Friday, February 3, 2017

Game 144: Gorten vs Witch Coven1 Cancon IG Rnd4

Final Round of IG, standard "Low odds of getting top four if I win this one".

The undead empire rears itself again. Guess Circle round 3 and Cryx final round is now my thing? There looked to be soooo many Khador on both days, I was genuinely surprised on the days that I didn't get either. A later count apparently had Menoth as most common, so there you go.

Anyway, its into Sketch Bluesky, which is sweet as we played once before loooong ago in Mark 2, before I knew what a Cryx drop was (Translation: Too sussy to buy Durgen, eventually El Shepherdo got sick of my nonsense and bought him for me). Terminus ate Barts Galleon, was quite the disaster.

I sure did carry two Galleons around all day.

The scattered dust that is my memory seems to be saying the non-used Cryx lists were Gorshade3 and.....Gaspy 3 perhaps? Anyway:

Gorten1: Drill Drill, Bang Bang, Spray Spray, Oink Oink, Growl Growl, Stab Stab, More Stab Stab, Stab without friend but dodge/riposte stuff, *Smooch* with Pew Pew, Necrophile, Squeky Cart with Wrench
Objective: German Normandy Shed
vs
Witch Coven1 w/Egg ball - Nightmare, 2x Seether, Deathripper, 2x Statistics Raiders + UA, Withershadow Combine, Ragman

Pretty sure this is all about interplay of feats. Take and Hold is the scenario, so neither of us will be getting a scenario rush. Basic plan is to wait out the opposing feat.

I win the roll and pick first, I want the board position before the likely early feat of the Witch Coven (It read to me as though popping it late game either means Cryx is already way ahead or it's benefits are nulled considerably by the distances having been closed).

My side has a trench, fog and super awkward wall, then there's a hill either side, a wall and forest around the flags and a looong wall on the Cryx side,presumably taken to disrupt my feat.

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Round 1: Eliminators fan out front to threaten the Raiders. Yay pointy bits!
Gorten and Bunnies makes a bee line for my flag, with Crocs to their left and Drillers to the right and a bit behind.
Acosta goes into the cloud, because he's brave like that.
Ninja Pigs are so far right they're out of camera shot.....

Nightmare has preyed Snapjaw, he goes straight up the guts behind the wall with Egregore and Ragman behind him.
Satyxis and a Seether take either side, Coven members spread out in the back. Left side gets the Bonejack.

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Merc 2: The Red Kayazy go behind the centre terrain wall, the Crocs and Rhulic Jacks advance a short distance, enough to keep the front line out of the Cryxian threat ranges. Gorten puts up a wall in front that Acosta goes behind, in theory Nightmare could get into him, which seems like an OK prospect to me (Over a wall with Star Crossed....).

The Green Eliminators and the Pigs go way up and to the right of the Cryx flag, I'm hoping they'll draw in and defeat some Satyxis, though there is a legitimate danger that they spike and kill Brine. Def 12 Arm 17 can be as fun as reading youtube comments (Don't do it).

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Cryx 2: Sure enough Egregore floats forward and feats and everything meaningful. Otherwise things advance up, nothing has a crack at fort Gorten this turn. A Veil of Mists goes down in the centre board.
As an exception, most of the Raiders try to beat down Brine/Green Eliminators, the rolls were bad enough that one Eliminator survives being hit and Brine took only a few points.

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Merc 3: Ah, sweet LoS 5 inches. Majestic.
I can't do much to the main body of the Cryxites, but they also aren't going to maul me heavily next turn, so I think this is a good position for me to be in.

Gorten goes to my flag behind the wall, Red Kayazy and Snapjaw form up to stop things getting to him. Bunnies stick around behind him, as does Wrongeye who pops Star Crossed. Drillers stay way back, they aren't going to be useful for a while in this matchup. Plus Feedback is super irritating.
I expect there'll be some attacks into Snapjaw, hopefully he lives but it isn't the end of the game if he doesn't.

