Game 1
Deathclock
Destruction
James' WTC list. The pain. The agony.
MacBain! - Galleon, Sylyss, Alexia + Risen, min Boomhowlers, Aiyanna and Holt, Ragman, Orin, pEiryss, Rhupert, Kayazy + UA, Gorman Sparkles
eKrueger - Ghetorix, Stalker, Druids + UA, Stones, Stones + UA, 2x Wold Shrimp, Black Clad, 2x Gallows, Druid Wilder
Lost die roll, given second turn. Sadness and against the anti-circle theory...
MacBain! had to feat bottom of 1, Galleon got to the perfect spot to be short of eKrueger's horrid anti-range spell and managed to pop one of the non-stealthed stones.
Kruegs feated top of two and popped a few models here and there, the Groves using their Aura to stop the True Grit healing.
Bottom of two all the Merc stuff ahs to move in. Ghetorix was placed out of the Galleon's drag range, sadness was had. MacBain hid behind hte Galleon, but had to run up to avoid the killbox and the inevitable loss to scenario ahd that happened (2 for killbox, 1 for objective, 2 for dominating zoone gets Kruegs to 5).
Top of three Ghetorix gets ported near MacBain, Krueger Telekinesis' Ghetorix into MacBains back arc and sad times happen.
Gotcha! stuff:
- Krueger on scenario. Dear god. Thought Destruction was reasonably safe, I was very wrong.
- Gallows Grove. More awesome than 1 point should be.
Winning the die roll and going first, having a Jack to weapon lock MacBain, these are all things that would have helped but not things I had access to.
Galleon cracked one set of stones, possibly I should have just run it to have it toe in the zone and try to cop Krueger feat turn ont he chin, concern being that Ghetorix and a Stalker can kill the Galleon, Fail Safe or no, and crowding around it to stop Teleports doesn't cut it.
Could have one handed thrown a Boonhowler in Kreugers direction, but that would just be another last gasp of definance.
Bears thinking on. Alternate Merc list needs to handle Circle/Cryx shenanigans, but Durgens is uncomftable agaisnt eKrueger to say the least. Damiano? Counter feat early on....
Player Grading
Time Management: 9, zero issues under deathclock. Need to play more timed turns, not convinced I have this least down to 10 minute turns without a minute minimum wasted in the tank every time.
Scenario Awareness: 4, couldn't stop Scenario pressure forcing me into a terribad position.
Spacing and Placement: 3, gold moment with Galleon shooting the stone, other than that not seeing good placements I could have done to get an advantage. MacBain! might have been marginally safer running to the other side of the Galleon, but not really.
Target Priority: 3, needed to kill Heavies and the Stones, unable to put meaningful attacks on 99% of that stuff. Underestimated value of the Stones.
Effectiveness: 7, when reasonable dice odds were present they were taken, opportunities limited.
Cool: 9, fealt no tilt, errors were not forced from pressure.
Grade: C (35)
Game 2
Into the Breach!
Not timed
pSorscha - Berserker, pEiryss, Aiyanna + Holt, 2x Doomreavers, Fenris, Outriders, Widowmakers, TAC + Valachev, Eliminators, Reinholdt, Sylyss
Proxies: Fenris as the Merc Defender, Outriders as the Soulhunters.
Won the die roll, picked the side with the hill to maximise Galleon threat range if Sorscha moves up to feat.
Near standard deploy at this point, should really examine this more and consider alternatives.
Khador turn 1: Charge up.
Merc turn 1: Couple Doomreavers shot up, feat on Boomies and other stuff (Blue tokens). Boomies make a wall to block LoS (Error: should have moved the rightmost one up first). Created THrall runs up to engage Outriders/Widowmakers. Kayazy get dirged.
Khador turn 2: Sorsch wind rushes up, pops feat, casts freezing grip on the Kayazy. Everything charges up, many Kayazy die. Widowmakers kill one of themselves to knock down the Thrall. Outriders get several Risen.
Merc turn 2: Rule error, Sorscha thought to be engaging a Boomie, as he is knocked down/stationary this was not the case (Can't be engaged). Most activations wasted failing to kill said Boomhowler. MacBain puts fortune on the Galleon, misses Sorscha with a shot. Galleon moves up, shoots Sorcha down to about three health. Holt moves up, hits first shot and kills.
Not the greatest game for either me or Ed really, mistakes were made.
Player Grading
Time Management: 9, went about all activations fairly quickly, think I would have had no issues. Stationary armies do that.
Scenario Awareness: 5. It sure was there. Nothing to do be done about it.
Spacing and Placement: Galleon on hill is all I've got really. The Boomie line up, while interesting, would have been foiled by a Doomie unit charging in early, knocking them down and stopping the LoS stuff. Not relevant given the Freezing Grip used htough. Definitely did not take into account Sorsacha feat range only being 12", plus movement shenanigans.
Target Priority: 7, not a lot of heavy lifting pieces in that Khador list, attacked appropiately. Found Thrall humorous.
Effectiveness: 5, tolerable dice math only due to fortune being involved.
Cool: 9, no issues.
Grade: C (35)