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> Admonitions of a Suss Sufferer: Mark 2, all about Mark 3
Angry_Norway
post Jan 31 2018, 06:49 PM
Post #521


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Cancon Who's the Boss time!

I tried the bruised, cut up and mangled version of Rask. I spent every game screwing math up in the expectation of having Boundless Charge.


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Game 1 - I draw Orion and go into Haley1 piloting some Cryx. I get up pretty well, courtesy of Vault taking out Banes and using them to whack the Wraith Engine under Spell Piercer. It all comes undone when I spend all of Orion's focus and only partially block him, thinking Convergence caster stats would seem me through. Turns out Sun Dial head forms a super easy target and he implodes like a tomato skin filled Gelatin and lust for power. Doh.


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Game 2 - It's my excellent opponent from the last Team game!
I draw Bethayne and Belphagor. I got her last year, at least this time I have warrior models to get the benefit from her feat (Then again I was just playing with Gun Bunnies and Reinholdt, so that's on me).
It's into Doomy2 with Skorne!
Turns out I know Skorne well, but know basically nothing about Troll casters.
He puts Fury on my beasts on the top of 2, plus using overtake and feat to get the Aradus into the Vault to kill it. Bugger.
After that it's desperately clawing upward, of particular note is the Trawler ambushes in and kills the Swordsman UA before Power Swell gets popped, which later on allows the Wrastler to survive their charges.
It's a cagey game, the left zone is a pantomine story of the Gator Witch Doctor chasing around after a Gremlin Swarm having left it on one box. Bethayne's arm debuff is a saving grace, letting me kill beasts in the middle.
That opening ground is hard to drag back to even field and Skorne starts scoring. It ends up being Bethayne with a critical venom spray to stop the winning scoring and allow the Wrastler to contest the right, afterwhich with under a minute left the only opposing option is to charge the Wrastler with Doomie. He snake eyes his charge attack and that's basically that.



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Game 3 - I get Garryth and play into Jarl with Menites, of note it's a Revelator with Daughter Cav.

Jarl feats super earlier than necessary, Mirage lets a Boneswarm go in and leave the Dervish on sweet ###### all boxes.
I feat to force Jarl back and get the Wrastler in place to threaten the Revelator.

There's a little back and forth, ultimately I max out my beasts to kill everything bar Jarl, the Idrian leader and the out of command scout.
Garryth is hiding behind a pile of Shamblers, which doesn't matter at all when he's next to the Vault.
Three Magic Bullets happen and leave him on two boxes. As........I thought.....would....happen.....yeah.......baby.......
Shambler then muches on Jarl. Nom nom nom nom nom nom.


Who's the Boss is hilarious. A pile of nonsense, but fun nonsense.
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Angry_Norway
post Jan 31 2018, 08:01 PM
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Game 287/88 - Jaga Jaga1/Maelok1 vs Kaya3 - Short Forms
Outlast


A couple mini-ports as these were just settling in games.
I basically couldn't sleep very well the night before and hadn't been happy with my Champions lists (Part of why I was disinclined to deal with the format at Cancon) so I dreamed up some other things, knocked the cards together last minute.
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Jaga vs Kaya3 - Jaga has a Dracodile, Spitter, Boneswarm, Dahlia, Ninja Pig, host of solos.Will Work for Food obviously.
Kaya is a pair of stalkers, a pureblood, some stones. Loads of Griffons.

I get first turn.
A Dracodile running up to 14 inches feels pretty damn glorious.
My #### gets up the board.

Circle move around, popping animi like they are ecies that somehow came with a use by date.
Kaya opts for a bold placement, using the flags and an obstruction to avoid Princess Salty getting into melee.

Alas for Circle, Ninja Pig threatens in a non-Linear way. The Saltess gets prodded with memories of being stood up at prom and spews forth, blinding Kaya. A Turtle shot, Ancillary spray and a couple Brine attacks get it done.

Poor River Raiders, didn't even the chance to do some work. List changed almost immediately after, losing a Boneswarm for a Bullsnapper so I could have the Swamp Gobbers, not having a unit to score sucked Hemipenes hypothetically.

...look, I need models to get up the board and be feated on ok? Yes, I'll try them again. No, I sodding doubt they'll make it much further in the list testing process.


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Maelok Posse Spam vs Kaya3 - I try the Gator mob of four max units.
This game goes a fairways longer, Circle go first and get up the board.
I opt not to feat so I can be Incoporeal later.
Kaya feats, some Gators get Mauled. Nearly every beast runs super hot on Fury.
I try to get Squirrelly, popping Incooporeal and running Gators so that the Circle Beasts will frenzy on each other. I also have a unit surround Kaya.
The frenzies happen, alas a Stalker marches back and frees up Kaya.

From their I quickly get a clock win, we play on for a while anyway.

It pans out that Maelok has to hide like a hibernating Ostrich Egg, while Posse are in the right range for Stalkers to come in, pop a few and piss off.

My only recourse in running Gators after them and struggling on scenario, eventually getting to a point where Gator losses versus Revive are unsustainable. One of the last Griffons Dodging and preventing the Wrastler clearing the left zone is enough for me to call it quits.


After the instant soul binding I felt with the Jaga list and the interesting plays it could probably do, the Maelok list is an outright boring disappointment. Feels like a lamer version of Madrak1 with Champs. I don't see a way to make a Maelok list without snipping his Spell card in half effectively, which is mighty meh. I'll just work out Barny lists anyway for champs and not get to concerned about old Leather and Bones, he can just be all

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Angry_Norway
post Feb 2 2018, 06:38 PM
Post #523


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Game 289 - Jaga Jaga1 (WWfF) vs Madrak1 (SotN)
Breakdown


Dollies, Thursday, yada yada yada blue cows descend from the moon.

I'd not yet put Barney in the case and Maelok is a snooze button for me in his current list iteration, so Jaga was always going to be thrown down. The Madrak match seems reliant heavily on the Dracodile spray controlling the Champs, or so my 10 second theory went.

Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Lanyssa Ryssyl, Nyss Sorceress [0(4)]
Rorsh [15]
Swamp Gobber Chef [1]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]

Getting chilly and down with it like gramps with the kids playing in a sandpit with a landmine:

Trollbloods Army - 74 / 75 points
[Theme] Storm of the North
(Madrak 1) Madrak Ironhide, Thornwood Chieftain [+29]
- Dire Troll Brawler [16]
- Dire Troll Mauler [15]
- Trollkin Runebearer [0(5)]
Fell Caller Hero [0(5)]
Kriel Warriors (max) [11]
Krielstone Bearer & Stone Scribes (max) [9]
- Northkin Elder [3]
Northkin Bear Handle & Battle Bears [10]
Northkin Bear Handle & Battle Bears [10]
Trollkin Champions (min) [10]
- Skaldi Bonehammer [0(5)]
- Trollkin Sorcerer (1) [3]
Trollkin Champions (max) [16]

I win the roll and pick first out of a combination of decision making laziness and giddyness at getting the Dracodile sprinting up like a mad git.

I get a trench, a cloud and an obstruction, though none are ideally placed for Jaga to cower behind.
there's a forest occupying the centre of the left zone, trolls get their own forest, a trench and a wall on the right.

Because I'm a scrub, some proxies:
-Bone Swarm with a Proxy hat is the Shrine
-Pair of....whelps? Small green guys were borrowed from my excellent partner in dollies for the Swamp Gobbers
-Trolls had a figure for the Shaman attachment on the larger Champ unit, damned if I can remember what the actual model was, so character solo (Trolls, they all look alike to me. I can only assume all Gators look the same to them)


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Round 1: Battlehost goes up, Dracodile gets Gravewind.

Dahlia and Snake take the left zone, I opt to not cast haunting Melody to get her up the board nice and quick.
Dracodile toes the centre zone, Targ hides behind him. Spitter goes up next to them.
Ninja Pig move up on the right.

The Bone Shrine is deployed super far back because Jaga doesn't exactly charge up the field and I doubt arcing Deadweight is going to be a high priority play.


Trolls send a line of Kriels as a front line, then it's just a blob of blue mans. Mauler is on the left of the brick, Brawler on the right.
Most Troll models are set to scoot to the right of the forest, aside from the min unit of Champs.
Even Ground is on, it's sufficiently good that the effect for the models inside it is probably all:
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Minion 2: Thought I'd doubled up photos for a moment, I moved my stuff so little.

Jaga hangs back, casts Signs and Portents. Super hard working caster over here.

Left wise, Dahlia pops Haunting Melody. She stays way left to discourage ambush from the Bears, the Snake wiggles around aggresively and moves a solid inch to spray the three left Kriel Warriors, boosting a couple of them and popping Counterblast to force decisions. Two of the Kriels die.
Dracodile pops its animus and ensures it's at a safe distance from anything to nasty, sprays down a couple more Kriels.

Spitter aims, boosts, I end up killing five of the Kriels and leaving three corroded.

Ninja Pigs hang around on the left. I do a hard math fail and suddenly think Brine can be beared and run Swamp Gobbers to stand in front of him.

River Raiders run and spread throughout, waiting for the chance at......let's be nice to them and call it glory.


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Trolls 2: Bears stay chilling out in waiting to ambush land. I suspect they have a villa.

Min Champs run into the left zone, Kriel Warriors run up to jam. Spitter punches one down with Counterblast.
Brawler runs up the right to be behind the house.
Remaining Trolls plod forward as a brick.

No one manages to score.


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Minion 3: That Swamp Gobber screw up burns a little, the left zone is the one I'll clearly be able to make a fight for at this stage however I lack a means of scoring it. Sod.
It's time for #RiverRaiderMomentOfGlory


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Two of the Raiders, one within 5" of the stone, the other within 5" of the Max Champs Units Shaman, as that makes Madrak the only piece able to get rid of Gremlin Swarms.

Jaga moves to the left in order to get into the left zone next round.
She casts Signs and Portents, feeats on the Stone and Shaman, the rolls are good and both fail their tough rolls. Feat RFP's, feeling pretty good about the list design at that moment.

Left zone, Dahlia moves up to get her control area over the min Champs, so the Snake goes in without issues on the to hit. Each Champ then fails his tough roll, so Skarath even has enough fury to cast Counterblast without issue.
Dracodile shuffles to the left a bit, drops Floodwaters, spray kills a Champ off the back of Signs and Portents and double boosts to do about 10 points to the Mauler, taking out its Mind.
Targ Ancillaries him to do another spray for a few more points.

Centrally, the Spitter walks behind the cloud and eats two of the Kriel Warriors, pops animus.
Bull Snapper puts itself in the way of Jaga, puts up Spiny Growth.

Brine finishes off the Kriels and frees up Rorsh to walk backward and pop Souie! to move big pig to safety.
Gremlin Swarms toe both circle zone, the right one also hides behind the house. A River Raider also runs up on the right to draw Troll models away.

Still no scores, in for the long haul.


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Trolls 3: The Bears want nothing to do with Dahlia and ambush in from the right.
The normal Troll force does a hard jink to the right where they kill a brave River Raider, the Brawler runs up to engage things.
Madrak feats, moves up and uses Jackhammer to make the Brawler kill Brine.
Bears rush forward and engage things. By things I mean Rorsh.
Fellcaller runs up the left read to contest the left zone.
I win on clock this turn, we play it out a little longer until I have to head off.



I clear out the middle, it basically would likely be a 7 round game where I come out ahead on points as I can take the left and contest the centre better.

Ayep, Floodwaters is pretty good.
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Angry_Norway
post Feb 3 2018, 09:01 PM
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Game 290 - Barnabas1 (WWfF) vs Kaya3 (CotW)
Standoff


I've got Jaga and Barny, I opt or Barny to give his list a try. I suspect it mimics far to much of the Jaga list, prior to this game I was weighing up trying out some Sacral Vaultage with him.

Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Barnabas 1) Bloody Barnabas [+28]
- Dracodile [36]
- Ironback Spitter [14]
- Ironback Spitter [14]
- Targ [4]
Bog Trog Mist Speaker [4]
Bog Trog Mist Speaker [4]
Dahlia Hallyr [17]
Efaarit Scouts [0(6)]
Efaarit Scouts [0(6)]
Gremlin Swarm [3]
Gremlin Swarm [3]
Kwaak Slickspine & Gub, Croak Sorcerers [4]
Totem Hunter [0(6)]

Breaking up the drum circle of:

Circle Army - 74 / 75 points
[Theme] Call of the Wild
(Kaya 3) Kaya the Wildheart [+27]
- Gorax Rager [7]
- Pureblood Warpwolf [17]
- Scarsfell Griffon [8]
- Scarsfell Griffon [8]
- Scarsfell Griffon [8]
- Scarsfell Griffon [8]
- Warpwolf Stalker [19]
- Warpwolf Stalker [19]
- Wild Argus [7]
Blackclad Wayfarer [0(4)]
Blackclad Wayfarer [0(4)]
Shifting Stones [0(3)]
Shifting Stones [0(3)]

I lose the die (Damnable +1 bonus for circle!) and get table tides, I take the one less defensively suited against MA GUNS.

I've got a defensive hill.
Left zone has a cloud, centre has some water and another hill, right zone has a long zig zag trench.
Circle gets a forest on their far left and a cloud on my right.

And before someone points it out....
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Circle 1: Left Assimilator is proxying as the second Stalker. A living gear if you will.
Vague symmetry in Circle advance, Pureblood in the centre, line of Griffons, Stalker and Stones either side.


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Minion 1: Not an ideal list for the Totem Hunter to pick Prey, loads of individual models that don't mind running across the board. I select the left Stalker, cause I hate those things and it's positioning on the board is not as trivial.

Efaarits move up either flank, the left gets a shot on that sides Blackclad but fails to kill.
Barny climbs onto the defensive hill, his battlegroup adopts a slight lean to the left and essentially preps to hold my rectangle zone.
Dahlia heads off to the right zone.
Support solos spread out in the backfield, I don't want to set up good sprays for the Pureblood to consider worth going for.

Turtles are Enlivened and have Counterblast.


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Circle 2: Circle mostly jostles around, the left Blackclad sporting a nice injury moves up and has a go on the Totem Hunter, does a couple boxes. His brother on the right flank is far more cautious and hides behind the Circle cloud.

The Pureblood is temptingly close in the centre, I decide to try murdering him to free up the Gremlin Swarms to be a true nuisance.
Both Turtles get Enlivened and Guidance from the Mist Speakers.


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Minion 2: Onto Winions, the Dracodile wanders around a little bit, Sprays the Pureblood. I roll immensely well on damage spikes for the turn, this initial effort plus a Targ Ancillary and one Turtle is enough to kill the Pureblood. The other Turtle and Dahlia pop the Wild Argus.

A Gremlin Swarms toes the left and takes the space the Stalker would need to charge the left Turtle.

Totem Hunter moves up, kills the left Blackclad and Sprints to the left. The Efaarit on this side cracks the stone unit and repo's out of frame.

Right side Dahlia contests the edge of the zone, the Gremlin Swarm runs into the centre in the trench.

Both sides score both defensive rectangles, 1-1.


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Circle 3: Kaya shuffles to the right and stays back, pops Synergy and feat.

On the left the Stalker gambles, leaving Kaya's control to stab at the Totem Hunter. Sadly he lands the 8 to hit, kills and using his Animi (popped prior to moving) to shuffle back into the left zone.

In my Rectangle two Griffons run in and kill my objective.

Another pair stay in the Circle Rectangle, as does the Gorax.

On the right the remaining Blackclad moves up and Hunter's Mark Skarath. The Stalker on this side gets Primalled, charges in, kills the poor Snek and Sprints back into the Trench.

Circle score their rectangle as well as popping the objective, now 1-3.


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Minion 3: Alright, time to counter feat and ensure contesting is functional. Lack of units. Hmph. Need to get the Swamp Gobbers up in here.

Barny ambles up on the hill, engages one of the Griffons, feats to knock down the four Griffons.
He then pokes the Griffon until it does, Warpathing the left Turtle forward.
Dracodile sprays the Gorax, injuring a Griffon on the way, gets Ancillaried to do a bit more damage.
Left Turtle then charges, toes the Circle zone and eats the pair of knocked down Griffons
Right-er Turtle eats the remaining knocked down Griffon.

Left Efaarit gets Guidance to see through the cloud, moves up and puts a Stone on one box, then repos back.

Right side, Dahlia ducks into the trench and contests as does the Gremlin swarm.
The Efaarit moves up, pops a stone and repos onto the Circle side.

I score my zone, 2-3


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Circle 4: The left Stalker goes in on the forward Derp Turtle, gets a stab which lets it Enliven away. It worked! You just put it on and sooner or later it'll be triggered!

On the right the Stalker frenzies from Primal, flails ineffectually at Dahlia cause she got the music man.
The Blackclad sprays down the Gremlin Swarm, Kaya desperately tries to magic pew pew Dahlia, alas it's a no go and the magic flutist lives on.

I score my rectangle, 3 all.


And......photos are corrupted. Sod. I think we basically call it from there, I can easily clear the left zone, use the Dracodile and forward Turtle to kill off the left stalker, pop the last Blackclad with an aimed backstriking Efaarit and wait to score out the zone or Kaya gets desperate and gets killed.
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Angry_Norway
post Feb 4 2018, 02:16 PM
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Game 291 - Jaga Jaga1 (WWfF) vs Kaya3 (CotW)
Breakdown


Re-rack, this time plonking down Jaga. As before it's about managing the threat ranges, killing the Blackclads, using Dracodile Blind Spray to counter opposing Defence values.


Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Lanyssa Ryssyl, Nyss Sorceress [0(4)]
Rorsh [15]
Swamp Gobber Chef [1]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]

Contemplating if heaven will have Buffalo Wings with:

Circle Army - 74 / 75 points
[Theme] Call of the Wild
(Kaya 3) Kaya the Wildheart [+27]
- Gorax Rager [7]
- Pureblood Warpwolf [17]
- Scarsfell Griffon [8]
- Scarsfell Griffon [8]
- Scarsfell Griffon [8]
- Scarsfell Griffon [8]
- Warpwolf Stalker [19]
- Warpwolf Stalker [19]
- Wild Argus [7]
Blackclad Wayfarer [0(4)]
Blackclad Wayfarer [0(4)]
Shifting Stones [0(3)]
Shifting Stones [0(3)]

I lose the roll, get given second.
My side gets a forest, some water and a hill.
There's then a fog cloud on the left in that zone, with an obstruction in the centre.
Circle gets a hill, a trench and a forest.

....this game was earlier today, it shouldn't be that hard to remember. Damn you buggered up photos!


Round 1: We run at each other? I've got Ninja pig on the left, facing off against a Stalker and some Griffins. On the right It's Dahlia and Skarath (Snakey gets Gravewind) facing against the Stalker and the Pureblood. Griffons are spread throughout.

I get some shots out, I pop two of the Stones on the left with Rorsh and the Turtle, who also get Splash damage on this sides Blackclad and sadly only does a couple damage.


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Circle 2: The hippies all fall back, sending nothing forward. The Gorax goes behind the building, an annoyance that's going to be going for a fair while.



Minion 2: Well, it's the grand jinking. I decide to feat this turn to get it out of the way.
No chance of clearing the zone this turn, so chip away it is.
Two River Raiders run in, they gets feated to put some hurt on Griffons. One of those birdies then gets imploded by the Dracodile spray, who hangs back and pops Floodwaters.

I then bumbled hard, throwing the Spitter, Bullsnapper and a Gremlin Swarm to toe the centre zone surrounding Lanyssa who Winter's Storm. This would totally have been pretty good, had Floodwaters been ANYWHERE RELEVANT.

Leftwise Ninja Pig pops another Stone, Brine moves up to be behind the cloud threatening the left Stalker. Swamp Gobbers run up toe the zone for the score.

Dahlia and Skarath stay on the right, nothing runs into the zone because Circle aren't scoring it anyway.
The remaining Raider and a Gremlin Swarm stay out on the edge, set to run in and contest.

I score the left zone, go up 1-0.


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Circle 3: Kaya moves to the right and feats, puts her nuke on the Ironspitter.
Ironspitter gets Hunters Marked.

Right wise the Pureblood moves up and sprays down Lanyssa and the centre Gremlin Swarm.
A Griffon, the Argus and right Stalker

Left wise the last stone on this side contests the zone, the Stalker departs to the centre to kill the Spitter then Sprint backward.

Also in the centre, the Gorax hides behind the obstruction. Griffon comes in, kills the Bullsnapper and repo's forward.

Another Griffon comes into Skarath, it lost it's Body to Jaga's feat so ends up doing poorly damage wise (This was noticed after the fact, so a slab of otherwise inflicted damage was removed in an imperfect fix).

Circle score the centre and right zone, now 1-2.


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Minion 3: Well. Well well well well. Me not so good at dollies with that last plan, the allure of shinies got me good.

Jaga chills back, puts up Signs and Portents.

On the left, Rorsh shoots down the last stone to clear the zone.

Centrally the Dracodile shuffles up a bit, sprays and blinds the two forward Griffons. Targ Ancillaries, the second spray is enough to kill both. Signs and Portents, it gets thing done.
Swamp Gobber Chef runs up and toes the centre zone.

Skarath shuffles back, sprays the Wild Argus for a whack of damage. Dahlia falls back, spends a couple Fury healing her magic Snake.
The last River Raider charges the Argus, toes the zone. Misses the attack, not the biggest shock.

I score the left zone, draw equal at 2-2.


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Circle 4: Leftwise, the Blackclad corrodes down to one box and runs to toe the circle zone I'm holding.

In the centre, the Stalker kills the Swamp Gobber Chef to clear the zone and sprints back.

Rightwise attempts to kill the River Raider with bit attacks fail, so the Argus takes a freestrike to take down Dahlia's defence for a Pureblood spray. The River Raiders hits his attacks, spikes the damage and does the three damage needed to finish the Argus off.
The Heavies end up clearing out the right zone, then stay shy off Skarath's charge range.
Last Griffon gets Wraithbane and goes off to kill the Gremlin Swarm.

Circle score the centre and right zone, now 2-4.


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Minion 4: Alright, time to clear out the middle and get into the positive end of the scoring spectrum.

The Dracodile moves up, sprays the Stalker for a good whack of damage, then another via Ancillary attack. Jaga stays backfield, having Signs and Portented and shifted Gravewind to the Gargantuan, as Skarath is likely to die soon.

I then decide winning by attrition is foolish and move Rorsh up to shoot the Stalker, Fog of War and Prowl say no. Well.......dammit.....
He does at least clear the zone of the remaining Blackclad. Brine runs up on the hill.

Rightwise, Skarath sprays down the Blackclad, Dahlia runs into the zone to contest. Gremlin Swarm continues waiting around on the right contest.


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Circle 5: It' s a clock out this turn, we play it on to see how it goes.

Kaya moves left to get her control area across.

The Stalker charges Rorsh on the left. With the shaking of Blind and some misses, it comes down to a tough roll. Alas I fail, farewell Baconators! Stalker Sprints to the trench.
Gorax runs to toe the left zone.

Right wise, Circle beasts kill off Skarath but can't deal with Dahlia, so no scores for the hippies.


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Minion 5: The attritional play is to kill the Gorax and top Stalker, start scoring the left and just kill anything that tries to come over and contest.

