Sunday, July 6, 2014

Games 151 to 154 - 2 Wins/Losses - Carver/Midas at Superslam

50 Point Games
Standard Timed turns


Carver List: 2x War Hogs, 2x Road Hogs, Brigands, 2x Slaughterhousers, Saxon Orrick
Midas - 2x Roadies, War Hog, Dead War Hog, 3x Bone Grinders (1 Max, 2 Min), 2x Slaughterhousers, 4x RaBo's


Game 1

Two Fronts (Pair of Aligned Objectives/zones)

eThagrosh or eVayl. Scytheans everywhere made Midas untenable.

eThagrosh - 3x Scythean, Seraph, 2x Raek, Shepherd, Shredder, Spellward, 2x Forsaken


Legion deploy after they won the roll.


Farrow Deploy


Legion turn 1: Charge up, Tenacity goes on Thagrosh.



Farrow turn 1: Charge up! One Road Hog charges up, hits Thags and setting him on fire. Brigands do CRA's and damage every heavy a little bit.

Initially I thought that I was in error to not double flamethrower Thags and full boosts.

That was Delusion. Def 16, arm 18 with three transfers. The Road Hogs should both have Assault up, but with a Brigand or two in the way and fully boosting on the forward Raek, whifch is a much more viable target.


Legion 2: Legion charge in, Thags feats (At end of turn beasts get an advance and attack ignoring free strikes). One Scythean charges up and gets rid of the Road Hog, everything else gets stuck in, though noother serious damage is done. Timer went off on the extension without activating the Seraph, one Raek and one Scytheans attacks.

Had both Road HOgs charged up they would have died ehre, but would have not put the War Hogs at risk, they are the ehavy hitters that matter when everything grets stuck in while the Slaughterhosuers handle the zones.


Farrow turn 2: Carver Feats, Beasts get punched into the ground. SLaughterhosuers on left went after War Hogs, should have gone prior as they can damage spike hard and free up the War Hog activations.

Farrow control enemy zone to go to 1 CP.


Legion turn 3: Thags tries to get it done (Early photo), Carver passes a tough check. Thags charged over the War Hog and Slaughterhouser, both free strikes missed (Crit Gore would have been gold, but needing 8's to hit make the odds low).


Farrow turn 3: Carver moves, puts Quagmire on a War Hog who then goes and kills Thags.

Player Grading
Time Management:10, easily got all activations in a non-rushed manner.
Scenario Awareness: 7, was placed to control the zones but wasn't in a position to push it.
Spacing and Placement: 6, no position advantage really gained. Should have used the War Hogs to block around Carver more.
Target Priority: 6, recognized the Heavies as the necessary targets, could have done more with the Road Hogs early on.
Effectiveness: 8, good dice math used aside from not charging Slaughterhousers first in the last turn, should have done them before the War Hog.
Cool: 10, no tilt.
Grade: Low A (47)

Game 2

3Goreshade or eDenny. Sadness either way.

3Goreshade - Kraken, cavalry all over the place, Mechanithralls galore


Goreshade Deploy


Farrow deploy


Cryx turn 1: Everything moves up, 3Gore's trick of turn 1 Mechanithrall recursion is go.


Farrow turn 1: Everything moves up, the Kraken has a 14" threat range and RFP, I anticipate it charging up then hopefully getting War Hogged.


Cryx and Farrow turn 2: I anticipate wrong. Slaughterhousers get shot by the Kraken


Cryx and Farrow turn 3: Road Hogs try to flame Goreshade after a War Hog kills the friendly objective for the charge lane, one falls just short due to the Forest.


