It's a pick up game into the returning Key Ran, using that army I'm totally repping for February.
Quiet you, I already know. Team Tourneys man, beats down my poor SUSSness.
The Rahn matchup touched me pretty badly (In the whole "That was sweet, I'll get the mop for the blood" way) at Clash, so need to refine the list pair. Ossrum Bunnies is the first list of the little dude I enjoyed, but it really just added a second generalist in my list pair which isn't needed.
Ergo, work beinig a bit more intense than normal, I hammered this out in about 10 minutes then hurriedly packed it up for the game, thus our matchup is:
MacBain1 - 2x Nomad, 2x Buccaneer, Freebooter, Madelyn Corbeau, Trenchers (Max) w/ 3x Grenadiers, Croes (Max), Rangers, Boomies (Min), Kell (Free), Orin (Free)
vs
Maelok1 - 2x Wrastler, Spitter, Bullsnapper, Wrongeye + Snapjaw, Croak Raiders, Bokor + Shamblers, 2x Bog Trog Trawlers
So me and MacBain had a tiff at the start of Mark3, in that the various elements of his list didn't do what they used to, Gun Mages were no longer available, Grievous looked to be on the rise and his Feat being made slightly weaker (Though I had many a contentious argument with the watery Mike over that one) didn't endear me to him.
I'm trying to do new stuff with him here to get away from that, with the big decision point being to drop the Galleon, which was also a hassle in that once I took it and a couple Buccaneers to ensure Feign Death triggered when needed craped my points style. Plus Energiser should be good. Right?
Croes are for a Counter Measure target and because I got some second hand with a nice paintjob. There isn't much in the army that doesn't like Fortune.
I also haven't used this many models in a list in a while, so that will be a nice change of pace.
Scenario is Take and Hold both flags have a hill and fog next to it, the side I end up with has a trench and large body water, the opposing has a trench and a wall.
I won the roll and selected first, as I didn't detect a super advantage terrain wise. More on that later.
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Merc 1: All my units Advance Deploying or Ambushing is pretty neat, made deploying not a nightmare (Things I'm not playing into anytime soon: The Legion Theme Force).
Croes go left-ish with Countermeasures up, Trenchers either hold back, put up clouds or dig in. I contemplated assaulting with Grenadiers, but lucky scatter plans tend to be bad plans (Alas Dougal Galleon of old).
Rangers go out right.
Going from the normal Deployment line, MacBain had charged previously to end up behind the clouds.
Nomads go left, with Ace way behind as a Buccaneer proxy.
Freebooter and Buccaneer run into the water to mock the Gators I guess?
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Minions 1: A Wrastler goes out left as the Death Pacted Croaks form a vague front line, they shoot down a Ranger and a Cutthroat in the meantime.
The other Wrastler, Maelok and the Efaarit standing in for the Spitter go behind the wall of doom, which I only realise at this point is going to be super annoying.
The Bokor and Snapjaw go into the trench with a couple infantry.
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Merc 2: The cloud the Rangers wanted to hide behind goes away. Typical.
I became fixated on a stupid notion: Hit Maelok with Hiss and stop any spell casting.
Aside from that, Death Pact means no friendly corpse collection and the field has a bunch of models that want nothing to do with my POW 10 and 11 guns I've got in droves, so lets do that.
Croes get Fortune, between them, the front line of Trenchers and the Rangers most of the Risen and Croaks die. A Grenadier lands his bomb in the trench, killing a bunch more Shamblers with passed on Bokor damage.
Croe misses his shot on Maelok (Re-rolled 8's are still bad).
The Failsafe Nomad gets up the board a bit, his bro goes into my trench, where Kell takes out the let Wrastlers mind.
The Freebooter stays in the water. Turns out the Buccaneer doesn't have amphibious, which is just weird.
We become cloudless.
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Minion 2: Trawlers ambush, one from each side.
The three remaining Croaks move up, pop another ranger as does that sides Trawler.
Wrongeye and Snappy hang out in teh Trench, Submerge and Star Crossed going.
The Bokor charges up and eats a Croe, the centre Wrastler moves up behind them.
Spitter pops some more Croes.
Maelok hides behind the wall of doom, making me very sad. Bull Snapper goes in front of him.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWOY-TUxEm2fVkmJG-4T9xOpf57L2njd7lDIiw0XHG01U_K_aIrPaIg5tsEgsC6zXjMfVtAHUpiQ4uaGe34F6_Jz6WTTHuM2XujJ2hh6C2hWyYs_jspHSnTsolGc3GiHNkweQSlFoSKEEA/s1600/005+%2528800x450%2529.jpg
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Merc 3: Imph. Already disliking the clock. Time to do random stuff.
I don't bring up Boomhowlers, due to no clue syndrome.
A couple Croes are engaging the Bokor and the leftmost Wrastler, so they die to Free Strikes to get out of the way. They then kill the left side Trawler.
The Trenchers cloud up MacBain, as he is drained from fuelling jacks and Energising. They shoot down the Bokor, Shambers and Croaks.
Kell wings the left most Wrastler again. The Failsafe Nomad charges that Wrastler, does some damage on the charge then flubs the world. DEF 12 turns out to be pretty good, no wonder the Skornites were disappointed.
The other Nomad leaves the Trench to threaten the Minion flag.