However, I slither of line of sight to Kaya, so the Dracodile gets Ghostly, charges the opposing warlock, hits the Blind spray, easily eats her.


Urk, made some awful plays this time around, need to avoid those.
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Angry_Norway
post Feb 6 2018, 08:35 PM
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Game 292 - Jaga Jaga1 (WWfF) vs Vlad2 (JotW)
Epic Pit


Weebles will descend upon us all and evaporate our entire society. Our remains will be trodden on by our anthropomorphic rat replacements, who will give us no sign nor plaque.

Three games with Jaga in, time to change the list. With the revelation that Lanyssa's shtick works better when a Swamp Pit can be used, she gets dropped alongside a Gremlin Swarm.
I throw in Alten to give him a try and the Mist Speaker.
Maybe this time I'll remember bloody Hutchuck is in the list. Also Jaga has Deathrage.

Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]

Getting viciously gummed by:

Khador Army - 75 / 75 points
[Theme] Jaws of the Wolf
(Vladimir 2) Vladimir Tzepesci, The Dark Champion [+27]
- Behemoth [25]
- Juggernaut [12]
Manhunter [4]
Manhunter [4]
Saxon Orrik [4]
Widowmaker Marksman [4]
Yuri the Axe [0(6)]
Kayazy Assassins (max) [15]
- Kayazy Assassin Underboss [4]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Lady Aiyana & Master Holt [8]
- Koldun Kapitan Valachev [4]
Widowmaker Scouts [8]

I win the die roll and get first.
I end up with a left side forest and an obstruction poking into the centre zone.
Khador have a left side obstruction that makes them accessing their own objective awkard, a trench, a hill that intrudes on the centre zone and a forest on the right that pokes into that sides rectangle.

The side selection surprised me, I thought the left obstruction and line of sight blocking forest on the right would dictate a side change. I guess the hill was to big a draw?

I remember Hutchuck! He loses ambush to Jaws' theme benefit.
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Vlad feated Eliminators are a real concern, they'll be the primary targets. Ideally I get to run forward Raiders and feat stuff away. Aiyanna's existence is annoying, means the Gremlin Swarm have to be afraid of Behemoth blasts and space appropiately.
No idea on Kayazy Assassins at this point. Can't be that good right?


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Minion 1: RUN FORTH YOU DEVILS OF MAINE.

I throw up Ninja Pig on the left, who can abuse that flanks house and make a scoring play.
Alten moves up with Guidance from the Mist Speaker, gets a free Manhunter kill then repositions into my defensive forest.

Dracodile goes up and toes the centre zone, at safeties distance from Vlad feated manhunter charges.
Jaga is in an awkward spot in the backfield because I'm a numpty who didn't deploy the Snake in easy range of buff casting.

Dahlia puts up Counterblast, charges up to the back obstruction. Not super tech, it didn't want to run all the way up so not much reason to not throw the Animus up as well.

I've seen Widowmakers get feated on before, from which they could advance and pew pew Dahlia. She opts to hang back, throw up Haunting Melody early and have a small Swamp Gobber cloud plonked in front of her.
Could I, in hindsight, have had her cast Mist Walker and be stealthed? Yes. Yes I could have.


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Khador 1: Vlad feats on Eliminators, the Manhunter and the Marksman. Said melee models then run forward and jam. I did not see that coming. The Manhunter gets up into the Ironback Spitter, two Eliminators block in the Dracodile, another goes up to Skarath, the last one goes next to my objective.

The Widowmaker moves up, kills the left most River Raider and Swift Hunters back.

After that it's a series of runs, Behemoth sticks on the left, Assassins flood forward into the centre zone, Vlad chills out on the hill, Juggernaught moves up on the right. Widowmakers go extreme right.


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Minion 2: Well, it's simple enough. Left side I don't have to do much given the Reds have basically conceded the battle on that flank, centrally it's a matter of unjamming. Rightside looks somewhat weaker with the Jugger and the Widowers, will jsut have to try to carry that one with the Snake.

River Raiders and Swamp Gobbers run up, the Mist Speaker moves up and puts Guidance on Alten.
Jaga pops Signs and Portents, feats on the Eliminators.
Mostly success, one Eliminator survives on the far right and the Manhunter has to be dealt with.

Left wise, Ninja Pigs just move up and prep to charge the Khador objective then Souie back next turn.
Around the forest, Alten advances and try a crack at the Assassin Underboss, alas he botches the damage roll and leaves him on one box. Oh well, not like Signs and Portents doesn't usually come through.
The Spitter takes a freestrike from the Manhuntress, Carapace doesn't stop it from hurting. It then shoots the previously run Gremlin Swarm to blast damage the Manhunter, boosted damage puts it on one box and corroded. Sure hope that doesn't go out, if he somehow gets to Jaga that'll be reeeeeaaaallllyyy bad.

The Dracodile shuffles back, sprays down some of the Kayazy, rubs sweetly on the building to shield Jaga. Pops Floodwaters to at least make Saxon do his thing instead of getting a shot.

Rightwise, Dahlia runs up, then has Hutchuck move in front of her.
Skarath moves up, sprays down the injured Eliminator and a couple of the Widowmakers. Pops Counterblast. Way to much Fury on the Snake, though I was somewhat expecting the Widowmakers to shoot up Dahlia.


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Khador 2: Corrosion kills the Manhunter. Flawless planning.

Aiyanna Harms the Dracodile, Holt shoots at Princess Saltine ineffectually.
Behemoth moves forward, shoots the Garg.
Kayazy run around, a pair can reach the Dracodile and stab a bit, I foolishly miss the only opportunity the Spitter gets to Counterblast. Bugger.

The Jugger runs up the right, the Widowmakers move around and shoot Hutchuck down to one box. Grumble.
Yuri charges Skarath, the Snake lands the hard 8 to eat him with Counterblast. Gold.


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Minion 3: Well, it's looking pretty good. The Dracodile has lost about half its health, however I can push scenario and otherwise just kill stuff.

Left side, Brine goes into the objective and kills it to the box with its initials.
Rorsh then trundles up to the corner of the zone.

Alten aims, kills Aiyanna and repo's back into the trees.
The Gremlin Swarm runs to be base to base with Behemoth.

Turtle, Dracodile and an ancillary spray kill most of the kayazy, leaving two in the centre zone and one off to the right out of command.

Jaga stays hiding behind her building, puts up Signs and Portents, throws Ghostly on the Bullsnapper.

Rightwise, Hutchuck moves up and Rusts the Juggernaught, he then gets charged by the Bullsnapper and Skarath walks up for a couple bites, alas none of the damage rolls are particularly thrilling.

I popped the opposing objective and scored the left zone, now 2-0.


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Khador 3: Vlad charges off to the left and kills the Gremlin Swarm.
Behemoth gets Hand of Fate, stomps forward, shoots Brine down to three odd boxes. Ouch. Opposing Signs and Portent effects are super lame.

The remaining Kayazy come forward, Turtle Counterblasts and punches a Kayazy to death. Weirdly effective counterblasts here.

The Juggernaught moves across, the Bullsnapper takes out a column on a freestrike, takes no systems alas. Jugger takes out Skaraths sweet serpentine bod.

Snipers kill Hutchuck and make Dahlia to a damage transfer. Saxon moves forward and misses a shot.


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Minion 4: Well, Vlad's on offer.
Jaga stays in her spot, pops Signs and Portents and for the first time camps a few.

Dracodile Assaults across, blinds Vlad, punches down Behemoth.

I try to super derp activation's like a moron. Eventually Rorsh moves across, smokes Brine across, heals his aspects. Brine pops his animus, charges Vlad and gets it done.


Hmm, think Jaga lives in fear of opposing ranged attacks. Guess it's a good thing it's paired with Barny for Champs.
Alten was reasonable. Would rather he sucked so I wouldn't have to ponder the situation.
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post Feb 11 2018, 02:37 AM
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Game 293 - Barnabas1 (WWfF) vs Butcher1 (JotW)
Breakdown (Dumbbell)


There was a lack of games, then a sleepless night, then an answered call for dollies to face off and scream PEW PEW at each other.

Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Barnabas 1) Bloody Barnabas [+28]
- Dracodile [36]
- Ironback Spitter [14]
- Ironback Spitter [14]
- Targ [0(4)]
Bog Trog Mist Speaker [4]
Bog Trog Mist Speaker [4]
Dahlia Hallyr [17]
Efaarit Scouts [0(6)]
Efaarit Scouts [0(6)]
Gremlin Swarm [3]
Gremlin Swarm [3]
Kwaak Slickspine & Gub, Croak Sorcerers [4]
Lanyssa Ryssyl, Nyss Sorceress [4]

Rough housing in a tough neighborhood against:

Khador Army - 75 / 75 points
[Theme] Jaws of the Wolf
(Butcher 1) Orsus Zoktavir, The Butcher of Khardov [+28]
- Rager [11]
- Ruin [17]
Gobber Tinker [2]
Greylord Forge Seer [0(4)]
- Behemoth [25]
Greylord Forge Seer [0(4)]
Cylena Raefyll & Nyss Hunters (max) [19]
- Koldun Kapitan Valachev [4]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Kossite Woodsmen (min) [7]
Widowmaker Scouts [8]


So......I've found the issue that was corrupting photos. Alas, as a flawed being it took missing photo ops of my larger mistakes in an excellent game, which also appears willfully convenient. Self Esteem subconscious defence mechanism?
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Anyway, there were hypothetical pairings involved here, however I was inclined to play Barny anyway as Jaga felt like it was clicking pretty well already.
In regular tourney's this list would be replaced by Arkadius, so this is very much constrained as being played for an ADR tourney in a couple months.

Breakdown is an incidental reminder that the list currently has no units, an egregious flaw that has to be addressed in the future. As it is, the centre zone is easy for me to score, the flank circle areas are a problem.

I won the die roll, selected first.
Terrain for me is a defensive hill and a forest.
Centre line of the board, the left zone has a doubled up trench, a central forest that gives Khador a good contesting location behind it, a rightside forest of lesser relevance.
Khador have a small blob of water.


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Round 1: Gremlin Swarms run up either side for future contesting shenanigans.
I put a Swamp Pit out front that the Dracodile runs into using the themes speed buff.
Turtles move up in it's vicinity.
Dahlia, Skarath and Lannyssa move around on the right, hovering around my defensive forest to prevent being capped by the Widowmakers facing them.

Khadorans don't do any massive redeploys, so the table ends up with:

Left is random solos against a unit of Eliminators, the Forge Seers and Behemoth.
Central is the Gator beasts opposing Ruin, the Rager and the Nyss. Butcher is up the backfield here.
Right is the Snake versus the Widowmakers and the other unit of Eliminators.

Ruin has Fury, the Nyss have Iron Flesh.


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Round 2: Ruin has moved up to be shy of the Dracodile charge range of 10, meaning the Garg is within 11 of him and thus can be squished with ease. Hmmm.

What I really want to do is shoot Ruin, however the Rager is nearby and will absorb an Efaarit shot each round. I decide I need to kill the Rager this round so I don't have to worry about that Shield Guard for the rest of the game, said jack also has the Tinker is blast range so that's a neat bonus.

The other decision point that matter is the Swamp Pit. The forest makes things awkward, as the pit has to be placed not touching models meaning that for the Dracodile to be in it requires said Gard moving nearly it's whole movement to shift around on the board.

I opt to leave the Pit where it is and just accept that the Dracodile will get shot on Butchers feat turn.
I also accept that moving it across to spray the Rager let's the Nyss charge it, I internally justify it with "It only needs one box, then I feat knock down, heal with Targ/Kwaak three times, use a sweep to snack the world".

I mentioned the sleep deprivation right?

