Thursday, July 20, 2017

Game 211 - Gorten1 vs Fyanna2

Weekly games delayed by the small hound getting his accursed grubby paws on a block of distilled cocoa :-(

Daythurs and Man of Chaps comes to the rescue!

Gorten1 (Modified not filthy cheating version) - Earthbreaker, Siege Crawler, Rorsh with Brine, 2x Kayazy Eliminators, Harlen Versh, Thor, Aiyanna + Holt, Anastasia
vs
Fyanna2 (Oracles of Fairness) - 3x Neraph, 2x Angelius, Seraph, Blood Seer, 2x Sorcerress Hellions, 2x Forsaken, 2x Shepherd, Spell Martyr

I think this pans down to a feat trade in my favour, with it being a test of how many Legion Heavies I can pop before the Huge Bases can be considered safe.

Rolled up Recon 2, the first time playing it since it's CID cycle, adding the Objectives and a flag in each zone.
Terrain wise, the important pieces are a central forest, a house taking up a corner of the right zone and a wall near one sides objective. There's hills and water around, they don't really come into it.
I lose the roll, Legion pick first. Alas. I take the side with a wall near it's objective, it has better access to take the right zone for scenario advantage and can shield the Huge bases somewhat, especially with my own rock wall smashed down somewhere.

Both sides have some proxies by necessity.
I have a base + Cannon repping as the Crawler, plus some Cephalyx being Aiyanna and Holt.
Legion has Azrael as the Seraph and a Choir Member as a Shepherd.


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Legion 1: They're coming right for us!
Hellions move up either flank, the Neraphs are spread across the formation with Angels and other smucks in the centre.
The right most Hellion has Iron Flesh, one of the Angels has Admonition while Fury is on the central Neraph.


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Merc 1: I recall the Hellions stupid anti-shooting garbage from that time the Bell-Noise threw acid on my groin, so those things will have to die. The right one has an upkeep on it, so Harlen Versh and Eiryss hang out ready to cap it. Ninja Pig stays central, I expect he'll have to pop the other one.

Eiryss does get a shot on the right Hellion, does half its health. 

Everything stays relatively compressed, next turn Fyanna likely feats and we see what I game plan is from there.


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Legion 2: The hellions move up and pop their anti shooting auras. The right one gets shot by Witchhuntering Eiryss and Versh, who failed to do any damage. not the best boosted damage rolls...

One Neraph/Shepherd stay in the right zone with said damaged Hellion and a Shepherd.  Most things advance a short distance into/beside the centre forest, the Angels firing their pew pew bang bang things at Brine, setting him fire but only doing middling damage.

One Neraph suicides forward onto a hill in front of the Earthbreaker.

Fyanna pops feat.


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Merc 2: That forward Neraph is an almost ideal charge target for Gorten, as I can't essentially get everything in feat bar the Forsaken and Shepherd, who do stop the super pushbacks sadly.

If Gorten charges, feat pulls everything forward with Fyanna and Neraphs going into a wall, the Earthbreaker can then shoot a knockdown at the Raged beast to sit down Fyanna for a 74% assassination run with various guns.

That doesn't really teach me anything, so I make the attrition play (As well as mis-eyeballing it as being about a 60%).

Gorten charges the Neraph through the objective, going to its back edge so that when he feats the suicide fella goes no where. The left Hellion also gets pushed back hard, the right ends up outside of Fyanna's feat, Gorten hits with Forge Father for some damage. Camps four, which I eyeball as overkill for the Angel's two shots on him and what ever shitty nuke Fyanna has (More on that later...).

Harlen moves back an inch to get out of no shoot aura, caps the right Hellion. Eiryss moves up to shoot the right side Shepherd, misses and repos back.

Back to the centre, Brine pops Animus, charges the forward Neraph for free, hits with his initial for a good belt of damage. Misses the second boosted attack, so the Neraph moves out of Melee range. Rorsh backpedals a bit and heals Brine.
Also goes out of Fyanna's control area, is charged and kill by the Red Eliminators, one of whom sidesteps to toe the left zone and not give away a free point.
The Earthbreaker moves up a tiny amount, shoots down the left Hellion.

Crawler aims on the right, shoots at the most flanking Neraph, mosses and gives away a Dodge. The Green Eliminators charge in, first does a good whack of damage, second misses and he moves across.


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Legion 3: There's 20 minutes spent puzzling out an assassination, ending up in Man of Chaps realising he has Gallows. Woops. Could have easily put down a wall to stop this. Fyanna goes up, Gallows in Gorten rolling a 6 for distance, he gets eaten by Angels.


Well I better not sodding forget that again.


Had I put down a wall and camped two, I think Legion has two plays.
They can fall back for the most part and start a long game, can easily get two points on the left side.
I then do the same on the right, using walls on the table to prevent a landing zone and getting Gun Range, I out Gun the Dragonites so I think I pull out in that scenario.
The aggro play is to move everything within 6 of Gorten, planning to get beasts into him next turn.
This leads to a clutch turn for me, as Gorten will have to run back and I have to kill four Serpentine Heavies to win essentially, which if Brine survives the Gun Shots at him is easy. If he dies to Legion  Shooting it becomes a lot more Dicey, Likely the Earthbreaker would have to go in and do Boosted Melee attacks, then have Eliminators and random solos finish things off.

I think Gorten is happy enough into Fyanna, which is good as Thexus cannot handle her if he loses the roll to go first, which is an awful proposition to be in. 

Also not used to the new Recon, neither of us made plays to score off the flags which we both could have done easily and with merit.