Thursday, January 19, 2017

Game 134 - Gorten1 vs Axis1

It's a return of some Lincolnage, scenario is the Pit and I'm lazy so Dwarf it is.

Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators, Acosta
Objective: Bunker

Against my personal favourite of the Gearheads:
Axis1 (Servitor dooooooooom Theme) - Cipher, 2x Inverter, 2x Shield Guard Floaty Heavy, 2x Diffuser, 3x Galvaniser, Corrolary, a load of Servitors (Like.....18 or something? mix of types)

Table got mainly hills, some walls and two forest templates hampering one side.

I lose the roll and get given second, I take the side without forests as I continue to suffer the pathfinder lack (My armies just don't like the trees. Or water. Or pile of rubbish. Or low clearance ceilings.).

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CoC 1: Of the three blobs around the Gearheads, centre one is a hill, other two are forests.
Axis and Heavies of substance go up the guts, lights in front. Shield Guard Heavies take a flank each, Servitors mixed throughout.
Onslaught is up.

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Merc 1: Gorten and Bunnies wall up behind the flag. I put up Solid Ground, but decided against Strength of Granite, concerned about an assassination angle I might not be seeing.
Basic intent is to draw out Axis' feat while scoring first, Kayazy set to run in and be one turn contesters. Ninja Pig goes far right. Crocs Submerge.

It's all about how the feats play out, I'm wary of losing too much and how limited my retaliation might be, as fundamentally we both have attrition plays with scenario slow burn, assassination not likely to be anything but a late game closer.

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CoC 2: Cipher throws out a flare shot and some rough terrain that goes right in front of the Drillers. Quite the nuisance.
Servitors run up either side, engaging Spray Bunnies. Galvanisers run up to my side of the zone, other Heavies hang at the top of the zone.

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Merc 2: That sodding rough terrain. Without it I have an excellent attrition play that hits hard enough even with Axis getting to keep his feat, as the Drillers and Snapjaw kill at minimum the Cipher and Inverter, likely the second Donginator as well. To sleep, perchance to dream it would seem.

Instead its the other fall back, hold my feat to be aggravating. The Servitor mass is going to be quite irritating, as they are so easily disposable to stop the score.

First things first, a red Eliminator runs into an excellent spot, stopping the Inverters from Counter Charging to unfortunate spots. I then have an attack of the dumb, being so pleased with this positioning that I didn't move the other one. Sigh.

Spray Bunnies happily take free strikes to clear off Servitors.
One Gunner then slams the left Shield Guard Bot, knocking him back a mighty half inch. I get super greedy with Gorten, throwing out double Molten Metal on him. I pretty much did that, moved to teh next activation and pondered if I'd just given the game away on an easy assassination.
Drillers kill the nearest Galvaniser, then Acosta and the remaining Gunner run to shield Gorten, Turbo Douche using some wall protection.

Other than that the Crocs fall back and activate their defence tech, the Pigs and Green Eliminators kill Servitors on the right.

I go to 1 CP.

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CoC 3: Axis moves into the zone and feats.
The Assassination ploy doesn't happen, so that was fortunate. Looking at it in hindsight, I think the potential play is allocate three to the left Shield Guard guy, Axis feats, Shield guy moves up and kill the Gunner shielding Gorten, clearing a path for an Inverter to go into zero camp Gorten, copping a meaningless freestrike from Acosta on the way (Not meaningless really, but solvable).

Instead, attrition happens. The Red Eliminators get killed by boosted attacks from Galvanisers, the Inverters come forward to kill Acosta, a Gunner and a Driller.
Shield Guard guy I slammed tries to kill the Gunner that got into him, rolls as disastrously as world politics to leave him alive on one movement box. Two Puncture Servitors try to finish it off and also miss.

Right most Shield Guard jack kills the engaging Green Eliminator, stays out of Brine range.

Convergence Dominate the centre zone, pull ahead as scores go to 2 vs1.

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Merc 3: This would have all been fine, except I didn't account for Dominating the zone. Really didn't expect to give that away. I'm fortunate in that I can get work done as the outer edge of my stuff isn't affected by Axis feat.

Last remaining Elimiantor runs to stop the two Galvanizers on my side of the zone from Countercharging.
Gorten hangs around the flag, throws Strength of Granite on the remaining Driller.
Ragman Deathfield, Aiyanna Harms one Donginator.
Wrongeye goes into the Galvanizer impeding Snapjaw, with Death Field triggered off Snappy he easily kills it with a bought attack and Submerges.
Snappy and the Driller then pop an Inverter each, though the Drilly doesn't toe the zone like it should and Snappy enters into frenzy territory by Submerging.
The Spray Bunnies and Tinker shield Gorten, the Pigs run way across in case I lost the Driller and Snappy.

Scores equal at 2 each.

This was one of those turns wherein I felt the throw errata painfully, as it would have been much nicer to throw Gorten up, feat, walk back to the top edge of the flag. Oh well.


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Coc 4: Axis trots back to his flag and the scenario clock starts churning.
The Cipher lacks threat range, so moves up and flares the Driller and rough terrains Brine.
One Galvaniser kills the last Eliminator. If Snapjaw dies that's probably it for me to a scenario loss.
Diffuser hits the Driller.

The left Shield Guard jack charges the Driller, does all the other attacks into Snapjaw, then another Galvanizer goes into Snappy. The damage rolls are quite miserable and the Croc lives with plenty of health.

The right Shield smuck (Conservator. There, I remembered their actual name once.) hangs with Axis as the Servitors continue to swarm around, do bit work or acting homeless.

CoC lead at 3v2.

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Merc 4:  Alright, I'm well ahead on clock, but I've been traumatized by the local Reds compressing final turns that I want to push it enough to win out on scenario anyway. I need to kill the heavies in the centre, contest the opposing flag and zone and it should work out, there doesn't appear to be elements of a last ditch assassination in the Axis list so not worried about that (Suck it Beat Back, got Sturdy up in this joint).

Snapp doesn't frenzy, so that's a boost.
Ragman walks across and Death Fields, Aiyanna Harms the Cipher while Holt pings Servitors.

Snappy kills the Shield Guard Guy and the forward Galvanizer, freeing up a lane for the Driller to charge and bin the Cipher. Wrongeye charges up and kills another Galvaniser and Servitor.

One Spray Bunny kills the Servitors on the left, while the other slams the Diffuser back and toes the zone.

Ninja Pigs pop smoke to get out of the rough terrain, Brine then runs up to contest the CoC flag. Axis counter charges, rolls miserably on damage and beats him back.

Only thing left in the zone is the Corraly, have a go at killing the Corrolary with some bit attacks, Gorten does a good smack with his Gun but that's that.

Go to 3 all.


At the end of that Abonon concedes, with 60 seconds to go seemed fair enough. With the power of hindsight I think the Convergence play, being in threat range dependent, is to slam the spray bunny away with the Corralary, use the Diffuser for the threat range, send the Shield Guard jack into teh Driller then finish it off and kill Wrongeye with Axis, Dominate to 5.

Super greedy with my feat. I needed to stop the zone score, once that happened it meant it was time to find a place to feat even though it wouldn't be amazing.