On the right where the actual stuff is happening, the Green Kayazy free up Brine, who eats another couple Satyxis. I forgot to Animus for snacking, but oh well, he wasn't that damaged anyway. Rorsh hugs the board edge, as he is wont to do.
Acosta is staring down the barrel of Warjacks boosting to hit him, which is usually the cheapest way to kill him, so I run him to Vengeance range of the Green Eliminators. We temporarily remove the wall terrain piece for the sake of getting the model down.

Mercs go to 1 CP.

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Cryx 3: Then was a good bit of puzzling out a potential assassination involving charging up, killing Eliminators, throwing a Bunny and getting a bunch of Nightmare attacks on Gorten, it pans out as to unlikely to be worth it.

Sure enough, the left unit of Raiders charge into Snapjaw for a bit, though a good half jsut spread out. Were it goes wrong is I didn't really consider the left most Seether, who charges up and easily finishes gets the Croc killed.
Nightmare/Seether hang back.

On the right, the Withershadow go, Puppet String the right Raiders. They fire a random bolt at Acosta, land both 8's to hit and kill. Oh well, you can't play Acosta and expect a success rate to be that high for his survival.
The Raiders fail to hit the Kayazy, as most attacks go on Brine. He loses his spirit and feels a good chunk of pain.
Egregore and one Witch tot up to the flag, put down a Veil of Mist between them and team outflank.

Scores level at 1 each.

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Merc 4: Time to feat and get rid of all these Raiders. Gorten walks up on the flag, triggers a Countercharge (Awkward way to discover a trap you silly gnome). Fortunately there isn't a good charge lane (It's the forward most Seether) I feat and push back all the left Raiders and all the jacks (Bone Jack goes far enough back that I cease to think of it as a relevant piece).

A Driller with Aiyanna's Harm horribly overkills the forward Seether, then Bunnies, Holt and the Red Eliminators kill all bar two of the left raider unit. One Gunner also advances to deny a landing zone for anything getting on Gorten.

On the right, the Kayazy again kill all Raiders in the unit leaving two left. A Driller runs up contest the Cryx flag and ensure Egregore has to get the hell out of dodge.
Brine however, has an assassination possibility. I'd have prefered to arrange a Soiue!, but no Spirit stops that. Rorsh pops smoke for Brine to get distance, heals him up. waves his wand and turns him into a Green Proxy base. Brine then casts his Animus, goes up on the Cryx hill and eats the Witch there, then flails without much effect on the Egregore. He'll Frenzy like mad next turn, worth for knocking the Coven down to normal Warcaster focus levels.

Mercs go to 2 CP.

[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg88AZTgGhuh-hVP-mgwR-jR8Lyl052X8nk7N2W7NMa02jhTYfxrqL0lldH99PfdzEvDl1ulbvI2Snk1d8AzUeaNcD3TTXMAeKikabJ7weJXwNWlpDn0vUwzn6bFKo4IzNYx2zXMyWCCexO/s1600/034+%2528800x450%2529.jpg [/img]
Cryx 4: My feat messed things up even the camera suffered it would seem.

Nightmare can't quite get to Gorten, thanks to the wall and Gunner, so he goes up and murders the hell out of the Bunny thanks to Infernal Machine getting him up there.
The other feated models limp back.

Egregore gets the hell away from Brine, a Seether then charges and bins the big Pig (One day Crit Retaliatory strike, one day). The pair of Raiders on that flank then go,one stabs the Driller for a point, the other flails at the Green Kayazy, like you do.

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Merc 5: Everything has worked out for me really, jsut have to not screw up. Can aso attack a no camp Egregore, so lets get on that.
Ragman walks up in the centre forest alcove, pops Death Field. The left Driller then goes in and kills Nightmare.
Bunnies and Red Eliminators do some random activations, freeing up Wrongeye to charge the floating Orb.Can only get in with his reach attack, three boosted damage rolls bin the Witches and we're done.


Ended up 3-1, so better than masters (Damn you 5th round!).
Was an excellent pair of days, now to play random muck about junk!