Dracodile, Spitters and Efaarits shoot the Rager and kill it.
Gargantuan sure enough shuffles out of the Pit, Spitters and Barny goes into the Swamp with Counterblasts up.

Leftwise is basically tumbleweeds for my stuff. No point running the Gremlin Swarm at this point, leave that until next turn instead of giving it away.

Rightside Dahlia hides behind the forest and a Mist Speaker popping a cloud, Skarath gets Prowl to hang in the forest and sprays down an Eliminator. Pops Counterblast as well.
This sides Gremlin Swarm has no magic weapons to fear so runs up to be behind the rightside forest and contest that circle.


Khadoran response is sadly sensible.
Butcher feats, puts Fury on the Nyss.
Left wise, Behemoth advances, does 23 damage to the Dracodile with Bombards. Hmm. Swamp Pit sure would have been good.
That sides Eliminators just chill around.

Ruin moves up to toe the left crevice of the circle and rectangle zones.

Nyss charge in, two initially die eating up the Counterblasts from the Turtles (They run to engage them, forcing the counterblast. I should have spaced them with a gap to let Barny counter charge one of them). They then start placing around the Dracodile, I get a good Skarath counterblast that kills another two of them.
They then miss a couple times, still manage to put Princess Saltine down to one box.
Right side Eliminator comes in and finishes things off.

Widowmakers move up, shoot down Targ. Wude.
The Kossites ambush on the right side deep in my side, they come up and try to shoot down Dahlia without success.

Khador then score the centre rectangle and the right zone, now 0-2.


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Minion 3: Alright, this is pretty bad, but we can totes recover. We only lost two models, hell the Khadorans lost more than that on their own turn. We can do this. Just don't think about the point disparity on those losses and we'll be fine.

Barny chills in the Swamp Pit, pops feat to knock down all the Nyss, Ruin and the Eliminator on the right.

Left wise, the Efaarits shoot Ruin and drill down on the Cortex.
One of the Spitters gets into Charge distance off a Warpath move, goes into Ruin and reminds me that POW 15 on a "heavy" is kinda bad. Ruin does end up pretty hurt though, having six boxes left with no Cortex or mace.
This sides Gremlin Swarm runs in to contest.

Centrally, Kwaak moves up and sprays down three Nyss with Venoms.
The other Spitter shuffles, toes the centre zone and shoots down three of the Widowmakers.
Both Mist Speakers charge in and stab down another pair of Nyss.

Righwise, Lannyssa stays in the forest and kill the knocked down Eliminator.
Dahlia moves over to the Kossites after Mist Walking Skarath, who slithers across and sprays all bar one Kossite down.
Gremlin Swarm remains contesting the right.

Hmmm. Sharp reminders of the pillow fistness of Gators sans Dracodiles and Wrastlers having Rage.

No counter scoring as well (Became a forlorn dream when Ruin survived), so that ain't good. We remain 0-2.


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Khador 3: Left wise, I'm expecting Behemoth to move up and handidly kill the Spitter.
Alas the Reds are thinking of the bigger picture, said stompy robot instead moves up after being empowered to scatter a shot and kill the left Gremlin Swarm. Another shot misses an Efaarit on a hill, scatters and hits again, thankfully leaves it on one box.

Ruin and the Eliminators go into the Spitter, they all roll low and fail to even take out an aspect. Ruin is well messed up after all.

Butcher, with Iron Flesh from the last round, moves up behind the centre forest.

Rightwise, the remaining pair of Nyss and Valachev sac movement to avoid the right Spitter getting a Counterblast chance.
They kill one of the Mist Speakers.
I have no recall what the final Widowmaker takes a shot at, the lone Kossite backs up and misses Dahlia.

Spitter survival means no scores, so still in with a chance.


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Minion 4: What I really want to do is clear off the right zone and score, alas the plan of Barny charging across and do some magic nukes fails due to Flesh Eater just being a bad spell on his card.

Instead I'm left with just going for a clear out of the middle and setting up for the right side scores next round.

Left wise, both Efaarits move up, between them they kill the Forge Seer controlling Behemoth. The injured one repositions to toe the left zone (Mistake. No unit in that zone anyway, he should have just stayed back and made Behemoth try more awkward shots), the other pops back onto his hill.
The Spitter finishes off Ruin.

Centrally, Barny misses Cylena in the woods with his ######ty nuke, to my surprise the surviving Mist Speaker gets it done. Revenge for his bro I guess?
The Spitter shoots his twin in the back, boosts the blast damage to kill the remaining Eliminators.

Rightwise, Kwaak hides a bit and kills the most forward Nyss.
Skarath moves into the right zone and kills Valachev.
The Gremlin Swarm runs toward the left, he won't be needed on the right any longer.
Lannysa misses the Kossite with her magic zaperdoosh.

I score the centre rectangle, now 1-2.


Khador 4: And clock pressure makes the photo's stop. Hmmm.

Left wise, Butcher charges the Spitter and easily kills it. The Forge Seer is to far away from Behemoth to take the reins, so he moves up and Hoarfrosts down the one box Efaarit.
Big B moves to contest the centre zone, kills the Mist Speaker and gets a dice spike to kill the remaining Efaarit. Dang.

Right wise the Widowmaker runs back to the Khador hill, the Kossite walks away from Dahlia and fails to roll box cars to hit her.

Charging means Butcher couldn't get to the left zone, so scores remain at 1-2.


Minion 5: I think I'm going to be fine. I just have to make sure Butcher doesn't get near Barny and start scoring the right while trickling over support models to run in and contest the left.

Kwaak runs over to the hill on the left, in range to run into the Khador zone next round.
The Spitter basically stays where it is, shoots Behemoth for a little bit.
Barny runs to get to the right zone.

Right wise Lannyssa kills the Kossite at last.
Dahlia runs up to the right zone, Skarath moves into the middle of the zone and pops Counterblast.

I score the right, now 2-2.
Criminally, I forget to activate the Gremlin Swarm who is just chilling in the centre forest.


Khador 5: Butcher moves up to toe the left and centre zone, adds Behemoth to his battlegroup. Uses Obliterate on the Gremlin Swarm, auto-misses, hits with the scatter and kills it. Damn.
The Forge Seer moves up and puts a focus on Behemoth.
Big B kills Kwaak, hitting exactly. Damnable base def 12. The Croak explodes like he never was.

As the only fluffy hatted individual on the right, the Widowmaker has to run into the right zone where he unavoidably gets Counterblasted. I land the hard 8 and kill him.

Both sides score their circles, now 3-3.


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Minion 6: Alright, my circle is basically uncontestable, so now it's time to wing Behemoth to try to finish him off and clear the centre.

As the last piece that can do it, Lannyssa runs toward the left near the splattered remains of Kwaak.

Barny puts down a Swamp Pit, given the transfer situation Big B just shoots him down otherwise.
The Spitter pops a shot into Behemoth, doesn't achieve ideal damage. Pops counterblast.
Skarath toes the centre rectangle behind the forest, dahlia chills out in the right zone.

Both sides score their circles, 4 all.


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Khador 6: Skarath is well behind the forest, so Khador stuff stays 8 inches away from him.

Forge Seer empowers Behemoth, who shuffles and shoots down Lannyssa.
Butcher camps and toes.

Now 5 all.


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Minion 7: Alright, it's struggle town. I just have to somehow score the centre rectangle.

The Spitter has already been proven to be awful at killing Khador heavies, so we go to the other plan.

Skarath moves up with Mist Walker, sprays the Forge Seer, boosts damage. If I spike this hard and kill him I can Warpath the Spitter up, then advance and throw Behemoth out of the zone.

Alas, I fall one box shy. Dammit.

No other choice, Spitter charges Behemoth. In retrospect I could have tried Slamming and hoped for rolling the max distance needed, instead I flail at Big Big and scratch him a little.

We go to 6 all.


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Khador 7: Behemoth gets Fury, kills the Spitter trivially.

It's 7 Control points apiece, Behemoth ensures the tiebreaker win to Khador.


Hmmm. Great game, many an error on my part. Opening Swamp Pit wasn't worth it, should have positioned it afterward. Dracodile shouldn't have put itself in danger, should have back pedalled until Barny feats on a committed Khador.

List feels super support bloated. I really like Efaarit's, they probably need to go. At minimum some kind of unit needs to go in. Barny's spell card feels underplayed, however Death March targets in Will Work for Food are not ideal. Need to think through how the list actually succeeds in the matchups it's wants.

This post has been edited by Angry_Norway: Feb 11 2018, 02:39 AM
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post Feb 13 2018, 12:07 PM
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Game 294 - Barnabas1 (WWfF) vs Abyslonia2 (OoA)
Spread the Net


Into the hand cranked rapid fire spring loaded gun, minus the "ling".

I't s Abby2 and Lylth1 for the opposing pairing, Jaga is the better drop out of the Gator pairing. I drop Barny anyway, need to try the new list though going it I was fairly sure it was an awful matchup.

Barny1 - 2x Iron Spitter, Wrastler, Wrongeye + Snapjaw, Dahlia + Skarath, Swamp Gobber Chef, 2x Bog Trog Mist Speaker, 2x Gremlin Swarm, Hutchuck, 2x Efaarit, Swamp Gobber Bellows, Kwaak, Lannyssa

Big changes being the Dracodile being dropped and Wrastler going in, plus Wrongeye/Snapjaw.
Getting chewed up and spat out like a soured kraut who had been pickled:

Abby2 - Proteus, 2x Angelius, Seraph, Carnivean, Sorceress on Hellion, Naga, 2x Forsaken, Min Hex Hunters

Ha! So many fewer words in the Legion list! That means I start with an attrition lead!

......right?

Spread the Net, so potentially live scenario. The accursed selection of a Naga means the Gremlin Swarms will pop like a rotten peach thrown at that annoying neighbour kid that one time. Was glorious.

I lose the roll and get given second. Dammit.

The side I pick has a defensive obstruction, a largish hill and some rubble on the right.
Legion get a couple forest, a trench intruding on the central circle zone and a blob of water around their flag.


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Legion 1:Legion move forward and threaten most of the board. That's going to be an issue.
Proteus gets the armour buff that stops pushing and knock down. Basically Barnabas' dry, withered dusty dream. Nightmares are dreams to after all.

Sorceress goes out on the left, Hex Hunters shuffle up on the right.


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Minion 1: Ah, the strife has started. Legion out threats heavily and I'm not super sure how to handle it with so few pieces, I don't really have the stuff to sacrifice to Abby's feat.
I settle for mostly muddling forward, enlivening the turtles optimistically to see if I can get away with an unreasonable optimism.

The Efaarits more around on either flank, the left one fails a shot at the Angelius hiding out in the woods then repoing to the side.
Right side equivalent kills a Hex Hunter.

Left side, Wrongeye/Snapjaw go to contest distance from my flag and submerge.

Barny and his beasts chill out at the bottom of the circle zone.

Dahlia and Snake hover up on the right.

Various support solos dink around in the backfield.


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Legion 2: The blighted nobs start playing coy and toy with me. Everything shuffles back from the forward bait Spitter, outside of it's puny threat range. Hmph. Except for Proteus, who strides forth with his armour on for all to see.

Sorceress on the left tries and fails to spray down that flanks Efaarit.

Hex Hunters run up, half go onto my hill.

Yes, it's *my* hill dammit.


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Minion 2: It's time to throw things at the wall an see what sticks, I'm expecting Barny's entire battlegroup to pop so I have to push some scenario elements and see what happens after that.

Hutchuck stays in reserve for future contesting.

On the right, Skarath moves forward and sprays down a couple Hex Hunters. Lannyssa moves up and magic pew pews down the Hex Hunter hovering on the Legion flag.
This sides Efaarit moves forward, shoots down a Forsaken and repositions to the Legion Flag.
One of the Gremlin Swarms goes 4 inches from said flag to be annoying (Side note: I always forget they have annoyance. One day.).

