Now we roll into the glorious fifth round!
I'd hate for you to not see what you expect:
Gorten - Earthbreaker, Thor, Hawk, Madelyn, Gorman, Tinker, Anastasia, 2x Press Gangers, pAlexia + Risen, Gun Mages + The Dude
Objective: Effigy of Valor
Durgen - Gunner, Blaster, eEiryss, Rorsh + Brine, Dougal, Reinholdt, Rockbottom, Ragman, eAlexia, Acosta, Gun Mages + UA, Aiyanna + Holt, 2x Press Gangers
Objective: Effigy of Valor
This time a Wild Nickastapopulous throws down ye old Nerf victims with Outflank.
He's rocking Doomie3 and something else I didn't think he was going to drop, because immutability is perceived as gold against Gorten and Durgen is designed to take out one or two Hard targets,not multiple. Sure enough.....
3Doomy + Pyg slave (Tier level something)- Mulg, Earthborn, Mauler, Pyre, Axer, Flamey chargey burny dues, Stone + UA, half a dozen welps
I won the roll and had to think, having not played Doomy3 and Trollbloods being the faction I have the fewest games against.
Normally I'd go second, the intent being to score first. If they contest with a Colossal then I just kill it. A push immune group of Heavies defeats that. I reasoned what I needed to do was play a long game, have a strong hold on the scenarios, use distance and my feat to counter/wait out his feat and pick apart his pieces.
Merc Deploy: Fairly standard at this point.
Troll Deploy: Burney chaps advance deployed on the left side, other stuff in a single lump in the middle of the table.
Merc 1: I run my stuff. Figuring the only things getting to engage would be the Burney guys, I put Madelyn behind the forest on the left in the zone, pretty much intended to be the place of contesting for the game. Anastasia runs way out the right onto the hill in the right zone.
Troll 1: Sure enough, Burney guys assault in, killing a Press Ganger and the Communist Lass (Take that Proletariat!). The Troll beast Brick also gets pretty far up, enough for the Pyre troll to scatter and light some chumps on fire. This and every other turn would have Implacability up.
The Light beasts are leaning toward the left zone, heavies to the right.
Merc 2: Intrigue activates, I don't have anything meaningful to put it on though. I decide something squirrely is called for if I'm to pull through.
The Communists and Gun Mages get rid of the Burney chumps.
The Smurfs jam up and spread out.
Alexia and Gorman run to the right zone. Gorten plonks down a wall in a weird spot and charges off to the right. Earthbreaker follows after them.
Hawk runs acrobatically through the trolls and engages the Stone UA.
Not attacking with the Earthbreaker felt so weird, but there wasn't a good way to keep him both safe and have a meaningful activation.
Troll 2: There's a potential trample spot next to Gorten, between him, the Breaker, the wall and Alexia. I'd planned to make it smaller, but hadn't quite got the wall that well placed, hindered by the order of activations I had to go with.
Doomie feats and punches Hawk to death, casts his spell of non-moveness.
The Mauler goes for it, happily the landing spot doesn't work out and he ends up in the forest as his next legal placement.
The Axer, Mulg and the Earthborn slap down the blocking Smurfs.
Lastly the Pyre troll goes into the left zone and burns more Communists.
Merc 3: I could send the Earthbreaker into the Mauler, I likely kill it. The end positioning would be great though, I decide to block up, ensure the left zone can't easily be taken and jam hard.
That happens. The Gun Mages run and spread out in the left zone. Madelyn goes back to her hidey hole in the left zone. Both Press Ganger mobs surround the Beasts.
Gorman blinds the Mauler, just to make him shake. Wall goes up, Tinker runs to stop tramples to the Earthbreaker.
Troll 3: Pyre/Mauler frenzy. The Pyg slave pops his scroll of Signs and Portents on Warrior models. Kriel warriors take swings, but don't achieve much. Mulg and the Dire do actual work killing Press Gangers.
Merc 4: That was a low key turn, time to get some actual action from me. It's kill Mauler and feat delay turn. I give the Breaker two focus and upkeep Strength of Granite.
The Gun Mages advance around, they shoot down most of the Kriel unit. Gorman blinds the Mauler so the Earthbreaker doesn't miss.
Breaker walks to max melee, two hits the Mauler dead, then kills a spawned Welp.
Risen go into the forest, Alexia being near capacity at this point. Tinker blocks tramples again.
Mercs go to 2 CP.
Troll 4: Mulg move his one inch to kill a Press Ganger. The Dire Troll uses Goad to get into the right zone. Pyre and Axer keep stabbing in the left zone.
Merc 5: Carrying on the plan.
Gun Mages kill the Krielstone unit. Earthbreaker gets Tuned up for damage, kills the Dire Troll.
20 Risen surround Mulg.
Mercs go to 4 CP.
Troll 5: No Pic, at the end of my turn, to my extreme mortification, I hit the power button on the clock instead of the turn counter. I went to pick it up and reset it (I was at 25 minutes to Nickeons 34) and promptly dropped it onto the left zone.
Luckily only my gun mages were hit hard, we reset and I was subject to extreme grace from my opponent letting us carry on.
There was little he could do at this point, so he went army point hunting. He popped Gorman, Anastasia and a few of the Gun Mages, leaving Doomy int he middle of the Board.
Merc 6: I surround Mulg with Risen, Earthbreaker charges Doomy, first hit puts him down.
He then toughs every Earthbreaker attack.
Tinker walks up, point blanks him and gets the Warlock kill.
Never thought I'd type that sentence.
Definitely a round 5 game, I"m happy with my plan though will need to contemplate the execution.
And bam, that's my Clash of the Titans stuff done. I went 4-1 and came 3rd, was an awesome day. All my opponents were fun to play and I encountered zero issues that weren't self imposed. Would slap Titans again.











