flag, Jaga pops Signs and Portents then charges into the zone, the remaining Efaarit charges and Impact attacks clear out the remaining Grievers, good odds three points for the win.
Instead, the feeble straw we grasp with the might of someone who needs to be a relationship, is that of an excellent assassination run. Or so we thought based on something rather stupid.
Aggy has a pair of transfers. We think we pop out the Heavy Horrors and we're good to go!
My Hermit moves up and pops Ruin on the right heavy. Snapper charges to get out of the way.
Jaga gets Ghostwalk to get through the forest she clips on her charge lane, goes in and burns her Fury to kill the Crab Hands thingy.
Leftwise Skarath goes in and chews up the other Horror.
Time to kill! The Efaarits move up and pew pew. They both hit. The first does reasonable damage. The second enough to kill. Aggy transfers to the Medium Horrors.
Yeah, forgot that was a thing, got fixated on the heavies as transfer targets. I'd realised halfway through when it was to late to turn this busted battleship around.
Even the assassination run could have had a chance without my brain turning to a good and dribbling out my left ear; albeit a small chance at best. Jaga Signs, charges a Griever, pops a spell in, Efaarits ping, Skarath Gunfighters a spray in.
I concede as Jaga is going to die brutally to all manner of things at this point.
Actually incredibly happy at this game, part of feeling reinvigorated for the game again in spite of Warroom2 entering a loading paradox for a week.
Sunday, February 2, 2020
Oblivion Game 13 - Carver1 (Will Work for Food) vs Aikios2 (Dark Industries)
Oblivion Game 13 - Carver1 (Will Work for Food) vs Aikios2 (Dark Industries)
Other Ramblings at r/SlothyWarmachine
Other Ramblings at r/SlothyWarmachine
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