Greek statues understand me. Play with clocks. PLAY WITH CLOCKS.
Rally Point
Untimed
Gorten - Earthbreaker, 2x spray bunnies, Anastasia, Thor, Pendrake, pEiryss, Dougal, ATGM + UA, Boomhowlers (Max), TAC
Xerxis Tier 3 Fist - Archidon, Beast Handlers, 2x Reaver Cannons, Hordes of Medium base dudes, 2x Tycoms
I won the roll, picked second. Because I'm an idiot.
Note: Hakaar the mighty destroyer and the random small based model near him are the second Tycom, NOT the horrible engine of soul sucking destruction.
Deployment made me loathe that friendly objective, it sat there sneering away even though I really didn't want to split my stuff between two zones.
Skorne 1: Move up lads!
Merc 1: pEiryss shoots a Reaver Cannon member, everything else just runs up, Gorten casts Solid Ground.
Skorne 2: Front Boomhowlers get set on Fire. It was lame. One dies. Xerxis feats.
Haides: Did....did you feat defensively?
Hoopergeddon: Yeah, I won't need it to kill anything but the Earthbreaker
Haides:.....
Haides slumps on table! 4xp to Hoopergeddon!
I see the logic in feating, and it was certainly less agonising than what I did....
Merc 2: Solid Ground upkept, two focus to the Earthbraker, one to each Bunny. Boomies run to random locations, do a few meaningless attacks. Gorten charges one, kills him but he toughs. Gorten feats, grabs virtually everything except the two far units on the right.
And the Beast Handlers.
That line of small base munchkins.
I'd like to say that I did this without thinking, reality is I stared at the table for a full five minutes trying to think of something to do.
Everything goes back not 8 inches. I bump the Archidon first so that it doesn't go away from the Earthbreakers shots. Everything else chocks up on the Beast Handlers.
Thor and Dougal boost the Earthbreakers junk. It is now possessing mighty junk.
Dougal also mini-feats.
Earthbreaker moves up, knocks down the Cetrati/Incindarii chumps in front of it. Archidon is steady, no point knocking it down. I kill the nearby non-Hakaar shaped Tycom to stop him standing people up, then fire the remaining shot into the Archidon, doing not much.
Pendrake gives Beast Lore to the Gun Mages, they move up and do literally nothing (Crit brutal? Pff, screw getting Crits).
Allright, half were also out of range of the Archidon, but that's a lot less cathartic than blaming low percentile dice scenarios.
TAC move up, put up Vortexes as something to do.
I needed attacks to put into that last contesting Incidarii, realistically the ATGM were the only option but the Boomhowlers were blocking line of site. The Boomhowlers had to move first for something for Gorten to charge, need to put in Madelyn for some Movement shenanigans.
Skorne 3: Everything shuffles up, Xerxis heals the Archidon and casts Inhospitable. A few fire shots go out, killing not much but setting a few Boomies, Gorten and the Earthbreaker on fire. The true story of this turn though was the charge and kill on the Gunbunny in the right zone.
Attempt #1: Stalled by mocking for Hooper cancelling his order for Warders
Attempt #2: Ceased by Andrew being interested in buying hoopers trolls
Attempt #3: Not sure, I entered a dreamland of the previous week, recalling my curses upon Hooper only having to pay NSW Rego costs
Attempt #4: Countered by Callum saying something exasperating
Attempt #5: Self inflicted, bewildered by Hoops being disgruntled at playing Fists and yet ever contemplating a move to Trolls
Attempt #6: Actually worked, but I was experiencing a flashback of Adam going on about how no one sticks with Ret
Eventually the Gun Bunny died.
Merc 3: No Defenders Ward or Shield Wall, the Earthbreaker gets powered up and shoots a bunch of the heavy infantry in the centre and hurts the Archidon. The ATGM get Beast Lore, finish off the Archidon and fails four rolls at dice minus six to even Injure the Cetrati.
Eiryss plinks a model down with Deathbolt.
Skorne 4: Xerxis has to cut for Fury, the Earthbreaker gets scratched at, Boomhowlers slowly whittled away.
Merc 4: Gun Bunny sprays half a dozen models to death, Earthbreaker plinks at the models in the right zone. Gorten cowers.
Skorne 5: Xerxis charges in, kills a Boomhowler, few other models make what attacks they can.
Merc 5: Earthbreaker ends our torment, killing Xerxis.
Player Grading
Time Management: 4, had their been a clock I would not have done well.
Scenario Awareness: 5, had a decent plan, did not execute it to well.
Spacing and Placement: 4, deployment problematic and cramped.
Target Priority: 7, the Tycom, knock down shots and Archidon were the right selections.
Effectiveness: 5, alright dice math outside of the Gun Mages, hoping for crits is not a great plan.
Cool: 5, multiple mental errors.
Grade: 30
List changes: pEiryss out, Tinker and Madelyn in. Gorten needs the Intrigue move, Tinker is a possible charge target for feat turn.
Notes for the future: Need to have the Boomhowlers placed to act after the Feat activates to jam the zone. whether or not to go first though? Scenario dependent. In this one probably should have gone first and played for the friendly zone?