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> Admonitions of a Suss Sufferer: Mark 2, all about Mark 3
Angry_Norway
post Oct 6 2016, 01:59 PM
Post #141


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QUOTE(Master Chris @ Oct 6 2016, 01:06 PM) *

Does that balance out the weaknesses of Dub-Galleon without losing too much survivability, firepower and board presence?


It's probably better to be honest. Double Gall outshoots it and lacks the same degree of infantry mulchingness, but Nomads sacrifice better for board position.

I like it, though the current Bart experiment is functionally to try to find a mostly pathfinder list for potential pairings, which I currently lack. Though odds are I'll not even drop my third list in Iron Gauntlet anyway tongue.gif
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Angry_Norway
post Oct 7 2016, 10:29 PM
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Kingmakers civil war!

As Vinter the 4's valuable plot armour slowly weakened, Bart to Damiano.
"You know, Vlad's armour is totally magical and the equal of modern warcaster plate"
Damiano raised his eyebrow quizzically, the only true way to do so.
"Why tell us onto this factoid good sir?"
Quipped the eyebrow.
Bart's beard combed itself as it assembled the reply
"Just felt like something that gets said a lot"
Damiano's foot monocle vibrated, on the verge of Apoxia.
"How dare you! To war good sir!"


Days of Thurs shenanigans, into our local rules inspector, the Drehpehs Bor as we know him.

I'm still running CareyBear's totally-not-there-to-tilt smosh:
Bart1 (Kingmakers) - 2x Galleon, Steelhead Halberdiers, Rangers, Orin, Meg

Going into the more rational side:
Damiano1 (Kingmakers) - 3x Nomad, Trenchers w/UA and 3 WA's, 2x Halberdiers, Orin, Kell, Stannis, Meg + Talon, Boomhowlers (Min)

Think the only Kingmakers stuff not on the table was the other casters, Madelyn and Raluk, who committed the unforgivable sin of being four points.

Scenario is outflank, normally this works out okay. Bart hangs out behind the Galleons, who toe a zone each and pew pew to victory.

Proxies: I have a Khadoran Mechanic pretending to be Dirty, opposing some replacement trenchers (The pics won't be that clear anyway though) and eAlexia downgrading her considerable talents to represent an appropriately costed Stannis (I WILL NOT LET THIS STATEMENT GO).


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Merc 1....no, that doesn't work. Kingmakers 1......dangit......
Bart 1: I won the roll and took first, I didn't really process the match that much beforehand, essentially I didn't want the Trenchers running up and getting in to early to jam.

To my surprise I get the side with a central forest for Bart to hide behind, I was genuinely waiting to be told to go to the other side. More on that shortly.

Hot Shot, Batten, Battlegroup leads out. The Range buff is on the right Galleon, theorising that Colossal is across from the Nomads that it is vital I destroy as soon as I can.

I reason that Road to War is super relevant in the matchup, so I want my soft stuff to be out of Damiano's range to avoid the threat extension. It relegates my Halberdiers to suicide pieces, but I think that's the right read of that part of the matchup.


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Damiano 1: The infantry hordes advances, the Trenchers do a mix of digs in, explode a Ranger with a Grenade and a pair of Clouds in front of Damiano.
Otherwise Steelies run up on flanks, Kell legs it to try to get behind the Obstruction of dooom on the right. That's my doom, it's about 4.5 inches tall so the Galleons can be seen behind it. That's going to be annoying.
Stannis/Dirty Meg/Talon go out to the left zone. Nomads cluster on the right.
Trenchers get Sure Foot, I get despair.

This side picked for Damiano to prevent the terrain compressing his forces, I didn't consider that, having only perused the table with my own forces in mind. Better make a note of that for future reference.


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Bart 2: The conservative play is very simple. Both Galleons advance, contest zones, shoot down Steelheads and the Talon or I throw away a Ranger to pop the Nomad on the hill.
I tanked for a couple minutes and binned this as the path to a slow, agonising loss. In my initial estimations I wildly underestimated just how powerful those sodding Trenchers were in this matchup, the Clouds and Surefoot aren't an issue but Dig In screws it hard.

I decide that I have to go counter intuitive. The Galleons run up and engage the front Trenchers, specifically they get all the Grenadiers.
Bart feats and hides behind them with Batten, my infantry flood out in the back. Orin moves toward the right and Stealths.

Short term plan is Damiano goes somewhere silly on low camp and I kill him with throws. The Mid term plan, the one I had the most hope on, was Damiano feats and moves across Sure Foot on a Nomad. The jack'll do some work, the trenchers won't get the feat and will achieve sod all, then I can pop the other Nomads. I'll lose a Galleon in the trading but should be able to pull ahead with one Galleon and using my infantry as throw away contesting pieces. Long term the plan is clock, Redaar will being doing a lot more activation's and rolls now that I've skipped on a full round of floating AoE's.


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Damiano 2: Raadesh briefly contemplates going with my narrative and feating. He sadly doesn't fall for the trap I outlined in neon lighting.
Instead the Nomads and Damiano back up and my desire to paint my Drudges to free space to paint my Trenchers dissipates immediately as a billion Cloud rings try to go down. It was agony to watch the caffeine fueled phalanges attempting to place the markers and models down accurately.
The Steelheads and other pieces move up either zone.
I completely forgot about Boomies. They move on from the left and kill a handful of my dudes (Not that I have many handfuls as it were).

Damiano goes to 1 CP off the left zone.

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Bart 3: Damn, I gambled my feat away for not much.

Plan is to contest the zone, move Galleons away from Nomads.
Right Galleon backs up first, free strikes do nothing. He tries some shots, kills a few Trenchers but doesn't do much.
Bart falls back into the forest, Battens, cycles Hot Shot.
Left Galleon moves to the left, my opponent is generous about my line of sight involving the wall, freeing up shots on Stannis. I was expecting to lose two shots to kill the cav chump then kill a couple steelheads, if I"m lucky I'll scatter onto Meg. I wind up just wounding Stannis, so that wasn't very Impressive.
My units do some battling on the left, but mostly have to move to going-to-die-range.
Orin Lightnings my Colossal and at forces some no knock down toughs. Not his best day alas.

Unfortunately I've failed to keep both my objectives in mind, I'd measured out the right Galleon but neglected to ensure the left was out of Nomad charge range. Derpsalotsam is my game.


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Damiano 3: Damiano feats, Nearly everything comes in and blats the left Galleon. One Nomad hangs in reserve and a cloud wall thoroughly protects Damiano.
Terrible dice keep a contesting Steely alive in the left zone, so the score doesn't rise but its baaaad.


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Bart 4: I have to force Time and hope for a bad Damiano placement now.
I have to neutralise the Nomads as ,much as I can, step one is Bart Deadweights a Trencher to cause the nearest Nomad to sac movement or action.
Well, he would, but I missed. Dangit. Sure Foot is money.
Bart then falls back, the latter half of the plan involved preying for unlikely spikes from the Galleon anyway so I wasn't to torn up.
Galleon futzes around and does not much, Steelies finally pop the damn Stannis. Urgh.


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Damiano 4: The Trenchers pop their mini feat and drop some clouds, then sadly don't get int he way of the Nomads swinging in and finishing off the Galleon.
The faint lingerings of hope fade as, after the Steelies clear out stuff, Damiano runs way back.
I concede, Meg and Orin can technically contest but they will then die trivially.


I ended with 32 minutes, Ringmaker has 19.

Happy with my clock management at least, I'm finding my regular lists hard on time. There are benefits to running something extremely simple.
Not much to add in afterthought, my gameplans relied on the glorious Rudge making severe misjudgements I thought I would make in his position.
This is another game that makes me consider that min Boomhowlers in place of the Halberdiers might be the go.....
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Angry_Norway
post Oct 13 2016, 01:20 AM
Post #143


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Thought I wasn't going to get around to this one soon, but then my lungs and throat heroically came to the rescue from the drudgery that is gainful employment.

Probably last game before I do a lols list at the next Kapital Kup, where I'm hoping someone screws up bad so I don't go 0-3.

Into one of our errant Menites giving one of the popular chaps a spin in the form of Sevvy the slightly even older.

Rolled up the Pit, normally the opposing list and scenario would make Gorten a shoe in (Didn't feel like Bart/misplaced a Huge Base somewhere), alas my local meta seems tired of the poor shorty and requested something different. Plus I need to try to get quicker with the Cephalyx.


Thexus1 - 3x Wrecker, 3x Warden, Subduer, 3x Agitator, 2x Eliminators + Dominators

Vs

Severius2 - 2x Reckoner, Templar, Blessing of Vengeance, Daughter cav, vassal, Rhoven and intens, 2x Wracks, choir, pair of kicky monks


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Merc 1: I won the roll, picked first as I didn't feel to strongly about either side and Thexus usually doesn't want to get into a scoring position. My early concerns are Sevvy feating away my support and spelling Thexus to death.
My deployment is hemmed in by an obstruction on the left and a forest on the right, so I've got far more of a compressed brick than normal.
Usual bunch of stabs, then heals. I cast Deflection to get into the habit of it for the matchup.


