Oblivion Game 40 - MacBain (Irr) vs Karchev1 (Jaws)
My oldest of foes, the steampunk Russians pre-1917 revolution (Originally mistyped "foes" as "phones". I will be taking no questions on this.).
Theoretical list pair of Karchev Jack spam and Vlad Winterguard Rocket Mobs. No Voids? MacBain practice it is!
The me of three days ago was a fool, as the older and ergo wiser iteration the list needs to change. Also according to the "What song do you associate with Sugar?" I'm in the Boomer age group. Don't we all think of The Archies? Could I be wrong? Are The Beatles and...whatever replaced One Direction really that different? (It's BTS. The new one is BTS.)
On reflection, Croes don't work with the list format. The Countermeasure->Rush forward does not assist a range unit, especially one that wants to leverage Repo/Backstrikes. However, we really want a stealth unit, thus we survey our options and.......*sigh* bring out Kayazy Assassins. Full boat plus Underboss. Tried them in the 16-37 block with Gorten where they were a crushed grape when you were asked to provide a burstable item. Still, they are the only unit that fits my needs. They also cost a shade more, so Grogspar gets the deserved boot. The remaining pair of points are devoured by a Gobbo Tinker, because I just like having repair as an option and it's super funny to me that gets cover by hiding behind the cart...that he drags behind himself, thus all Gobbo Tinkers are some weird living non-Euclidean nightmare that belong in Grymkin.
List ends up with MacBain+Galleon, Machorne + Freebooter, Kayazy Assassins max, Boomhowlers min, Eliminators max UA, stack of support solos.
Karchev is rocking 5 jacks (One Destroyer, the rest beatsticks), Sorchsa 0 with the Rager, Eliminators max UA, Full Sniper boat, Hermit, some miscellaneous Khador solos.
Spread the Net, I won the die roll and opted for second, taking the side with a back field defensive forest and the less inconvenient side of an obstruction in the centre zone.
The right side has an awkward wall between the Khador Flag and Merc Rectangle, there's water/long grass/trenches that don't have an impact once the dice start hitting the table. Or missing if you throw with the same desperation/enthusiasm as myself (This has been ameliorated by a dice tray, but not completely solved).
Round 1: Clunkety Clunkness - Steelhead Ironhead proxy for a Khador Man-o-War solo.
We both flick Eliminators on each flank for a face off and the debate of contractor vs patriot for money.
By dint of the central obstruction, most of both forces are to the left of centre with a leaner conflict to happen on the right. It's a line of Khador jacks, so it doesn't lumber forward too quickly with a sprinkle of marksman amongst them.
They face off against Galleon/Boomies/Kayazy Assassins/MacBain.
The right will be 'Ol Grim/Marauder/Juggernaught vs Machonre/Freebooter/Tinker.
I also have a bunch of solos in central spots to move (hopefully) where they want to. Countermeasures went on the Assassins, Failsafe on the Galleon, Fortune went on Orin for giggles.
Galleon scatter shots kill a Widowmaker, Eiryss pops a Dead shot to do 3 damage to Hermit.
Top Khador 2: In Soviet Russia we plug a standardised joke here
Leftwise, the Khad-liminators chill in the zone with the Destroyer, a Marauder and the Widowmaker unit. A Boomhowler and a couple Assassins die to the range shots.
Centre zone sees the right Khad-liminators run in, one engaging Eiryss1. Karchev gets Road to War Up, runs straight up the centre with the Devestator/Rager/Hermit/mechaniks.
Right side 'Ol Grim goes to the flag, hides behind a metal wall of Marauder/Jugger.
Feating all the way down the round order in #2! Feels like I've been playing much faster armies. Not broken up about it.
Plan is to feat and score, against this many jacks though you have to start chipping through them lest you end up being contested by stuff and unable to kill them, this MacBain iteration isn't punchy enough to not have a go ASAP.
The Devastator is positioned such that the Galleon lacks the speed to move far enough over to try to drag in Karchev (Intent being to draw out the Rager Shield Guard with an Eiryss Disruptor bolt), so that plan bounces (Galleon gets re-rolls, boosts to hit/damage, add in Jackhammer attacks and the various infantry models feel's like a good run). We'll just have to drag in and kill the Devastator.
For that to work out the Kayazy have to get out of the way, given they are the contesting models this means MacBain has to feat early.
MacBain keeps the Failsafe/Countermeasures going, allocates an extra to the Galleon and feats. Rolls a 1. Because the Mark 3 change was worse than it used to be *. The minimum roll usually gets consumed by Assassins + Boomhowler, then extras go on solos. I want Boomhowler models to block and stop Trample options, so ends up being only a pair of Assassins, Eiryss then Boomie models. Extras would have been Machorne/Lannyssa/Eilish.
