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> Admonitions of a Suss Sufferer: Mark 2, all about Mark 3
Angry_Norway
post Apr 5 2018, 02:55 PM
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QUOTE(Master Chris @ Apr 5 2018, 03:51 PM) *

MacBain!! and double Bastions.

DO IT.


I am saved by sensibly not owning Bastions tongue.gif
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Master Chris
post Apr 5 2018, 04:50 PM
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Hey kid,

You wanna buy 2 units of Bastions?


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Angry_Norway
post Apr 5 2018, 07:56 PM
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QUOTE(Master Chris @ Apr 5 2018, 05:50 PM) *

Hey kid,

You wanna buy 2 units of Bastions?


Depends. Also got max choir, Vengers, Idrians and Cleansers?

I have a problem.

No, if it's a smokable drug it's too weak, needles or bust.
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Master Chris
post Apr 6 2018, 04:44 PM
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Technically, yes.

Though selling them would no doubt trigger some sort of life-defining personal depiphany (like an epiphany but probably bad for you).


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Angry_Norway
post Apr 8 2018, 04:12 AM
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Game 307 - MacBain1 (LR) vs Wurmwood1 (BoO)
Standoff


By Spicy Meatballs, it's time for a change of pace. I got time before the next team tourney yeah?
Through together half a dozen Llaelese lists. Most were sucky.

I had Ashlynn and MacBain ready to go, my emergency game call opponent, one of the local champs, once more had that most devilish of trees. I didn't fancy either caster particularly into Wurmwood, though having pathfinder readily available was a nice change of pace.

Mercenary Army - 74 / 75 points
[Theme] Llaelese Resistance
(MacBain 1) Drake MacBain [+30]
- Galleon [39]
- Reinholdt, Gobber Speculator [0(4)]
Anastasia di Bray [3]
Eilish Garrity, the Occultist [0(5)]
Major Harrison Gibbs [4]
Rhupert Carvolo, Piper of Ord [4]
Taryn di la Rovissi, Llaelese Gun Mage [0(5)]
Dannon Blythe & Bull [5]
Storm Lances (max) [20]
Storm Lances (max) [20]
Thorn Gun Mages [9]

Attempting to buzzsaw:

Circle Army - 75 / 75 points
[Theme] The Bones of Orboros
(Wurmwood 1) Wurmwood, Tree of Fate [+27]
- Megalith [20]
- Wold Guardian [16]
- Woldwarden [14]
- Woldwyrd [9]
- Woldwyrd [9]
- Woldwyrd [9]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [3]
Blackclad Wayfarer [0(4)]
Feralgeist [2]
Gallows Grove [2]
Gallows Grove [2]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]
Shifting Stones [3]

Galleon is unfortunate, it's not going to get to do a great deal with Stranglehold around. Likewise the Eyrds make the upkeeps not exactly enticing.

It's Standoff, a welcome change from the Outlast shenanigans.

I eventually win the roll after tieing three times (Anastasia eventually pulling through!). I contemplate second for the better central terrain for a moment, then decided against it. I wanted buffs up in play so that I could then delete them with a recast and bypass the Wyrds that way.

I have a forest, a rear trench and a right side hill. I also plonk the Llael provided rubble on the left where it can touch the left circle zone.
The left zone also has a wall on it's outer flank edge of dubious locational value.
Circle get some water lacking value, a central obstruction constructed of pure gold and manure, with a forest on the right. There's also a defensive hill that I don't think comes up?


IPB Image
Merc 1: I send the Lancers up either flank, Galleon goes up the centre into my zone before it is inevitably Strangeheld for life. Thorn Gun Mages go into the forest for Prowl.
Circle has leaned its heavies on the left, so my proxied cat man (Gibbs) goes over that way to be minister for health of Belgium.


IPB Image
Circle 1: Everything moves forward and centrally, sure enough Cassius runs up, arcs a Stranglehold then gets ported back to Wurmwoods newly established cave behind the obstruction.
A forest pops over the left Gallows Grove.