I forgot to trigger Warpath off the Snake Spray, so the right Spitter spits a gob of acid at the two remaining Hex Hunters. It misses and scatters way to far away.
Will this is bad. Hadn't considered how few attacks I had left after that.
I make maximum shame face as I fall back on Barnabas having to cast his stupid, lame, overly costly ######ty nuke. It works, letting the Spitter move forward. Dracodile puts Rage on it, it then charges Proteus and lightly scuffs him.

Around my flag, the Gobber Chef runs to my flag. Wrongeye and Snapjaw hover to Submerged contesting under Star Crossed land.

The Efaarit moves up, hits the Hellion and does five damage, repositions to engage.

I score both flags, the Spitter's failure (aka my poor decision making) means I don't score my rectangle.

2-0.


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Legion 3: Abby feats and Barny starts praying to himself. Alas, he doesn't spontaneously become his epic version and things are looking not so good.

Out on the left, the Efaarit rolls higher than it should and kills the Hellion with a free strike. He is then promptly crit murdered by the Naga.
The Angel on this side moves across and shoots down the Gobber Chef on my flag.

Centrally, one Angel and Abby kill the suicide Turtle. Abby then goes base to base with said Angel and puts the Armour buff on it, puts Spiny Growth on herself.
Carnivean charges into the remaining Spitter, does an alright amount of damage, turtle enlivens away and the Carni rolls the snake eyes to miss the free strike. #flawlessplanning

Proteus then comes in, can't quite get an ideal spot to stab barny, so instead eats the Wrastler to free space and knock Barny down to 11 boxes off not greeat damage rolls.
The remaining Forsaken ducks into the trench.

Rightwise the last hex hunter moves up and engages Skarath, misses Lannyssa.

I score the Legion flag, Legion get their rectangle and the circle zone.
3-2.


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Minion 3: Abby is in charge range of the Snake camping two fury, so we have a chance!

The remaining Efaarit goes into the back end of the Hex Hunter to clear off Skarath.
Lanyssa moves up, misses the Hunters Mark on Abby by 1. Well, that's awkward.
Dahlia runs to get with 8 of Abby, Skarath charges in. When the dust settles, Abby three boxes and one transfer remaining and is Paralysed.

I then have to try to work out how to get the last damage on her.
Barny and the remaining turtle are engaged by Proteus, drag attacks mean free strikes are a no go.
The turtle moves across, throws Proteus away.
Barny then moves up and has to try to cast his lame nuke twice, needing ahrd 8's on teh damage to knock off the transfer.

First one hits, does 5 damage and strips the transfer.
Second one hits, rolls the damage.

Abby lives on 1 box. She's now probably angry.

On the walk to the car I realised barny could have just feated to knock down Proteus and the Carni and freed up a Turtle shot as well. Sod.

Some other bit activations happen, I kill Proteus with Snapjaw and score the flags again, now 5-2.


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Legion 4: A plan to eat Barny in melee is cut savagely short by the Seraph spiking it's single shot and putting the Croc in the dust.


Yeech. A fair amount to unpack here.

While I botched the assassination run, that's not realy relevant feedback as Abby had the option to just reposition backwards away from the Snake charge range and been perfectly safe.
Thus we back up and I think we sadly establish that I likely lose this match at roughly the lsit selection point, which isn't a shocking revelation but is problematic. Barny lacks the trade pieces or threat range to handle this.

That's not an issue in my regular pairing, for Champions I will need to examine the Legion casters.
I remain unenthused about Midas due to my curent Pig collection (Repairing all those metal Brigands isn't high in my to do list), so I either pursue a dramatically different Barny list or give Maelok an actual go.

Jaga, hypothetically to my mind anyway, wants to avoid guns that can threaten her or things that hard alpha her Dracodile. That means ideally her pairing wants to handle Cygnar and Legion I think.
Champion wise, Swans seem to be Kraye focused, Legion are relatively unknown. Does Maelok with only a modicum of Posse have enough armour and boxes to carry it maybe?
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post Feb 17 2018, 09:13 PM
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Game 295 - Jaga Jaga1 (WWfF) vs Wurmwood1 (BoO)
Epic Recon


LET THERE BE DOLLIES. There will then be slightly less dollies as I'm spending a week at Disneyland.

Into our resident grandfather clock that is becoming more about it's former living exterior then it's mechanical guts. Let's call the current level as "Wooden Cog".

Unrelated, I dislike clogs with no actual experience of them. That's a random bias to have. I blame the media.


Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]

is being disappointed by the lack of meat available in:

Circle Army - 75 / 75 points
[Theme] The Bones of Orboros
(Wurmwood 1) Wurmwood, Tree of Fate [+27]
- Wold Guardian [16]
- Woldwarden [14]
- Woldwarden [14]
- Woldwarden [14]
- Woldwarden [14]
- Woldwatcher [8]
Blackclad Wayfarer [0(4)]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Gallows Grove [2]
Gallows Grove [2]
Farrow Bone Grinders (min) [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]
- Stone Keeper [2]
Shifting Stones [3]

Went with Jaga as I didn't think Arkadius would be great practice (Either Arkadius wins on feat or gets slowly ground down. Possible a couple turns jockeying for position if Wurmwood feats super early?).

I win the roll to go first which is quite a relief.

I get a side with a left side obstruction providing super benefits for zone contesting, but doesn't assist in getting to the Circle Flag. I'm impaired slightly by the acid water in the middle of my advance deployment line, it is manageable but annoying.

The centre of the board is dominated by a hill that it turns out neither list really wants to use.
There's also a forest on the right that makes contesting that zone easy for both sides potentially.

Circle get a defensive forest on the left and a moderaty inconvenient wall in their backfield.

I took the pathfinder objective, Circle took repair.


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Minion 1: Not sure about how this'll pan out. A low model count list does not like multiple Strangleholds every turn. Oh well, let's see how it goes.

Ninja Pigs go up the far left, Dahlia and Skarath mirror them on the far right.
Dracodile gets Gravewind, moves up and into the right zone.
Support solos crowd out the mid-field, Jaga and the Spitter go up behind the obstruction.
Alten moves up, tries a cheeky shot on a Gallows Grove, alas, he only does a couple boxes. Sometimes Signs and Portents doesn't pan out.

Gravewind is on the Dracodile, Jaga has Battlehost.


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Circle 1: Ah, right, dem Proxies.

The CoC walker heavy jack - Wold Guardian
CoC Floaty Jacks - Wold Wardens
Galvanizer - Wold Watcher
Some other small based models.

Because I'm a lazy fool, the tree has no problem putting Curse of Shadows on the Dracodile then warping back into it's own forest, afterwhich a Warden moves up and puts Stranglehold on the bog Croc. Imph.

Things otherwise mostly shuffle and hold back with the intent of Wurmwood safeguarding it's feat.
The Farrow kill themselves for souls.
Left side gets the Sentry Stone and the Woldwatcher, right side gets the spare Shifting buggers.


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Minion 2: Curse you Strangelhold.

So.....I've a flight to catch in the morning and should in theory be going to bed shortly, so prepare for laziness. It's also been a few days of madness sorting out stuff at work, so details are fuzzy anyway.

Dracodile is in spray range of Wurmwood, however with three souls and only limited attacks I math out that the assassination run fails at about 75% health. The tree could then hide behind Warden forests and be safe on minimal boxes, so I nix that. Instead we make bit attrition plays and basically see what happens. If not for the Guardian giving Shield Guard for the Spitter shot I had a good chance.

Left wise solos go out wide, Brine goes to get cover from the house. Alten moves up and finishes the Gallows Grove. Spitter gets Guidance, kills the Shifting Stone and the Blackclad Wayfarer.
Jaga hides behind the house and starts some small talk with Alten. It's super awkward.

Dracodile falls back, Targ Ancillaries to hit Wurmwood anyway for sod all damage and to sadly do little to Cassius.
A River Raider runs up to engage and be annoying, another hides behind the forest.

Far right, Hutchuck ambushes in, kills the second Gallows Grove.
Skarath sprays on a Warden and two of the stones, cracks the stone on the small unit, fails to damage the other pieces.


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Circle 2: Wurmwood ends up feating. Two attempts are made to Stranglehold Brine that fail to hit.
Dracodile and Skarath both suffer the spell and take damage, the Garg takes some pretty bad spikes.

Nothing really comes forward.

The Woldwatcher kills a River Raider, one of the Stone Buffers gets teleported to the Circle flag.
Unit of two shifting stones moves up and stand in front of Hutchuck.

Circle score their flag, go up 0-1.



Minion 3: No pic it seems. Wurmwood feat, so not much to do.
Plan is to feat to kill beat pieces and otherwise wait it out. Brine was about 2 mill shy of being in for the Ghostly and double advance to kill the tree.

Gremlin Swarm runs in and does one River Raider. I forget to run up a Swamp Gobber I put pahtfinder from the objective on and another raider misses the Guardian with it's harpoon to get into position, so Jaga feats on just the first two solos to run in, selecting Cassius and the Stoneshaper on the Circle flag. Raider pops and gets the Stoneshaper, I pick the Gremlin swam for Cassius as it it a point higher armour. I roll three 2's and a 1. Hmm. Signs and Portents, sometimes it doesn't matter. Good thing it usually does, enough that a dice failure actually stuck in my mind.

Dracodile ancillaries on a Warden, shuffles back again. Is now as far back as it go towards my deployment edge and contest. A River Raider goes to the flag.

Random thought: Maybe Gudrun needs to be tried. He's been left in the cold this edition, but a solo going to a defensive flag and sitting down with Feign Death on sounds like it's got potential.

Skarath sprays, boosts damage and again fails to crack the larger stone unit. Put up Animus. Dahlia chills on the right board edge, burns fury to heal the Snake.

I score my flag, now 1-1.


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Circle 3: Wurmwood Shuffles back to near it's objective.
A Warden's attempts to Stranglehold Brine failed, so Wurmwood put a forest in front of him.
A different Warden moves up the centre, Strangles the Dracodile. The Guardian starts running toward the Garg, so that's not good.

Wardens on the right start to suffer from the amount of Fury on the table, botch a roll to Strangle Hutchuck but manage to get Skarath again.



A Stone buffman (He's ripped under those robes) gets to the Circle flag, now 1-2.


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Minion 3: With Ghostly Brine can just go through the forest and kill Wurmwood.



We keep playing on, retroing to Wurmwood getting the forest put in front of him to stop Ninja Pig.

Longwise, it goes somewhat slowly.
On the left Ninja Pig goes in and pops the Warden, then survives a couple turns including a frenzy before he dies.

Centrally Alten proves his worth pretty hard, taking out the Guardians Spirit while it gets super damaged by Dracodile Sprays, it then limps in and easily killed by a Dracodile melee attack.
The Spitter manages to kill Cassius.

In the backfield, Hutchuck finally kills the stubborn stone in the larger unit, Wurmwood stops being able to teleport.
Skarath ends up not being Strangled and manages to move up and start biting into the Wardens.

Our scores keep pace with each other, though I end up positioned heavily to win on attrition.

Going forward, this will be a difficult matchup for Will Work for Food.

