In the midst of Magnus1 face rolling with Snipe, I crammed in a 75 pointer with the oldest of foes, some Skorne!
Based on laziness and cheap jack is best jack, I made a list that was Magnus1, a Buccaneer and....like....eleven Nomads?
Because I'm not endlessly rich as well as demented, I don't own eleven Nomads, so I scaled it back to stuff I actually possess.
Magnus1 - Buccaneer, Mangler, 4x Nomad, 2x Renegade, Silly Wyshellblargh, Tinker, Alexia2, Eiryss1
Objective: Uh....I didn't pick one. Bunker then?
In a fine show of humourous juxtaposition, Jefzatar was not playing with the Battle Boxes but was using the relevant lock anyway.
Xekaar1 - Bronzeback, Gladiator, Brute, Shaman, Wrongeye + Snapjaw, Marketh Puffy Pants, Venator Dakaar, Slingers, Paingivers, Bloodrunners, Master Tormentor
It's the return of The Pit!
Plan is to absorb the alpha and ride the Heavies wave to victory while keeping the Alexia manufactorium chugging.
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Skorne Deploy: Skronidons win the roll and go first.
Proxies are the Venator Reiver sitting in as the Dakaar solo (Or whatever he's called, buffs the Slingers).
Far left is the Crocs, the yellow shrouded fellow is Marketh, then the Slingers round out the left side. On the ride is the mob of beasts, black undercoat chap being the Cyclops. Xekaar is obviosuly the shiny red guy. Bloodrunners out front.
Notable terrain on this side is not the outlying walls (I didn't notice them until I was in a journeyman game on this table afterwards), the Skorne flag is shrouded in trees and a nice stonkin rock pile sits awkwardly on the edge of the zone.
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Merc Deploy: I pick this side because the opposing obstruction looked painful and the trench looked like it might be nice. Hills are also much nicer than trees for my list with...one model with pathfinder?
Alexia goes way to the left, ready to run toward Blood Runners for sweet sweet souls. There's then line up of potential criminals/jacks, Renegades on either side, Mangler across from the Slingers for optimistic Threshering.
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Skorne 1: Stuff moves up, Xekaar goes to the Skorne flag early on.
The Blood Runners make a front line, the Master Tormentor a couple inches behind (Go forth minions!).
Marketh cowers behind the rock pile, then gets surrounded by Slingers.
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Merc 1: Nothing amazing happening tactically yet.
The Heavies make a counter skirmish line to the Blood Runners, they keep back out of the Bronze backs charge range. Mangler gets Blur.
I stupidly forget the Blood Runners have stealth and waste Eiryss' activation. Oh well.
The coup for the turn is the left Renegade, who does a Sniped shot on a Slinger, killing three of them and Marketh, so that's one left Mortality a turn I have to deal with.
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Skorne 2: Speaking of Mortality....
Xekaar gets Craft Talismaned up by the One Eyed Mystic. He then moves off the flag to Mortality the middle two Nomads, Maltreats for a point of camp and Feats.
The still plentiful Slingers move in and start flinging shots at Nomad #2, they do quite well. Well enough that the Blood Runners finish that Nomad off.
The Brute gets Rushed/Enraged and goes into Nomad #3, surprisingly takes out no systems but dings it a fair bit (10 boxes left).
Otherwise Skorne Heavies move up in threatening positions.
Out left Snapjaw enters that sides forest a bit, behind him his boss sings Star Crossed.
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Merc 2: This is when I regret killing Marketh as I have a potential assassination run. Basically amount to if Eiryss hits a hard eight, then Xakaar loses his transfer, takes two fully boosted Oblit Rockets and dies. That's not an option, so grind out plan it is.
In terms of what I can do, priority is making attacks on the left where I'm not hampered by Xekaar's feat. I want to nullify the Slingers and Crocs as much as possible.
I forgo scoring to keep Magnus in the Trench, Iron Aggression goes on the left most Nomad who then slaps a bunch of Blood Runners upside the head, feeding Alexia.