Sentry Stone sprays on the left kill a Storm Lancer, my optimism that only generating one Fury would keep the horsey fella alive turning out to be a foolish hope. They also kill Bull, though given I mentally mistook them for Herne and Jonne in list creation then the cards showed them to very much not be that good I was crying merely crocodile tears on that death.


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Merc 2: At the start of the game I hypothesized that the best play was likely to feat after the tree. I promptly forgot about that notion. Otherwise plans were to pop the stealthy Gallows Grove and not kill any twigmen, as Sentry Stone safety teleports had left them all out of command. Anastasia also ambushed in, with a vague thought that she could run in the backfield and contest later on.

I don't actually know you Johnny even is, let alone where.
All forms of music need to stop using alarm noises in the backtracks, makes me think something is on fire everytime.

Reinholdt strips the left Gallows stealth, Galleon pew pews it to death. Trees should have been put in front of it, not around. It also got the magic shot from the objective and killed the feralgeist, saving me the effort of usiing Eilish or Taryn to hunt it down.

Left wise, Gibbs toes the zone in the Llael cover, Two of the Thorn and the Storm Lancers move up and roll abysmally in their attempts to kill Shifting Stones. Late in the turn Anastasia moves in to kill one of the Egg Carriers, however the Guardian shield Guards it.

Right wise proxy Blythe runs forward. Probably not the best use of her, but eh, she's trash.
Yes, that is an appalling approach to a model in a game, do better. Just cause Drake's rich doesn't stop him being a morose mother######a after all, and who is Marvin? Why his room?
The Storm Lancers on this flank end up with concealment from Piper, if they did shots then they achieved little.

End of the turn, MacBain feated on various Storm Lancers, re-cast Fortune to take it off the Galleon.


IPB Image
Circle 2: Leftwise, the Circle heavies move in. Four of this sides Storm Lancers end up knocked down from various shots and power attacks. An egg carrier tries to pop Anastasia and misses.

Wurmwood stays hiding behind the building, various shots ping my objective down to a handful of boxes. Something strangleholds the Galleon, think it was Megalith this time.
Feat of foresty doom pops. You know, I don't think the knockdown and doing a damage point has come up for us in this Wurmwood run.

Rightwise Blythe dies to the Wayfarer.

Such was the busyness of the Circle models and all their shenanigans, nothing got to my zone. Both flank zones were also contested, ergo with both get a point off our friendly rectangles. 1-1.


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Merc 3: Burritos are a form of weapon. Let's contest and start trying to clear out these damnable support pieces. If it teleports I want it dead.

Leftwise, Storm Lancers manage to crack the available shifting stone unit, the Thorn Mage does a handful of points to Megs. Gibbs popped Hot Meal to heal up the pair of 1 box Storm Lancers, didn't feel great but I wasn't going to be presented with a better time to use it. I think it's actually the first time it's come up. Maybe if Bastions weren't insufferably lame.....
The Lancers repo around, though most of the unit is doomed.

Galleon wings Megs for a bit with his left pew pew gun.
MacBain just chills out, also chips Megs. Reinholdt runs to block a potential charge position by Megs on the Galleon.

Circle zone wise, Anastasia runs to toe and die. I mean commit an act of freedom fighting.

Right side Ponies get concealment again. Taryn moves forward into Wurmwoods woods, fails to hit the Wayfarer with either attack. Doh. Ponies charge the Gallows to kill it, one gets a redirect on the Wyrd for a bit of damage that electro leaps to kill the Wayfarer.

A weak turn killing wise, though Wurmy's feat makes that a difficult proposition.

I score my zone, now 2-1.


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Circle 3: The hippies unleash some hardcore mean spirits on the Storm Lancers this turn. Everything feels fragile after a brief stint of invulnerability. Really should have pulled some of them further back, oh well.

