Round 2 of shenanigans:
MacBain1 (Kingmakers) - Galleon, Nomad, Buccaneer, Trenchers w/UA and 3 Grenadiers, 2x Max Steelhead Halberds, Kell, Orin
Objective: Bunker
Into some no-idea-if-this-works-or-not:
Zerkova1 - 2x Destroyers, Makacov1 + Ruin, MoW Shocktroopers + UA, MoW Kovnik, Gorman, Ragman, Widowmakers, Great Bears
Objective: Fuel Cache
Same table as last game, so terrain is the same with some random movements. Scenario is now Recon.
I lose the roll, get second again. My side has a hill and trench, centre line has a forest and cloud/rubble pair, Khador has a wedging Obstruction/water blob.
Concerned about Hexblast/Ruin messing up my upkeeps. Insufficient thought given to Zerky's feat messing me up.
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Round 1: Khador advance as a blob, hemmed in heavily by the terrain. Red painted jack is Ruin, the Destroyers split up and go either side. Man O War are the front line, because that's their job. Kovnik is behind the large obstruction.
Widowmakers move up on the right side of the board.
Merc wise, basic plan is to make a push to score off the left flag with MacBain, as Ruin is leaning more to the right side.
Trenchers are the mainstay of the front line, they do a Press Forward to move around and assault with grenades that kills all the Widowmakers.
Kell hangs on the hill, shoots a Shocktrooper for three points. Galleon with Failsafe anchors the very centre as the halberds run up either side. Nomad goes up on the right with a vague notion of threatening Ruin if he comes forward. Buccaneer goes way up the left, theory being that if the Kovnik does a long journey around the obstruction I'll need something boostable in the vicinity to kill him.
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Khador 2: Shocktroopers go up the guts in Shield Wall, Kovnik just shouting at them to move faster as he hypocritically just chills out in the same spot behind the Obstruction.
Destroyers do some pot shots, killing a Grenadier, couple trenchers and a few Steelheads on the left.
Zerkova clouds for days.
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Merc 2: Alright, I've been lazy and sat at this point for a few days, time for some truncation.
I hadn't considered the possibility of four clouds at all, so my gun options are severely limited and I just move stuff up in reaction. I regret the Galleon being so central and thus limited in potential range of threat with the terrain included, should have had him on the right and the Nomad central.
MacBain feats on a bunch of stuff, said feated models form a line to stop the Shocktroopers getting in on the left flag. Otherwise Galleon sticks out of threat, Buccaneer stays chilling out on the flank and infantry spread around. MacBain gets to Energiser/walk range of the left flag.
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Khador 3: Zerkova feats, Shocktroopers form a pair of triangles protecting the zone. The left Destroyer tramples over the feated Halbs to contest the left flag, stays out of the Galleons now rather muted threat range. Ruin bops a Trencher, getting rid of Counter Measures (Which is kinda whatever really, I had no expectations of gaining stuff from it whilst also no concern about having it out there).
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Merc 3: Well, damn, this looks bad. Tripped up by the cloud wall, I failed to recognise that I needed my feat to counter Zerkova's, now I'll have a turn on the backfoot and it looks bad.
I...just walk around? No meaningful attacks to make. Jacks stick out of melee threat ranges.
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Khador 4: Ruin swings his club around, sucks up some sweet souls off the linoleum.
Shots and charging Shocktroopers kill the dudes in the zone, followed by the Great Bears charging and nomming my objective. Zerkova sticks behind cloud walls, Dominates the zone.
Khador go to 3 CP, it....could be going.....a little better?
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Merc 4: Kill! Contest centre zone! Try to ride out the clock win!
On the right, Steelheads charge Ruin, one gets to Malakov and dies to Watcher. Junior warcaster blindness. A big CMA cores out Ruins Cortex and the world is no longer ended!
Centre wise Trenchers shots with a Grenade kill off the Great Bears.
Nomad kills two of the front Shocktroopers.
Galleon toes the tip of the zone, rolls minimum shots. Ends up doing a few points to the Khador Objective.
Left wise, Kell kills off the Shockie he did damage to way back in the early eons of the game.
Buccaneer assaults the left Destroyer. Misses. Randomises amongst three Steelheads, lands the 8 to knock down the unit leader. World is ended again. Steelhead unit can't receive orders, so they just futz around.
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Khador 5: Left Destroyer hits the Buccaneer, takes his net arm. Right Destroyer kills the Steelheads engaging Ruin.
Shockies kill left side Steelheads, one swings into the Nomad.
Ruin goes into the Nomad, leaves him with his arms and a cortex box.
Zerkova stays back, shifts a bit to the right and is behind the clouds.
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Merc 5: Trenchers move a bit to the right.
Nomad kills Ruin and the last Shocktrooper near him.
Trenchers and three blue Steelheads try to kill Gorman, one Halberd dies to Watcher. Damn I suck at this game on a frequent basis. Gorman doesn't get hit.
Kell aims, tries to start coring out the left Destroyer Cortex. Misses twice, hits the Buccaneer off both attacks. First one does no damage, second one gets Boxcars and does 7 points.
My eyes are a little hollow as I slap the clock.
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Khador 6: Left Destroyer kills the Buccaneer. Right Destroyer kills my infantry in the zone.
Kovnik and Gorman run up to the Nomad.
Zerkova runs to the right flag, Khador go to 4 CP with 10 seconds remaining.
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Merc 6: Dilemma. If Galleon leaves zone, I potentially lose the Nomad in 10 seconds, ergo my best play is to drag in Zerkova and surround her with stuff.
Nomad shuffles out of the way, boosts to hit Gorman and misses.
Galleon shuffles over, misses the boosted harpoon by one.
Trenchers and Orin run over toward the flag, two get in to contest, one of those is under Orin's Vortex range.
Just....awful. I had 15 minutes. I could have bought and downed a pint and had time to plan that turn better. WHY DIDN'T I FORTUNE THE GALLEON?!?!?!
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Khador 7: Zerkova sprays the non-Orin Trencher, misses, sprays again, hits and tough fails. The clock beeps just after the gun hit roll. Her gun denies tough, so Khador get the scenario win.
Well, one of us played well (Hint: The other side).
Not unconvinced on MacBain, the battlegroup feels alright so going to shuffle some infantry around. Trencher UA does not have 5 points of value, at least not when the Colossal screws around the Cautious Advance option considerably.