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Menoth 1: Clearer pic, so Menoth Proxies:
Sevvy 1 is actually Sevvy 2
The Knights Exemplar are actually exemplary kicky monks.
Centre Menoth Jack (Castigator? Something beginning with C) is actually the other Reckoner.
Daughter Cav run way up the left followed by Blessing of Vengeance.
Kicky monks go up the guts, go into their can't-touch-this stance.
Sevvy and Heavies move up behind them in a central blob, Heavies get no-spells from the choir.


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Merc 2: So I can feat, which will nab me Blessing and the kicky monks for a Wrecker/Warden trade, possibly another Warden as well. No dice, I decide to be conservative.
Everything just shuffles up to be out of threat ranges of the Cav, Thexus toes out of the kill box and casts Deflection.


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Menoth 2: The Daughter Cav swing wide around the obstruction, ready to scythe down my support in future turns.
The Kicky Monks advance and again do can't-touch-this dance. MC Hammer would be proud.
The Heavies all advance up slowly, the Reckoners both pop shots at Wardens. This is perfect, I'll nab a focus and Hyper Aggressive into Slam Range. Except both Reckoners derp and miss. Truly Defence 10 is wondrous.
Cloud goes away.
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Angry_Norway
post Oct 13 2016, 01:27 AM
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Merc 3: The Eliminators and Agitators where so far back to try to draw Sevvy forward to feat that I can't really get Monstrosities effectively up in the grill.
I decide to sacrifice a couple Monstrosities, I'll pop Blessing and then counter trade up without worry.
Of the left Monstrosities, one runs around the Obstruction to engage the Daughter cav. I forgot they had Parry this turn, so this was an awful plan.
Another Monstrosity with max focus charges into Blessing. I need 7's to hit, figure I"ll miss a couple early ones but should still do enough to make it a walking scrap heap. I promptly miss every attack roll.
No ones Heavies are looking particularly competent right now.
I TK one Warden forward, who slams the right most Reckoner into the backfield, killing a Choir.
I don't want the Templar to free up Blessing to then spell Thexus, so a Warden runs up to be in the way.
Thexus himself does Deflection again and goes to my flag, a Warden and the Subduer go in front to stop the kicky monks going into him.
Support staff run around, one Eliminator charges a Daughter cav and does a couple points. Again, had decided Parry didn't exist and jamming was totally a good use of time.

Mercs go to 1 CP.


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Menoth 3: The Daughter Cav swing around, they pop a Kayazy and a Dominator, contest my flag.
Kicky Monk do their annoying contesting stance thing.
The knocked Down reckoner stands, punches the suicide Warden down to a single Movement box. One of Rhoven's boys tries to finish the job, promptly misses. Again that def 10.
Sevvy ends up using a Hex blast to polish the Warden off, feats to kill an Agitator, the last red Eliminator and hurt another Agitator.
Templar badly hurts the Warden that ran to save a Wrecker, other Reckoner goes into a Wrecker in the zone but rolls poor damage, only takes out armour boxes and the left arm.
Blessing of Vengeance wonders across and finishes off the Warden that the Templar messed up.


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Merc 4: Blinders appear as I can go to 3 CP.
Thexus TK's things around.
Wrecker goes in and kills Blessing.
Subduer futzes around, hits Templar with his drag cannon that Rhoven's buddy shield guards, knocking over Sevvy.
Warden in the zone slams Templar away.
Wrecker kills the Reckoner in the zone.
Agitator runs to the Menoth flag.
Left most Wrecker kills three of the Daughtercav.

I go to 3 CP, but really Sevvy was there on a platter with my feat and for reasons unknown I didn't take it. Ergo...


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Menoth 4: Sevvy moves up, spells Thexus for not much but burns the camp off.
Kicky Monks charge Thexus and easily bin him.


And still behind on the clock. Ho hum. Not impressed with my play at the moment.

Really need to let go of the whole "Let's focus power up turn 1". Should just feed focus to the non slammers, it's an all heavy list dammit clock is meant to be an advantage.
Also just because the kicky monks have made no attacks is no cause to forget that they're there....
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Angry_Norway
post Oct 16 2016, 07:49 PM
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Alright, next Kapital Kup heat, time to bring out some lols lists.
I've decided to express my Freedom of Will and individual rights by forgoing all that and making a poll to tell me what to play. The selected option was "Caster I've panned for years".
So really, I have no one to blame but myself.
Skip italics to get to actual warmachine batrep stuff!


Things I thought about before the tournament:
* Ashlynn, you are assembled and painted for the tourney, but there is no way in hell you are keeping that banner. Snip Snip. Alt sculpt being better sentiment be damned.
* Based on the presented evidence, the ending of Drag Race Allstars Season 2 isn't great. Not as bad as when Violet Chachki was victorious, but there you go
* Getting back into Europa 4 is extremely difficult after putting time into DLC ridden Crusader Kings 2. Plus letting Random Nation roll determine Norway and going with it is silly, I know full well they are a bad starting nation. I then tried again with Bavaria, but really dislike it's present shade of blue when it used to be a nice cream colour in EU3. Totally an important gameplay distinction.
* I now hate the word "Dank" more than "Swole". Moist remains fine.
* Where the sod is my Sylyss Wishnailer model? Disappeared like my Eiryss1 :-(
* Sleeping for 15 hours really mucks up your schedule for later in the week. Go down before tourneys instead of binge watching stuff
* Love the Luke Cage call out to the original costume. Excellently done. Then it was correctly discarded.
* I was totally burnt out on Sunless Sea at 199 hours, the Zubmarine DLC has definitely re-added enthusiasm for that. I'll probably get another 25 hours, or another 100 if I finally pull the trigger and pop my captain to replaced by his inexperienced child.


Alright, I'm not going to pretend this is a coherent or worthwhile list:

Ashlynn1 - Gallant, Rocinante, Sylyss, Rorsh w/Brine, Dahlia w/Skarath, Aiyanna + Holt, Harlen Versh, Tinker, 2x Kayazy Eliminators, Precursor Knights (Min)
Objective: Bunker

Yes, I know, it's bad.
Basically I took the things I love (Ninja Pig, Snake Lady, Eliminators), things the net says are great (Gallant) and models I've panned without trying this edition (Ashlynn, Rocinante, Precursor's).

Note for the Precursor's: I didn't read the Accumulator rule properly beforehand, sadly assumed it triggered multiple times. It does not.

Basic plan was to put Ashlynn into terrain safety with Admo up and do a single Arcane Secreted Gallows or Distraction each turn, then camp a couple focus.

Round 1, we got their eventually!

The unfortunate victim of my sleep deprived, coughing lunacy is having his first Mark 3 game at the tourney. Alas poor Hard Wood.

Joyfully, like myself they also neglected to bring two lists, so the orange-not-red version of borrowed Cygnar plonks down in the following format:

Jakes2 - Thunderhead, Rowdy, Firefly, Thorn, Junior w/Firefly #2, Stormlancers, Laddermore, Runewood

It is only in hindsight that I realise there was no squire. There you go.

Opening scenario is outflank, I lose the roll and get given first, though as both sides had a wall I could hide Ashlynn behind I honestly didn't investigate the logic of that choice.
My side has a long wall and obstruction, centre of the board has a small hill (More a hillock really) with a forest to the far right while the swan side has a couple walls and a forest positioned at the top edge of a zone.


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Merc 1: True story, I had no idea what to put Quicken on (I said I didn't think this through dammit!) until Aarwood asked Brine's threat range with it. Bam! Doing that now! (The answer was 18).
Brine gets quicken, Ashlynn gets Admonition, Dahlia puts up Haunting Melody.
Nearly everything goes to the right side where the wall is, Kayazy go out as a forward line for threatening things. Big exception is Dahlia and Snake go out left, intent being to force the Stormlancers to do an awkward redeploy or end up in a losing situation on the left zone.


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Cygnar 1: The Jacks move up the middle for the most part, Jakes pre-measures to be out of my threat ranges. Jakes' Firefly goes far right. Pathfinder goes on the Stormlancers, who to my surprise run to the left edge of the left zone. Dahlia ignorance sighted! (Have to enjoy that when it happens, only lasts for one game). Rowdy gets Arcane Shield, Jakes has Escort up.


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Merc 2: Simple enough, use the Snake lady to contest the left zone, put my other stuff in the right zone. Hold feat as I don't want to use it defensively and most of my stuff should be pretty safe.
Dahlia runs to the bottom left edge of the left zone, getting the Storm Lancer unit leader in Haunting Melody range. Skarath slithers behind her, a Stormlancer could walk over and whack him but that's fine by me. Aiyanna and Holt stealth up and go behind the Obstruction, rounding out the left zone crew.
One unit of Eliminators runs to engage and annoy Jakes, I stupidly trigger Rowdy's Counter charge which blats one.
The other Eliminators run to the right, one engages the right most Firefly.
Otherwise some Precursor's move up on the hill, Ninja Pigs and Gallant behind them, Ashlynn, Tinker and Rocinante go behind the wall.