Left wise, the Guardians kills a Pony to free up the Warden who moves over and pops another pair of the neighers.

Circle zone, it takes both egg carriers and the back wyrd to kill of 'stasia.

In my zone, Megs gets into my objective and kills it with ease, Strangleholds the Galleon. The pair of broken stones port in,one inconveniently right in front of the colossal.
A wyrd tries to shoot Reinholdt, he misses and the Gobber dodges to be engaged by Megalith. Def 19 is deemed not worth trying again.

Right wise Sentry stones and a Wurmy Stranglehold kill three of the Lancers, leaving a pair left on this flank. One to many for my attrition math, didn't need to charge three forward.

Trees score their zone, we level back to 2-2.


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Merc 4: The late avenues of the game form a fairly clear narrative. The right side is mine, the left is circle, it's principally a matter of keeping enough throw away contestors alive and limping along with the Galleon.

Leftwise Gibbs chills in his spot, doe a shot into the walls of stone.
The Lancer on this side wants to charge the back Wyrd, alas a twigman is in the way and to close for an impact, so instead he moves up, does a shot and repositions to engage.

Around my zone, the Galleon walks around to engage Megalith.
MacBain charges a stone and kills it, buys Jackhammers to kill Megs and the other stone.
This has left him in trample range of the Guardian, so the last Thorn Gun Mage moves in and uses Thundershot to knock him back.

Rightwise, the remaining pair of Storm Lancers manage to kill both the Wyrd and the Sentry Stone, then reposition back.
This lets Taryn moves up, contest the Circle Rectangle, hide behind the obstruction and far more importantly kill Cassius. Good times Taryn. No, this isn't enough for Shaw to get a chance in a list.

I score my rectangle and the right zone, now 4-2.


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Circle 4: Leftwise, the Thorn Gun Mage is easily blatted. Gibbs toughs out from a Sentry Stone, Feign Death finally becomes super awesome. Yay for situational abilities!

The back Wyrd flails badly against the Storm Lancer, who lives on a couple boxes.
Doesn't even need an Arc Node now, the tree Strangles the Galleon.
Right wise, Wurmwood kills another Lancer, a single member of each squad lives.
The tree tries to do the same to Taryn, fails magnificently.



The remaining unit of Shifting Stones ports to contest my zone (Concealed by the Galleon's silhouette) and the right.

Circle score nothing, 4-2.


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Merc 5: Clocks tight enough that if I just hold on I should win off that.

Left wise, Gibbs walks over and repositions to get behind the wall, contest the left zone.
The lone Lancer on this side stabs at the Wyrd, misses.

Centrally, between Galleon pew pews and MacBains shots the remaining Shifting Stone and another Wyrd are killed. A Jackhammer melee attack also pops the stone contesting my zone.
Reinholdt boldly hides behind the forest.

Right wise Taryn and the Lancer kill off the Shifting stone contesting the right zone.

I score my rectangle and right zone, now 6-2.

I completely failed to recognised my scenario position here. Urk. Strong player. Totes.


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Circle 5: Top Lancer finally pops. Right side Lancer and Taryn are both moved and killed by a nice hellmouth placement. Alas, Circle clocks.


Playing it out, Reinholdt ends up contesting the circle zone, though they do start some counter scoring.
The Circle heavies end up pushing far forward, until eventually the Galleon can kill them. The right becomes a null zone.


Ye old error check:
Late Game - There was a point where Fail Safe would have been usable and could have started combating the Strangleholds, alas it wasn't to be.
Mid Game - Spent Storm Lancer lives to cheaply. Waaaaaay to cheaply.
Early - Feated to early, spaced the cav poorly. Never used ponies much historically, feels underdeveloped as a skill at present.
Deployment - Should have taken the opposing side to alter the scoring time table. Accursed tree.
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Angry_Norway
post Apr 11 2018, 12:14 AM
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Game 308 - Ashlynn1 (LR) vs Skarre3 (SFR)
Breakdown


EDITORIAL NOTE: DISTRACTION IS WARRIOR MODEL ONLY AND I SUCK

Gamez! Joy! Madness! Cryx! Oh noes!