*Stranglehold is money
*If the tree starts doing Hellmouth shenanigans in future games it looks bad
*Dracodile had the arm debuff all game, had Wardens and the Guardian moved up earlier they could have threatened charges to kill it then I'm screwed
*Guardian Shield Guard was highly relevant for the important top of 2 assassination maths
*I was stupidly aggressive with the Dracodile on turn one, had it held back I would have been able to get into a strategic position prior to the Stranglehold lockdowns starting
*Awkwardly makes me wish I could put whatsisname. Um. Thing that sold No Quarter Prime. Eilish! That dude! Sadly list is super constrained and River Raiders are proving sadly useful even though they are yet to kill anything of their own accord.
*Gravewind on the Dracodile was not given sufficient consideration. Def 12 Dracodile still gets hit by boosted 6's from Geomancy. A def 16 Skarath or def 18 Brine behind the obstruction would both have been actually worthwhile investments.
* If the Swamp Gobbers had been on the right, or wherever Skarath was, they could have popped their cloud down on an important turn to give Skarath stealth and get him out of the Stranglehold cycle.
*Time to practice Hell Mouth spacing. Sod.
*Alten was finally money, albeit after the game was technically finished. Grievous Wounds remains hot (SOD YOUR CANTRIP WOLDWARDENS).
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Angry_Norway
post Mar 2 2018, 12:35 AM
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Game 296 - Arkadius1 (WWfF) vs Malakov2 (LoS)
Epic Recon (Slightly adjusted)


Scenario slightly modified by current SR2018 CID, just shuffles the flags to the inner corner of the rectangle zones. Didn't really affect this game a massive amount, so lazy regular report it is.

Lists basically dictated by what we felt like playing or had available.

Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Arkadius 1) Dr. Arkadius [+32]
- Battle Boar [7]
- Gorax Rager [7]
- Gorax Rager [7]
- Razor Boar (2) [7]
- Razor Boar (2) [7]
- Razor Boar (2) [7]
- Road Hog [16]
- Road Hog [16]
- War Hog [15]
- War Hog [15]
- Targ [0(4)]
Gatorman Witch Doctor [0(4)]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Orin Midwinter, Rogue Inquisitor [0(5)]
Swamp Gobber Chef [1]
Swamp Gobbers Bellows Crew [2]

Into the local proven jank caster:

Khador Army - 75 / 75 points
[Theme] Legion of Steel
(Malakov 2) Kommander Andrei Malakov [+28]
- Destroyer [14]
- Juggernaut [12]
- Kodiak [13]
- Kodiak [13]
Iron Fang Kovnik [0(4)]
Iron Fang Kovnik [4]
Kaptain Sofya Skirova [0(5)]
Orin Midwinter, Rogue Inquisitor [5]
Uhlan Kovnik Markov [7]
Battle Mechaniks (max) [5]
Black Dragons (max) [17]
- Black Dragon Officer & Standard [4]
Great Bears of the Gallowswood [9]

I win the die roll and pick first, both sides select the pathfinder granting objective.

I get a large defensive trench and a hill beside my objective. Both zones have a splash of water.
There's a forest out on the left.
Khador gets a forest that partially shields their objective and a house positioned on the right zones corner.

Have to ensure that Malakov feat doesn't pop and allow Jacks to threaten Arkadius. Otherwise not a super amount of opposing ranged, so Arky can drain most of his Fury playing via the rule of cool.

By dint of lending out some models, Hutchuck is proxied by an Ogrun Bokor and the Witch Doctor is a Gatorman Bokur. O's and U's may be wrong, such is the wind from the east.


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Minion 1: Stuff runs up.
Mostly evenly split my stuff, Battle Boar ducks out to the right opposing the advanced move Black Dragons. I Force Evolution the rightmost Road Hog.
Aggravator is put up, basically out of habit.


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Khador 1: Stuff runs, without any major redployments.
Malakov hangs waaaay back in safety range. He holds his feat at present, which is unfortunate. Means I'll need to feat pretty well as I'll lose the waiting game versus scenario pressure.

Destroyer goes out left, the Kodiaks divide to have one in the open and the other behind the forest, a mighty Counter Charge blob of Great Bears, Sofiya and a Kovnik behind them.

Right wise, ye old IFP triangles pop up, the Black Dragons Shieldwalling and popping Iron Zeal. One triangle goes into a Veil of Mist between the Khador forest and house, with Markov and a Kovnik behind waiting for more Counter Charge goodness. Jugger runs up to that area as well.


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Minion 2: I get two plans of Arkadius activations and prevaricate for two long, which produces several errors. It's definitely feat turn and I want to send a War Hog up to try to kill the Destroyer and left Kodiak, however I also want to stick Crippling Grasp on the IFP to enable a Battle Boar run. These two plans do not mix positioning wise.

Left wise, things go alright.
A Razor Boar runs up, drawing out Sofiya and on Great Bears Counter Charges. I lose the Razor Boar, but now Heavies can move around a bit more freely.
Arkady jabs a needle in a pigs butt to get it's heart pumping, I think I throw out an ineffectual Primal Shock off a Razor Boar because I am the fool Mr T and his gymnastics team needs to pity.
Feat moves clear fury off the Goraxes, the Razor Boars do some ineffectual attacks, the War Hog and Road Hog pop up this side, one with pathfinder from teh objective and the other given Ghostly by the Witch Doc Croc.

The Road Hog then backtracks a little bit into the water terrain to flame out a Great Bear yet to Counter Charge and Sofiya.
Hutchuck Rusts the Destroyer and gives it a whack with his mace.
The War Hog is already Primalled and Raw Adrennaled, alas he isn't in walking distance of where he needs to be so buffs for more strength and charges the Kodiak. This draws the Kovnik Counter Charge, which thankfully doesn't take out anything. The War Hog kills the Kodiak without issue, Overtakes to the Destroyer and promptly struggles. Manages to take out the gun, wasn't what I was hoping for.

Centrally, Razor Boars shuffle around with their Counter charge Animus up and make ineffectual attacks on the Pikemen.
The Forced Evo Road Hog flames out some of the IFP.

Right wise, the Battle Boar had already been Primalled so goes into the Pikemen and kills a few, but it isn't a string of awesome against the arm stack of 21.
Targ toes the flag, a necessity for Herding to be on the Battle Boar. Gobber chef chills in the background waiting to replace him when he dies. The remaining War Hog toes the zone here waiting for his chance to eat some delicious pikies.


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Khador 2: Malakov moves up to toe the killbox and pops his own feat.
Leftwise the Destroyer and the Kovnik put the forward War Hog on a single box. A pair of battle mechanics charge in, because it turns out they have attack stats. Alas, their heroism is for nought and the Great Bears have to come in and get the job done.

The Kovnik behind the forest walks forward and gets in on the left side Road Hog. Ah. That's not good.
Burns it's full stack, leaves the Road Hog knocked down and one two boxes. Malakov actually gets this done himself with a hand cannon shot, because he's a git and saw my eager stare of hope.
Markov had also popped through the forest to engage Razor Boars and mess #### up.

Between the forest and house, the three IFP, Kovnik and Jugger kill the pair of in the way Razor Boars, though it was harder than it ought to have been.

Out on the right, the other IFP move up and jab at the battle boar. The standard bearer stays hidden next tot he house contesting the zone like a cheeky bugger.

Operational necessities meant no Khador solo got to their flag and nothing got up to my own, so I score on Khadors turn. 1-0.


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Minion 3: The loss of the Road Hog was problematic. There was a good few minutes where it was at on a couple boxes knocked down with sod all activations remaining that I dared to dream of it standing, getting Primalled and Forced Evo'd, then throwing the Kodiak out of Malakov's control range/feat and basically getting a free heavy to kill. Alas, he fired that accursed Hand Cannon....

Alright, Malakov feat means a conservative turn of not attacking Warjacks.

Extreme left, Hutchuck moves up toward the Khador board edge, planning on being a nuisance. A grenade kills the left most pair of mechanics.

Regular left, my Orin sees the moment of gold. Lighting on the left Kovnik will get the remaining Great Bears and either Malakov or a mechanic. He dreams of boosting damage, so I try to hard roll the five to hit and promptly miss. Curse you ambition! Classic overreach.

Arkadius is within eight inches of a Khador Heavy I can't kill this turn. HOW ABOUT NO. He puts Crippling Grasp on it, then falls back into the trench.
Swamp Gobbers clouds up in front of the good doctor. Alright doctor. FIne, insane loonybin wearing a bikini instead of underwear for comfort reasons.

Centralwise, the Road Hog moves backward out of Juggernaught range and sprays down the right side Kovnik and an IFP. He then gets jabbed by Arkadius with Adrennaled and Ancillaried by Targ to spray Markov, though the damage rolls are not great. The remaining Razor Boars also go all out on Markov, he sticks around with a few boxes remaining. Well, that wasn't impressive, maybe fire will get the job done.

Rightwise, the Gorax out this way moves forward onto the hill where he will hopefully draw the Jugger in to be killed by the War Hog, who minces to the back of the zone in safety land. The Swamp Gobber Chef runs to be the piece scoring the flag. The Battle Boar frenzied ineffectually on an IFP.

Hmmm. Definitely had better turns than that.

I score my flag again if nought else, so go to 2-0.


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Khador 3: Markov survives the fire. Grumble.
In extreme left Hutchuck land, he sadly draws the ire of the Great Bears and is tragically cut down in his prime before further nuisance efforts can be made. This is after the Destroyer tries a bombard shot after walking into the left zone and missing, because crippling Rat 4 ain't good yo.

Malakov moves up to the Khador flag with a circle of Mechanic Sucker targets. He hand cannons my gambling Orin away. Traitorous Khadoran Orin sidles up to Malakov all friendly like, but I know what he's really like once the chips are down and the strippers are coming for you.

The Kodiak comes forward and steams the two Swamp Gobbers to death.
Around the centre, the remaining Kovnik, Markov and a lone IFP kill the second last Razor Boar, now only one survives.

Rightwise, the Jugger moves up and sure enough blats that flanks Gorax to death. The IFP shuffle around the Battle Boar and kill it, the standard bearer stays hiding in his contest hole.

Khador now score their own flag, up 2-1 to me still. My flag sadly now has a Khador heavy in the way.


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Minion 4: Aggravator drops as it's doing nothing for me. Much as I loathe it, Guardian Beast would have been the right choice. One day I'll use that spell effectively.

Plan is to just chip at the Khador stuff at this point, long Khador planning turns mean I'll likely win on clock without to much trouble.

Leftwise, the Gorax Primals itself and charges the Kodiak, spikes to do some impressive damage.
The Road Hog then walks in, happily munches it and maxes Fury to sprint to the left the Swamp Gobber runs to be in front of the Gorax, otherwise it might frenzy into Arkadius which...yeah....lets not do that please.
The Witch Doctor runs up to contest the Khador flag.

The last Razor Boar is stuck in a land of Counter Charge so just flails at Markov. He lives on, powered by spiting me.

Arkadius chills out in the back trench. Just enjoys life. Primal shocks an IFP to death. Camps one in case of opposing Orin lightning trickery.

Out on the right Targ goes to the flag, the War Hog goes in and cleans up the Juggernaught and an IFP.

I score my flag, now up 3-1.


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Khador 4: I win on clock this turn, we play it out further to see how it goes down.

Markov finally burns to death! Happy days!

Leftwise, Malakov comes down from his previous excitement and backs up a little bit.
Orin takes up the flag position. He lightnings and does some damage to my remaining beasts.

The Great Bears return from their Ogrun murdering adventure to kill the Gator Witch Doc.
This frees up the Destroyer to charge the remaining Road Hog, Forced Evo does some good and the beast lives sans Mind and Body.

The last Kovnik finally kills the final Razor Boar. Good piggy, you've earnt some rest. And to be turned into some form of meal.

Rightwise, the Ifp move up to contest my flag and takes out the War Hogs mind. Stupid Precision strike.

Khador score their flag, now 3-2.


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Minion 5: The Gorax frenzies towards the Kovnik, but doesn't make it.