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Cygnar 2: Spells all upkept.
Jakes falls back, arcs Positive Charge on Thorn to Reactive Drive him forward. he then charges up and goes into Rorsh, knocks out all his Transfers and puts him on 2 boxes. Brine loses his Mind with the Transfer damage.
The Stormlancers then all fall back to the top of the left zone, one walks across and tries to shoot Thorn in the back for a Lightning leap but misses.
Thunderhead moves to the right back wall, pops his pulse to kill the forward blocking Eliminators.
Rowdy and the freed up Firefly toe the right zone, Juniors Firefly wanders up behind Rowdy.
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Angry_Norway
post Oct 16 2016, 07:57 PM
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Merc 3: Simple enough, feat and clear the right zone for the Dominate.

Ashlynn moves around Rocinante, goes into the zone and feats.
Rocinante/Versh shoot Rowdy, do not much.
Gallant goes into Rowdy, puts him on three boxes, only Movement still up.
Pigs pop Smoke, Brine slams the Firefly at the top of the zone. I failed to cut for one to heal the Mind, so I boost the slam to hit. I miss.
Gallant goes into Rowdy, puts him on three boxes.
The Precursors can't get to Rowdy and the scoring plan is shot anyway, so the remaining three chumps charge Thorn. First one hits for a few points, second one misses, triggers dodge and he saunters away from the remaining Precursor.
Tinker runs to engage and be annoying.

Left side after that, Dahlis runs up to an engaging position on a Stormlancer to be annoying.
Aiyanna/Holt activate way to late and instead shuffle up to harm the Stormlancers. Holt shoots one down. Skarath goes into the zone, sprays a Lancer for a bit and puts Counterblast down.

Jeebles. Ashlynn, the feat is feeling like false advertising at this point.
Aside from not healing Brine's Mind the largest mistake was missing out Aiyanna until late in the turn, she should have Harmed Rowdy.


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Cygnar 3: Now the downhill part can start.
Jakes and Junior are far back enough that only Thunderhead gains Power Up, so that was neat.
Left side wise, the Storm Lancers move to try Electro leaping Dahlia. This triggers Counter Blast, which kills the injured compatriot. Dahlia survives without issue.
Jakes moves up a bit, camps pretty hard.
Thunderhead moves up, pulse kills Rorsh. I sadly get a rule utterly wrong, as I thought Thunderhead couldn't buy further attacks after the special action, but he totally can. Haron was cool with it, but still a miserable circumstance to unwittingly inflict (Only an absolute tool would do that on purpose).
Rowdy, Fireflies and Thorn don't achieve much thanks to feat, so that was good.
Laddermore charges Gallant, manages to do a few points.
Arcane Shield moves to the Storm Lancers.


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Merc 4: Rowdy might be well hurt, but the right zone is still flooded with Cygnar jacks. Plan is to score on the left and kill the Cygnar heavies, that'll swing attrition to me.

Left wise, Aiyanna/Holt advance, harm the Storm Lancers and shoots down one cav man.
Skarath moves in, eats the other contesting Cav guy, Dahlia then runs back to the zone corner again.

First half has gone without a hitch, now to bungle the right side.
The Precursors charge around, one into Thorn, the other two get into Rowdy but fail to kill him. The one on Thorn should have jsut run, instead Thorn dodges for even more zone contesting.
Gallant wiggles across a little, stays in fist range of Rowdy which again fails to kill him. Sword attacks on Thunderhead knock off an arm. Versh squals in terror, moves up and stabs Thunderhead, then lip wibbles before his impending demise.
Rocinante stayed behind the wall, maybe he shot something? I don't recall.
Ashlynn goes back behind the wall.


Mercs go to 1 CP.


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Cygnar 4: The remaining Lancer, Junior's Fire fly and Runewood all go to contest the left zone.
Jakes charges into Gallant, between her, Laddermore, Rowdy, Thunderhead and the Firefly he somehow survives (Def 13 is beautiful on a heavy) with a few boxes of movement spare (The Rowdy situation ironically). Thorn stabs some Precursors to death. Really should have had Rocinante toeing the zone to stop this possibility.

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Merc 5: Slight clock lead, but given the pieces on the board attrition isn't feeling good to me, I have to play for scenario. I thought about just leaving Ashlynn on max Fury and running her up to Jakes, but I know how that plays out (Friendly Slam then Ashlynn gets punched to death).

Left zone wise, I have to accept that I'm not scoring there this turn but have to clear out the Firefly.
Aiyanna/Holt walk to engage, she Harms, he stabs and shoots for some decent damage. I consistently underestimated my damage on the lights, primarily as I kept assuming they were Lancers rather than Fireflies for whatever reason. Dahlia moves back in the zone, gives Mistwalker for Pathfinder to Skarath, who charges and easily eats the Firefly. Enough that I should have Riled for one, but I didn't spot that.

Ashlynn runs toward the left in the open and prays she doesn't die.

Rocinate walks into the right zone, kills the Firefly (This turn is a great day of Firefly mourning I guess?)
Gallant and Harlen do some scratch damage to Thunderhead. Tinker and remaining Precursor do some punches I think?


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Cygnar 5: Jakes feats, kills Gallant, moves to the top edge of the right zone.Rowdy charges Rocinate, I kill him with a Defensive Strike. Thunderhead/Thorn kill the Tinker and Precursor. Laddermore charges Rocinate for some damage.
Left wise, the Stormlancer shoots and misses Skarath, Runewood tries to shoot Aiyanna but gets Quick Drawn by Holt.


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Merc 6: Keep pressing scenario, go for the left side Dominate.

Clear out the left zone is first mission, Aiyanna/Holt Harm and kill Runewood. Been money this game.
Dahlia puts Mistwalker on the Snake again, he walks across and easily eats the Stormlancer. Casts Counterblast.

Thats mission one, now to hold up the right flank before running Ashlynn across.
I foolishly ran Ashlynn to far to give focus to Rocinante, I luck out with a good damage roll that finishes off Thunderhead.

Swans concede at this point, as even if Rocinante gets killed the pieces don't exist to stop me Dominating to 5on the left zone. I also have an Eliminator far up the board I'd forgotten about most of the game who can run in to be the final necessary contesting piece.


That was a slog. I was expecting quick games with Ashlynn, instead we were the last to finish up and my reserves were drained out already.
Sad about the Thunderhead mistake, but otherwise this was a great game. Definite errors made, but happy overall.
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Angry_Norway
post Oct 16 2016, 09:56 PM
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Round 2, not in the funsies bracket, the surprise is real.

Still got this nonsense obviously:
Ashlynn1 - Gallant, Rocinante, Sylyss, Rorsh w/Brine, Dahlia w/Skarath, Aiyanna + Holt, Harlen Versh, Tinker, 2x Kayazy Eliminators, Precursor Knights (Min)
Objective: Bunker

Pscyedilc round, using ye old Mark2 favourite (Other list was Malakov2 and probably a better drop):

Vlad2 - Conquest, Mechaniks, 2x Eliminators, Spray Donkeys, 2x Drakhuns, 2x Manhunters, Yuri

Scenario is The Pit, on the same table with broadly similar terrain, changing with the scenario by having one flag be placed near a protective wall while the other is flapping in the breeze. Hill in the zone, Obstruction, wall and forests around the central area.

Still not quite sure what the list is meant to be doing. Not killing Conquests I expect..

I won the dice roll, ummed and arred over whether it was worth taking the side with the better wall and getting an opening score. I decide sod that because Vlad feated losers will be contesting and really hard to kill, so go first.


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Merc 1: Junk moves forward, Admo on Ashlynn, Quicken on Brine.
Normally when I play this scenario Brine goes waaaaaay out wide to threaten the opposing friendly flag. Didn't do that at all this time for.....reasons? Definitely thought about it. For sure.
Eliminators, Pigs, Precursors go left, Ashlynn and jacks centre, Snake and other Eliminators go right.


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Khador 1: Everything runs forward. Hand of Fate on Ponies, Assail on Conquest, Arcane Might on Vlad.
Left side has the Ponies and Yuri, centre board is the Eliminators and Drakhuns, pair of Manhunters sit around the Khador flag.


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Merc 2: Plan is to feat and try to kill anything on a pony or Vlad target. Basically most of the opposing models, which I'm not going to get that far in but oh well.

Ashlynn walks up, feats. Precursors Shield wall in a an angle in front of her.
Try my various gun shots at Drakhun, they get hurt but don't dismount.
Left Kayazy run into the zone, triggers a Drakhun counter charge which misses. I'd hoped for Gallant to be in charge range but sadly wasn't to be.
Gallant ends up running on the hill and screams "Come get me". Not a good move, but there you go.
Brine goes up in the forest, kills a pair of Spray Donkeys. Rorsh has way to much fury, but I was having images of the Conquest lighting him up.
Dahlia moves into the zone and gets Haunting Melody on the Kayazy unit leaders. Snake moves up into the right forest, sprays down a Manhunter and puts a kayazy on one box and corroded.
Last unit of Eliminators run way out to the right to later contest the Khador flag.


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Khador 2: The corroded Kayazy dies. Woot.
Yuri charges Brine in the forest, misses. Sweet Def 12.
The Ponies move up, target Rocinante/Sylyss to spray the Precursors. Hand of fate on Ashlynn's feat sprays. One Pony is in Harlen's Witch Hunter range and gets capped. The other two roll their buckets of dice, kill one Precursor.
Vlad stays behind the wall, feats on two of the Kayazy, the Drakhuns and the surviving Manhunter.
The Kayazy and Manhunter kill Skarath and Harlen, The Drakhuns and Conquest pop Gallant.
Eep.
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post Oct 16 2016, 10:02 PM
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Merc 3: Should have cycled quicken to Gallant. Oh well.
Recovery time.
Conquest has to be chewed up before I can kill it, plan is to send Rocinante in this turn to set up Ashlynn and/or Brine killing it the turn after. This also means popping what mechanics I can.
The feated models are very threatening, but there isn't much I can do about them at this point, the ponies have to go as they'll tear apart Ashlynn otherwise.

