Monday, August 24, 2015
Game 344 - Durgen vs 3Goreshade
Montasm with Kier-wishes-he-was-business-fish-an and more of the undead doodz.
Same junk as the slam:
Durgen - 2x Gunny Bunnies, Gastolleon, Boomhowlers, ATGM + Dude, Dougal, eEiryss, Rockbottom, Reinholdt, Aiyanna + Holt
Objective: Effigy of Valor
3Gorshade - Kraken, Skarlock, Bane Cav, Necrotech + Scrapthrall, Mechanithralls, 2x Necrosurgeon, Darryl, Soulhuters
Objective: Undecided, but it should totally be Armory.
Close Quarters once more.
Cryx Deploy: I won the roll, and gave away first for terrain reasons. The lone model on the far left is the Scrapthrall. Kierfish was experimenting with the Necrotech and no Skarlock Commander on the Mechithralls, this was a cause for regret and was changed immediately after the game.
Merc Deploy: This side was picked because of that left Linear, which will give Durgen a nice just-in-the-killbox spot to hide behind next to the Galleon to not get smacked with the Goresahde feat assassination run. I deploy my Gallon diagonally from the Kraken to maximise the disruption of the centre Linear. I remember to not block the Galleon with Boomhjowlers, but do put one on the left side of it for Durgen to Prime.
Cryx 1: Goreshade puts Infernal on the Kraken and Occultates himself. It all moves up, the Kraken and cav are in the lead, the Mechanithralls suffer from a split deploy and form a mass to one side of the Colossal.
Merc 1: Dougal mini feats and Artillerists the Galleon. Gastonne casts Fire Group. Galleon moves up and blows away a blob of infantry and one of the Necrosurgeons. Durgen and the Bunnies put down two of the Bane Cav and leave another on one box. Primed Boomhowlers skirmish in front of everything. The Gun Mages run into an eclectic formation in fear of the Soul Hunters engaging them all.
As a repeat of last game, I forget to activate Eiryss. She could have gone up popped the Bane Cav on one health, but alas.
Cryx 2: Kraken gets fully loaded. The Bane Cav/Soul Hunters/Darryl clear out half the Boomhowlers, one Soul Hunter dies to a Primed explosion. The far left Boomhowler manages to tough it out. Kraken charges over the wall into the Galleon, but sadly proves to be half an inch out. Goreshade goes to the trench and stays Occultated.
The Kraken charge was unfortunate, but without additional attacks or mad dice it doesn't kill the Galleon, which only needs one box of Cortex and an arm to almost kill it on average with the Harm involved.
Merc 2: Primed sticks around, Bunnies get a focus and Galleon is fully loaded.
Aiyanna Harms the Kraken, Holt does a mighty box of damage to each with each shot. Boomhowlers charge around, the knock down ones triggers a freestrike to die to Primed and take a Bane Cav with him. Greygore himself does a few points to the Kraken, the other Boomies kill a McThrall, two Soulhunters and the one wound Bane Cav. Galleon marches up to the Kraken and kills it. Durgen wiggles around about an inch to get the range, between Artillerist and Reload he dismounts Darryl, pops a Soul Hunter and kills the last Necrosurgeon. The Bunnies finish off the Bane Cav, the Gun Mages all aim, opening shot kill Darryl then the remaining Soul Hunters bar the one way back out of sight. Eiryss kills a Mechanithrall to feel like she's part of the team.
My rolling was pretty ballistic here, pretty sure the only thing I attacked that didn't die was the Necrotech with a couple Gun Mage shots...
Cryx 3: Mechanithralls kill off most of the Boomhowlers. Goreshade charges to the flag and has to burn his full focus stack to kill the one contesting Boomhowler, cause Tough. Necrotech fails skill check to make things from the Kraken wreck.
Cryx go to 2 CP.
Merc 3: Durgen goes and feats, kills most of the Mechanithralls and does about half a dozen points to Goreshade. Galleon, fully loaded, charges Goresahde, boosts to hit and dusts him.
Me on the right.
That went extremely well for me. After the game the Necrotech went back to the bag and the Skarlock Commander came out, as it should be.
Outside of activating Eiryss I'm not sure if I'd do much differently. Possibly feat earlier, but for the most part I just didn't need it.
Cryx wise, the Mechanithralls needed to not be split up and the Necrosurgeons carefully positioned to not get the blast death. There is a tiny bit of Skornergy with Artillerist, in that you want to miss and get the re-rollable scatter, but it boosts your RAT and ergo your chance to hit, which to be fair 99% of the time is absolute gravy.
That was the last chance I had to practice before the Canberra SS Heat, think I will stick with this iteration of the list even though I haven't really had enough games. It really feels like I have the tools I need, but it's almost as though I start about 5 points down, likely because of the Gastolleon package being the cost it is and the Bunnies just being a single shot each turn.