Alexia then rides out to the left, drops three Thrall missiles and Repositions behind the forest.
Eiryss gains Snipe, moves way out to the left, shoots off Wrongeye's transfer point.
The Thralls then charge, the first misses courtesy of Star Crossed, second lands it, he fails the tough rolls, Crocs disappear. Lovely.
The Mangler is sadly only in charge range of a single Slinger, instead I run him up to engage a few of them.
On the right half, the Buccaneer positions weirdly to not engage Blood Runners, knocks down the Bronzeback with a net (The last game I saw Jeefer play the Bronzi counter charged his way into much glory).
I fire my remaining Obliterator Rocket at the unengaged Slinger group, leave one alive out of the targets.
The rest of the jacks swing at Blood Runners, leave two alive. Tinker repairs the damaged Jack for max hit point (Woot!).
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Skorne 3: Xekaar Mortalities the right most Nomad and walks back to the Skorne Flag.
The Bronzeback then goes, easily mulches the Mortaly stricken Nomad (Why did we give Warjacks to consider their existence of life span?!).
The Gladiator launches into the Mangler and noms it.
The remaining pair of Blood Runners kill the poor Tinker, the Master Tormentor gets to Alexia but only manages a single damage point, the Slingers kill a Thrall Warrior. The Brute sadly manages nothing, Jeffzodor not wanting to overheat his Fury (POW 12 also being a bit sad).
Skorne go to 1 CP.
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Merc 3: Time to reverse that Heavy trading! I need to contest the opposing flag and get Nomads on Titans. I'm hoping to kill the Gladiator with more Thrall missiles, but that's the length of my expectations.
I upkeep Snipe on Eiryss and Iron Aggression on the left most Nomad for free.
Hoping to create some Fury issues, Eiryss knocks the Fury off the Gladiator. The IA'd Nomad then goes up, kills the Master Tormentor, a Slinger and hits the Gladiator with it's bought attacks, does pretty well.
Alexia, now chocked on souls, drops another three thralls (One is a green proxy base) and Repositions into the forest. Two of the thralls finish off the Gladiator, last one caps a Slinger. The two Thralls that survived previously kill a Slinger and keep engaging the Dakaar.
Magnus feats, puts Death Ward on the damaged Nomad and moves to my flag.
On the...I guess it's more the bottom of the zone than the right? The less healthy of the surviving Nomads moves up to engage the Bronzeback and hits him, does quite well. The Renegade on that side then goes in, manages to finish it off.
The Buccaneer shanks a Blood Runner, the other Renegade walks up to the Brute and promptly uses Future Sighting to correct Skorne's Fury count while doing sod all damage. Self sabotage at work!
Feat moves, the Nomads essentially swap so that the damaged one is away from the Brute, who is in turn engaged By the Iron Agressioned Nomad, the Fury generating Renegade and the Bucaneer.
The Renegade slayer-of-Bronzebacks runs out of my control area to contest the Skorne flag.
Mercs go to 1 CP.
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Skorne 4: The sole surviving Blood Runner has the moment of his life as he charges Magnus in teh back. He does a couple points and wishes there was an Extoller to preserve his soul.
Xekaar gives up on scoring, moves up and puts Mortality on the damaged Nomad. He then attempts to deadweight the Thrall on the hill but misses.
Paingivers Enrage the Shaman and kill a Thrall.
The Shaman goes into the damaged Nomad, misses the opening attack. He then kills a Thrall.
Skorne concede before the Brute activates, I can easily kill the Brute with Thralls/Lights then send the Iron Aggressioned Nomad into Xekaar on one camp.
Well, that worked better than expected. It's nice running around with heavies and not giving too much of a damn about them. Mucked up my early upkeeps, Bluring the Mangler doesn't really matter when I have four non-Blurred def 10 Heavies, he should have had Iron Aggression while one of the Nomads got the armour buff.
Sniped Eiryss and recursion Alexia both make me happy, gives late game to the list. Plus Sniped Eiryss is hilarious, one day there will be a grind game and forcing a warlock to cut is going to be hilarious.