Brine frenzies, goes into Yuri and sadly misses. I keep the Fury on him, as Rorsh aims and does a double boosted shot to kill a pony. The remaining Pony later dies to a Precursor Knight charge.

Ashlynn falls back, does a handcannon shot for not much. Aiyanna/Holt harm and do no damage to the Conquest.
Dahlia runs to be engaged by the right Drakhun, ensuring no counter charge.
The zone Eliminators go, one dismounts the left Drakhun who had two boxes remaining, the other kills two mechaniks. The Precursors charge that Drakhun and finish him off with some good damage rolls.
Finally, the most important activation is Rocinate, who charges Conquest. Takes a free strike from a Vlad feated Eliminator which perfectly knocks off his right arm, the battle blade. The plan is sunk pretty damn well alas. Gets his swings in, but single dice even at straight damage doesn't leave much of an impression.

The Eliminators out in Whopp Whoop move in closer.

Mercs go to 1 CP and disappointment.


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Khador 3: Remaining Drakhun charges Rocinante, does some damage. Conquest walks across, kills Rocinante and Dahlia.
Eliminators kill my central Kayazy unit and most of the Precursors, Yuri moves around and Threshers to leave on Precursor alive and taking out Brine's hot Bacony bod.
The Manhunter runs back to be behind the wall in a spot to contest the Khadoran flag.
Vlad goes into the zone behind the Conquest.

Khador gain to 2 CP, now 2v1.


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Merc 4: Plan is principally unchanged though now far more desperate. Vlad just isn't assassinatable where he is.
Really I should have gambled on charging Ashlynn into the Drakhun at this point, odds of working low but probably better than preying it'll last longer.

In any event, Aiyanna/Holt harm the Drakhun and try to shoot him off his horse as does Ashlynn, all to no avail.
Rorsh heals Brine and runs up to a position of safety, Brine pops Animus and snacks on Yuri.
The top unit of Kayazy to a run/charge, kill the remaining Manhunter and a mechanic.
Last Precursor runs to contest the zone and not trigger counter charge.

Mercs go to 3 CP to 2.


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Khador 4: Vlad kills the top two Eliminators and goes to the Khador flag, Eliminators kill the Precursor, Conquest shoots down Sylyss. Drakhun charges Ashlynn, who Admo's away, triggering Counter Charge. Sadly doesn't go for the impact attack would would take him away from my flag.

Drakhun misses first attack, I retaliatory for some damage. Second charge attack hits and belts off half the health.

Khador cruise to 5 CP, foiled!


That definitely went heaps better than I thought. The Rocinate free strike was annoying, but alas luck both good and bad happens to us all. I'm content with my plays overall, though the Lesser warlocks should have swapped positions, the Snake would handle the cav much better. Getting a Witch Hunter shot was nice, probably never get that against Edvlad ever again (Annoying habit of learning mistakes instead of repeating them, a very different school of thought to my own...). Admo also should have gone on Gallant, though it is probably still to risky to put him forward as a Bait stick there isn't much I can do to stop Vlad feated models killing two of my heavies, which is saddening.

In any event, now in the fun bracket where we belong with this hot garbage tongue.gif
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Angry_Norway
post Oct 16 2016, 11:31 PM
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Alas, just like the fluff the Khadoran empire stomped the incompetent Llaelese, the final round sees a square off with my....I think the end decided term was Frenemisis?

The list remains:
Ashlynn1 - Gallant, Rocinante, Sylyss, Rorsh w/Brine, Dahlia w/Skarath, Aiyanna + Holt, Harlen Versh, Tinker, 2x Kayazy Eliminators, Precursor Knights (Min)

Think Chrilincolns pairing was Aurora and Iron Mother, I got dear old Mummy.

Iron Mother1 + personal "toys" - 2x Grounder Pounder Weaponmaster floaty heavies, 2x True sight buzzsaw heavies, Corrolary, Shield Wall Medium based droobz, Soul collector solo, a big stack of the Puncture flying orb things.

Scenario is Take and Hold.


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Round 1: I lose the roll and end up second, both table sides have terrain in the killbox Ashlynn could hide behind, I elect the side where it's a forest rather than an obstruction. Each side gets a hill, mine also gets the better access to a long trench, the other has a semi-convenient wall. There's also a cloud on the board, but they never last right?

The Clockworkers all move up as they deployed, drones on either flank, battlegroup split evenly on both sides as well. Corrolary goes toward the left, Iron Mother and infantry to the right.

In response, my Kayazy go to match the flanks, Ashlynn, my jacks and Harlen go up on the hill. Lesser warlocks hang back, their Beasts go into the forest.
I decide to give up most of the Precursor knights, they don't have a great deal of use in this matchup. I keep one back to fuel Gallant once Versh gets popped.

Upkeeps are Tac Supremacy on the Shield Wall peeps, Admonition on Ashlynn and Quicken on Brine.


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CoC 2: Clouds sticks around. Never would have guessed.
All the Servitors run, except one who pot shots at a Kayazy on the left but didn't move in enough to bypass stealth.
Both lots of Heavies, one fuelled by the Corrolary, the other by Iron Mother directly, moved short distances and kill a Kayazy on each flank.
The infantry move up and Shield Wall, then Tac Supremacy forward.


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Merc 2: Fog persists. What is this madness.
The gearheads hadn't pushed that far forward, so the plan was to score and wipe out the infantry unit this turn.
Aiyanna kisses the unit, Holt starts chipping.
Ashlynn moves to my flag and feats, between her Handcannon shots, Versh, Rocinante, Brine charging in and Soiue'ing backwards, Skarath spraying and the Precursors finishing the last dude off I wipe out the unit.
Gallant and the remaining Kayazy all kill a bunch of the Servitors.

Mercs go to 1 CP, that was a good turn for me. My fear at this point is Mother feating, using Fire Group and killing Ashlynn at range with the two heavies on the left.


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CoC 3: Look, you know what we thought would happen. But it didn't. The cloud is still here.
The remaining Servitor on the left runs up and gets to contest range on my flag.
Mother feats and cuddles the Obstruction, soul sucking machine runs in front of her.
The left jacks kill the last Eliminator and take out a column on Rocinante.
Right Jacks kill the Eliminator on the right side and Ground Pounder away the mob of four Precursors.
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Angry_Norway
post Oct 16 2016, 11:39 PM
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Merc 3: MAT/RAT 5 is awful. Now the feat was expended I felt very little fear from Iron Mother shooting Ashlynn down, it was plausible but low odds.
Also, still got the cloud around.

Brine can't really get to Iron Mother with the forest impeding him and that solo int eh way, fortunately CoC heavies at this point have very limited melee threat, so plan is to get him up there threatening mother while I continue the scoring gambit.

Aiyanna and Holt move up, land Harm on the solo dude. Brine charges in and easily kills it.
Skarath and Rocinante take pot shots on Iron Mother, do some damage but mainly giggles. Oh the giggles.
Otherwise Gallant moves back to somewhere useful, Ashlynn camps the flag, Lessers stay far back. Precursors kill the last floating orb thing on the right.

Mercs go to 2.



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CoC 4: They'll be quick games I thought. I'll spend 90 minutes playing over the day tops. Fail sigh.
For a change of pace the cloud puts in for tenure.

The heavies all advance and focus fire, blowing apart Brine. Alas poor piglet. The two right heavies now contest the CoC flag. Harlen and Aiyanna also get popped along the way.

Lacking in pieces however, nothing gets to my flag and I go to 3 CP.



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Merc 4: I'm well ahead on clock and can push attrition this turn. I strongly contemplate running Ashlynn behind the forest, but decide that is overcautious even with my current Ashlynn play.

Ashlynn sticks by the flag, alongside Rocinante pops a shot into the nearest CoC heavy. Tinker runs to go in front of her.
Gallant charges the left group of heavies, doesn't get to fist range but whacks out the Induction node on the Monitor. Hoo rah!

On the right Rorsh, Holt and Precursor Knights manage to kill the floaty heavy. Skarath then charges the Monitor, takes off an arm.

Mercs go to 4 CP.



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CoC 5: Around the CoC flag, the Monitor struggles to hit Skarath, again MAT 5 is garbage.
Also, joke about there still be a cloud.
Iron Mother herself moves around, lobs a shot that kills the Precursor's and Holt.
On the left, the Monitor try to fight Gallant but no focus is lame.
The left floaty jack charges the Tinker to contest my flag, cops a Gallant free strike that I spike hard. Still dispatches the wayward Gobber.



