Saturday, February 21, 2015

Game 259/60 - Fiona vs 3Gaspy/Iron Mother


Sunday Slam! returns again. Fiona is still kicking it, though with Kayazy as I shed another layer of SUSS.

Game 1

Round 3 against Robs Gaspy shenanigans. It's going to be awful when I verse a different Cryx caster, I'll be expecting Ashen Veil, Carnage and Hexblast when it can be so much worse (Looking at you Crippling Grasp).

3Gaspy + Vociferon - 2x Helldiver, Mechanithralls + Skarlock Commander + Three Brutes Thralls, Mechanithrall squad with no trimmings, 2x Necrosurgeon, Darrel Wrathe, Aikos + Kraken, min Soul Hunters
Objective: Armory (Mainly to boost those artillery rolls obviously)



For round three I lacked Anastasia, potentially giving Rob a chance at first turn. Good thing he loses the roll anyway, overall dice math be damned.


Aikos is cowering behind the Kraken. That crater is being treated as a Trench for this game.


Merc 1: Charge lads! Fiona puts Telgesh on the right blonde Eliminator, Roth goes on the Assassins and Nonokian goes on Galleon.


Cryx 1: Charge onward! Gaspy ducks toward the trench after the Soul Hunters pile in. Vociferon hides behind the Kraken, Aikos sits eight inches behind the damn lobster colossal with Escort going. Ashen Veil goes out on the larger Mechanithrall unit, which spreads out into the Cryx zone. Scything Touch goes on the Soul Hunters (Possibly inaccurate on that one). The Necrosurgeons engage their twirly moustaches and hide behind the Mechanithrall blob.


The phrase "Cryx zone" makes me want to make faction based zones, should think on that.


Merc 2:
Spells upkept, Galleon fully loaded.
Eiryss moves up, pings the front Mechanithrall with Ashen Veil.
Galleon shambles forward, tries shots on the right Necrosurgeon. I misjudge by an inch, so the Blasts go the wrong way, pinging off a thrall or two.
Piper puts Dirge on the Assassins
Assassins charge in, killing a Mechanithrall or two
Fiona feats, charges forward
Eliminators run, the left pair spread to the far edge, one of the right pair kills a Mechanithrall while the Telgesh one holds back.
Gorman puts a cloud on Fiona.
I look at Dougal, sigh at my order of activation screw up, move him around in the forest
Tinker pretends he matters, runs to the Galleon
TAC run forward
Alexia and Battery move up
Silly Wishnails and Reinholdt runup


Cryx 2:
Helldivers pop up.
Kraken gets loaded, one Helldiver gets a couple focus.
The Soulhunters kill the left Eliminators then light cav back.
Kraken kills a few Kayazy with the Unicorn cannon, they get Rothed around.
Mechanithralls move around but don't achieve anything
Necrosurgeons pop some Mechanithralls back into play.

I put those Eliminators on the far left to draw the Soul Hunters away, but I;m evidently still not cognizant of how easily cavalry, particularly with Ghostly, can move around. They would have been better spent running under Fionas Feat then running at Aikos in the next turn.


Merc 3:
Spells upkept, Galleon gets a focus.
Assassins pop mini feat and charge into the support junk behind the front lines. Vociferon, a Necrosurgeon and some of the Mechanithralls die.
Right Eliminators charge in, killing the other Necrosurgeon
Dougal moves up, pops mini feat and places Artillerist on the Galleon
Galleon moves up, shoots the left Helldiver dead with the Gunports, Harppon and two Melee attacks put the Objective on 1 point and sacs a Mechanithrall.
Fiona runs to the back of the left zone.
Gorman moves forward, Blinds the Kraken.
TAC move up, one misses a spell attack on Darrel, the other two cloud.
Alexia moves up, pops a Thrall Warrior that charges Darrel and puts him on two hit points.
Eiryss moves in and pings the Objective, sacs to a Mechanithrall
Tinker walks up, kills the Objective.

Mercs go to 2 CP.

Yeah, shouldn't have killed the objective, as it opened up charge lanes onto the Galleon. On the other hand I was falling short on time, so if I don't then I have very little edge on scenario as it is. This is the turn where I needed to do a few things differently, my current thoughts on changing up the list emerge from these events.

Some kind of shield around Gorman would have been handy, such as those Eliminators I let die. The Eiryss placement was obviously not terribly great. Fiona probably should have zapped Darrel with Arcane Secrets and Lucky Charm to help a boosted Soulfire, that chump dieing needs to happen more often.


