Monday, March 13, 2017

Game 167 - MacBain1 vs Feora3

After a few Watchmachine days and real world crash and burn, finally got some dollies action (Read: Miniatures playing, not interfering immorally with a cloned sheep).

I think I've gotten Cyphon Perseverance bad tech out of my system, onto some Maker of Kings wherein I vainly resist against Damiano, because Snowflakism is something I'll never get past it would seem.

MacBain1 (Kingmakers) - Galleon, Nomad, Buccaneer, Trenchers w/UA and 3 Grenadiers, 2x Max Steelhead Halberds, Kell, Orin
Objective: Bunker

Galleon for Jackhammering threat, Buccy for Feign Deathing MacBain, Lad of infantry for feat and various upkeeps. Not enough Steelheads to put Stannis in.

Into Chrisugar, running the burning Menofixy dudes. Not the intended matchup for the list, good for getting a feel for the list anyway, should have had enough time since the early Mark 3 disappointment to not get messed up with Mark2 MacBain play instinct.

Feora3 (Guardians of the Temple) - 4x Crusader, 2x Dervishes, TFG + UA, Flamebringers (Min), 2x Daughters, Nicia, Choir (Min)
Objective: Bunker

I'm never going to be a Feora3 player. Every time I look at her card I get a dreadful reflex to make a list based on Molten Metal, which can't be good (Come on! She can cast it four times! GORTEN HAS DREAMS!).

Anyway.....that's a lot of jacks. My conceptual thinking throught the game was it was important to keep in threat range of a maximum of one at a time, as a single Crusader doesn't kill the Galleon whereas two most certainly do.
Flamebringers being present isn't ideal, thankfully only a min unit so the ability to counteract my feat should be manageable.
TFG have some aggravating potential, I should be able to counteract them with a few feated models and slow them right up if required.

Scenario is Extraction (Baseball Diamond).
I lose the roll, end up with second. My side has a hill of little consequence.
Along the mid line we have a large objective next to the left flag, which leaves contesting locations for both sides that will make it a tricky location to score off. I mentally right off that side as anything but a long term scoring opportunity.
In centre of the table with a lean to my side is a forest next to a cloud. The disappearing scenario element being used in this way is something I've picked up a taste for, as it means even if it goes away the permanent terrain it was attached to can still be used.
On the right of this line of terrain is a trench, I don't think it crops up for much?
On the Menoth side is a blob of Rubble and on the right a gloop of water.


Round 1: One unit of Daughters ambush. The TFG deploy on the left flank, Jack blob central, Cav and other Daughters on the right.
The early Menite turns surprise me thoroughly, as the Jacks run to the left, the TFG get stuck up behind them.
On the right the Cav, Daughters and one Dervish move up.

I had a fairly symmetrical deploy.
Wary of the ambushing Daughters being an irritant, and intent on threatening drags, the Galleon anchors the far left with Failsafe on it.
The Trenchers form the front line on the centre as Kell goes into the forest. Trenchers mostly Dig in, though a few cloud up MacBain and the Buccaneer. A third or so of the unit goes into the terrain cloud and kills one of the Flamebringers.
Steelheads go either side of my objective, the left in a patch of safety, the right angled in event of ambushers.


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Menoth 2: On the left, Nicia walks around the building and swings attack the Galleon poorly.
The Crusaders move up and stay as the front line. The front white one sadly falls out of Choir range and isn't Passaged.
TFG continue getting blocked up behind the Jacks.
On the right, Ambushing Daughters come in, with the regular unit and one of the Flamebringers they charge/run into my right. I lose a half dozen infantry or so.
One Flamebringer and the Dervish on this side hang back contesting the right flag.


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Merc 2: I finally get an overall plan settled in my head. With how the Menites have come forward, I can throw garbage at the left flag, clear off everything on the right and start a slow burn scenario win off the right flag.

Left wise first, I've essentially been given Nicia and a Crusader for free, so....yeah? The trap laid for me here is that if I do go in and nab a Crusader, I'll be in charge range of a different Heavy, which is a longer game set up for a second jack to kill the Galleon later. Fortunately this is a scenario where MacBain's feat is perfect.
Galleon does the Robot march across, shoots at Nicia and blows her up. Drags in the Crusader without issue.
MacBain then feats, rolls high, it mainly goes on Trenchers/Steelheads on the left,though I throw a few on the right as I had some spare tokens generated. He Jackhammers the Galleon and kills the Crusader.
Trenchers/Halberdiers then move up on this flank, feated models go in an arc to deny a large base having a landing zone to attack the Galleon. A couple Halberds go up to threaten free strikes, though I'd rate their lives as being somewhere beneath Satans personal worm collection.
Kell kills a couple Choir.

On the right, the Buccaneer kills a Daughter holding up the Steelheads. Trenchers move around, a few lucky Grenades mess up some of the Daughters and a CRA kills the held back Flamebringer. The Halbs then go in, four Daughters are left after that. Two of them CMA the forward Flamebringer, put him on one box.
The Nomad walks up, fails to kill the Flamebringer. Typical two dollar store tools at work.