Should I have repacked the Winions to practice for Oceania Teams? Yes. Did I? Self evidently no.

Ashlynn/MacBain terrorists vs Skarre2/3. Time for duellist lady!

Mercenary Army - 75 / 75 points
[Theme] Llaelese Resistance
(Ashlynn 1) Ashlynn D'Elyse [+29]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Vanguard [10]
- Sylys Wyshnalyrr, The Seeker [0(4)]
Anastasia di Bray [3]
Eilish Garrity, the Occultist [0(5)]
Gorman di Wulfe, Rogue Alchemist [4]
Major Harrison Gibbs [4]
Ragman [4]
Rhupert Carvolo, Piper of Ord [4]
Storm Lances (max) [20]
Trencher Infantry (max) [16]
- Trencher Infantry Officer & Sniper [0(5)]
- Trencher Infantry Rifle Grenadier (3) [6]

Repeatedly attempting to stab:

Cryx Army - 75 / 75 points
[Theme] Slaughter Fleet Raiders
(Skarre 3) Skarre, Admiral of the Black Fleet [+27]
- Deathripper [6]
- Kraken [36]
Axiara Wraithblade [0(6)]
General Gerlak Slaughterborn [0(6)]
Misery Cage [2]
Misery Cage [2]
Blighted Trollkin Marauders (max) [15]
- Jussika Bloodtongue [5]
Bloodgorgers (max) [15]
Bloodgorgers (max) [15]
Scharde Dirge Seers [6]

Do you like proxies? You don't?! Good thing my photos suck anyway then. 90% of Cryx models are proxies in one way or another.

I win the roll, opt for first as terrain wasn't hugely incentivizing, having lapsed into lazy terrain lay out habits again.
Llael rubble goes on the left, then I get a largish trench in the centre and a defensive forest.
The middle of the table is mostly hills, with a left side forest that makes claiming that zone look like a painful exercise.
Cryx get a defensive wall and cloud, I don't think they come up?


IPB Image
Merc 1: My #### runs forward, exchanging witticisms and quips. Let them enjoy themselves before Cryx mean-ness comes down on them like a governing body on its scientists.

Vanguard goes left, theorising that it will be a reasonable contestor out that way in the zone that looks somewhat unclearable.
Trenchers take the centre with Quickened, Lancers go for the right flank with concealment from Piper.


IPB Image
Cryx 1: The cancer orb, it burns.

There's a special form of schadenfreude from watching someone unused to the glorious unwieldy nature of a pair of huge bases and multiple medium base units. I probably wouldn't have done much better, however this isn't about fairness and ####, it's about planning for the clock win early into the piece.

The melee......Blighted Trollkin? come up the left and out the front. They have Gerlak and the arcnode bringing up their rear.

Skarre/Kraken take the centre, Dirge Seers behind them.

Marauders with Axiara advance up on the right.


IPB Image
Merc 2: This feels like a good enough turn to pop the feat, make everything hit while stopping Cryx getting the scoring advantage. Though it's all about armour breaking gun wise anyway.

Ashlynn moves forward, throws out Distraction on the Kraken and Skarre. That felt far better than it should have. FIRE THE LAZER NOW.
Repositions backward.

The Admonitioned Nomad moves forward. Trenchers hover around, do much better with CRA's than I expected and the front seven or so Blood Gorgers pop whilst two are left toughed out.

Out on the right, a few of the Storm Lancers charge forward, killing one of the Misery Cages and bounce off the steady tough models for the most part. That wasn't part of the plan. Repositions leave two Lancers forward in the mix and the rest spread in a vague line back toward my table edge.

Good Trenchers. Wasteful Lancer activation.


