Thursday, June 21, 2018

Game 326 - Kraye (HM) vs Axis1 (DI)

Game 326 - Kraye (HM) vs Axis1 (DI)
Breakdown

'tis the day of Goat Chariot fella, so gamez time. Had a pilgrim down from the real nations capital, it's a return to the lunatic cultists needlessly obsessed on mechanical components, featuring a pairing of Axis and Orion. Was genuinely surprised it wasn't a proxied Locke given her rules just popped out, I'm sure that will happen in the future (I'm not ready for MAT 9 Vectors and Jackhammer. I'm just not.).

I only have the Kraye list, Axis gets dropped which I didn't think was the right call. Could be wrong, we'll see.

Kraye is still triple Centurion, triple Charger, Minuteman, Lynus/Edrea, support models including Junior with a Sentinel.
The journeyman is on thin ice at this point, if he doesn't do good things by the end of the weekend tourney he's out. His Sentinel just feels garbage compared to Kraye's Jacks. Caine0 would be a show in, accept he won't be in general release until after I'm theoretically done with Swans (Though time constraints and painting sloth is making the odds of getting Haley3 together for the mid year con are not even dicey, it's super edgy, like a tweens instragram account).

Opposing list is Destruction Initiative. Never charge CoCites. Double TEP, double Donginator, Cipher, Diffuser, smattering of Servitors and repair dudes.

Polarity Field stopping the Countercharge shenanigans looks pretty tops, reposition stops his feat from locking me down, the scenario can be relatively easily contained. However my number of guns looks awkward with that many disposable shield guards, so well see.

CoC win the die roll and pick first. There's a central wall no matter what, the side I take has a defensive hill and a protectie forest on the left, which gives CoC a wall on the left and a defensive trench, however those would be poor selections as they don't stop the TEP sprays in anyway.

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Convergence 1: There's only a single pod of Reflex Servitors, who move up and dig in. Miscellaneous Servitors move up on either flank, then the TEPs, with Axis and Battlegroup in the centre. Standard TEPness, I've never seen them centrally and always ponder why it isn't tried more. Induction lines don't need to be perfect IMO.
There's also an ADO proxying as Eilish in the centre of the lines.


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Cygnar 1: Time to Kray Kray. As in spread out like mad.

Axis was camping zero at this point, however he ahd three Shield Guards so it seemed like a waste of Charger shots to go for it.

The Chargers and Sentinel move around and pew pew, one kills the centre and right side Reflex Servitors. The two left Chargers shoot the elft side TEP, due to running he hasn't got his free Sac Pawns so I'm more reliably killing Shield Guard Servitors. It also would have been a win if the TEP just took some damage, so that was a happy situation for me, need to kill those sodding Servitors sooner or later.

Centurions roughly configure against the Vector lineup, which leans toward my right. ergo one Centurion goes left with Admonition, other two go right with the more central one getting Arcane Shield.

Minuteman gets Counter measures as part of the TEP annoyance plan, moves over to the left. Eilish has to choose where he wants to pop upkeeps from that way, banking on most people having default responses to geet rid of Arcane Shield where possible.

Mechanics go left to score that zone in the future, Lynus and Edrea go right. Edrea throws out her magic nuke, gets the perfect scatter onto the line of four Servitors and killing 3 of them. POW 6 strong style, Shinsuke would be so proud.


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Groin Joke 2: Axis ponders moving up behind the wall to pop feat, decides against it going for a conservative retreat plan. In limited Kraye game thus far this has worked out pretty well for me, so happy with that.

Left wise a Servitor lands his Beacon garbage on the Minuteman (I forget to even check for Counter Measures, so strong play right there). That flanks TEP then scotts over behind the wall, sprays the Minuteman down to a pair of Cortex boxes.
The Reflex Servitor moves to the centre zone, An Inverter hangs out behind it, looking like its ready to protect the left TEP.
Axis waddles into the Trench.

Rightside the Cipher and Inverter waddle on the hill, Flaring the Arcane Shielded Centurion. The right TEP then sprays it, knocking out it's 3 and 4 columns, which takes out no systems. That happened last game, must be something about Cygnar.


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Cygnar 2: No aggresive Axis feat or palcement means that I can now do teh scenario push game.
The centre zone is a death trap, so that's where the less valuable stuff can go to die. Otherwise I can send a Centurion into both TEPs, unfortuantely I lack the means to get more real attacks so killing them isn't a certainty. Need at least one to die so Kraye can have a safer side to flee to.

Kraye shuffles on his hill, staying out of TEP range and pops Horsepower. I keep Admonition going and drop Countermeasures in order to get focus out.

Leftwise the Minuteman gets repaired by the Mechanik and one Gobber for the max 9 points, so that was nice. Said fella then moves up, using Flakfield and his shots to pop off the indepentent Servitors that are contesting the left zone.
The Centurion pops Polarity Field to stop the nearby Inverter ruining his day, he then charges the TEP and spikes hard to kill it (12% chance to kill. Would be 55% without the need to Polarity) then repositions backward.
Chargers in this vicinity wing said Inverter for some damage.

Sentinel goes into the centre zone, kills the contesting Reflex Servitor.

Rightwise the Arcane Shielded Centurion Polarity Fields and goes into the right TEP, alas leaves it on a more normal 8 boxes. Then repositions out of walk and punch Inverter range. It's well and truly out of my control area, such is the Kraye life.
The other Centurion toes the edge of the right Circle, Lynus and Edrea contest as well with Wind Blast up.

I score the left and centre zones, now 2-0.


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Protected by a Coffee Drinking Apparatus 3: Axis feats, mostly on his own stuff, though he does get the Sentinel and the left Centurion. Backs up.

The left Inverter with iron Aggression now on it charges the Minuteman, alas its engagement of the Centurion is undone by Admonition.
One shots the Minuteman. Like ya do.

Cipher/Diffuser shoot the central Centurion for some wing damage.

The right TEP hurts the Arcane Shielded Centurion quite badly, it is then finished off by the Inverter trampling up to it.


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Cygnar 3: All about zone clearing now. Cygnar, winning off of bureacracy.

Centurion and Chargers easily kill the Inverter on the left, Sentinel kills off the centre Servitor.
Right wise the other Centurion and some ranged attacks cripple but don't kill the Inverter. Alas.

In any event I get up 4-0 and CoC concedes, not contesting with the Cipher in the centre making the game relatively easy for me from here.


Dammit Junior, you were meant to achieve nothing so I could write you off. Arcane Shield was actually relevant, forcing a lot of effort to go into killing the right Centurion. He couldn't be ignored either, as even without focus he had good odds of finishing off the nearby TEP. Not having to fuel up the Sentinel was somewhat of a focus burden relief on the always taxed Kraye. Grumble. Hiss. Winning is Cygnar problem land.