Merc 5: I can clear either flag to try to win. To my surprise Skarath passes his threshold check (I'd maxed it out, reasoning he'd be dead shortly anyway).
The tenure bid was denied, the cloud is gone. Love live clear skies.
It falls then to kill the floaty bloke near my flag.
I make attacks with anything that's not Ashlynn. Would hate for her to win a game on her own merit. Thankfully before I tried that anyway I realised she'd have to go away from the flag and I wouldn't score, so instead I just looked super spiteful (Which I am) to my own warcaster.
Between Sylyss, Rorsh and Rocinante the job gets done with ease. Gallant then finishes off the damaged Monitor.


Looking at it in hindsight, I think Convergence just wasn't aggressive enough and hyper focused on Kayazy, who wouldn't be doing much to the jacks. Aside from the assassination play I think the go to focus fire one of my heavies each turn to kill them, using the feat to kill Quickened Brine on the top of 2. Having both attack stats at 5 is awful, I've got a desire to play Iron Mother but the non-feat turns look just awful to be making attacks on.


Tourney ends, I came third which was nice. Breakdown of the Ashlynn list impending.
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Angry_Norway
post Oct 17 2016, 01:28 AM
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So, three games of piloting this..."list":

Ashlynn1 - Gallant, Rocinante, Sylyss, Rorsh w/Brine, Dahlia w/Skarath, Aiyanna + Holt, Harlen Versh, Tinker, 2x Kayazy Eliminators, Precursor Knights (Min)

Air quotes because functionally it was built on a couple interactions that I didn't examine in depth.


I'll get this out of the way now: The rubbish parts of the list were not as rubbish as I expected. That said, breaking it down model wise upon the universally accepted grading system utilized by imaginary wizards:


Troll
Precursor Knights - There to be an Accumulator model for Gallant, which Harlen already does. There is a thing there, because Versh is so very much worth killing already. They were useful as a miscellaneous unit for contesting and taking last ditch attacks, ultimately not worth their points and I don't think there's potential for the unit as I took it.
Sylyss - Support model for Ashlynn, included for a gameplay that was never the right call. With different Ashlynn play becomes mandatory anyway.


Poor
Kayazy Eliminators - Didn't do a great deal, though they had useful points. The real issue is that they were never Quickened due to their inherent disposable nature.
Tinker - Also not a bad piece, I simply never needed repair or contesting.


Acceptable
Dahlia w/Skarath - Put in the good work I expect of them.
Rorsh w/Brine - When they weren't misplayed they rocked as usual.
Harlen Versh - Great with Purgation active. Accumulator great. Defensive stats are where he goes off the rails.


Exceed Expectations
Aiyanna/Holt - Were bosses those games, particularly Holt weirdly enough. RAT 8 works out statistically likely with enough games played, much as the misses are far more memorable.
Rocinante - Was a nice all rounder, Defensive Strike was nice. Guard Dog didn't come up, nor would I expect it to unless one of he players is forced into a low odds play where Ashlynn is either super aggressive or suffering a hail mary melee assassination. Real issue is that even with decent use, 18 points for what he delivers is.....blah. Probably just to much.


Outstanding
Gallant - Ayep. Fella was excellent aside from that time I threw him away. The whole Purgation but not Blessed thing is weird, but Sacred Ward and Def 13 are amazing, unlike Rocinante easily worth his more-than-a-Nomad cost.


Disqualified due to to conflicting judgements

Ashlynn - Alright, I'll grant that she does some fun stuff. Quicken/feat are excellent things. My original position of her being pants is unchanged, but there is a distinct possibility I was to afraid of her dying when she could have made more meaningful contributions. I'd intended her to throw out a Gallows, Distraction or cycle Quicken each turn but it never felt better than just camping four or five focus.


If (Notice the size of the if) I give Ashlynn more chances, I'll definitely drop Precursors for Anastasia and Acosta.
Rocinante, the Snake and Sylyss are all in danger of the bench, though ideal replacements I'd be unsure of. Probably Nomads and the Crocs.
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post Oct 18 2016, 07:39 PM
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Pick ups at the land of dice ensue.

Ashlynn list attempt #2: List Lesser-ier

Ashlynn1 - Gallant, Rocinante, Sylyss, Dahlia w/Skarath, Rorsh w/Brine, Wrongeye w/Snapjaw, Aiyanna + Holt, Anastasia
Objective: Bunker

Dropped a bunch of the miscellaneous pieces to cram another Heavy in, let's see how it rolls. No, I don't think Ashlynn is a competitive choice. Yes, her feat is fun. Yes, I still live every turn in mortal dread of her exploding.

Some religious lunatics throw down:
Severius 1 - Reckoner x2, Templar, Blessing of Vengeance, Daughters, 2x Kicky Monks, Rhoven and fellas, Choir, Vassal Mechanic, 2x Wracks
Objective: Bunker

Thankfully the feat doesn't drop the Fury of lessers....
Scenario is Recon, zone has a hill/wall in it, one flag has a hill, the other an obstruction, both sides have a cloud while one also has a trench.

I won the roll, picked second. I chose the side with the trench, ultimately I was more directed by scenario scoring preferences.

Menite Proxies; Castigator is a Reckoner, Reznik/blankbase are Wracks
I have a Ranger in place of Sylyss.


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Menoth 1: Daughters outflank on the left, followed by Blessing of Vengeance.
Centre wise, the Kicky Monks, who I hate, go into the zone in their stupid na-na dance pose, the rest of the Menite stuff is behind them relatively central. Not Troll brick central, but middle of the road double lines hovering central.
Defender Ward goes on the cav, Vision on the non-proxied Reckoner.



Merc 1: The overall plan is to score the zone, that means getting heavies up to clear out Heavies and the objective at the top of the zone. Also to not have Ashlynn killed by two Reckoner shots.
Ahlynn charges up, gets base to base with the Objective.
Gallant/Rocinante run up in front of her, the latter in charge range of the opposing Objective.
Pigs and Crocs run up to the trench.
Snake and lady go left to counter the Daughters, dealing with one flank dedicated cav might as well be Dahlia's specialty at this point.
Admonition on Gallant, Brine gets Quicken.



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Menoth 2: The cav loop around the left, Blessing of Vengeance stays in the their rear vicinity.
The Templar gets Enliven (For some reason the name of that ability was absurdly hard to recall) and toes the zone.
The Reckoners get Battle, shoot the gun arm off Rocinante.
Damnable Kicky Monks move up on the right side of the zone and continue to express their Ninja poise.



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Merc 2: Plan is to feat, kill the objective and clear the zone. Secondary goals are kill The Daughter cav and kicky monks.

I think a little bit about the best way to get it done, Gallant would need Quicken to get in range, but whatever I put up front is most likely to die. I resolve that the logical pieces that can reach and be expendable are Rocinante, who lacks his gun anyway, and Brine.

Ashlynn moves for her control area to tag the Visioned Reckoner, feats.
Centre wise, Brine gets smoked (The blast causes a kicky monk to tough. No knock down controlled by other people is bull######.), slams the Enlivened Jack away. Buys attacks, putting the oBjective on three boxes and causes me to regret not Harming it first. Alas.
Snapjaw charges a Kicky Monk to clear Rocinante's lane, boosted attack on Ashlynn's feat still misses and he moves up to Rorsh. If I miss the other kicky monk he'll contest the zone, so I forgo attacks to Submerge.
Wrongeye charges the relevant Kicky Monks, hits and kills.
Rocinante charges the Objective and kills it, so that's done.

Harlen Versh and the Snake polish off four Daughter Cav, Dahlia runs to an annoying spot.
Gallant moves up to the wall, though him and Versh should have just shielded Ashlynn.

Mercs got 3 CP.
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post Oct 18 2016, 07:43 PM
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Menoth 3: Defenders Ward Drops, the Daughter Cav walks into my back field.
Everything else Menite populates around the top of the zone, a Defensive strike from Rocinante caps one of Rhoven's fellas in the middle of it.
Sevvy throws Death Sentence on Ashlynn through Blessing of Vengeance, after that a Reckoner shot and further Spells all miss. Sevvy also feats.
Brine gets most of the attention, dropping to 2 boxes of mind. The Reckoner in the zone gets Enliven this time.
One Wrack also explodes this turn.


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Merc 3: Ideally I clear out the top of the zone, though there is also a damn Kicky Monk I have to pop.

To my surprise Brine doesn't Frenzy. Snapjaw does, as I screwed up the Croc Fury management. He eats a Kicky Monk, so that's all good.

Rorsh heals Brine, pops a couple shots into Blessing.
Brine then goes across and throws the Enlivened Reckoner out of the zone.
Rocinante walks up, stabs the Templar, rolls abyssmally.

I'm in trouble now. Gallants poor placement and lack of Pathfinder for the wall meant he needed Quicken to get into the Templar, but Sevvy's feat stopped that. The Templar is also quite healthy without an upkeep on him, making Gallant's kill odds not great.

I switch up plans mid turn, never a good sign. Aim to hold up the Menoth jacks as much as I can and score the flag instead.
For this to work Blessing of Vengeance has to be popped lest he move up and stab Ashlynn to death.
I charge the snake in, go to max reach, do a little hit. I then get pushed back as I'd completely forgotten about the stupid repulsor shield.
Aiyana, Holt and Versh then have a go, I land the Harm and do quite well, damaging Blessing far more than average amount.
Gallant then walks up, back to the wall to stop the push back and finishes the character light with one hit.