IPB Image
Cryx 2: Marauders with Jussika gain Vengeance. Good to know. They stab and kill one of the Lancers.

The reasonably unhurt Gorger unit moves forward and around, impeded by the forest. They kill a Gunmage.
The other squad is reduced to half at this point, they force the Nomad to pop it's Admonition then charge in. Ashlynns feat creates a good number of snake eyed attack rolls, so that was nice.

Right wise the Marauders, not under Ashlynn's feat, manage to still roll like a trip to Bendigo for a cube, so all up I lose only one other Lancer. Three remain, though one is super out of command.

Skarre and the Kraken chill around up the back.


IPB Image
Merc 3: Fuelling Nomads isn't nice. What about my dreams of Distraction for once being sodding amazing?! ######ty compromise it is, fuelling up the forward and right Nomad.

Clearing out either circle zone is unlikely to the point of....something improbable. World wide positive reception to whatever pile of garbage Superhero movie Snyder makes next? Hmph, this current sci-fi series has "cycles" used for both a time period and distance, do not like.

I'm left with clearing out the centre zone, with the side benefit of lining up with trying to wipe out the now smaller Gorger unit so Skarre can stop bringing peeps up from her half a ship.

Left wise one Thorn Gun Mage toes the left zone again, the unit caps one 'Gorger and leaves another toughed out on fire.
Vanguard toes this zone as the primary contesting piece.

Centrally, Nomads and the Trenchers clear out the rectangle zone and pop a few more from the side units. Ashlynn moves up, puts Distraction on the Kraken and repos back behind some clouds.

Rightwise, the other fuelled Nomad and Storm Lancer stab back at Jussika and pals. Tough rolls do alright and rather tellingly the Storm Lancer misses Jussika on a charge, ergo I kill three. If you include the one the Trencher popped.

I score the centre rectangle, the right side didn't pan out to well but otherwise things are looking ok. 1-0.


IPB Image
Cryx 3: There's a ton of planning and such here. Enough that a time out is a certainty.

The ultimate conclusion is that the Kraken is a bees dick from advancing and being in range to stab two of the Nomads.

A bunch of Trenchers get hacked up, Skarre herself charges in and kill the forward most Nomad. Alas for not enough focus to throw out Admonition again.
The Marauder/Storm Lancer kerfuffle continues to be an embarrassment on the right.


Well, that's that for what is was.

Ashlynn list took waaaaaay to long to pilot. So low on my previous infantry standards, would likely have only managed a couple more turns before my own clock out.

More practice needed before any particular conclusions. Distraction being useful feels way to bizarre.

This post has been edited by Angry_Norway: Apr 14 2018, 12:47 PM
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Angry_Norway
post Apr 11 2018, 08:42 PM
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Game 309 - MacBain (LR) vs Vlad2 (LoS)
Breakdown


Can it be? A second game in a day? Yis.

The opposing options for the Terrorists are Vlad2 in Legion of Skill and Old Witch 3 in....Winterguard? Doesn't matter, Trenchers into Old Witch feels super bad. Windstorm looks just bad.

So naturally we drop that most mustachioed of small figurines and receive the Vlad for which we really should be better into by now.

Mercenary Army - 74 / 75 points
[Theme] Llaelese Resistance
(MacBain 1) Drake MacBain [+30]
- Galleon [39]
- Reinholdt, Gobber Speculator [0(4)]
Anastasia di Bray [3]
Eilish Garrity, the Occultist [0(5)]
Major Harrison Gibbs [4]
Rhupert Carvolo, Piper of Ord [4]
Taryn di la Rovissi, Llaelese Gun Mage [0(5)]
Dannon Blythe & Bull [5]
Storm Lances (max) [20]
Storm Lances (max) [20]
Thorn Gun Mages [9]

In ze vendetta:

