Round 2, return to the funsies bracket.
Again the big Aaronskowski, who makes slams so often that I play him roughly annually sadly. Rocking Gaspy3, so a test I was happy to throw my list out, much as Mercs into Cryx is hardly land of sunshine and Rainbows. Just deathbows. So many deathbows (Like a rainbow, but 7 different shades of black).
Durgen - 2x Gunny Bunnies, Gastolleon, Boomhowlers, ATGM + Dude, Dougal, eEiryss, Rockbottom, Reinholdt, Aiyanna + Holt
Objective: Effigy of Valor
3Gaspy + Vociferon - Bitey node, Bane Cav, 2x Necrosurgeon + Stitch Thralls, Satyxis Witches + Hag, 2x Mechanithrall + Skarlock Commander, Darryl, Satyxis Raiders + UA, Satyxis solo captain chick person thing which totally has a name
Objective: Effigy of Valor
Merc Deploy: I win the roll, pick first so the Raiders only have the option to jam me rather than super jam. Galleon faces the Forest for the sake of pathfinder concerns.
Cryx Deploy: That's a lot of dudes.... As expected, Raiders rightly go across from the Galleon. Gastonne sobs. Painted unit is the witches.
Merc 1: It all moves up, Primed goes on the Boomhowlers to at least make him cast Hex Blast. Galleon moves up, I use the zone to make sure I'm not in death range of the Raiders to feedback Gastonne. I keep the Gun Mage officer in walking distance of the Galleon to reactivate it if I somehow get the chance. Aiyanna/Holt stay back as I"ll need the Magic Weapon shenanigans.
Cryx 1: The Raiders get Ashen Veil, most of them go into the Trench, while about four or so stay outside at the far end of the zone.
Everything advances up, though not as far as they could. The Hag stays quite far back, Aikos goes up to the wall, as does one Necrosurgeon. The other Necrosurgeon goes behind those Mechthralls on the far right. Bane Cav hold the left flank.
Merc 2: Simple plan, I want the Hag, Aikos and Necrosurgeons dead in that order. The right Necrosurgeon is to far to be an easy target, so he was safe. The Hag/Aikos have to die so that the Boomhowler jam can last as long as possible.
Dougal burns powder rations. Artilleristed, Reloaded Durgen toes the left zone and goes for the Hag. The scatters don't pan out, but I do kill a few small based mooks and hit the Necrosurgeon twice and Aikos four times. The Necro has the decency to pop off right away, so I boost all the damage rolls on Aikos at -11.
He is unscathed. The plan is not going as intended...
Galleon spools up, kills the left Skarlock Commander. Boomies jam out the left zone and spread out in the middle of the board. Gun Mages run around.
Looking at it now, pretty sure I forgot to activate both Eiryss and one Gun Bunny. Dangit.
The Hag positioning was excellent, but I feel that the Raiders would have been vastly more effective if they had run out wide to the right and made a triangle formation with the UA up the back, if they are placed with due Cognisance to the one Eiryss shot then the Galleon can't kill more than half of them if it rolls decently, remaining half can then get Scything Touch off the Arcnode, go into and combo strikes to Feedback Gastonne to death.
Cryx 2: Gaspy goes behind the wall, Hexes off Primed and contemplates the meaning of undeath. Witches clear out the front Boomhowlers and mini-feat, Raiders/Bane Cav maul the rest. Greygore survives hiding behind the objective with a single Grunt behind him. One of the Cav also punches the Objective down to 6 health. Mechanithralls swarm up the right zone with the Arc Node. Darryl gives me the finger from the middle of the table.
Gaspy forgot to feat at the time, I would have preferred it if he did. I can live with only spending a few focus and relying on my feat for the boosts.
Merc 3: Bunnies dismount Darryl. Artileristed, Reloaded, Magic Weaponed, feated Durgen casts three Explosivos on three Gun Mages, Carpet bombs the Witches away.
Eiryss tries to knock off Ashen Veil and misses.
Gun Mages aim, one with Explosivo is engaged by a Raider and is wasted. First Explosivo shot kill the Raider UA to get rid of Force Barrier, next Explosivo shot kills four Raiders. They also kill a Witch and fail to do squat to dismounted Darryl.
Galleon kills the other Skarlock commander, leaves one Raider alive and kills a line of Mechanithralls.
I hit a time crunch at the end of this turn. After a minute or so thinking, Aaronster was up 37 minutes to 16. More to the point, after this I played a fair bit more sloppoily, so if I get anything out of this game it's to be aware of that and not do it next time.
Cryx 3: Aikos leeps forward, but is out of range to drag Durgen in and have Gaspy pulp him. Witches finish off my Objective, Bane Cav get into the Gun Mages and kill a few of them, another kills Rockbottom and finishes off the Boomhowlers. Gaspy goes into the left zone and feats. Mechanithralls go into the Galleon/Eiryss, she lives on one health while the Colossal takes some hits.
Feat was now up, there was no way I wasn't going to feed him fivish times. Gaspy ended up with a focus pile to the shoulder.
Merc 4: Galleon kills Darryl and the last Necrosurgeon. Bunnies get a focus each. Aiyanna/Holt/Bunnies kill all but one of the Bane Cav. Durgen kills some more mooks in the centre of the table. Eiryss stabs the engaging Mechanithrall.
Cryx 4: No Pic due to time constraints. Mechanithralls kill the Galleon, Gaspy pops the Bunnies, Last Cav guy Impacts Holt to death on the charge and goes way forward. Reinholdt stops the score.
Merc 5: No Pic, I forget there's a forest under the wreck marker of the Galleon and go for an Eiryss shot on Gaspy that doesn't work. The Arc Node gets blown up by my other attacks. Durgen camps his focus and stays in a spot to threaten the left zone with a charge.
Cryx 5: Potato still no go. Gaspy falls back and camps. Witches kill Reinholdt, Eiryss dies to Mechanithralls.
Cryx go to 3 CP.
Merc 6: Gun Mage/Gastonne try to damage Gaspy and fail, Durgen Primes and charges, only lands one hit that does about half his health.
Turn ends, Cryx autopilot to scenario win.
Me on the right. Good game, but Durgen does not like the clock, lots of AoE's to resolve took way to much time. Eiryss really needs to be near Durgen for the Explosivo feat turn boost, placement gets tricky but it's hardly the end of the world if a Bunny doesn't get his one focus.