I'm on a hill, but Death Sentence is still on, so I decide to throw Wrongeye away as a distraction. He charges the Knockdown Reckoner, roll decent damage but takes nothing out alas.
Sylyss optimistically goes into the Daughter Cav that remains, hits but fails to damage (In hindsight he couldn't kill on box cars. Truly P+S 7 is a heavy burden.

Mercs go to 4 CP.


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Menoth 4: The Reckoners and Rhoven's guys kill Wrongeye, Rocinante and Brine, essentially forgoing both movement and Ashlynn attacks.
The Daughter runs to contest the flag, then the Enlivens Visioned Templar is stuck, as it want to contest both areas, either location giving me an easy path to victory.
He settles for toeing the zone.


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Merc 4: Anastasia ambushes, kills the remaining Wrack for giggles.
Versh misses the daughter. Aiyanna and move move over, she Harms the Templar, Holt hits and kills the Daughter cav and that's game.


Another cagey game, looking at it I think the only potential play I didn't cover already is a Gallows on my feat turn, but I was struggling for attacks in any event.

Reckoner fear and related experiences means on future nights Rocky will likely turn into a Shield Guard, though finding a Heavy Hitter with a nice gun that's equivalent is hard. He'd be a perfectly good jack for 16 points, but he definitely shouldn't cost more than Gallant for his defensive stats.
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post Oct 18 2016, 09:14 PM
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Alright, think I've settled on replacing Rocinante with a Rover and Gorman.

Still have one more game to go through in any event, probably last iteration of the Rocinante list unless the Rover is Kardashian vapid levels bad, though it worked reasonably enough in the journeyman (Though that was an artifact of Snipe Mangled Metal abuse, because I'm terrible).

Ashlynn1 - Gallant, Rocinante, Sylyss, Dahlia w/Skarath, Rorsh w/Brine, Wrongeye w/Snapjaw, Aiyanna + Holt, Anastasia
Objective: Bunker

Into our our Ruski on a brief moment of worshiping some worm (sadly evil god monster thing rather than tequila related).

Tannith1 - Feral, Stalker, 4x Scarsfell Griffon, Shifting Stones, 2x Sentry Stones, Druid Wilder, Druid Blackclad, Reeves of Orboros (Max)

Proxes: A Sentry Stone on a Medium base and some Winterguard are one of the Sentry Stones, I think one of the Griffons was a different sort but given I can't tell teh difference between the models it's not super relevant.
I still have a Ranger subbing in for Sylyss.

Rolled up Incursion, same table as last match so we have a couple hill, wall, clouds and an obstruction/trench scattered around.

Looking at it I was certain that I lose the long game. Sentry Stones can happily contest the far flags and take more effort than their points should dictate to remove, making scenario difficult, the griffons wait out my feat turn then come in and kill Ashlynn or the Lesser locks and I lose.

Plan is to look for an aggressive play and alpha hard enough that Ashlynn can then find a position of safety while the Lessers mop up.


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Merc 1: I won the roll, normally I'd nab second and take the side with the safest terrain piece, but in accordance with THE PLAN i nabbed first to get in murder position the top of 2.
I put Quicken on Brine and Admo, then Ashlynn charges up the guts.
Gallant and the Snake go left, Rocinante, Crocs and Brine go right, the Pig goes out ahead in the Trench.
Anastasia is ambushing.


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Circle 1: Sure enough, each Sentry Stone heads in the vague direction of each outer flag. Because they're dicks.
Otherwise a Griffon goes out each flank, everything else blobs up in the centre, Tannit being that green model behind the wall and the two heavies.
Most importantly, one Griffon gets Admonition and goes up to the centre flag.


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Merc 2: As the circle turn progressed, Tannith activated fairly early and moved up. I then spent the entire turn hoping for incompetence, but alas the heavies moved in the way and Brine could no longer straight up murder the lead hippy. Foiled! A real game we must attempt then. Time to enact THE PLAN.

My goals is to kill the Admo Griffon and the heavies, run everything forward and hope the three Griffons and buddies can't get it done, allowing me to attrition further ahead and run Ashlynn away.
I really wanted to shoot that lead Griffon down, Harlan was practically salivating at the possibility. Shame about that stealth thing, at least that kink got worked out before money was spent on leather...........items.........

Spells upkept, Ashlynn feats and charges the Admo Griffon. The Light caw caw creature admo's backward, into a blocking position in front of the two heavies. I wanted to kill the Griffon anyway, so Ashlynn triggers her own Admo, falls back to be just in stealth negate range of the Griffon and does a Gallows Grove. I hit, a 2 lets Brine in, 3 or higher and Skarath can charge in and blat him.

Naturally the 1 rolls up. Balls. It's straight dice damage, so that hurts it a bit, but my odds just plummeted.

Gear change, I have to shoot the stealthy Griffon down.
Skarath moves up as the best chance, hits, boosts damage, leaves the Griffon on 2 boxes. Casts Counter Blast.
Last piece that can do it is Rocinante. He takes the shot, scatters onto the mob of three beasts. Nothing happens to the big fellas obviously, but I boost on the Griffon, need a 9 to finish him off. I get an eight and do one box.

I sign and mentally scrunch up my imagined image of a notepad page with "THE PLAN" written on it.
I try the only recovery I can see, throw Brine in to kill at least one heavy and jam up as much annoying effects as possible.

Rorsh moves across, pops smoke, hides in the cloud. Brine pops Animus, walks in, easily kills the Feral, misses the Griffon once, buys an attack to horribly overkill the light.

Gallant charges up on the left to kill a Manikin after Versh just embarrasses himself, Dahlia runs up ahead of Ashlynn, intent to get the unit under Haunting Melody. Snapjaw is a couple mill out of charging the remaining centre Griffon, so runs up but is out of engage range (The curse of Blood Thirst: If you can't charge a living model, you can't run and engage). Snapjaw Submerges and casts Star Crossed for MOAR DICE.

So I do multiple errors this turn, all on Ashlynn.
* She didn't need to Admonition, which is her safe guard again throws/slams.
* Didn't take the Handcannon shot, forgetting about Dual attack. Foolishly rolled it out, would have done the two boxes remaining on the griffon.
* Didn't Arcane Secrets, would possibly have spiked the Gallows rolled and given even better odds of a hit.
The admonition one is probably the most egregious error, definitely based solely on the greed of getting a Skarath charge in.


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Circle 2: Circle tank time! Or gold mining really, I like to think I presented a pretty strong puzzle, though as mentioned above it could have been so much better.
There's some per-measurements and rules clarifications, I'd read the Griffon card at the start of the game so sadly knew the pain that was incoming.

The left most Griffon runs across, avoids the Gallant free strike (Should have run him. Damn you greed!). Though there was another Griffon on the right that could serve the same purpose.
Tannith falls back out of Ashlynn's control area, feats herself, puts Affliction on the Griffon to be thrown (This is my favourite part of the Circle plan. That's just glorious). Dark Shroud on a stick goes on the Stalker, arcs a "Why not?" spell at Ashlynn, burns through a focus and does a third of Ashlynn's health. Eugh. This is why I couldn't recast Admo.

The Griffon of power advances, does a 6 dice throw power attack on the griffon in front of it dropping the highest three, needs a 5.
Gets exactly a five. Dangit.

I concede at that point, the Stalker can walk with no Free Strikes and easily kills Ashlynn.


That was thoroughly enjoyable, though that's always true of games with Drawde. It was a nice complete 180 on the list plan, though I maintain it's the plan that works. Normally I'd say Ashlynn could have held further back, but the Admo on the opposing Griffon makes me think that's not true the way this panned out.


Given the above mentioned list changes, I'd expect when Gibbs releases he'll replace Sylyss, particularly with the way Gorman's cloud now works, reposition and Hot Food in this list are all magic.
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Angry_Norway
post Oct 21 2016, 07:00 PM
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Shambled along for some sweet dolly action, wherein Chriefferson was willing to deal with my zombie-esque form.

Decision making is hard, so asked if the almighty star gazing loons would prefer funnies or tourney junk. I'd already resigned myself to some Ashlynn silliness, but instead good old underdwelling mad surgeons got the ball.

It's everyone's favourite: Thexus - 3x Wreckers, 3x Wardens, Subduer, 2x Dominator + Eliminators, 3x Agitator

This time the self obsessed antique humanoid clockware is:
Aurora1 - 2x Conservator, Diffuser, Side Steppy Medium based dues, Shield wall medium chappets, 3x Shield Guardy solo, 2x Soul sucking things, 3x Clockwork Angels (Clearly future Doctor Who antagonists)

Juicy Outflank, on a table laden with triple forest, a hill, a wall and some water.

List on list, to my mind Cephalyx smash this, Wreckers can clear out the infantry lots without to much issue, most of the opposing models/units will only do about a half or 2/3rds health in return by my rough math.
Caster on caster though there is a bit of an issue, Thexus is super weak to melee and Aerogenesis plus Aurora's feat means that if I don't assassinate early Thexus is going to have to stay far back and hide, I'm very fortunate that this isn't a killbox scenario.

By joy of both of us wanting to practice time, we went with 8 minute timed turns with a single 6 minute extension.
I am so down with Deathclock being the base form.


