Sunday, September 2, 2018

Game 350 - Cyphon1 (OT) vs Locke1 (PM)

Game 350 - Cyphon1 (OT) vs Locke1 (PM)
Epic Pit

Bereaved at the lack of postal arrival of my next Bone swarm, it's time to try some snowflake stuff so that I can be horribly crushed and move on from (Not you, Ashlynn. I'll never really move on from how much you suck.).

It's Thexus' loser boyfriend time!

Cyphon with tripple Wrecker, double Subduer, a Warden and a way to much support.
The worst part of this list is that I contempalted both Lynys/Edrea and Devil Dogs. I still feel a little ill.
As it is there's only one free unit of Overlords, some Bender Drudges to fuel Cyphon casting, a Machine Wraith, Pistol Wraith, Bloat Thrall, pair of Agitators, a unit of Eliminators.

I also left the cards behind so had to use Warroom for the game. HOW DO PEOPLE LIVE LIKE THAT?! Though the whole "time to staball my monstrosities for a damage point" probably didn't help.

Going into Crucible Guard, so confusion is going to reign. The theme was the one with + 2 Deploy, whatever that is.
Locke with a Vulcan, Toro, Suppresor.....Vindicator? Yeah, the super Mule thing.
Some Assault Troopers, combat alchemists, pair of Trancer idiouts, Gorman, Hutchuck.

I lose the roll, though the randomised terrain did me the nice favour of having the centre piece be a fog bank, so that helps out. I take a side somewhat constrained by a forest and water terrain pieces, primarily to avoid a different forest making getting into the right zone midly annoying. This is due to Onslaught giving pathfinder on charges only, so my heavies can possibly get gummed up.

Expectation on my end is that every game of Cyphon will be dictated by if the feat can get enough work done.

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Round 1: CG run up, Toro/Suppressor on the left, the Colossal up the guts, infantry/Vindicator on the right. Sentry goes on the Vindicator, Redline on the Vulkan.
The Trancers also chill out on the left side.

There's a bunch of fumbling as I attempt to re-Cephalyx again.
I completely forget that the point of the Incorp models is to apply the Bloat Thrall Corrosion without doing a POW 14 to one of them. Oh well, it was the Warden with Perseverance so didn't hurt that bad.

Eliminators stab a bit to allow running, as the point of early Cephalyx allocation is getting those Focus points out.

One Wrecker takes the left, then there's a central blob, Subduer on the right. Cyphon is out on the right side, ostensibly to apply his def debuff on the units where it'll be more relevant than on the jacks, really it's because I planned my unpack pretty badly.
Pistol Wraith chills up the back, disliking the presence of the Trancers on his side. He's just here to relax and stationary a warjack man. Machine Wraith runs up the far right to be an annoying contestor/jack threat later on.
Support stuff chills up back.


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CG 2: The guns try to light stuff up, suffer from awkward positioning around the central fob bank. The Warden Shield Guards a shot from the Vulcan to Hyper Aggresive forward, the Combat Alchemists then chuck grenades and stationary it. Boo. Hiss. He loses his left arm, otherwise is trucking on alright.

One Trancer hides in a trench on the left, another charges up into a Wrecker, having fallen just shy of being able to get a line on the Agitator hiding in the forest. Scratches the Wrecker up a tiny amount.
Hutchuck, repped by a proxy base, ambushed in on the left and missed with his grenade.


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Merc 2: Locke didn't feat and monstrosities are in range to kill stuff I want dead, so time to make it happen.
Cyphon allocates a bit, puts up Onslaught. Not super needed unless the Toro counter charges, in which case a Wrecker can go in and smash it after some forest negotiation. Breath Stealers the Vulcan which was a waster of focus that I should have camped.
Eliminators charge, one suicides as she guts the forward Trancer, the other kills Hutchuck.Command 10 is pretty rad.

Centre zone wise, where things happen. The Agitators move forward and Agitate.
The Warden charges the Suppressor, the Toro doesn't take the counter charge bait. Kills the Suppressor, alas I messed up the placement and didn't engage Gorman, so no possibility of clearing the left zone now. Humbug.
A Cyphon spray amd Subduer nets clears out the few infantry models blocking the two middle Wreckers, who go in and kill and the Vulcan. Noice. 

Left Wrecker can't possibly clear the left zone, so just walks up and kills the Trancer. Outside of allocate/heal range, shouldn't matter to much given he's got a full stack. Toro could try to kill him, seems like a low priority for CG though.

Pretty quick attrition lead, however Cyphon was left in a stupid spot and may just die to charging Assault Troopers. I also don't score because I'm a ninny.


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CG 3: The Combat Alchemists and the Vindicator have a go at clearing out the Agitator blocking the lane to Cyphon, alas for them Sac Pawn keeps him chugging.

It's a bit of a forlorn effort at this point, to much lost. All the Monstrosities are dinged up, but ARM 20 is pretty good.
Locke has a go, putting up Engine of Destruction, feating and charging the Wreckers, rolls appallingly and really just gives out some Monstrosity focus. The Toro does a similar effort on the Warden.


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Ceph 3: Agitator Agitates, first wrecker flubb all the attacks as Locke's feat gets her defense up. The Second one headbutts her down and strips her camp, subduer moves in and kills her pretty easily.


Hmmm.
Mixed first outing. Corrosion Focus generation is a mistake, Bloat Thrall should probably be another two Machine Wraiths or something. Battlegroup felt alright, though an additional threat extender in some way would be nice.