Okay, I may have written this a couple days ago then forgotten about it. Works being busy (Read: My work PC had a conniption and I had to twiddle my thumbs during lunch break instead of doing super important Warmachine Forum posting).
Final 10 point Journeyman match for the night, into the latest convert to civilisation destroying Woodstock attendees, Dward the Druid.
Alongside Tannith there remains the Pureblood, the Gorax, the WILD Argus, joining is a min unit of Reeves (I can only assume Blood Trackers are to expensive?).
Take and Hold again, obviously it's Ossrum and mechanical puppet friends.
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Circle 1: I won the roll and went second. This isn't the super fast teleporting Circle, so I'm content to have the option to score first.
Also one table side had a terrible stonking puddle of water I didn't want to deal with.
Winterguard Rifle Corp are the Reeves, Tannith is the model in green.
Admonition goes on the Pureblood.
Merc 1: Ossrum Energizes, moves toward my friendly flag, Heavies run up and shield him (I've been CRA'd before thankyou very much). The Spray Bunny goes out left, intending to contest the Circle flag or get into a good spray spot. Gun Bunnies go, one shoots the Pureblood for 7 points, the other kills a Reeve.
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Circle 2: Tannith runs away from Heavies into the trees!
Gorax hangs back, Reeves ping the Basher for a couple points, Pureblood goes into the trench, Argus is behind him.
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Merc 2: It's feat and try to pop the Pureblood turn. I load up the Basher (i.e. the wrong jack in joyous hindsight). I give an extra focus to the forward Gun Bunny.
Gun Bunny slams at the Pureblood, this forces him to use his admonition move, which skirts him to the left side of the trench.
That problem dealt with, it's confirmed the Basher is in feat walk range.
Driller runs up engaging a Reeve to make room for Ossrum.
Ossrum goes, pops his once per game shenanigan, moves to the flag, double boosts a shot into the Argus. The back Gun Bunny then finishes the Argus off, so that was nice.
Basher goes into Warpwolf, I realise to late I need to boost to hit, so hit him but don't kill him. Spray bunny wonders up and kills a Reeve, pings the Warpwolf for a bit more.
Number of mistakes here. The Spray Bunny should have gone for a slam, so that makes the basher able to do four attack. I still potentially don't kill, but get a lot closer.
In any event I go to 1 CP, have feated jacks jammed up, should be fine I think.
Circle 3: Tannith feats and throws spells out.
The Reeves back up, I miss with a Driller free strike. They then do no damage.
Pureblood gets healed, Primalled, Scything touch, moves in and maxes Fury to kill the Driller. Ah.
Primalled Gorax charges Basher, spends three fury buying attacks, I discover Scything Touch now gives Dark Shroud, fortunately the dice show mercy and the Basher is barely scraped.
I go to 2 CP.
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Merc 3: Tanith didn't really move, constrained by her need to buff the Pureblood. Both beasts are Primalled, I reason the play is to get the Beasts to Frenzy on each other and get the Basher on Tannith, then likely I'll just need to pop a few Reeves to score the winning CP's in my next turn.
Basher gets loaded up, Ossrum aims, kills a Reeve, casts unstoppable Force.
The forward Gunner runs, Bulldozes the two beasts away from the Basher and next to each other. He then moves to the back corner of the trench, ready to bulldoze contesting Reeves away next turn.
Basher slams Tannith, lands the boosted hit roll, knocks her max distance away, ameliorated by the forest. I then follow up, do my Flak field, Slam damage and a bought attack.
To my surprise she dies. I'd failed to recognise that the Gorax is only Fury 3 now and was maxed out, so she had no transfer targets.
Out threatening Circle feels so good. Better get more games in this week before that changes with Stones and/or Hunters Mark coming in next week.