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Round 1: Wind Up toys win the roll and pick first. I take the side with a wall for Thexus and more importantly and excellently placed forest that will shield a contesting/scoring model on the right zone.
Double Angels outflank on the left, single angel unit on the right.
CoC jacks are centre of the block, left side gets the Side Step guys, right side gets the Shield Wallers.
I put a Wrecker and two wardens to the left side, other four Monstrosities to the right.
I'd fully intended to just run stuff up without doing the random stab for focus junk, but then we we're on timed turns and became the optimal play. Most of my models just advance, the Heavy Vectors threat 13 with Apparition and the Diffuser shot. On the extreme right a Warden slams forward toward the outflanking Angels, primarily for some board space near the right zone.
Thexus goes behind the wall, he's actually technically in the threat range of the Vectors, but Sac Pawn and Shield Guard means the Diffuser shot get's panned far away if needed.


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CoC 2: Alas, the proper questions are asked and the wasted Diffuser shot doesn't happen.
Convergence basically just gets up the board, the far right and one left unit of Angels runs up and each engage a bunch of my Monstrosities. The remaining angel unit sticks far to the back left, mostly out of camera shot.
The Shield Guard/Defensive Strike solos run out the front, Side step peeps spread out on the left zone, Shield Wall guys form up in the right zone.
Aurora hangs back in the safety forest, her jacks blob up in front of her.


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Mercs 2: So I spent a minute and a half in the tank, which is fine on Dethclock. Totally fine. Tampering with the evidence at the death scene of Odin fine. Not so much in Timed turns.
What I basically got from that minute and a half was that Aurora was safe given the saturation of shield guards in the list, as the Subduer needed to do a drag in order to get her in Wrecker murder range. I'd put enough thought into it that I had to feat though, if only to reinforce the alpha strike.

Thexus went first after allocating two to the far right Warden (Which didn't feel great. I sling spells in this dammit!). Feat moves all the models around, suck it Angels that tried to get in my range. I then TK the right most Wrecker, walk as far back with Exulon as possible and TK again for more distance (Must. Not. Get. Charged.).

On the right side, we have a glorious tale of success. One Agitator advances and Instigates. The Warden that got allocated to throws one Angel into another, clearing way for the TK'd Wrecker to charge the Shield Wall unit where he manages to obliterate them all. Eliminators finish off the last angel on that right unit, which clears the zone for an early score. Woot.

Left zone things aren't so cherry blossomy, the more spread out nature of the units means I can't do the same Thresher of doom on all the side stepy units. I have to kill what I can anyway, as medium bases they don't get the full benefits of the recursion package anyway.
Again I Instigate, then send a Warden to pick off Angels and a Wrecker to clear out the Medium infantry.
The Warden cops a Defensive Strike from the Shield Guardy solo, so he punches her and the flying cheerleaders down, then the Wrecker pops off three of the Side Steppers.

Centre wise, the remaining Wrecker and the Subduer runs and hide Thexus as I don't have the luxury to find out if Thexus is safe or not. The last Warden just makes it over the supposed wall of safety, cops a Defensive Strike, utterly fails to dispatch the relevant solo, which was less than impressive though the efficacy of Monstrosities does take quite a big jump downhill without Agitators, one of which I wanted to keep safe for later rounds.

Mercs go to 1 CP.



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CoC 3: Aurora stays hiding in her personal forest, Flicks Admo over to one of the Conservators.
There are three Monstrosities of consequence, the left Wrecker contesting that sides zone, the other Wrecker doing the same in the right and the Warden that's been thrown right up the middle.

In the left zone, the rebuilding twit moves up and pops a Side Stepper back into play. The three ones with full activation's then charge the Wrecker and kill him.

Centre wise, the Warden gets mauled by one Conservator and Shield Guardy solo, but importantly keeps his Brain active.

On the right zone, the Diffuser and Admo Vector team up to pop the right side Wrecker.

Mechanics and other bits and pieces move around, the remaining units of Angels moves in, CRA's an Agitator that I Sac Pawn to that sides Warden, they then reposition backwards a bit.

CoC take the lead 2v1 in CP.
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Angry_Norway
post Oct 21 2016, 07:05 PM
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Merc 3: I feel in danger of losing on scenario, the right zone I can prop up with the forest safety spot, so the impetus is to contest the left zone with my spare Monstrosities. The right zone is contested by one Conservator and a mechanic, so that is quite easy to clear out for another point.

Starting on the right, Thexus floats across, TK's the rightmost Warden into threat range, pops Hex Blast to get rid of Admo (after some generosity on a mis-measurement I did by the Head Controller), hides up back and casts Psycho Surgery.
Said Warden then slams the Conservator, killing the Mechanic. Had it been Deathclock I'd have followed up and made further attacks, but I had a few things to do this turn, so alas.

An Agitator moves up and Instigates the Centre Warden, who then utterly fails to do either meaningful damage or kill the Shield Guard solo. Bleargh. Kayazy then run to block/free strike line if the Conservator tries to pop Thexus.

On the left, Agitator Instigates, the Warden over there moves around kills two of the Sidesteppy dudes. I'd hoped for all three, but after the Slam was a success they apparently thought that was enough for the turn.
The backup Wrecker charges the Shield Guardy solo in the left zone, the centre Warden's failure to kill the same model actually caused me to expect some Beatbacks to get into the zone, but nope, killed straight off the bat. The Subduer then has to run to just contest the left zone.

Points level at 2 apiece.


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CoC 4: Attempt to counter maul!
Left side the side steppers go into that sides Warden and Subder, centre wise the Conservator and remaining Steelsoul Protector (Remembered the name eventually...) stab the Warden in front of them, while the Diffuser and other Vector stab the Warden in the right zone.

The dice bellcurve hit Convergence hard this turn, as all the various Monstrosities live. CLock prevented some miscellaneous activations as well.

The bad news for me is that all the Wardens are heavily damaged and lsot their brains, which makes refueling them very difficult (Heal brain>damage for focus>remove Brain system>lose focus>sigh).


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Merc 4: Simple plan this turn, score on the right, damage what I can, free up some of hte healthy Monstrosites to participate in killing the Vectors next turn.

Thexus moves and TK's into the right zone, where he's now in range to do an offensive TK on the Vector in the zone. Plan is to pop him out as I don't like my odds of fighting him.
Sadly I miss the boosted seven, so now I have to cast Pschyo Surgery and hop I can throw enough pieces in to keep Thexus safe.

I move up and Agitator and Instigate, the pair of mauled Wardens then claw away. To my surprise I roll very well on the relevant Warden, who damaged the in zone Vector quite badly, allowing a Combo Smite Kayazy charge to finish it off. The other, central Warden finally kills the damn Steelsoul, lightly scratches the Conservator he's trying to deal with.

I start activating my left side Monstrosities, it gets point out that if I clear out the left zone I win, which I genuinely hadn't spotted.
Between the Wrecker and the Subduer (I forgot to Instigate....) they clear out the zone and I go to 5 CP.


Good game, but while I see the value in the 8 minute turns by god do they produce a sloppier game for me, which I really don't like, turns should be played the same way as consistently as possible but the benefits of pre-measuring (Opponent agreement, Proxy bases, clear indications of intent) all get reduced considerably by the need to fit many activation in, as the lists aren't timed turn designed and that was definitely felt by both sides.


Aurora has to aim for assassination in this I'm quite sure. Early spike turn had me worried, but full health Monstrosities tank fairly well in spite of their relatively low armour as later turns proved out.

Now to ponder random lists for a bit. Contemplating Skorne or Cygnar for the next Kapital Kup, though my collections of both are not that healthy...
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Angry_Norway
post Oct 24 2016, 08:45 PM
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One Line TV things Reviews:
XOXO - 92 minutes of my life gone, evaporated into space with no potential for it re-condense into the most precious resource in all our lives.
John Wick - When average films get rated to highly.
The Flash - Time travel, because flashpoint is a good enough idea we should bollicks it in the nuts until it will breed no more, even though now its bastard children are the screaming mewling infants of incestual horror.
Luke Cage - Sometimes it takes two thirds for the proper villain to emerge, who isn't Willis.
Nerve - Unsure if expectations were set far lower than ought to or if this was genuinely good, same as life.
Lights Out - Baseline horror executed quite competently
Curse of Chucky - Sequelitus crap that needed to be executed
The Shallows - The ocean, it burns!
Ghostbuster remake - No where near as bad as the goblin said
Warcraft - Look, I've watched all these things over one weekend, I remember some green CGI?
Devil's Carnival 2 - You know how the first was amazing in loads of ways? This is exactly the same, provided you make it worse in every way
Don't Breathe - I think this was the best film of hte weekend?


To the forest of monsters our grand hero Jeordikaar did ride, and shout a mighty challenge. Alas, all the forest had to offer was a shuffling, spluttering zombie that regretted awaking in the hours of daylight. Said zombie then shuffled over and put down that most mighty of Swan casters, unless you look around for another non-Constance one.

Darius1 w/Halfjacks - 'Ol Rowdy, Gallant, Centurion, Thorn, Cyclone, 2x Sentinels, Sylyss, Strangeways

Why yes, it is a list of trash. It just happens to be my non-Stormwall jacks.

Totally should have put in the Stormwall.