Cryx 3:
Aikos upkeeps Escort and gives the Kraken 2.
Gaspy engages the Kayazy, they fail their terror check. He feats for the hell of it. Hellfire strips off Roth's Mercy, he kills a Kayazy and Blood Boons a Carnage.
Mechanithralls run around, missing for the most part and having a jovial time. One box cars the Telgesh Eliminator, her remains fit in a matchbox. Another runs in front of the Kraken in reach range, contemplates his mistakes in becoming an undead cyborg thing. A pair of Brutes and some weedier examples take out half the Galleon.
Kraken Powerstrikes the contemplative Mechanithrall into Gorman,  crushes every metal bone in his body.
Stitch Thralls spread out in the right zone, I discover what's it's like to have to deal with waste of space Risen after you kill Alexia.
Soul Hunters charge a TAC and the Objective, the TAC dies and the objective takes a couple points. One of them dies to the Objective blast back deal.
Darrel kills the Thrall Warrior, saunters into the zone.


Merc 4: Fiona proves she has no Influence.
Nonokian upkept for giggles. I put Eiryss 4.9 away from the Galleon....
Last Eliminator runs into the far backfield, pretends to threaten Aikos.
Galleon moves up, does nothing of consequence.
I realise I didn't activate Tinker first, he moves up and fails his repair roll just to tell me everything will be OK, thanks Tinker!
Silly puts Arcane Secrets on Fiona.
TAC charge, one into Darrel, one into a Soul Hunter. I discover they are only MAT 7 in my mind, not in reality, and miss horribly with their actual MAT of 6.
Fiona casts a load of Influences at the back Soul Hunter. It does little.
Alexia and Risen charge in, kill a Soul Hunter.
Eiryss plinks a Stitchtrall
I sigh with regret.


Cryx 4:
Kraken fully loaded
Mechanithralls blat Galleon
Darrel and Gaspy clear out stuff in front of Kraken, Darrel Hellfires a Risen in front of FIona
Kraken charges Fiona, moral victory as it takes two attacks.


Cryx left, Mercs right.

Rargle Bargle. It's time to acknowledge that ineptitude against Circle doesn't matter if I don't play them that often, but sucking against the far more prevalent Cryx is a consistent issue I need to examine.


Game 2, to the funsies bracket!

Convergence with Iron Mother, having also fallen to the wretched undead Pirate bogans.

Iron Mother - Corrolary, Mitigator (Light, Puncture AoE), Assimilator (Grounder Pounder), Modulator (Line of lightning guy), Monitor (True Sight), Reductors (Short sprays), Repair guys, TEP, 2x Enigma Foundry
Objective - Bunker


I lose the die roll and get second, I pick the side with more cover options for Fiona to cower behind. As Sun Tzu says "Pick the side with cover so you can not use it all game".


I was content to put my infantry on the side away from the TEP of evil. Eiryss went on the extreme left as she wasn't going to have many targets on the right, those Foundries weren't to likely to stay out on the flank.


CoC 1:
Tactical Supremacy went on the TEP, everything runs up.


Merc 1:
I ponder popping Dougals mini feat and having the Galleon try to off the Corrolary. I apply Rob tech, the Spyglass tells me I am an inch short for such a plan.

This being the first time I've gone second with Fiona in the list, I contemplate whether to feat bottom of one or not. I decide that I should, lest the sprays devestate the Kayazy, which if I push far enough up can threaten scenario domination.

Everything charges up including Fiona after feating, Roth goes on the Kayazy, Nonokian on Galleon, Telgesh on the right Brunette Eliminator.

Eiryss tries to avoid the camera.


CoC 2:
Captain Grounder Pounder on the left fails to hit Eiryss.
TEP splatters the front left blonde Kayazy with her own guts
Iron Mother fires a shot, kills an Assassin
Spray monkeys run up somewhat
Enigma Foundries go all Necrosurgeon on me and hide behind the disposable infantry


Merc 2:
I drop Nonokian, upkeep Roth and Telgesh, full load the Galleon.
Galleon walks forward to toe the enemy zone, rolls two shots either side. Boosted damage from the left two kills the further back Foundry, the right side shots take out half the health ont eh Right Foudnry. Harpoon brutally murders a Spray guy.
Eiryss walks further up, shoots the Groudner Pounder toolomatic, disrupting him.
Left Eliminator runs into a spot aimed to annoy.
Piper puts Dirge on the Assassins
Assassins pop mini feat, charge in killing all but one of the contesting spray munchkins and the remaining Enigma Foundry.
Right Eliminators finish off the last contesting chump.
Fiona walks up, toes the zone
Gorman moves up in the cover, puts a cloud down on fiona
TAC run to be in front of Fiona

Mercs go to 2 CP

Possibly Fiona would have been safer running to the far right side of the right zone.


CoC 3:
Grounder Pounder Jack fails to hit Eiryss again
Iron Mother puts up Firegroup, shoots at and misses Fiona
Everything but the TEP moves up and shoots at Fiona, she goes to four health
TEP is half an inch out of range of Fiona after advancing directly toward

Mercs go to 3 CP


Merc 3:

Galleon gets loaded, kills the TEP
Risen finish off the last TEP Servitor thing

Mercs go to 5 CP


Mercs on the left.