Sweet Slam funsies, per the sociological rules of life into our latest multi-game practice partner we go.
Thexus. Monstrosities. Assassin BFF couples. You know the gist.
Stockpile Objective.
Into Tom Baker (classical personification, hailed by many as the best or top lot, terrible person off screen)
Haley2 - Defender, Ironclad, Charger, Squire, Junior w/ Firefly, Jakes w/ Minuteman, Storm Lancers Max, Laddermore, Gun Mage Captain Adept
Objective: Bunker
For reference, post Errata Haley1 is Sylvester McCoy (He just wasn't good OK).
Scenario is Extraction, vague statement here relating to one of the more excruciating sporting events in the world (the irony of enjoying Test Cricket is not lost on me).
One side has a forest/hill combo, centre of the board has a wall/fog arragnemt, far right has a fog of irrelevancy, other side then has a trench/forest deal plus a far back wall I didn't notice was there until Round 3 or so.
For something different, Firestarter wins the roll and gives me first. I think that's six games in a row or so that's happened? It's a gift. Swannies take the side with the Trench, seems fair. Makes the Telekinesis plans somewhat more difficult.
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Round 1: My stuff goes around the forest, so has a centre/right side leaning due to compaction on the unpack. Thexus has to advance buttward, for he has enough pointy bits to mimic some Skorne tendencies.
The Swans swing way left, as is the Emby way. Cav and the Firefly make up the left most stuff, haley and lights/solos pile into the trench with the Defender next door, Ironclad sits in front of the Swan objective.
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Merc 2: No Thorn, so while I fear Telekinesis I at least don't have to cast Deflection and camp 3 to not die to an Arcane Bolt Assassination (My imaginary Kingdom for Orin or equivalent in Ceph. Strap an anti-Magic Ceph to a Monstrosity and call it a character, that'd do).
I've got the High Ground, in an Obi-Wan style way rather than their being Elevation overly present on the table, so can start a favourable trade by popping the Ironclad and otherwise wait it out while scoring on the right.
Thexus hides way up the back, TK's the Ironclad and puts up Deflection. An Agitator goes up and Instigates, Wrecker goes in and has no trouble smooshing the Ironclad.
The other Monstrosities all hang safely out of Lancer charge range, they can shoot me if they like, just leads to focus generation and Hyper Aggresiving into threat range.
I stupidly forget to activate the right most Warden, who was meant to run to be the scoring piece at the end of the round. Just embarrassingly dumb.
The Cloud I put a Monstrosity behind goes away, which is what happens with gamble terrain.
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Cygnar 2: Sure enough, Ponies move up and pew pew, I collect focus and do some moves, getting the left most Monstrosity into cover with that central wall. The Subduer then gets jumped by the Minuteman, who rolls underwhelmingly on his damage. Defender/Charger shoot the Wrecker that binned the ironclad, who Aggresives forward enough to get to the Swan Objective in my next turn.
Haley naturally chills out in the Trench and feats, gets nearly everything.
No score because I have rocks for brains. Zombie peril immunity comes at great cost.
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Merc 3: It's the Haley turn and it's got all the Monstrosities bar the back warden, so it's chill out and attack what we can.
Thexus stays way up the back, does a sweet heal roll and TK's the top Wrecker into melee range of the Swan Objective.
Swan Objective easily splats, while Subduer and wall hugging Wrecker (Also moved with a TK) crunch the Minuteman.
Otherwise Monstrosities shuffle around, two stay in Sac Pawn range of Thexus (Who I ensured was out of Haley TK range).
I go to 2 CP.
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Cygnar 3: Top Wrecker gets shot, advances and engages the Trench crowd.
Firefly and Jakes go to the left flag, Laddermore charges and finishes off the Subduer. Stormlancers then split up, top two finish off the engaging Wrecker, bottom three go into the wall hugging iteration of the same, leave him with six boxes and somehow all systems bar movement.
I fail to realise I score, so it goes 2 to 1. Whoops.
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Merc 4: I've got a good assassination run on no camp Haley, if that fails it's score and murder stuff.
I TK the relevant Warden and Wrecker, Pscho Surgery and in a move shocking in it's originality, keep Thexus up the back toeing the killbox.
The scoring Agitator walks up and Instigates, to be replaced by his bro.
Wrecker charges Haley for free as I've kept a Pony just within 10 of Thexus, lands the first hit to leave her on a handful of boxes, miss his next boosted initial and the extra attack.
Oh well, still looks good for me.
Other Wrecker swings on the Lance trio in the Bottom, punches through Arcane Shield to top them without issue, because thresher is excellent.
Back Wardens go, one Slams a top Pony and kills it, the other charges Laddermore, rolls bad on his to hits and only ends up Dismounting her.
Last warden walks back on the hill to stay near Thexus.
I go up 3 to 1.
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Cygnar 4: Everything goes into the top Wrecker hopong to free up the Defender for a couple Temporal shots, it doesn't work out so the Gun jack has to advance and easily pulp it. Gun Mage Captain Adept moves out, pops the scoring agitator to prevent the auto-win.
Junior goes to the left flag, jakes stabs at one of the Wardens for a little bit.
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Merc 5: Thinking I'm only at 3, it's score both flags to win time. Eliminators claim the right.
Thexus TK's the back warden and Agitator out of Laddermore melee.
Said Agitator mvoes up and Instigates, the Warden charges to the left flag and kills Junior, his bro kills Jakes. Game done.
Blargh, remembering scoring apparently hard. I wallow in my incompetence.