Khador Army - 74 / 75 points
[Theme] Legion of Steel
!!! Your army contains a CID entry.
(Vladimir 2) Vladimir Tzepesci, The Dark Champion [+27]
- Conquest [35]
Iron Fang Kovnik [0(4)]
Iron Fang Kovnik [0(4)]
Kaptain Sofya Skirova [0(5)]
Orin Midwinter, Rogue Inquisitor [5]
Uhlan Kovnik Markov [7]
Black Dragons (max) [17]
- Black Dragon Officer & Standard [4]
Great Bears of the Gallowswood [9]
Iron Fang Uhlans (min) [12]
Iron Fang Uhlans (min) [12]

It's a pony and Colossal off! Weird and rare? An ubiquitous concern elsewhere? Well, the latter is impossible, can't remember the last Swan list I saw that used Storm Lancers. How times have changed.

Laziness and time constraints ensured that the same scenario and table was used as last time.

It takes three rolls, eventually I win out and get to go first. Good work Anastasia, you're alright.
Khador takes the same side as the previous Cryxites.

Ergo I have a large defensive trench, and a small forest.
The centre line of the board features a prominent forest in the left zone, a central hill and a rightside hill.
Khador gets a super defensive wall and a cloud out on the right.

I opt to place my rubble on the right side this turn, going first with cav means that the left side forest probably won't impede me, while the right side is open enough that cover might be useful against the Conquest pew pewness.

The Cav face off on the flanks, Colossals in the centre. Taryn deploys in the Llael rubble, across from her the Black Dragons go. Why do Khadorans venerate Dragons? Dragons are a real thing in the Iron Kingdoms and basically suck (A quick google of random historical Merc armies was surprisingly bland). The Black Dragons advance up in their well established triangle formations, though they do hold back a little from giving Taryn free attacks. Noice.

Blythe and Bull Prey the Great Bears.

Matchup considerations are the cav facing off with similar threat ranges in which both have weigh ups with the feat. I have more cav and can bait some of them, however I don't have the equivalent follow up.


IPB Image
Merc 1: Everything moves forward. Counter Measures goes on the left cav unit, Fortune on the Thorn Gun Mages and Fail Safe on the Galleon. Two Cav from each unit move up into Uhlan feated charge range, it's a temptation with a low probability of success but you never know.


IPB Image
Khador 1: Vlad goes up behind the wall and throws up Arcane Might and Assail on the Conquest.
Both Cav units move up and stay shy of Storm Lancer charge range.
Great Bears space out on the left alongside a Kovnik.

The Conquest barrels up the middle.

Centre/Rightwise the Black Dragons move up and pop their mini-feat. Sofiya, Kovnik and a cav unit go behind them.


IPB Image
Merc 2: There's some awkward weighing up at this point on how MacBain's feat can whether Vlad's. If Vlad has the option to simply wait and hold on, then the odds are good I lose to many Lancers and get easily out attritioned. Ergo I opt for super aggression to establish a strong board position.

Plan is to use feated Storm Lances to hedge out the centre zone, then use that to maintain the central zone and push for the flank zones opportunistically.

As a random chance activation Anastasia moves in on the far back left and gets a shot at the left Kovnik, lands the attack but rolls low on the damage. In hindsight it's not a great attack run anyway.

The Thorn advance up the centre, use their Thunderbolts to get rid of the relevant IFP triangle impeding the plan.
Galleon moves up, Harpoons an IFP, shoots the right Kovnik, gets Shield Guarded to Sofiya and puts her on zero boxes.

Both Storm Lancers run/charge up the centre.
The left unit has one loon run up and engage Markov to stop his Counter Charge. Another gets a charge into the Conquest for some meagre damage, more importantly the lightning leap pops Orin.
Right unit follows suit, the initial move being a charge on the Kovnik.
This triggers Sofiya's counter charge, surprisingly she misses. The rest of the unit then goes in, one going in on the Kovnik.
The attacks kill the Kovnik, heal Sofiya, then put her back on one box.