Left wise, my Eliminators hand back in reserve. I definitely did not forget to activate them.
Kayazy Assassins run forward into the Khador Rectangle/centre zone. One without a feat token runs right up to Karchev's face. Good luck buddy.
Galleon then maneuvers into the right spot and fangs out his Harpoon, which hits the Devastator and gets nullified by the damned Hermit. Curses. Meant to kill him first. We use our mini-guns to kill the Man O War solo.
The Devastator living is a big issue, so feated on Boomies run into blocking positions. Camping 3, should be fine. Maybe?
Right side, Eliminator on Eliminator violence happens...sort of. Turns out Kayazy suck at killing each other and they fail to free up Eiryss from being engaged. She ends up risking the freestrike, given it can't kill her anyway. She Disrupts one of the right side jacks.
If Lannysa had a feat token, the move would be for her to go to the right and strip the Khador jacks pathfinder, using the blocking wall to safeguard my zone. As is, they'll trivially be able to get in the zone and dominate it, so instead of chilling and scoring MacHorner and her Freebooter have to strike early. Boss Machorne charges in, slams the jacks together. The Freebooter then goes in and with Trash/Dismantle manages to just straight up murder one.
Lanyssa hsould have Hunters Marked one allowed the Freebooter an extra attack from Jack Marshal. Self foiled again, ensuring protection from the Reptoids**.
Orin tries an optimistic lightning to kill Grim, does not bounce enough times alas.
I score a point on my flag, 1-0.
Top 3 Khador: Copenhagen could not stop the metal
Much measuring. Much plotting. Bizarrely anti-mustache Khadoran propaganda comes forth and an assassination path is tracked out.
Karchev backs up a bit and feats, gets winged by the Assassin for a couple points before he gets blatted. The Devestator moves up and throws an unkillable Boomhowler away.
Left side Kayazy Eliminators go in, kill Assassins and trigger some Road to War. This lets the left side Marauder move up and charge into MacBain! It's initials land some damage, ultimately MacBain was pretty safe. The last attack misses and he dodges across a bit.
After that the Widowmakers futz around achieving little. Something kills Machorne, not even sure what at this point.
Right wise the Rager and Jugger biff on the Freebooter, surprisingly it lives with a handful of boxes.
No scores, I remain a point up.
Bottom Tri Force Merc: The 7-11 of Gophers
Karchev is pretty exposed, however enough pieces are in the way of the Galleon that he's quite safe, the rest of my rando models would struggle pretty hard to put him down. Attrition play it is.
MacBain upkeeps Counter Measures and loads up the Galleon. He Jackhammers it to get a fair whack of damage on the assassination run Marauder, then falls back to be behind the forest.
Kayazy/Boomhowlers charge around, finishing off said Marauder, dinging the Devastator and killing Sorscha0 in the Khador rectangle (Underboss' leadership 9 is stretching enough you'd think it was about to do some speedwalking). Greygore also sang Cacaphony, as Spellcaster blocking is pretty finny.
The Galleon then moves up and trivially finishes off the Devastator.
Eliminators kill their opposing doubles, proving they are the Arnies rather than the Davito's (Or whicheer of those you think is better, Twins didn't really answer that).
Eiryss1 pings Karchev with the disruptor bolt. Happiness commences.
Rightwise, an ambushing Hutchuck goes into the corporeal 'Ol Grim, trivially kill him. The Tinker, showing bravery/naivety/madness, moves up toward the Khador heavies and welds the Freebooters arms back on. The booter then wails on the Juggernaught for a bit more damage plus knocking it down with a chain attack.
I score on my flag again, now 2 up and not hating my position.
Top 4 Khador: Komrade, we named it "Destroyer", but that's not what it does
Khador clock isn't looking great, they try to get some scores in. Widowmakers, Eliminators and ultimately the Destroyer all try to clear out the rectangle contesting Kayazy Assassin. Somehow they all miss and it's looking pretty bad.
It takes both the Rager and the damaged Jugger to finish off the Freebooter, unfortunately at this point the writing is on the wall as not enough gets done and there was no longer a means of contesting my flag. I score at the end of Khador's turn, then on the bottom of 5 run MacBain to my rectangle and win on scenario.
Accursed Hermit. Always remember the Hermit. Assassins actually worked out, so that was nice. Their once a game remains.....eh.
* - I becoming an old man in the game. MacBain used to use his current amount of focus instead of a die roll, so you knew exactly how many feat tokens you were getting which allowed perfect planning->execution. A different poster (We used to have forums you know) put forth that the random number was better and we never convinced the other of our position. They were definitely wrong though.
** - Always remember: Reptoids bad, Raptors good. Greys somewhat dickish.
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