I do have one plan, which is kill Snapjaw. Star Crossed is annoying, so the right most Buccaneer slams Snappy. He hits, then rolls waaaay to far on the distance and this is now out of charge range of the Freebooter. Stupid Submerge....
The Ace Buccaneer then aims and tries to knock down the right side Wrastler. So by dint of my genius, I knock down the other Buccaneer that did the slam.
The Rangers try to kill the Trawler on the right side and utterly fail.
The Freebooter ends up backing up and staying on contest range of my flag.
MacBain feats, because everything is awful. I feat on a few Grenadiers, a Croe, Madelyn and Orin. Orin runs way up the board, hoping to stop Snappy or Wrongeye casting spells. He sadly lacks the speed to really get to a great spot for it.
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Minion 3: Maelok stays behind the stupid wall of power, feats and Spiny Growths himself.
The left side Wrastler puts Rage on the Spitter, is otherwise missing his Mind and Body so flails like......a flaily thing that is ineffective.
The Spitter then starts attacking the forward Nomad. Trashes it with prejudice and puts up Counterblast.
The Snapper then puts up Spiny Growth, charges and misses Madelyn on the hill.
Right wise, the healthy Wrastler goes up to the centre wall and growls menacingly. MENACINGLY I SAY.
Wrongeye/Snappy eat the Buccaneer I knocked down. Fair.
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Merc 4: So, how are we doing on time.....ah, I see we have crashed a double decker into Big Ben and numbers are landing all around us. Big heavy ones.
We don't need Boomhowler! Sod it! Let's kill that right Wrastler and live the dream!
Wait, we have no clock (As far as someone who has been spoiled by small sized lists choices is concerned)! What's Mael.......Def 18 Aye? Arm 20 something? Three Transfers?
Back to the other dream!
Buccaneer assaults the right Wrastler, knocks him down. Fully loaded water jack wotsitsname......Free Footwearer charges in. Might as well have chucked the model into the weak plaster of the wall as he achieves sweet sod all.
Huh...it is only now I realise that I killed literally nothing this turn. Yikes.
Kell is a boss, so shoots the left side Wrastler for another 6 (Poor dude.....just shoots a wall of leathery meat over and over and over. That's it though, he's only done it three times).
The anemic Croe unit moves up the left, shoot the left Wrastler to Silence him (Take that Maelok! You have to cast Rage! Just like you probably intended to!)
Trenchers do some CRA's on the knocked down Wrastler. Was super ineffectual. A couple,alongside the Rangers, fail to kill the right side Bog Trog Trawler. MacBain gets two clouds.
Orin charges Maelok, does nothing, I desperately hope he tries to cast stuff before brutally murdering the old geezer.
Scorings for people that try to win games.
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Minion 4: Spitter frenzies, eats Madelyn.
On the left, the Wrastler just chills as he is quite hurt. The Spitter goes in, lightly dings the Buccaneer. Maelok and Wrongeye stay in their prospective Hideyholes, Orin gets horribly eaten.
The right side Wrastler and Snappy kill the Freebooter. The Trawler chills on the hill and implodes a Trencher.
Minions go to 1 CP.
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Merc 5: Fuzzy as shit photo. I have stared into the deepest void, wherein the darkness is all consuming, encompassing and yet nothing. A visceral blackness that yet devours the concept of colour. I beheld a glowing pyramid of a most bright hue, inscribed upon it words. Just the best words. I believe they were "You'll get over it".
Incidentally, I broke my no photos under 15 minutes rules because I wanted to see how this played out afterwards. Plays like a toddler (A miserable mess that causes endless sighing).
I have to kill Maelok to get this game done in the clock contraints (No chance I win a time strategy, specially with the comparative amount of activations).
Boomies ambush on the top left and run in.
Croes go amongst them, Silence the left side Wrastler, who Kell plinks again.
The Nomad goes into the Spitter and kills it.
The Buccaneer charges Wrongeye, boosts the charge attack, puts him on 1 box. Buys an attack, boosts to hit and misses. Valiant attempt, alas for the spell that (I presume) blares Adam Levines Voice into your Eye Sockets and melts them.
The Trenchers mostly just shuffle up. They do CRA's and kill the right Wrastler with some nasty damage rolls.
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Minion 5: Maelok moves into the open, keeps Deathpact on himself. Puts Rage on the Wrastler. Between him and Wrongeye they easily kill my second Buccaneer.
Wrastler and Spitter go into the Nomad. Kells efforts have paid off, as the Wrastler only has Spirit and maxes Fury to achieve little.
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Merc 6: Alright, I've have 90 seconds to kill Maelok.
MacBain moves up, puts Failsafe on the Nomad (Only needs one box to live through the freestrikes and he can lay into Maelok at full efficieny). Shoots Maelok for a good amount with his gun.
Rangers move up the back, shoot Maelok.
Kell does another 6 points to him.
Trenchers form a blob, do three CRA's into Maelok and kill him.
Huh....that was easier than expected. It's determines I mathed incorrectly on the CRA's, so the Croes come in and finish the job with backstrikes.
Youch.....what a mess. I've got infantry model clock issues yo. Glad I've been to lazy to put the 50 Drudge and Alexia list down.
MacBain has an uncertain future.
I would describe this as not my best work.











