Round 2 of Slam continues, into ye old Gear Pecs. It's Axis and Lucant, to the surprise of all it's Destruction Initiative. Scenario is Out...last? Flank? The Outie one. Like the wrong kind of Belly Button. You know it's true.
I can ostensibly run either of my lists into Convergence on this scenario, popped down the stunty to knock off some ring rust.
Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Ragman, Aiyanna/Holt, 2x Eliminators, Acosta, Wrongeye/Snapjaw, Rorsh/Brine
Objective: Armory
vs
Axis1 (Destruction Initiative) - 2x Inverter, Conservator, Corollary, 3x Galvanizer, magical repair trio of actual living guys, 2x TEPs, loads of Reflex and some Flare Servitors
So....totally meant to have a Tinker.....left it on the tray. Genius.
I won the roll and nabbed first, reasoning that the TEP's could toe in and make scoring via the feat untenable. The side I end up with has a hill poking into the left zone and some central rubble.
The centre of the table has some clouds and most importantly an obstruction that we'll both have to work around. There's a little forest on the Convergence side near said Obstruction, doesn't have a huge effect. On the right flank there's a large hill with a small forest on top of it. Lastly there's an irrelevant wall near the Convergence deploy.
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Merc 1: Gorten and Battlegroup heads up for the left zone, Croc and Pig go for the right, with the fightin' Bacon going up on the extreme. Radical. Tubular.
I throw out Strength of Granite on the right most Driller and have Solid Ground up for the Reflex Servitor countercharges in future turns.
CoC 1: The Reflex Servitors all advance and dig in, placed in a checkboard pattern in front of all the other Convergence pieces. The TEP's anchor each flank, Axis and Corollary stay central as three Vectors go to each zone, two Galvanizers and an Inverter to the left and an Inverter, Conservator and Galvaniser tot he right. Flare bots and repair dudes are spread through the main body of stuff.
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Merc 2: Plan is to clear out as many Servitors as I can. The TEP's, as is the norm, had to run on turn 1 to be relevant later in the game, so I essentially have this turn to strip the non-reoccurring Shield Guards.
On the left zone, the Bunnies all move into the zone and shoot down various Servitors. One spray bot also gets the two Galvanisers and spikes for some decent damage. Gorten hangs out of TWP spray range, does a couple shots into one of the Galvanisers and takes out its movement. Ragman and Aiyanna hang super far back as I'll want the damage debuffs in future rounds. Holt toes into the rubble, forced to do so to get the right position to take out a Reflex in the centre.
Centre/Right also sees the Eliminaotrs go in, they are the victim of some Vecotr Counterharges and a Reflex. The Servitor fails to break armour, though with 5 boxes the odds of the kill weren't great anyway and Mat 7 is good, but not kill Def 17 unboosted good. The Kayazy proceed to kill off more servitors, at the end of the turn there are a pair of Flare bots on the right side left.
Snapjaw toes the right zone, outside of Inverters feated threat range. He doesn't Submerge so Wrongeye can keep the maximum amount of transfers to be TEP proof, reasoning that the Convergence could just self target to bypass the animus. Mistake, should have done it anyway and added the complication.
After the photo I spot that I didn't activate Acosta, he runs up and engages the right TEP and Galvaniser, hoping for some Dodge/Riposte sweetness, though ultimately this is one of those matchups where he is unlikely to do well (Too many boostable attacks).
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CoC 2: Axis moves up behind the obstruction, sadly opts not to feat in an inefficient position so this will be a long one to pull out.
In the left zone, the Vectors fall back to the edge of the zone as the TEP explodes a spray bunny in a vicious manner.
At the right zone, the Galvaniser, Inverter and Conservator kill Acosta and the engaging Red Eliminators. The TEP finds itself to threatened by both Lesser Warlock beasts, without a good position to fall back to it instead opts to advance into the zone and spray down the Green Eliminators.
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Merc 3: Begin the grind out play. Gorten advances, feats on the left Inverter, Axis and the Conserator on the right. The Vectors don't really move, Axis gets pushed back and suitably debuffed.
The need for the left TEP to boost damage limits the amount of Shield Guards, so Gorten does another couple shots and puts down a wall to limit the Inverter getting back into the zone. The Bunnies move around and do shots, killing a flare bot, repair dude and putting more damage on the Galvanisers. The Drillers run aggressively into the zone, though that was a mistake, one of them should have been kept back at a distance outside of Axis' feat range next turn, oh well.
On the right, Aiyanna harms the TEP, Holt pew pews for not much, stays outside of the Conservator's threat range. Wrongeye toes the zone, giving just enough control range for Snappy to charge in and eat the TEP then do some attacks on the Conservator. The Pigs continue their reach around manoeuvre, now on the Convergence side of the right zone where they can kill off whatever is about to bin Snapjaw.
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CoC 3: Sure enough, Axis advances and feats. He gets Gorten, the Drillers and pair of Bunnies near the obstruction but not the far off Gunner. The Galvanisers and actual human dudes move around and do some repairs.