Anyway, in the hands of the Noble Knight:
Magnus1 - Galleon, Freebooter, Buccaneer, Steelhead Cav, Steelhead Halberdiers, Stannis, Kell, Boomhowlers (Min)

Scenario is the Pit.

This should be alright for me, Magnus1 isn't doing much if there aren't upkeeps out, which is Gallant's perfect prey, even the armour buff doesn't stop Jackhammered Gallant popping the Galleon.

The Freebooter is a Mariner conversion, I have a dwarf fire guy as a Sylyss proxy and a random metal model in place of Arlan.


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Merc 1: I lost the roll and got given second. The flashbacks to Mark 2 are already starting.
Pathfinder is weak in the list, so functionally I gave away the side with water hoping to make that forest and wall combo relevant for me, though either way it's a little awkward.
The Merc infantry run up on the left, the Jacks on the right.
Snipe goes on Galleon, Death Ward on the Renegade.


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Cygnar 1: .....and I've deployed like a fool, not setting things out to counter the opponents deployment. Both Sentinels should have gone to the right, just Darius and the Cyclone on the left.
In an ideal world there's an obstruction in the zone that the Cyclone can add his template to for maximum infantry scoffing, but in an ideal world the Cyclone isn't in the list anyway.

I left this report here for a few days lacking inspiration and just spent 5 minutes trying to work out why I played Magnus1. Not playing Mercs is clearly against my natural mental order....

Darius moves up the left, intent being to start the slow flag score next turn. The Cyclone moves up and puts down the Metalstorm wall, which will at least slow the Halberdiers, the Cav don't really care about it.
Thorn runs around the forest to be in front of Darius, as I was concerned about the Cav charging in and causing severe problems.

On the right is where the real mistakes are made. I Arc spells through Thorn before he legs it, I initially plan to put Fortify on Gallant, then get seduced by the Refuge Jackhammer plan and decide to Fortify 'Ol Rowdy and Refuge Gallant.
Gallant then runs up to be behind the wall, the other jacks tot up behind. The Centurion I move out of my control area, because genius.


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Merc 2: Buccaneer knocks down Gallant, is in range of the Freebooter when it trashes a movement box, goes in and easily kills my most valuable model. Dumb on my part. Just dumb. Curse opposition competency!

Otherwise Galleon half trashes a Sentry, the infantry go in on the left and do some damage, Kell double shots Darius. Renegade knocks down the Centurion.

Magnus also feats, the jacks just futz around, one triggers Rowdy's Counter Charge, no attack but allows slightly better positioning.


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Cygnar 2: Well, there's a bunch of damage on the Sentinels and some scratch stuff on the heavies, time for the half hearted Darius feat?
Basic plan remains the same, I have to kill four cav and one halb to get the friendly score. In the meantime Rowdy pop the Freebooter and the Buccaneer.

Left side, Thorn moves across and kills one cav. This allows Darius to move to the flag, feat to repair a bunch of stuff (Halfjacks moved first), does a shot on a cav that'll hit four halbs in a beughtiful AoE. Except I miss and do nothing....
The Cyclone aims, does shots, kills one Cav.
This is going pretty bad.....
The Sentinel moves up, kills one one Cav. I couldn't clear the Halberdier, so no slow score for me.
Arlan moves into the forest and puts Elusive on Thorn.

On the right the Centurion rises and stumbles back into Control area, Rowdy vaults the wall and rolls miserably on damage, so kills the Freebooter but does sod all to the Buccaneer.


Well, this isn't going well, Rowdy is being thrown away. What I should have done is run the Sentinel in the way of the Galleon, which makes Rowdy very hard to remove and means I have the tolls to pull the right side in my favour.
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Angry_Norway
post Oct 24 2016, 08:49 PM
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Merc 3: Boomies ambush in on the left.
On the left the Boomies and the other infantry press in, the Sentinel loses its Shield arm.
On the right Galleon gets Iron Aggresion, easily kills Rowdy. Buccaneer runs to the middle of the zone, Renegade does an ineffectual stab.


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Cygnar 3: I don't have a vector to kill Magnus nor the ability to clear out my flag easily, so I have to try to push attrition at the moment. Which means Galleon is a problem, I have to do as much damage this turn as possible to pop it or at least give Thorn a chance to finish it off.

To keep Boomies out of it, the Cyclone charges in and kills Greygore (Model then used as Unit Leader). Thorn stabs some Halberdiers.

Centurion goes into Galleon, stabs out most of the left side.
Darius then moves into the forest, in range of Sylyss range boost Jackhammers on the Centurion. Cast twice, enough to leave the Galleon on 13 boxes.
I'm then left in a sever dilemma. I can cast two jackhammers, on average I leave it on one box, I can camp against the now inevitable assassination attempt, or I can fortify either Darius or the Centurion.

I opt to fortify the Centurion, on average it easily survives a one armed Galleon, then I can heal the right arm and Jackhammer the Galleon down. We'll see how this goes down....
Darius Cranes Thorn forward to engage things as I apply Crane for the first time.
Arlan moves in and repairs the damage on Darius.



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Merc 4: The Buccaneer assaults Darius for the net throw, Sentinel Shield Guards. Renegade runs around to min scatter point, Magnus throws a Scourge that sits Darius on his metal, clunky behind.
Kell, Boomies and Galleon go to shooting location. Sadly the functional side of the Colossal rolls max shots, Darius gets left on five boxes.

The Cav move, Centurion freestrikes one down, the other sadly survives Thorn's spear and kill Darius.


Mistakes aside, I think this is an awful list that needs to change. When you need your opponent to make mistakes to have good odds, you are not doing things the way they should be done. Going to cringe every time I put Gallant on the table for a while, good thing it isn't my model yet....
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Angry_Norway
post Oct 25 2016, 03:43 AM
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We return to Mōnandæg dolly pushing day, this time it's Teenmar's undead fellas.

There was a refusal to state the type of game desired, ergo I trot out my old favourite:

Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye + Snapjaw, Rorsh + Brine, Acosta, 2x Kayazy Eliminators, Ragman, Aiyanna+Holt, Tinker
Objective: Bunker

Today's Nightmare Empire bros and bro-ets:

Goreshade2 - Nightmare, 2x Bitey nodes, Withershadow for something different, Satyxis Raiders + UA, Bane Knights, Soul Hunters, Machine Wraith, Gorman, 6 scrappy dudes for feat
Objective: Effigy of Valor

Scenario is Recon, which is excellent for me. Nothing is immune to pushes accept the Machine Wraith, the table is laden with forests but the green blob in the zone is a hill.


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Cryx 1: The deadites win the roll, stuff runs forward.
Banes Knights on the left, Soulhunters up the guts, Satyxis on the right.
Gorten is Nightmare's prey, Soulhunters get Occultation, Satyxis get Mirage.


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Merc 1: Simple enough, plan is to push scenario hard, so set up is to not get jammed up to badly and position things to pop the objective.
There's a large, awkward forest on the right of my deploy, which forces the pigs to get placed super awkwardly forward in totally-going-to-die range.
Spray Bunnies, Eliminators and Beasts go to the right flank, across from the Satyxis. Wrongeye puts up Star Crossed for the central blob of stuff.
Jacks and other stuff go behind the Objective, Gorten throws up a wall to stop the Soulhunters charging him.


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Cryx 2: Goreshade goes up behind the Cryx objective, we have a quick break as I get distracted rolling my eyes at what happened to the C'tan. I liked them dammit! What's this shard crap?!

Um....anyway, Goreshade throws out his placement spell to move Brine up and spin him around, then throws down Curse of Shadows on him.
The Satyxis then charge and easily kil big pig and his two attendant Eliminators. Alas.

The Soul Hunters then charge the central block, star crossed messes them up quite badly, they still manage to take out Snapjaw's Mind though.

The Banes spread out in the zone, support junk stays hiding up the back, Gorman goes into the top of the zone and pops a cloud.


This post has been edited by Angry_Norway: Oct 25 2016, 03:44 AM
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Angry_Norway
post Oct 25 2016, 03:46 AM
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Merc 2: Time to enact the plan.

On Bunny runs out of the way, copping a Soul Hunter free strike that knocks off his head.
Gorten then moves in, feat pushes most things toward the left.

Acosta and the Eliminators kill the objective and Gorman, Spray Bunnies, Rorsh, Driller and Snapjaw all kill the Soulhunters and all bar two of the Satyxis. I had no idea Rorsh was MAT 7. Glorious. Then again it is the first time I've made a melee attack with him....

Wrongeye hides behind the objectives, put up star crossed again and submerges.

I meant to put a protective wall in front of Gorten, oh well. I go to 3 CP.


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Cryx 3: Gorten is thankfully an inch out of Nightmare coming in and gutting him.

The Satyxis come in, then Goreshade feats a load of them back.
Acosta dies to the Withershadow, one Driller gets placed across and mauled by Nightmare.


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Merc 3: I have to pop Nightmare and a couple Satyxis and I scenario it out.

Nightmare gets Harmed by Aiyanna, various Hand Guns then mauled him quite badly.

It takes the Spray Bunnies, Ragman and a Driller throw but the relevant Satyxis fall down. Wrongeye heals Snapjaws mind, the Big Crocs charge attack kills Nightmare, job done.


Pretty standard Gortening. Sweet sweet Recon.
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