Early ratings badly off, especially tendency to go to extreme of 10 when not merited.
Slam
Deathclock
Gorten - Earthbreaker, 2x Blasters, Boomhowlers (Max), ATGM + UA, TAC, Madelyn, Tinker, Dougal, Thor, Anastasia
Game 1 - Win
Into The Breach
eLylth -Angelius, 2x Ravagore, Nephilim Bolt Thrower, Naga, Totem Hunter, 2x Death Stalker, Shredder, Succubus, Shepherd, Forsaken
Deployments, won the die roll and picked first. Totem Hunter Preyed on the Boomhowlers.
Merc 1: Charges up, Solid Ground away!
Legion 1: Ravagores throw out some Seethers, with the Stalkers kill a Gun Mage and a pair of Boomies.
Merc 2: Boomies move into the zone, TAC run up behind them. Earthbreaker gets powered up, throws some rough terrain out, injures a Forsaken.
The critical turn for placement, as Gorten is liable to die on the bottom of 2 to eLylth. Consideration must also be given tot eh Nephilim Bolt thrower which can range push with crit knockdown. Had Gorten been right behind the Bunnies he wouldn't have had beads drawn on him and hte Bunny wouldn't have been pushed in the Legion turn for a ranged attack opening, but that would stop the crit Knockdown.
In future games if there is a Bolt Thrower will probably have to have a wall of Boomies in front of the Bunny/TAC shield.
Legion 2: Lylth feats, the Bolt thrower knocks back one of the Blasters. The Heavies swoop in, Gorten gets shot to about six health.
Merc 3: Drop Solid Ground. Boomies charge in, Dougal Mini-feats, ATGM snipe out the Forsaken/Shepherd. Earthbreaker charges Angelius, swings and misses.
Legion 3: Ravagore frenzies and kills the Naga. Totem knocks down a Boomhowler, Bolt Thrower kills another Boomhowler. Lylth kills a Gun Mage. The Angelius and the right Ravagore stab the Earthbreaker, taking out the left side and a third of the right.
Merc 4: Dougal pings the Bolt Thrower for a bit. Boomies and TAC charge/run up. Gorten charges up at Anastasia, misses, Feats hitting the Totem, Bolt Thrower and left Ravagore. Tinker heals up the Earthbreaker a bit, Thor sadly falls out of Tune Up range. Earthbreaker hits Angelius for a small amount of damage relative to the hitting power. Beast Lored Gun Mages kill the Angelius and undo the damage the Tinker healed.
Mercs go to 2 CP.
Legion 4: Earthbreaker gets Pin Cushioned and killed by the Ravagore, Totem Hunter and Bolt Thrower walk into the zone.
Merc 5: Bunny sprays the Bolt Thrower, Dougal kills it, Gun Mages shuffle a bit and shoot the Totem Hunter out of the zone, TAC damages objective, Gorten shoots and finishes it off.
Mercs go to 5 CP.
End clocks, lower time is the Mercs.
Player Grading
Time Management: 4, ended game with considerable timing disadvantage to opponent.
Scenario Awareness: 9, pushed the scenario plan, followed through successfully.
Spacing and Placement: 7, decent placement but not perfect.
Target Priority: 7, attacked appropriate targets would have been preferable to leverage more force at certain points.
Effectiveness: 8, used reasonable maths where applicable, took some risks that were worth the attempt.
Cool: 8, tilted by a unreasonable response to a measurement disagreement but recovered immediately.
Grade: B (43)
Still need to work on the Gorten Shielding. If Gorten can live through the feat turn then the list (Earthbreaker) can potentially limp on for a win. TAC, Boomies and Blasters need to layer up to shield. Should probably have TAC move up as base to base block, blast won't matter and just accepting that Gorten will be on fire.
Game 2
Close Quarters
Iron Mother + Exponent Servitors - Diffuser (Light with flare), Corrolary, Assimilator, 2x Monitor, Obstructors, Perforators + UA, Enigma Foundry, Repair dudes, Flare Servitors
A bad picture of the opening deployments...
Mercs won the die roll (Go Stasia!), picked first.
Merc 1: Solid Ground and runs up. Boomhowlers spread out in case of Shrapnel swarm, which bypasses Solid Ground.
CoC 1: Run up, Tactical Supremacy goes on the Obstructors (Small base shield guys with Reach).
Merc 2: Earthbreaker kills the Diffuser, kills a Perforator (Medium base short range AP guys) and the UA. Gun Mages kill multiple Servitors.
I had planned on running Gorten up to the Friendly flag, but at the last activation (Gortens) decided not to do that plan so he would live (No camp).
Note: Definitely the right time and place to give up on that aspect of the plan.
CoC 2: Mother feats, runs an Exponent servitor up, an Arced Shrapnel kills all but one of the Gun Mages. Boomhowler and Anastasia die to shots, as do several Boomhowlers. Obstructors charge in and miss the flanking Pendrake, jam in with Tac Supremacy.
Merc 3: Madelyn procs, moves Gorten up. Boomies kill the potentially contesting Obstructor. TAC kills the Exponent flings an AoE up. Bunnies shoot at relevant Perforator near the enemy flag then move to control, Earthbreaker kills the Foundry, Dougal kills two Perforators. Madelyn runs into place, gets charged and kill by Gorten who ends base to base with the friendly flag. Feat hits everything except Iron Mother, Corrolary and one Obstructor, then has no camp to pop a wall in front of himself.
Mercs go to 2 CP.
CoC 3: Convergence flails up, kills the Gun Bunny on the enemy flag, Boomhowlers die and fail their command.
Mercs go to 3 CP.
Russ concedes, no way of stopping Earthbreaker running up to the right flag to get Mercs to 5 CP.
Mercs on the left.
Player Grading
Time Management: 8, got ahead on time, always had a plan to enact.
Scenario Awareness: 9, had a plan for scenario, actually had more success than anticipated.
Spacing and Placement: 5, did not gain benefits from placement, but didn't lose out either aside from bunching up of Gun Mages causing their deaths.
Target Priority: 8, caused attacks to be wasted on Boomies, attacked the important targets (Things near the enemy flag).
Effectiveness: 8, good plans with decent odds of success and some back up options.
Cool: 9, success in the brain.
Grade: A (47)