Sunday, April 16, 2017

Game 178 - Local SR RND1 - Gorten1 vs Durst1

Local tourney day! Well, I say Local, more than half the attendees were travelers from beyond Bureaucratic Stars of the Federal Government Federation.
It's Gorten Zoo and Thexus Drudge Spam for some sweet list asymmetry.

As is the way with this style of tourney attendance, I inflicted myself on a poor local who has to deal with me all the time.

It's into Menoth with Durst and Testament, scenario is Outlast. I'd intended to play Thexus most of the day, this round however I made the mistake in the pairing up process of remembering Mark 2 Durst with a dim image of his battlegroup being immune to pushes, plus no TK from Choir meant I had no shenanigans into that whilst having to super fear Testament doing a magic assassination run. Ergo Dwarfy times. This paragraph is a mess.

Gorten1 - 2x Driller, Blaster, Gunner, Tinker, Wrongeye/Snapjaw, Rorsh/Brine, Aiyanna/Holt, 2x Eliminators, Acosta
vs
Durst1 - Blood of Martyrs, Templar, Reckoner, Cinerator, 2x Wrack, Exemplar Errants (Max), 2x Wracks, 2x Kicky Monks, Choir, Daughters of the Flame, 2x Vassal

I lose the roll, get given second. I take a side with offensive terrain. To explain that, all the important terrain is on the Menoth side in a way that is restrictive to them or potentially abusable by me.
For the left zone, there's a very large forest taking up a quarter of the zone towards the Menites. This matters because the opposing Jack based Pathfinder is limited to Boundless Charge, so the forest will slow them up and if I place appropriately to block Line of Sight then the Jacks have to slowly slog through.
Meanwhile in the right zone there's a wall and a pair of Obstructions that are eminently abusable with Rock walls once I use feat to push the Menites back.

Deployment wise, the Daughters go left, Battlegroup central, Errants on the right.
The Crocs/Pigs are set up to contest the left zone, Gorten and battlegroup on the right for the sweet wall of rocks.


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Menoth 1: The Daughters and Errants run into each zone, the Kicky Monks move up the guts and go into Shifting Sands. I watched High School Musical the other day, that causes me less agony that thinking about Shifting Sands Kicky Monks for 90 minutes.
The Battlegroup advances up loosely, Hallowed Avenger goes on Blood of Martyrs. Cinerator/Blood are on the left, the Templar/Reckoner on the right, though they are near enough to each other that it wouldn't be the most Gargantuan of tasks to move those Jacks around.


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Merc 1: On the left side, the Crocs move up and pop Star Crossed. No guns over here, so I don't need to bother Submerging which lets Snapjaw run into a good spot to stop Daughters getting a charge on Wrongeye. Rorsh and Brine move up but don't go into the zone, Rorsh has max transfers having used Smoke drop to simulate running for both models. One unit of Eliminators and Acosta run into the left zone under Star Crossed. Ragman hangs in the vicinity of this area.

Right side wise, the Gunners advance and plink down a couple of Errants. Gorten throws out Solid Ground and Strength of Granite, charges up, Blasters run in front of him. Tinker and the other Eliminators hang in the backfield, intent being for the Eliminators to clear off jammers.


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Menoth 2: Left side wise, the Daughters charge into the Eliminators, CMA's off backstrikes manage to blow up the Star Cross Defence and kill them both. Unfortunate, Acosta gets Vengeance triggered.
The Cinerator runs into the forest, contests this side alongside a similarly placed Kicky Monk in Bullshit Pulvis Mode.

The other Kicky Monk moves up the centre next to a wall, assumes Beach Underwear Experience Form. He's not in the right zone, so that's a nice headache to avoid.

The Errants spread out in the right zone, one runs up to each Blaster and engages them.

Rest of the Battlegroup advances, doesn't get into a zone at all, choir Battle them to have the Reckoner pop a shot into the Strength of Granite Driller to take out a column and a half.


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Merc 2: I'm in a good position here, as no Jacks are contesting the right zone I can clear off the Errants and score without having to contemplate feating, which I''m not keen to do prior to Dursts feat.

Left wise, Acosta and Snapjaw contest the zone and kill four of the Daughters. Wrongeye hangs back and Star Crosses. The Pigs don't go into the zone, they sit near Wrongeye waiting to potentially avenge Snappy who is in Boundless Charged Cinerator range.

Right side, the Elimiantors clear off the engaging Errants, Sprays and random Hand Cannon shots finish the Errants off. The Gunners move around, blow through the Templar Shield Guard to kill the Vassal. Gorten toes the zone and puts a wall between the terrain wall and one Obstruction t make it painful for the Menoth jacks to get to my important stuff.

Mercs go to 2 CP.


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Menoth 3: Left zone wise, the remaining pair of Daughters try to CMA Acosta in Star Crossed, they fail to duplicate their previous success and one dies to a Riposte. The Kicky Monk and Cinerator continue to hang out in the forest contesting it up.

Blood of Martyrs, the Templar and the Reckoner all get up the middle of the board, killing a Gunner and popping another shot into the damaged Driller to make the Tinker sad as his repair work falls apart. Durst hangs back and feats.

 A pair of Choir and the remaining Vassal contest the right zone, hanging behind the Obstruction.


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Merc 3: There's a formation that Durst, as a Steady model, and a jack can take that forces me to do an attrition based Scenario play.  That wasn't taken, so I can do the feat/can't contest scoring win.

This does require dealing with the contesting models behind the obstruction, I do that first, get the right line of sight and get sufficiently lucky with the damage rolls to clear those guys out.
Holt has to die to a Kicky Monk Freestrike, this lets Aiyanna Harm Blood of Martyrs, who gets the Strength of Granite Driller go into him at Dice +1 on Dursts feat. Alas, it's a Dice dependent series of attacks and doesn't do a great deal.
That done, Gorten shuffles in the zone, feat pushes all the Warjacks models to the left, they now cannot get back into the contesting zone. The Blasters run in front of G-Dorf, as his death is my lsoe condition at this point.

Acosta kills the remaining Daughter, the Lesser Warlocks/Beasts run around and do little.

Mercs go to 4 CP.


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Menoth 4: The Protectorate are pretty screwed, so it's try to finish off some models for points time.
The Cinerator flails at Snapjaw, hurts him but doesn't get into the luggage industry. The Kicky Monk kills Ragman.
The jacks futz around, we call it as I can't be stopped from going to 5 CP.


Went well for me, avoided the first round morning flub run so the day's looking good. Think this isn't a good Menoth pairing in terms of Gorten answers, particularly on a terrain layout that favours me this much.