Game 308 - Ashlynn1 (LR) vs Skarre3 (SFR)
Breakdown
Gamez! Joy! Madness! Cryx! Oh noes!
Should I have repacked the Winions to practice for Oceania Teams? Yes. Did I? Self evidently no.
Ashlynn/MacBain terrorists vs Skarre2/3. Time for duellist lady!
Mercenary Army - 75 / 75 points
[Theme] Llaelese Resistance
(Ashlynn 1) Ashlynn D'Elyse [+29]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Vanguard [10]
- Sylys Wyshnalyrr, The Seeker [0(4)]
Anastasia di Bray [3]
Eilish Garrity, the Occultist [0(5)]
Gorman di Wulfe, Rogue Alchemist [4]
Major Harrison Gibbs [4]
Ragman [4]
Rhupert Carvolo, Piper of Ord [4]
Storm Lances (max) [20]
Trencher Infantry (max) [16]
- Trencher Infantry Officer & Sniper [0(5)]
- Trencher Infantry Rifle Grenadier (3) [6]
Repeatedly attempting to stab:
Cryx Army - 75 / 75 points
[Theme] Slaughter Fleet Raiders
(Skarre 3) Skarre, Admiral of the Black Fleet [+27]
- Deathripper [6]
- Kraken [36]
Axiara Wraithblade [0(6)]
General Gerlak Slaughterborn [0(6)]
Misery Cage [2]
Misery Cage [2]
Blighted Trollkin Marauders (max) [15]
- Jussika Bloodtongue [5]
Bloodgorgers (max) [15]
Bloodgorgers (max) [15]
Scharde Dirge Seers [6]
Do you like proxies? You don't?! Good thing my photos suck anyway then. 90% of Cryx models are proxies in one way or another.
I win the roll, opt for first as terrain wasn't hugely incentivizing, having lapsed into lazy terrain lay out habits again.
Llael rubble goes on the left, then I get a largish trench in the centre and a defensive forest.
The middle of the table is mostly hills, with a left side forest that makes claiming that zone look like a painful exercise.
Cryx get a defensive wall and cloud, I don't think they come up?
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiN0MgCOTwta30XvRRhCrUgrXsb_nMFX7pJXmbOkyGEEWgJ3j6i5yPWHxcC4bgSpYCm-3dHP9QcKg0ZK7KIl58WztMl7ddIqEIGaZzLgQfuRnsroMQgtiPBen-hLc-0JxaL3Q6RTB9_7Fdj/s1600/002+%2528800x450%2529.jpg[/img]
Merc 1: My shit runs forward, exchanging witticisms and quips. Let them enjoy themselves before Cryx mean-ness comes down on them like a governing body on its scientists.
Vanguard goes left, theorising that it will be a reasonable contestor out that way in the zone that looks somewhat unclearable.
Trenchers take the centre with Quickened, Lancers go for the right flank with concealment from Piper.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_Rj3e7uhB73FL-0cvHa2WhyiD5a2iBTsnz2FhhMNaavwTg_zWr7yxfvG76CY9caob5VMwwtFAXoEnGW7nUC1RlV4VARgSgmjy1SjhGdRfCW2LQQ_G7Ng7xIa9m2EdJnwujfG52OCAWmBS/s1600/003+%2528800x450%2529.jpg[/img]
Cryx 1: The cancer orb, it burns.
There's a special form of schadenfreude from watching someone unused to the glorious unwieldy nature of a pair of huge bases and multiple medium base units. I probably wouldn't have done much better, however this isn't about fairness and shit, it's about planning for the clock win early into the piece.
The melee......Blighted Trollkin? come up the left and out the front. They have Gerlak and the arcnode bringing up their rear.
Skarre/Kraken take the centre, Dirge Seers behind them.
Marauders with Axiara advance up on the right.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif1ulnt94hSuFqIo2T0e8H8YoSZ4wKHAFAuGd7ip-xITZxZTUrKBArOKhdHFhwB1dts2CroCqrytSXKFh-W8ECE2ifCjXU_9jyYSgV7_DNw16tDxa-C8fNClqNoPT4K_dKWDFLm_cWCdsw/s1600/004+%2528800x450%2529.jpg[/img]
Merc 2: This feels like a good enough turn to pop the feat, make everything hit while stopping Cryx getting the scoring advantage. Though it's all about armour breaking gun wise anyway.
