Thursday, March 29, 2018

Game 305 - Sturm and Drang1(TA) vs Maddox1(SD)

Game 305 - Sturm and Drang1(TA) vs Maddox1(SD)
Breakdown

After a couple false starts in the week, plus the saddening discovery that WTC is beyond my financial reach, I finally got....well, some Pigs hit the table and sobbing ensued.

Minion Army - 75 / 75 points
[Theme] The Thornfall Alliance
(Sturm 1 & Drang 1) Sturm & Drang [+28]
 - Battle Boar [7]
 - Battle Boar [7]
 - Razor Boar (2) [7]
 - Splatter Boar [8]
Efaarit Scouts [0(6)]
Efaarit Scouts [0(6)]
Gudrun the Wanderer [5]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Farrow Bone Grinders (min) [5]
Farrow Commandos (max) [15]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Meat Thresher [16]

Versus the vastly superior:

Cygnar Army - 75 / 75 points
[Theme] Storm Division
(Maddox 1) Major Beth Maddox [+30]
 - Charger [9]
 - Firefly [8]
 - Stormclad [18]
 - Stormclad [18]
 - Squire [0(5)]
Captain Arlan Strangewayes [0(4)]
Journeyman Warcaster [4]
 - Firefly [8]
Storm Lances (max) [20]
Storm Lances (max) [20]

Ah, Storm Division. The inceptor of the most painful of mirror matches.

Ostensibly a Champions match, though the only noteworthy example of it in my lands occurring before the format gets the shit is kicked out of it is on next week, spoiler of it's not happening for me.
There's a meta theme here and it is totally lame, in a first-world-problems way.

I win the roll and pick first. There's some trees and shit around the board. Central obstruction. I get a trench, swans get rubble that becomes super annoying.


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Round 1: Witness the grasping tesla fingers, always watching, waiting. Tugging gently on knuckle hairs.
Yeah, I'm not super feeling this one, lazy style (Though half the time I say that and write a mini-essay of questionable virtue anyway). I'm like the visor king, only not at all and I'm just mentioning it because more people should listen to Tripod.

Sturm stays central, puts up Decel.
Slaughterhousers run forward and wait to die.
Meat Thresher runs far left to get away from the Stormclads.
Efaarits split up on either flank, right one gets Vision as a lols kinda thing.

Left Storm Lancers get Arcane Shield and move around forgetting about ambushers.
Right Lancers get Dauntless Resolve, Maddox' battle group goes up the centre.
Junior and Arlen cower in the rubble.


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Minion 2: Plan is dictated by Cygnar errors, it's swamp up the left and push in.

Out left, Hutchuck Wild Shots to knock down a Storm Lancer then runs into the backfield to go Junior hunting in the future.
Commandos, the left Razor Boar and a few Slaughter Housers go into the left zone Lancers. In fairness I didn't realise the Commando's had Brutal Charge, however only killing a pair of Lancers instead of the expected four did not come across as a strong position on the table top.

Both Efaarits miss their shots on the centre Firefly and the Charger then reposition back.

Centre and right Slaughter Housers split into two waves, run into the centre and right zone to die and the backfield to optimistically live.

Splatter Boar moves up the guts, puts up it's own Animus, double boosts to knock off the movement of the centre Firfly. At least it can't run up for the electrical damage boost, so that's something. Or worse I could have just knocked out the spear.


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Cygnar 2: Out left between firefly and Storm Lancer-ness 6 commandos and a Slaughterhouser die, plus another 'houser toughs out.
Junior flubbs an attempt to shoot Hutchuck.

Centrally the Storm Clads move into the centre zone after gun shots remove the offending Slaughter Housers, they easily squish the Splatter Boar.

Rightwise, Slaughterhousers get Storm Lanced, Gudrun gets dings a little and the Efaarit gets put on one box because electro-leaps bypass vision. Cuteness demolished.


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Round 3: Yeah, this doesn't need to go in depth at this point. I go to Drang for Killing Ground Pathfinder, except I needed TK to move the Storm Clad for the Slaughter Housers to get into range.

I end up scratching up the 'clads, expecting my feat to save me. The feat doesn't stop Empower or accumulator. Ergo Maddox feats and Drang gets demolished. Could have avoided by not bothering with feat for the game, staying as Sturm and using Telekinesis to rotate the heavies around and away with a range boost from Craft Talisman.

I fucked this one up quite badly, though Sturm and Drang's inherently flawed design is a point of annoyance. To steal Shep's ideas from years agom why isn't the feat along the lines of "Moment of Clarity", scratch out Struggle of Wills for a turn? Oh well.


I then cheesed a COI list and stomped a game of that, so that's something. Totem Hunter is busted as balls in that format.