- This was played between RobShepherd and Tyrant Andrew, I was just an observer. When they make their model analysis' I'll add it to this post, plus any errors I make in my dictation
- No clocks
- Open discussion on each move to eliminate player error
- Batch dice results that exceeded/undercut the average to far were adjusted to be within reasonable boundaries
- Photos attached to post? Unfamiliar with the forum posting mechanics, will attempt to add said pictures.
Lists:
Grymkin Army - 75 / 75 points
[Theme] Bump in the Night
(Old Witch 3) Zevanna Agha, The Fate Keeper [+29]
- Cage Rager [14]
- Skin & Moans [15]
- Skin & Moans [15]
Glimmer Imp [0]
Glimmer Imp [0]
Hollowmen (max) [14]
- Lantern Man [4]
Hollowmen (max) [14]
- Lantern Man [4]
Piggybacks (max) [15]
Murder Crows [9]
Objective: Bunker
Mercenary Army - 75 / 75 points
[Theme] The Kingmaker's Army
(Damiano 1) Captain Damiano [+28]
- Nomad [11]
- Nomad [11]
- Freebooter [9]
- Buccaneer [6]
Greygore Boomhowler & Co. (min) [11]
Rangers [9]
Trencher Infantry (max) [16]
- Trencher Infantry Rifle Grenadier (2) [4]
- Trencher Infantry Officer & Sniper [5]
Steelhead Halberdiers (min) [7]
Steelhead Halberdiers (min) [7]
Steelhead Halberdiers (min) [7]
Kell Bailoch [0]
Orin Midwinter, Rogue Inquisitor [0]
Stannis Brocker [0]
Objective: Fuel Cache
Scenario was Extraction.
On the Grymkin side, the left flank was dominated by a blob of water, while the right side had a slanted wall at the back of the Grymkin allied zone.
Directly in the centre of the table was a circular obstruction touching a huge based size cloud maker.
On the Merc side, on the furthest edge of the Merc friendly zone had a combination wall/rubble template, with the inner edge of that zone having a forest. The Merc left flank has a hill, then on the furthest extent it had a large Obstruction that touched the edge of the Grymkin zone.
To contextualize the terrain: The side where the Mercs can Dominate is difficult for the Grymkin units to get to due to the water, while the forest on the inner edge gives convenient line of sight blocking options if required for Damiano.
The centre Obstruction/Cloud limits how much Old Witch can potentially tap her gun, while also being a point the Heavies on both sides have to work around.
The terrain on the right side is less relevant to how the game pans out, though the hill gets populated frequently.
Grymkin 1:
- Grymkin get first turn
- Old Witch is centrally placed, advances and Windstorms
- Hollowmen advance up either flank, the Lantern Men stay back in case of opposing assault shots from the Trenchers
- Each Skin and Moans goes up the inner side of each Hollowman unit, the right one goes behind the wall with Reconstruct
- The Cage Rager is in front of the Old Witch
- The Murder Crows are out the front, mostly behind the Obstruction/Cloud at appropriate safe distances from advance and shoot Merc elements
- Piggbacks are behind the Crows and angling to the left side of the Obstruction, funneled by Terrain
- Kell advances to the outer edge of the Merc zone, positions behind a wall
- The Rangers get Surefooted and move to the centre edge of the Merc zone
- Between those two activations six of the Hollowmen unit on that flank are shot down
- The Buccaneer goes into the Fuel Cache Cloud
- One unit of Halberdiers sits between Kell and the Merc Objective, though remain out of the zone in the safe backfield
- Damiano moves toward this side, threatening a Dominate next turn. He puts up Road to War
- Freebooter goes directly up the centre
- Nomads Go on the hill
- Trenchers form a line behind the Heavy jacks, most are on the hill though they stretch up to the forest. A Grenadier anchors the end of each line.
- The remaining Halberds are spread out in clumps in the safe backfield behind the Trencher.jack locations
- Stannis is directly across from the Grymkin Objective
- Overall Mercs have held back on their full advance, conscious of the Steelheads providing good targets tot he Hollowmen.
- Cloud stays
- A Glimmer Imp on the damaged unit moves to get the front Rangers in Paralyzing Gaze Range
- The damaged Hollowman unit on the Merc zone side advance, the only target available to them is the Rangers. Between CRA's and Hellhole the unit is fully restored and three Rangers die.
- The Piggbacks Shield Wall and advance to form a line of three touching the centre obstruction with two forming a back rank
- The Skin and Moans on this side moves behind the Piggybacks
- Cage Rager advances to be behind the obstruction.cloud
- Skin and Moans with Reconstruct stays behind the Grymkin zone wall
- The other Hollowmen advance into the Grymkin zone, attempt two CRA's on a Nomad that achieve little
- Old Witch stays central with Windstorm going up
- Murder Crows forward, they get a pair of charges on the Rangers that miss.
- Cloud Stays
- The Grymkin were wary of presenting targets to the ambushing Boomhowlers. The unit recovery efforts render the opening Merc shots void.
- Boomhowlers ambush on the Kell/Merc zone side.
- Kell shoots down the edging Piggyback
- The Buccaneer lacks a good location to throw its net at the non-Reconstructed Skin and Moans, so it stabs one of the Murder Crows on the Rangers
- Centre Halberdier unit clears off the remaining Crows engaging the Rangers
- Rangers advance into the water, spreading Mark Target. on that flank, they kill the nearby Glimmer Imp
- Those kills allow all the Heavy Jacks to advance with Road to War
- Trenchers do various shots, though not maximised due to Windstorm. They kill multiple Hollowmen from both units.
- Damiano toes the Merc zone, feats. He is mostly concealed by the forest and has half a dozen infantry in the way. He is in charge range of one of the Skin and Moans.
- The Nomads can now advance into the Cage Rager, they kill it without difficulty
- Freebooter charges the Skin and Moans located near the Piggybacks, hits his boosted charge and second initial, which triggers a Grab and Smash throw attack that is used to kill one of the Hollowmen UA's. That Skin and Moans was the model threatening Damiano previously.