MacBain then moves up to feat and ensure good times. I resentfully remember when MacBain's feat wasn't a random number, something I use to argue about constantly on the PP forums before their deserved demise.
Eight of the Storm Lances get the magic wooje. Drake also pops a shot into the Conquest for giggle damage.

We commence praying that everything works. Taryn just sits in the rubble, Blythe/Bull move up behind the left forest.


IPB Image
Khador 2: The error in the plan is pretty quickly spotted. Positioning has not been done appropiately.

There's a great deal of finicky placement involved, and some bonus activation's of Grat Bears/Markov knocking Horsies down. Anastasia also dies to the Konvik that she was unable to deal with.

Conquest grabs a pseudo unkillable Storm Lancer to make a hole, throws him into the back line hits Gibbs. He toughs, so that's something.
Vlad feats on IFP and the right Uhlans. IFP kill one of the killable Storm Lances, making a nice hole.
Using Markovs tactician, one Uhlan runs through to provide web of steel against a freestrike.
Said 'strike sadly misses in any event, an impact attack clears a blocking Thorn Gun Mage.

Two Uhlans get to stab on MacBain, they overkill him by four points and get a crit knock down so no tough roll.

Woops.



In spite of the net result, content with the overall planning, just not the execution. Needed to bracket the Conquest with a pair of feated Lances prior to making the line. Although it does all fall apart with a low roll on the feat.

I was wrong about Thorn Gun Mages, they seem totally fine.
Blythe and Bull continue to be dis-serviced by being repped by Herne and Jonne, models for who I know the implicit value of. They need a long game in which they actually survive to the late period, maybe then if the Prey selection isn't to garbage it'll all work out.
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Master Chris
post Apr 12 2018, 09:18 AM
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Yeah, they're a little overcosted (compare to Satyxis gunslingers) but they have all the right kit to contribute to your game every turn.

I like 'em.

This post has been edited by Master Chris: Apr 12 2018, 09:19 AM


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Everything that existed before I was born is irrelevant, everything that exists after I die is lucky.
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Angry_Norway
post Apr 21 2018, 11:25 AM
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Game 310 - Gorten1 (Irr) vs Gastonne2 (Irr)
Epic Recon


Welcome to slightly melty reports number I'm-not-sure-I-son't-track-my-quality-that-well.
Been in somewhat of a Tobias lately and have basically committed to dollies then ducked out as opportunity allows. The excuse train finally got Muellered and a random throw down happened.

So, as you can probably tell from teh mish mash of letters that ostensibly form a paragraph above, this wasn't a highlight of tactical prowess. Nor is the matchup ideal for those not playing at optimum, my positioning was dreadful so prepare to to be...not amazed, but....Rimmered I guess?

Step 1, the nonsense I played.

Mercenary Army - 75 / 75 points
[Theme] The Irregulars
(Gorten 1) Gorten Grundback [+31]
- Ghordson Driller [10]
- Grundback Gunner [6]
- Grundback Gunner [6]
- Grundback Gunner [6]
- Grundback Gunner [6]
Anastasia di Bray [3]
Bosun Grogspar [0(4)]
Gobber Tinker [2]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rhupert Carvolo, Piper of Ord [0(4)]
Sergeant Nicolas Verendrye [0(4)]
Alexia Ciannor & the Risen [10]
Press Gangers (max) [12]
Press Gangers (max) [12]
Steelhead Halberdiers (max) [11]
Steelhead Halberdiers (max) [11]
Steelhead Halberdiers (max) [11]

This is my opening spin on a build with MOAR STEELHEADS. The blame on this particular iteration can be fairly and squarely put upon:

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Though I do need to give fair credit to Avi of Australia's real capital who suggested the idea some time ago, from which I was to lazy to pursue it. The whole "Here's my initial list and I'll make small incremental changes" is fine, however it definitely has caused me to artificially limit my list construction.