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Menoth 3:  You know this whole time I thought the regular local Menite had converted his Flame bringers with Daughters. Nope, they really are doing stupid kneeling/crouching poses on the horses. Hate it. Looks dumb. Moving on. I always forget that Nelly Furtado did the whole Kylie Minogue image change.

The Crusader blob moves up and knocks down the suicide Halbs. TFG start a poker game behind them. They are positioned for the front Passaged ones to stop Galleon drags. Feora walks across to the right, throws some magic in the air then repositions back.

On the right, the Dervish, now Red Lined, goes into the Nomad and messes him up, leaving him on five boxes, though I am fortunate to have my cortex and right arm.
The Flamebringer Sidesteps around, stabbing some Trenchers.
One pair of Daughters, fulfilling their fluffy roll of Assassin Creed acrobatic expert assassins, butcher three Trenchers without issue.
The other pair miss the Buccaneer with every attack.


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Merc 3: The Nomad got far more banged up then expected. Infantry casualties are in line with expectations, I'll easily pull ahead on the right, because Kingmaker infantry.

Left wise, Kell shoots Feora for 6 damage, lacking other targets and because he's mean, 3 damage a hit essentially being the point where burning a focus point feels like garbage.
The Galleon lines up Feora and stays out of Crusader threat range, lands a hit that gets zeroed out, though that didn't really matter as those shots were intended to kill a Choir, which they did. I think of the misses also killed a Halberdier? Bah. My infantry are there to die on my whim.
Steelheads and the few Trenchers on this side gum up the works, a few stay in front of the Galleon to be the next wave of contestors. The Halbs do a few charges, I think they ding up the Dervish a little and otherwise bounce off.

On the right, the cloud was now an aggravation, preventing charges for plink damage on the Dervish. Oh well. The Halberd unit turns around, they kill of the remaining Daughters, freeing up the Buccaneer to charge the Flamebringer and kill her.
The Nomad and various Trenchers do slight damage to the Dervish, as 7's to hit prove to be beyond the humble Nomad's means.

I straight up forget to activate Orin this turn, though there isn't anything that he would do.


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Menoth 4: Left side, Feora feats and hides behind two of the Crusaders, one of them Passaged by the final Choir member. The third Heavy tramples forward and stomps a bunch f the Halbs into the ground. The TFG pop their mini-feat and finally get into the mix, killing a few more the random models around the left flag, it's now reasonably clear though still not scorable.
Feora also sprays and kills Kell.

On the right, the 2nd Dervish runs across and into contest range of the right flag.
The Dervish up on the mix combo strikes the Nomad and explodes it.


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Merc 4: On the left, the few remaining Trenchers/Halbs go in, they bounce off the Heavies. One goes into the Obstruction protected contesting point.
Galleon drags in the trampling Crusader, with Jackhammer kills it. Good times.

On the right, Halberier charges and lucky Buccaneer damage spikes lets me kill both Dervishes, but sadly nothing can get to the flag.
Orin moves across to this side.


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Menoth 5: Around the left flag, the TFG blob of doom trundles around and stabs more of the contesting garbage models to death.
One Crusader gets Passaged and move to stop Galleon killing Feora plans.
Feora herself Firesplodes some of my dudes and repositions back. Getting a theme here. Like, an underlying sort of overall meaning/idea, not the next list of benefits we all spend our time staring at and mining for busted spam lists.
The other Crusader tramples into the Buccaneer, takes out his left arm.



Merc 5: No photos, under time constraints as I struggle to develop coherent game ideas.Push plan Alpha Omega X Spaze Lazor (Plink at jacks, score the right zone).

On the right, the Buccaneer takes a Crusader freestrike, necessary to get it on the flag to score and give the Galleon a good shot. It loses its movement, ultimately doesn't matter to me. Had he failed Orin could have run and scored, isn't ideal though.
Other than that halberdiers run up, hoping to get Objective charges in future turns.

Left wise, the Galleon drags the foresty Crusader in, Jackhammers it to death.
A handfull of infantry contest the left flag.

I go to 1 CP, took five rounds but the plan started working eventually.


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Round 6: Rolled a 1, game ended.

Wait, wrong version of Steamroller.

The last Crusader gets Redlined, charges the Galleon and takes out one side.
TFG grind on more infantry.
Feora Fire Bangs the infantry that were going to kill the objective. Sadness. She knocks off the Buccaneers arm with a shot.

I go to 2 CP in the Menoth turn.

Feora is on no camp and 12 boxes, time to kill her. I'd charge up MacBain, alas the cloud is still here blocking his line. Stupid mist.

Between the last few Trenchers CRAing and the Steelheads going and CMAing,Feora dies. Good thing to, next plan was to charge in Orin. When your assassin is an old man with a crippling terminal disease maybe your plan is garbage.


Uncertain on MacBain kingmaker. Didn't feel like a good fit, though I don't know what to point at as the problem at this point, I suspect it is solely player driven.
Menoth heavies list in long games are pretty much the ideal Galleon target once the Choir are chewed down, with terrain serving me well here as well as the TFG didn't have great places to go.
Only list mod I'm currently contemplating is shifting the infantry module, the Trencher UA definitely feels unnecessary for the price tag.