On the left, the TEP moves a smidge back and pew pews at the right Driller who has Strength of Granite. Mauls it horribly, it has 12 boxes left with no Cortex or Drill arm. This is the point I realise I've not put the Tinker on the board at all....
Right side wise, The Galvaniser and Inverter have no issue smashing Snappy. The Conservator doesn't do much.
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Merc 4: The left is looking not so good, ultimately I think I have to just have my models edge around and play a contesting game. The right looks a lot better, it looks like a viable clear out and score area for the slow burn win.
Sinistra side wise, I drop both upkeeps. There is no more blast damage on the table and relying on Gorten's tough means I've lost, so Solid Ground has lost its place. The Driller with Strength of Granite is going to die without making an attack, so that was some easy math.
Gorten moves into the zone, does a pair of gunshots that take out the relevant TEP floaty head via Shield Guard. he then Molten Metals the Galvaniser without movement to kill it. He stays a shade over 9 inches away from the Inverter, joyfully its threat range being shorter than Molten range.
The Bunnies and injured Driller move around him anyway for the sake of surety, they slightly ding the Inverter and kill last repair guys. One Gunner shoots the other Galvaniser, puts it on 6 boxes, it then dies to Ragmans magic nuke. The healthy Driller moves to the left edge, again outside of the Inverter threat range.
On the Dexter angle, Aiyanna and Holt continue hovering in their weird completely exposed but somehow completely safe location, she harms the right side Inverter and he pings the Corollary for some damage.
Brine then gets smoked forward, charges the Inverter in the back, the crazy dice for both sides continue as Brine bins him with a couple Fury to spare. Wrongeye, no longer needed to finish off the Inverter, charges the Galvaniser, only goes to 2 inch of melee to stop the Conservator countercharge. Burns his Fury stack buying and boosting damage, manages to kill it.
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CoC 4: Left wise things are looking not bad CoC wise. Right side the gears are grinding.
In the Red Commie circle, the TEP maximises damage, easily kills the damaged Driller and lands hits on an unhurt Gunner to delete it from existence. That was painful. The Inverter can't really go forward around the Obstruction without going into my Driller threat range, so it just hangs back.
On the right, the Conservator gets fed by the Corrolary, then leaves the zone to get into Brines back arc, as the chance of a Retaliatory strike with crit knockdown is to much of a gamble at this point. The Conservator kills the Big Pig with one bought attack.
It's been one of those games, at the end of round 4 I get the first CP.
Merc 5: Time is now to tight for pics, neither side is in super clock out danger provided activations are to the point. I now have the chance to play the scenario game, so the only plan is to keep pressing that.
On the left, the Driller and Ragman both go to the left edge of the zone, continue to play it safe. The Gunner and Spray Bunny both ping the Inverter. Gorten hangs in his spot, does a doubled up shot and a Molten Metal to keep the Inverter chip game going.
Centre wise, Aiyanna and Holt finally start walking across toward the right zone, Harming and shooting the Conservator. Rorsh moves through the forest/hill, lands some Pig Iron shots for reasonable damage. Lastly Wrongeye, having cut himself for Fury, charges in and misses his initial attacks. He buys a couple bites and boosts damage, manages to finish it off.
Mercs go to 2 CP.
CoC 5: Seeing how the game is going, the TEP moves up into the zone and sprays at Gorten. The dice spiking nature of the game fortunately mellows out somewhat, I burn a focus for each spray and take a couple boxes. The Inverter charges and eats the spray Bunny.
The Corrolary runs into the right zone to contest, Axis charges and one shots Wrongeye.
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Merc 6: Just have to keep metal recycling and scoring away, there's no chance of Gorten getting over to the right zone. I have to spread out my models in both areas and hope CoC can't finangle away to clear the zones out, I have no contesting pieces.
On the right zone I have the Corrolary to kill, thankfully it was slightly winged by Holt in the firest eon of the game. Or maybe middle period. Can't remember. Says somewhere in the wall of text above.
Aiyanna and Holt both move up and touch the edge of the zone, she Harms the light Vector and Holt shoots him again for average damage. Rorsh then aims, shoots with his first Pig Iron, double boosts and finishes it off. Scoring now sorted, here's hoping Axis can't deal with them.
Left side, the time constraints mean I forgot to allocate to the Driller. Whoopsie daisy. Ragman advances a bit, pops Deathfield. The Driller moves up, toes the top edge of the zone, swings at the healthy TEP with one extra bought attack. The Dice go berserk yet again for the umpteenth time and the Battle Engine dies.
The Gunner shuffles a bit and shoots the Inverter.
There's a Heavy Vector a touch over 5 inches away from Gorten. This makes him safe when he backpedals out of the zone his maximum speed, lands another double handcannon and Molten Metal, the Inverter finally loses an arm and is otherwise pretty wreckers.
I go to 3 CP.
S-Wonder concedes, his options poor at this point. Axis can't clear the right zone very well and the Inverter is going to die in my next turn. The random number generators were nuts this game, which was thoroughly enjoyable, content with the return of Gorten after the poor effort in the last game I played him.