 Cryx turn 4: Midas killed by Bane Cavalry


Player Grading
Time Management: 10, no issues.
Scenario Awareness: 5, scenario just didn't come into it.
Spacing and Placement: 3, screwed up assassination attempt, couldn't place heavies to threaten the Kraken without losing to much.
Target Priority: 3, couldn't direct attacks effectively.
Effectiveness: 3, made bad plans with low odds of success.
Cool: 10, no tilt but little hope either.
Grade: Technically a C (34)

Game 3

Incursion strikes again!

eMadrak (Meat Mountain) or Jarl (Ranged stuff)

Jarl - Mauler, Impaler, Fennblades, Dahlia and Skarath, Fellcaller, 2x Runeshapers, Sons of Bragg, Troll Moses, some other solos


Troll deploy, I won the roll and chose second.


Farrow deploy.


Troll turn 1: Fennblades get Quicken and charge waaaaaay up. They have Vengeance. Sad appearances.


Farrow turn 1: Everything advances, front Fennblades die to charging Brigands.

Right flag disappears, not my preference.


Troll turn 2: Fennblades charge up/tarpit, solo's charges up deep into the right. Opponent times out before Dahlia can move up to Skarath.


Farrow turn 2: Carver moves up. Brigands/Saxon/Right Slaughterhousers clear out a stack of the Fennblades. Left Slaughterhousers charge up to left, I forget to make their attack rolls on the Son of the Bragg. Road Hog charges up, Assault sets Dahlia on fire and does five points. War Hogs clear out some stuff, one sits on the Flag.

Farrow go to 1 CP.


Troll turn 3: Dahlia dies to fire, Skarath goes away. Mauler fails to kill Road Hog, other stuff moves in.


Farrow turn 3: Road Hogs both frenzy. Slaughterhousers clear out left flag and claim it. Carver feats, moves into position to walk to either flag on Mobility, casts Batten and camps three. War Hog clears out middle flag, other War Hog goes up and kills Mauler.

Farrow go to 3 CP.

Troll turn 4: A few shots go at Carver to begin with, but he isn't threatened, so efforts get refocused on the forward Hogs. Roadie dies.


Farrow turn 4: Slaughterhousers clear off some of left flag, Road Hog finishes it up, Carver walks to left flag and dominates for the win.

Farrow go to 5 CP.

Player Grading
Time Management: 10, no issues, didn't need extension.
Scenario Awareness: 10, played to the scenario and had suitable options when non-preferred flag disappeared.
Spacing and Placement: 7, should have run a little more stuff to the left in case Dahlia didn't die to the fire attack.
Target Priority: 8, removed the Fennblades relatively expediently and definitely came ahead on the heavy trades.
Effectiveness:7, good dice math most of the time, took a chance to burn Dahlia but paid off.
Cool: 10, no issues.
Grade: A (52)

Game 4

Fire Support

eMorvhana - Stalker, Gorax, Stones + UA, Skinwalkers + UA, Bloodtrackers + Nualla, Tharn Wolfriders, 2x Gallows Grove, Pendrake, Witch Doc Croc,

Lose the die roll, terrain pretty much irrelevant.


Circle Deploy


Farrow Deploy: Prey targets go out on the Brigands/Slaughterhosuers.


Circle turn 1


Farrow turn 1:


Circle turn 2: INFANTRY BUTCHERY. Tharn go rabid on the Brigands.


Farrow turn 2: Charge lane cleared for Road Hog to get to Stalker, miss Charge attack. leave it with five health, sad times.


Circle turn 3: More stuff cleared out/jammed.


Farrow turn 3: Some limp wristed killing happens.








Circle infantry flail at War Hogs that can't do enough attacks to get rid of them.

eMorv uses Goat push attacks to get War Hog away from contesting fan, Circle go to 5 CP.

Sacrificed infantry, needed to lead with Beasts. Opening turn Infantry should have shunted to the side while the Beasts ran up, with one Brigand held waaaay back to be the lone survivor that runs away while being a Prey target.

Player Grading
Time Management: 10, time just not an issue.
Scenario Awareness: 3, could neither push nor defend the scenario.
Spacing and Placement:1, lost loads of models for no gain.
Target Priority: 5, recognized important targets but couldn't get enough force to them.
Effectiveness:6, different have great odds of success by the math.
Cool: 10, no tilt.
Grade:High C (35)