Anyway, the Gastonne list:

Mercenary Army - 75 / 75 points
[Theme] The Irregulars
(Crosse 2) Lieutenant Crosse, Resistance Fighter [+29]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Reinholdt, Gobber Speculator [0(4)]
Eiryss, Mage Hunter of Ios [0(7)]
Gorman di Wulfe, Rogue Alchemist [0(4)]
Major Harrison Gibbs [4]
Taryn di la Rovissi, Llaelese Gun Mage [0(5)]
Alexia Ciannor & the Risen [10]
Horgenhold Forge Guard (max) [16]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Lady Aiyana & Master Holt [8]
Lynus Wesselbaum & Edrea Lloryrr [5]
Steelhead Halberdiers (min) [7]
Steelhead Halberdiers (max) [11]
Ragman?!

So...yeah...we both brough a Lemon to a Knife Fight, in this instance the knife being our own lists.
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LET THERE BE DUDES!
Proxies on both sides, primarily because of sanity. Also a solid chunk of the Steelheads are broken.
That there thing on the right side of my deployment is a rocky obstruction which I misplay the whole game as a hill. Bro across the table did offer to have it be a hill before the game, I opted to suffer because I'm lazy to the point of later repercussions. If it doesn't cause you suffering, your Sloth isn't truly a vice.


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Our stuff runs at each other.
I tough the right unit while the left gets all butt buddies with Verenyde. His announcement ofmild discomfort is ignored. Don't do that in real life people, personal space bubbles are important. So is Space, USA keep funding my shonky employment you arse holes.

Gastonne and Holt try a bunch of shots into my Pressgangers. I briefly think I'm Bakula as the Mark 2 tough without end causes only a single chump to die.
Waitaminute....I missed Lynuss and Edrea before.*Scuttles to confirm list*


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I take this formation on the left flank. The ###### is this? Have I lost my regiment tray? Is my primary tactical concern Goblin Fanatic's rolling 8 on their opening two dice roll?

I have a turn of brutalizing #### in the middle, Press Gangers Shanghai neatly ######ing with the Steelheads with Gastonne's spell claim ability. Need to buy a third unit to account for how Shanghai works these days, cunning ploy PP. Cunning.
The left just sees me blob up in a position to mock the slow Dwarfs, I want to draw in the Eliminators before I ambush in a contesting model.
I also use Eruption on a Nomad to kill the Eiryss standing to close behind him.

Gastonne stabs back in return, our duel Alexia's compete viciously in the corpse market. He pops feat to get his Nomads over Obstructions, gets to my objective and kills it. Space making efforts let my Alexia pull ahead in that frozen Molotov fest, though there is a distinct lack of BT's to attack.

Also, the Armoured Corp chariots look as derpy as a stoned Chihuaha. There. It's out now.

The Kayazy also come in and stab down some dudes.

I counter feat, principally to get get Eruption out and kill most of the opposing Steelheads and Alexia, which I view as the critical means of winning the attrition here.
We both ###### up super bad and forget about Gastonne's feat giving stealth. However, unlike Homer, it was my first time.
My Alexia kills one Nomad, the other two get royally ######ed up by charging Steelheads using CMA's. CMA's, back strikes and a seduction also kill most of the Eliminators. ANastasia charges and fails to kill Gorman, that wasn't a shining moment.


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I'd planned on using Grogspar to knock Gorten back to safety and pile more dudes in front of him.
Reeeeeally bad positioning stopped that.

Ergo, a busted Nomad kills a more busted Gunner, then gets killed by Taryn to free up a line of sight for all the guns to shoots at Gorten. He gets down to zero boxes. Toughs.CLock win before my three Gunners walks up and shoot Gastonne to death.

That....happened. As a thing.

List good bar from Tinker. Change some Gunners to Blasts. Need to look into this after OTC.
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Lo-Fi Version Time is now: 26th April 2018 - 12:33 AM