I *really* want to Primal shock the IFP standard to death, however if the Destroyer survives and kills the Road Hog I'm screwed. Down to five models after all. For similar reasons Primal on the 'hog isn't an option, I can't afford a beast to be out of action on a predetermined frenzy.

Thus, out on the left Arkadius Crippling Grasps the Destroyer and pops Psycho Surgery.
The Road Hog then kills the Koadiak and sprints to the edge of the left zone, outside of Great Bear charge range.

Arkady stays chilling in the trench.

Rightwise, the War Hog kills the four pokey stick IFP, only the cowardly standard bearer remains. Targ chills on the flag.

Both sides score their flags, now 4-3.


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Khador 5: The Great Bears come in and kill the Gorax, freeing up the Kovnik to charge over to my flag and stab the War Hog a bit.

Standard Bearer hides.

Malakov goes back to his flag, Orin moves into the centre of the board and lightnings the Road Hog for some damage.

The Battle Mechanics start running across in the backfield to deal with contesting the right zone.

Khador score, get to 4 all.


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Minion 6: Closing stages andI lack the pieces to contest. I NEED to clear out the zones and get some last minute points.

Left wise Arkadius puts Crippling Grasp on the Great Bears, heals the remaining pair of beasts again chills out.
The Road Hog aims and sprays the contesting Great Bears. Alas one of them toughs, so that scoring doesn't happen.

Targ Ancillaries the War Hog to cleaver the Kovnik down, he then walks up to allow a non-cover Primal shock in the future on the IFP standard bearer.

Sadly both sides score flags, 5 all.


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Khador 6: Fire on the Crippling Grasped Great Bear goes out. Damn, the elements are not working with me here.

Malakov stays chilling on the flag, he hand cannons and does his crappy magic nuke to leave the Road Hog on three boxes. Orin tries a lightning that does nothing.

Mechanics run around, one charges and misses Targ, another toes the zone. One hangs back to be a sac pawn target for Malakov, lest a single flame thrower shot seal the end of the game.

Khador score their flag, now 5-6.


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Minion 7: Damn, this turned on me at some point.

Left side isn't hard, the Road Hog gets healed and assaults in to kill the Great Bear, then sprints to contest the Khador flag.

Right wise though.....Arkadius Primal shocks the sodding IFP down, however I now need to deal with the two mechanics who are towing considerably apart. I opt for the War Hog to go in and munch a line of dudes, eventually popping Orin. That was only done, however, because Targ failed to kill the Mechanic he was in melee with and that was that.

I equal it out to 6 all, in Khador's turn Malakov has no issues charge and dispatching the super wounded Road Hog to score the zone and win, re-positioning back to his flag for that extra point.


Trying a more organised approach to the batrep oh-god-I-play-like-an-upside-rock-trying-to-swim thing:

Warlock powers underutilized: Mostly used nearly all of his abilities, aside from continued ineptness regarding Guardian Beast. Arkadius also didn't make melee attacks, which is nearly always the way it should be and holds for this game where he needed to do other things.

Late Game: A few boo-boos here. Most importantly was the sudden obsession with Crippling Grasp, a spell I rarely use but for the previous phases had been the right choice. Psycho Surgery essentially precluded multiple boosted blasts, what I needed to identify in the final rounds was that I didn't need to boost. It could have killed both the mechanic and IFP standard, allowing he War Hog to trample backwards and kill the mechanic on Targ netting me the required points. Well, would have a higher chance of success anyway.

Mid Game: Strategic flaw was not changing games to push scenario, contest with a narrow point lead and just exchanging pieces. At no point, courtesy of the Jugger being scary, did I threaten the Khadoran objective which feels both like a big fail and the correct play at the same time.
My actual biggest mistake was the Road Hog being left in a position for the Kodiak to walk up and kill it. Would have been the height of ease to measure the walking threat range and position it outside of that and still spray down Sofiya and the relevant Great Bear.
I also missed a Witch Doc activation, he could have run to the middle and been a better reactive piece.
The Swamp Gobbers were also a waste, the cloud wasn't really needed. They should have copied the IFP standard or run in one at a time and been Sac Strike models fo rhte Witch Doc, maybe could have killed sodding Markov earlier.

Early Game: Contest with feat timing decision, however the Battle Boar was a potentially vital piece that was wasted. The IFP should have been ignored outside of some flame throwerness on the Iron Zeal turn.
Other mistake was not cycling Forced Evolution to the War Hog I was sending into two Khador Heavies where every damage buff needs to be leveraged.

Deployment/Unpack: Only real error here was putting Forced Evo on a Road Hog instead of a War Hog. That's a failure to read the important matchups, which are the heavies not the infantry.
This is less about skill on my part and more that Will Work for Food going first is super forgiving to any redeployment's or changes you want to make.

List Selection: Ostensibly paired with Jaga, I don't think the Croc list wants to see this overly. The IFP vaporize, but it had a hard time stopping Malakov's feat giving him the positional edge to win out on Piece trades with Veil of Mists being able to counter Floodwaters.

List changes: Still happy with the list, I don't feel the need to tinker with it. Probably a sign that I've missed something egregious, however the only thing that I could see is putting Kwaak in, but solo slots are at a premium and the current selections have specific uses.

Oh, I missed a week of gamez. Change the below picture text from a five to a four.

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Angry_Norway
post Mar 9 2018, 11:14 PM
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Game 297/8 - Arkadius/Jaga vs Hunters Grim
Both using Standoff


Alas, real life conspired in it's evil omnipresent way to prevent dollies the previous tiny metal mans bashing date was established. I also lost a fight with a plastic container of donuts and sliced open the top of my primary typing finger, so...yeah.....I'm great at this existing thing.

Anyway, ye local mucker with the tough life was trying out a new proxied Hunters Grim. Also it seems at least three of the local meta are also waiting to jump on secondhand Grymkin, so maybe that was a poor plan. Damn you patience! You're not working at all!

Basically Northkin theme with Hunters Grim, a pair of Bombers, Moses, Raiders, Stone with UA, Hooch Hauler, double Bears. Sodding Bears.Valka Curseborn.

Standoff, so defensive rectangle zones and objectives, flanking circle zones.
I've got a pair of central clouds that lean towards me allowing aggresive placement in theory. because I forgot he had Mage Sight. Sigh.

Otherwise there are hill, forests, a wall on the right. Trolls also get a Trench.


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I drop my Arkadius for a fling. I get first turn, run everything up.
grim walks to far forward, drops magesight and pops feat prematurely. A Razor gets a Hyper Aggressive match.

A few more activations with poor results makes us stop. my top of 2 will see either Grim die, if not that then I'll kill the opposing battlegroup, the jam unit and the Hauler with my feat with little issue then the Trolls are basically screwed. Not a good matchup for them.


Re-rack, this time I drop in Jaga, the joy of both lists being Will Work for Food being that it's easy to swap lists out.
I hypothetically dislike Jaga into Guns, so it's worth testing. She likes running dry on Fury, and I've taken out the Bone Shrine for a pair of Chef's as that's the build I'm lumped with while the local shop gets it's orders sorted out. Sigh.

Princess Saltine is busy getting a manicure from enslaved Gerbils, so the Dracodile Proxy base is filled with Pig Heavies that just want to be involved.
I lose the roll this time, get second and keep my side. Mage Sight cancels out my various stealth and prowl models, however I can spray through them anyway with self model targeting and it forces the Fury expense. Silver lining and stuff. Plus I do have a Guidance model in the list.

We both take the repair objective.


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Round 1: Bears are ambushing because they are mean.

Trolls move forward, Valka on the left, Raiders up the guts, Hooch Hauler on the right.
Grim and the Stone go up the back of the centre.

The Raiders are in my gun ranges, so I futz around a little bit to get attacks on them.
Left wise, the Gremlin Swarm moves up to a spot so that the Dracodile can assault spray a pair of them without getting to far up the board (Mortality and all the guns seem like a bad fit).

Iron Spitter gets Guidance, toes my zone and does a shot that pops a pair of Raiders.
Brine moves up with the intent of being in smoke + charge range of the Hooch Hauler even if it Repo's back after shooting.

Skarath goes on a hill on the right, has Gravewind on it and puts up Counterblast. I like to think this is a lesson from previous failed games, a def 12 Dracodile is nice but only against a select series of opponents, against guns that don't mind boosting to hit it isn't super relevant.
Dahlia hangs back behind the snake out of ambush Bear charge range, intent being for her and the Snake to deal with them. Historically melee ambushing units aren't a fan of dealing with them.

Various support models chill up back, Jaga herself moving to the left to keep some distance from the Hooch hauler. Alten kills another Raider.


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Troll 2: Corrosion kills a couple more Raiders, they go down to half strength.

Bears ambush in from both sides, they run in and engage Jaga and various support models. Hmm. That's not good.

Grim moves up, Mage Sights twice to kill the Gremlin Swarm and reveal Brine. Big pig placement proves to be sodding awful.
Using the Hooch Hauler and maxing out the two Bombers big Pig gets crisped.

Raiders run forward to jam the Dracodile, Spitter and Skarath. Counter blast kills one of them.


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Minion 2: Well, this is an issue. I'd account for Bears charging, but not for them running to engage. Models getting to Jaga is not within the scope of things she wants to happen to her.

I upkeep both spells.

On the right, the SPitter throws one Raider into the other to free up the Snake.
Skarath and Targ then kill the Bear unit. Dahlia moves basically to my back board edge, she doesn't want to go up the board while Grim still has a feat to pop.

On the left side of my model blob, a Raider runs out of the way. He engages Valka to stop Counter Chargeness.
Jaga pops Signs and Portents, has to do that most awful of things and use her own melee attack. Boosts the damage, with Poison she manages to tough out the Bear engaging her.

Using Alten and Rorsh shots, charging Mist Speaker and even the Gobber Chef the remainder of the Bears are murdered.

Dracodile shuffles to shield Jaga from the Hauler, eats the dudes jamming it.
Bullsnapper goes base to base with and pops Spiny Growth.

I need to contest the Troll rectangle. Time for true clutch plays.
A River Raider moves up, shoots the Hooch Hauler. Places himself just toeing the rectangle off the back of it's Huge base. It was a beautiful moment for me.

The board looks super weird at this point, almost as though we'd half arsed the deployment of a smaller game, it's two central blobs with sod all in the centre.


Troll 3: No pic, just pretend I'm reading this to you in a booming voice that spells doom for all the cats of Winnipeg.

One Bomber frenzies, so the Trolls lose confidence in the ability to kill the Dracodile, who is also an inch out of range for a Mortality.

Valka uses Righteous Vengeance, a rule he has for some reason, kills the River Raider engaging him.
He then charges zero camp Jaga. Horrendous mistakes have been made.
I luck out as the charge attack misses, the next attack puts her half a dozen health. Eep.

Grim pops feats and gets way up the board so Valka gives the RAT boost.

The Hauler then charges the Spitter, uses Dual attack for it's catapult to target Rorsh to oil Jaga with the splash then double flamethrower her to death.
Or statistically would, accept every attack by the Battle Engine missed. Game is called as Grim is facing down the Dracodile which won't end well.


Right...I do these breakdowns backwards yeah?

Mid Game: Jaga was left exposed and able to nearly die. She had no reason to have Battlehost up at this point, she should have been camping a Fury. More to the point Valka should have been dealt with, if not killed by at least being blinded by the Dracodile.

Early Game: Just the dumbest of Brines. I did feel the issue of not having many pieces that wanted or were content to be pew pewed at, this wasn't exactly Caine3 or anything however it still presented issues.

List choices: Not having the Bone Shrine turned out to be awful, again a lack of Jaga being able to camp one. A Chef did finish off a Bear, doesn't make him have a place in the list once the models come in.
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post Mar 15 2018, 09:31 AM
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Game 299 - Arkadius1 (WWfF) vs Helynna1 (LoD)
Epic Pit!