Ashlynn moves forward, throws out Distraction on the Kraken and Skarre. That felt far better than it should have. FIRE THE LAZER NOW.
Repositions backward.
The Admonitioned Nomad moves forward. Trenchers hover around, do much better with CRA's than I expected and the front seven or so Blood Gorgers pop whilst two are left toughed out.
Out on the right, a few of the Storm Lancers charge forward, killing one of the Misery Cages and bounce off the steady tough models for the most part. That wasn't part of the plan. Repositions leave two Lancers forward in the mix and the rest spread in a vague line back toward my table edge.
Good Trenchers. Wasteful Lancer activation.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0OgFcvjFFO_lgYAK7QKcqROE3aQp1oURrNAOfFxFu9B07mKj6TAWiCJuMoo5Zf5SYTEzVFfAv1dTO1gZRVAJXugoMnPdYcbTmZwMprlXnfGvc6X77OxgRNGHL4qgdkCNxG1b9ejYNH1Hf/s1600/005+%2528800x450%2529.jpg[/img]
Cryx 2: Marauders with Jussika gain Vengeance. Good to know. They stab and kill one of the Lancers.
The reasonably unhurt Gorger unit moves forward and around, impeded by the forest. They kill a Gunmage.
The other squad is reduced to half at this point, they force the Nomad to pop it's Admonition then charge in. Ashlynns feat creates a good number of snake eyed attack rolls, so that was nice.
Right wise the Marauders, not under Ashlynn's feat, manage to still roll like a trip to Bendigo for a cube, so all up I lose only one other Lancer. Three remain, though one is super out of command.
Skarre and the Kraken chill around up the back.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB-QuuYMyZQ29qkILj4LQWBUAu0uGjDcnAlhycdUjx4rheRShpWe_aZbzT2E0t8xm5wAfMlGcpzi6M_pNmE5Kn7FAPNMhNJzP236Kc1KCehdRJapT4mRS_Jzg2l1QORpwvDgR3l5vFsQ_k/s1600/006+%2528800x450%2529.jpg[/img]
Merc 3: Fuelling Nomads isn't nice. What about my dreams of Distraction for once being sodding amazing?! Shitty compromise it is, fuelling up the forward and right Nomad.
Clearing out either circle zone is unlikely to the point of....something improbable. World wide positive reception to whatever pile of garbage Superhero movie Snyder makes next? Hmph, this current sci-fi series has "cycles" used for both a time period and distance, do not like.
I'm left with clearing out the centre zone, with the side benefit of lining up with trying to wipe out the now smaller Gorger unit so Skarre can stop bringing peeps up from her half a ship.
Left wise one Thorn Gun Mage toes the left zone again, the unit caps one 'Gorger and leaves another toughed out on fire.
Vanguard toes this zone as the primary contesting piece.
Centrally, Nomads and the Trenchers clear out the rectangle zone and pop a few more from the side units. Ashlynn moves up, puts Distraction on the Kraken and repos back behind some clouds.
Rightwise, the other fuelled Nomad and Storm Lancer stab back at Jussika and pals. Tough rolls do alright and rather tellingly the Storm Lancer misses Jussika on a charge, ergo I kill three. If you include the one the Trencher popped.
I score the centre rectangle, the right side didn't pan out to well but otherwise things are looking ok. 1-0.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQvl8bgiWbirBv2BMo4aoCIda9tqvIiBr1OGD8LPAbnnEOZGUQ9jOOpELZdl2rpQkR3jqlGU_te8eiAdC2oo4isGvKwb7UI3EqkG3wlMTXx3PWwC_JS5EfVyWES_mYkBDQ6Oyx-9fuwlVz/s1600/007+%2528800x450%2529.jpg[/img]
Cryx 3: There's a ton of planning and such here. Enough that a time out is a certainty.
The ultimate conclusion is that the Kraken is a bees dick from advancing and being in range to stab two of the Nomads.
A bunch of Trenchers get hacked up, Skarre herself charges in and kill the forward most Nomad. Alas for not enough focus to throw out Admonition again.
The Marauder/Storm Lancer kerfuffle continues to be an embarrassment on the right.
Well, that's that for what is was.
Ashlynn list took waaaaaay to long to pilot. So low on my previous infantry standards, would likely have only managed a couple more turns before my own clock out.
More practice needed before any particular conclusions. Distraction being useful feels way to bizarre.





