Sunday Slam
Deathclock
eMagnus Tier 4 Bad Seeds - Defender, Renegade, 2x Nomads, Rangers, Sword Knights (Max) + UA + Nomad, Sword Knights (Max), Saxon, Kell, Orin
Game 1 - Close Quarters
Scaverous - Deathjack, Bone Chicken, Thralls + UA, Tartarus, Mechanithrals + Brutes, 2x Necrosurgeons, Combine, Gorman
Won the die roll, picked first, charges all the way up.
Error: Should have run Orin up turn 1 so his Null Magic would reach Scaverous on feat turn.
Cryx 1: Advances up.
Merc 2: Charge up, Magnus feats choosing the stanard edges, Sword Knights run on from the flank. Renegade shot hits the Arc Node, hurts a Necrosurgeon and Gorman but kills neither :-(
Cryx 2: Magnus gets spelled to death, under Scaverous feat. Sadness.
Player Grading
Time Management: 6, ambushing unit takes time, but was keeping on par.
Scenario Awareness: 5, I had a scenario plan and was set up to start doing it next turn, but it was likely to be an attrition battle of questionable odds.
Spacing and Placement: 3, had the models to shield Magnus and didn't do it.
Target Priority: 7, limited attacks but decent selections.
Effectiveness:6, not terrible math involved.
Cool: 7, Rob tilt is clearly a thing in my head.
Grade: C (34)
Game 2
Fire Support
Zaal - Tibbers, Shaman, Krea, Nihilators, Slingers, Beast Handlers, Tycom, Hakaar, Ancestral, Bokor + Shamblers
Merc 1: Win the die roll again, go first and charge up.
Skorne 1:Things move, Krea and Shaman Paralytic it up. Slingers ping Bonded Nomad, don't take out any systems.
Merc 2: Magnus charges up, feats for my table edge and the right side where Saxon and Sword Knights ambush from.
Screwup: Should have ambushed Saxon from the left and run to the flag to grab a CP.
Skorne 2: No Pic. Slingers ping Defender, take out Movement and left arm. Tycom and some shamblers jam the ambushing Sword Knights. Tibbers crits a spawned Shambler into Magnus, who gets peppered by a variety of POW 12's for no damage.
Merc 3: Bonded Jack gets fully loaded. Boosted Renegade shot misses Krea (Needed a 10 on three dice), scatter 5" directly forward. Jack charges Tibbers, does nothing. Rangers shoot Bokur. Defender moves over to the left flag, misses the one Slinger in contest range with the cannon (Damaged system, missed a 6 on two dice). Sword Knights jam around the flag, between both units the Objective is destroyed. Jackmarshalled Nomad swings at Bokur, Orin lightnings Bokur. He cops it on the chin. Magnus runs to cover.
Mercs go to 2 CP.
Plan was for Renegade shot to knockdown the Krea/Zaal, who had two transfers. Fully bonded Jack then charges Zaal, won't kill him (Four attacks, autohitting at dice + 3 vs two transfers), will mess up the Beasts.
Other Plan was the Defender kills the one slinger, Nomads and Sword Knights then kill the Shamblers, Magnus runs to the right flag and finish turn on four CP.
Skorne 3: Shamblers appear, jam up the Shamblers. Hakaar charges, leaves the renegade on two Movement boxes, at end of turn pops into the Kovaas from Last Stand. Slingers kill the Defender, move up to the left flag, put eleven damage on the objective. Tibbers hangs around.
Merc 4: Magnus kills the Kovaas, Sword Knights tear up the Shamblers, Kell finally kills the Bokor. Nomad hits Zaal, flicked to the Krea.
Skorne 4: No Pic, Slingers kill Objective, Tibbers and co take the right flag.
Skorne go to 3 CP.
Merc 5: Magnus runs up to Zaal. Lose on scenario.
Losing out on time...
Player Grading
Time Management: 5, was falling short.
Scenario Awareness: 4, several superior scenario plays available.
Spacing and Placement: 6, average placement.
Target Priority: 8, had the correct targets, leveraged theoretically enough attacks.
Effectiveness: 7, dice math reasonable.
Cool: 6, dice started to wear me thin.
Grade: C (36)
New Play when going first:
Magnus charges up on 1. Renegade and Defender shield in front. Orin runs directly behind Nomads.
Nomads get a focus each on turn 2, Magnus charges up and feats, Mobility Nomads then run in front of him, Defender wanders off for a pot shot and Renegade moves somewhere. Upkeep + two Focus on Nomads + two for Mobility = one spare focus for the Defender/Renegade.
Speeding up Play:
Deployment tray for Sword Knights?
Option 1: Perspex with a slot
Option 2: Sheet metal + Magnets in bases.
So far from Bad Seeds playtest:
* Armour cracking is sad
* Decent scenario presence
* Reasonable drop vs Skorne and Trolls