Dollies!

Now is our time. Our time to face some elves controled by a pluckster newish to the game, so we tried to talk through the game and make suggestions.

No real pairing process around, picked Arkadius because I was to lazy to bring the Dracodile and proxying is kinda lame when I have other options. Need to find a way to make that thing conveniently transportable.

Standard Arkadius list at this point, though I completely spaced on the Gobber Chef. HOW DO I STILL DO AFTER ALL THIS TIME?!

Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Arkadius 1) Dr. Arkadius [+32]
- Battle Boar [7]
- Gorax Rager [7]
- Gorax Rager [7]
- Razor Boar (2) [7]
- Razor Boar (2) [7]
- Razor Boar (2) [7]
- Road Hog [16]
- Road Hog [16]
- War Hog [15]
- War Hog [15]
- Targ [0(4)]
Gatorman Witch Doctor [0(4)]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Orin Midwinter, Rogue Inquisitor [0(5)]
Swamp Gobber Chef [1]
Swamp Gobbers Bellows Crew [2]

Being utterly confuzzled by:

Retribution Army - 75 / 75 points
(Helynna 1) Magister Helynna [+30]
- Griffon [8]
- Hydra [15]
- Imperatus [22]
Arcanist Mechanik [2]
Fane Knight Skeryth Issyen [8]
Mage Hunter Assassin [4]
Mage Hunter Assassin [4]
Dawnguard Invictors (max) [16]
- Dawnguard Invictor Officer & Standard [4]
Dawnguard Sentinels (max) [18]
- Dawnguard Sentinel Officer & Standard [4]

Didn't realise it was themeless. Oh well, will mention it next time, pretty sure Imperatus isn't super worth it?

Epic Pit, so central circle zone, a rectangle either side with an objective in each one.

I win the die roll, pick first, get given a pretty good side.
It's a large blob of clouds on the left, a forest relatively out of the way on the right and more importantly a defensive wall. Outside of the zones, but still lovely for Arkadius cowering.

Otherwise there's some water and a forest in the centre zone, Ret have a trench on the left that's somewhat mweh and a hill on the right.

It also became super apparent that I don't know squat about Retribution, every time I asked a stat I got it wrong without fail. Damnable elves.


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Minion 1: Forward my piggies employed in a system of forced Servitude! Onward!

Aggravator goes up as there are opposing guns. Forced Evolution is recieved by a War Hog, with the expectation I'll have to overkill Imperatus at some point.


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Retribution 1: Damn adulthood absorbing my time, I have valuable war dollies to wax poorly about! (Ok, this has been because I've been playing Stellaris and Rogue Trader instead but.....but.....your parental figures have good odds of being nice people).

Retribution runs up aggresively, hellynna feats on everything bar the Dragoon dude who goes up the left.
Shooty dudes left, stabby dudes right, jacks up the guts. The Griffon goes in front of Imperatus, so that's not very nice.


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Minion 2: I can get some regular charge off, so the plan is to do that and give up some models to wait out the feat turn. Key things I want to pop are the Assassins and one of the jacks, the only one I'll reeasonably be able to deal with is the Griffon which is a shame, however it has the bonus of likely stopping easy rectangle zone scoring as the Ret heavies will have to be involved in the bashing.

Left wise, I primal one of the two left Razor Boars. Primal smuck then goes in and dismounts the Dragoon, who then gets eaten by the unbuffed boar. That's called rolling up the Curve, at most I expected to dismount him.
Unfortunately I can't get to the assassin on this side due to Objective, I can live with that though.

The...leftier....of the Road/War Hog duos chills around the clouds, waiting to acewnge their soon to be dead bro. Arkadius wonders up, puts Crippling Grasp on the Hydra, Primal on teh Forced Evo'd War Hog, then repositions back camping zero. The Swamp Gobbers move up and cloud in front of him, Orin chills with the good Doc.

Centre pair of Razor Boars charge up into the Hydra to be annoying. They do sod all damage, per expectations.

Buffed up War Hog gets Ghostly from the Witch Doc, he then charges the Griffon. Kills it on Initials. Wasn't placed to Overtake to either Retribution Heavy, because I set my expectations so low. Good throw away of a heavy that move was.

Right wise, Targ has to run up to get the Herding up and to the right. This lets a Primalled Razor Boar get in and kill the Mage Hunter Assassin on this side.
The Road Hog on this side shuffles around, flame throwers the Sentinels, thankfully doesn't break armour to trigger Vengeance. Sets a few of them on fire.
Remaining Razor Boar on this side moves to be in front of the Road Hog, for the greater piggy good.


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Retribution 2: Left wise the Invictors shoot down a Razor Boar, heavily wing the Primalled Lesser beast however he survives long enough to Hyper Aggresive into melee and survive.

The Mage Hunter Assassin charges the left Road Hog, hits but rolls appalingly on damage.
Hydra tries to punch the Razor Boars, the results are disappointing.

Centrally hellynna moves up, Imperatus has no trouble punching the forward War hog to death.

Right wise, the Sentinels charge in and easily crush the pair of Razor Boars and Targ into the dirt, redirected charges jsut incidentally kill my objective.


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Minion 3: Hellyna's in range, let's murder! Razor Boars frenzy on things, they ding the Hydra an embarrisng amount.

Orin lightnings the Road Hog to get rid of the Mage Hunter Assassin, Arkadius Crippling Grasps Imperatus then feats the Road Hogs and Wars up, I luck out and knock down Imperatus off a Road Hog Frenzy Crit.

One Road Hog shuffles, mauls Imepratus pretty good, leaves him on a couple boxes after Phoenix Protocol. not what those things normally do.
War Hog gets Forced Evo, Primal and Ghostly, charges Hellynna, Crit knockdowns with the Gore then easily eats her.


Early War hog placement was poor, particualrly with teh random assumption that he wouldn't overkill a light. Beork. Also didn't palce the Battle Boar very well throughout, should have been aiming to Crippling Grasp the Sentinels and fully buff the Boar to wipe them out in the mid game, though that didn't end up becoming relevant.

Extremely content with the list, don't think I've really regretted having an individual model in it.
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post Mar 17 2018, 01:54 PM
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Game 300 - Arkadius1 (WWfF) vs Magnus2 (Irr)
Epic Recon


Small plastic/metal/resin peoples bash.
Opposing list is Magnus,so Arkady drops as I think that match up is considerably better for him (In hindsight maybe Jaga has more play than I give her credit, all about what happens to the Dracodile.).

In any event:

Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Arkadius 1) Dr. Arkadius [+32]
- Battle Boar [7]
- Gorax Rager [7]
- Gorax Rager [7]
- Razor Boar (2) [7]
- Razor Boar (2) [7]
- Razor Boar (2) [7]
- Road Hog [16]
- Road Hog [16]
- War Hog [15]
- War Hog [15]
- Targ [0(4)]
Gatorman Witch Doctor [0(4)]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Orin Midwinter, Rogue Inquisitor [0(5)]
Swamp Gobber Chef [1]
Swamp Gobbers Bellows Crew [2]

Getting fiendishly controlled by:

Mercenary Army - 75 / 75 points
[Theme] The Irregulars
(Magnus 2) Magnus the Warlord [+28]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Nomad [11]
- Sylys Wyshnalyrr, The Seeker [0(4)]
Anastasia di Bray [3]
Harlan Versh, Illuminated One [0(4)]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Horgenhold Forge Guard (max) [16]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Lady Aiyana & Master Holt [8]
Steelhead Halberdiers (max) [11]
Ragman [0(4)]
Gorman?!

Note: Merc list accidentally illegal, Ragman and Versh don't get along do their different tastes in hats. Also to many free solos by accident. That's why we practice these things (Also mini games are fun, otherwise what would be the point)

I lose the die roll. Such sadness. Get given second, take the table side that gives me a trench that touches my defensive flag. This gives mercs a forest at the end of the right zone, otherwise terrain was not relevantly placed aside from a central building.


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Merc 1: The urge to rush forward is ameliorated by my threat ranges. The Nomads make a line from the building across.
Hammer Dorfs go out on the left with Versh, Steelheads and Ragman pop out on the right.
Eliminators flank.


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Minion 1: Well, not feat turn. Would only be if I thought I was killing 3-4 Nomads.

I put up Guardian Beast. I need practice with it, can produce hilarious anti-Magnus game and there's limited opposing shooting for Aggravator in any event.

Selection is to advance cautiously, putting a Road Hog and a bunch of the Razor Boars in Magnus feat range if he wants to make a mistake. Greater options than anticipated as Mags has caught himself up on a wall he can't charge over.

Razor Boars advance as a line and all pop Counter Charge, no reason not to (Or so I mistakenly thought) and throws some minor questions at the enemy.

The Gobber Chef runs far to the left, intending to contest the Merc flag in a couple rounds.

Forced Evolution goes on the Battle Boar, planning to enable a Hammer Dorf munchline.


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Merc 2: Magnus opts to hold feat for now until scoring is live.

The Steelheads and two of the Nomads run to Jam, one triggers Guardian Beast and gets Knocked down by a War Hog for his troubles, said Piggy staying just shy of Magnus walk and feat range.

Left Eliminators run and engage the Swamp Gobber Chef, alas sweet prince.
Right ones run in and be a nuisance, Hutchuck also ambushes in from this side and knocks out a Razor Boars Mind.

Dwarfs, other Nomads and Support pieces hang back behind the jamming block.
I stupidly forget that Animi count for Purification and Versh shoots down a left Razor Boar.


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Minion 2: I have two potential uses for my feat. One is to move my beasts out of Magnus' Control Range and bypass his feat, the other is to strike hard enough to win out after a multi-turn retaliation.
I opt for the latter, as Magnus lacked sufficient temptation to feat.

Key point of the plan is to throw the left forward Nomad back toward his kind, allowing a War Hog to get up and kill it then Overake and damage/Engage the pair that are ensconced to the right of the building.

Left Gorax Primals the left Road Hog, as he needs the strength buff to reliably throw. He moves up, grabs the Nomad and......fails to throw. Oh dear.

I ponder my options for a moment, however I've sunk enough time that options are poor.
Bit operations happen while I try to get a new plan (DAMN YOU SINGLE POINT OF FAILURE!).
A Razor Boar ducks off to the left, Orin zaps him in the butt with his lightning laser. I sadly roll max bounces, so kill the Gobber Chef as well as both Eliminators. Good enough.
A Bellows Crew Man runs over to the right Eliminator engaging my stuff, the Witch Doc Sac Strikes him to explode said Kayazy. When Gobbers go to war...
My Hutchuck charges in and kills the enemy Hutchuck. There can be only one. Well, there were more Highlander movies than that, each sequel was a greater piece of garbage than the one prior.

I decide I have no choice but to commit and kill as much stuff with my feat as I can.

Arkadius puts Forced Evo on the right War Hog, Crippling Grasps the Steelheads, does....something.....with his two focus....
Feat pops, left Nomad gets knocked down the Road Hog that failed to throw. The bait nomads get chiped, Razor Boars maul the Steelheads. Battle Boar gets sent up the left.

Regular activations now, on the left the Battle Boar Primals himself, pops Berserk, advances and I luckily manage to keep rolls from dipping low so clear out the four Hammer Dorfs and Versh, the only targets he can get to without a Nomad free strike. More importantly he contests the Merc flag.
Targ is over here as I needed the Herding aura up.

Arkadius drops back as much as he can and toe out of Killbox. There's a Nomad in his vicinity, so sadly I have to accept that a War Hog is going to have a bad day after this and has to kill it.

Steelhead land, the right Road Hog Assaults, spraying down four Halberdiers and Aiyanna. Sadly to get Aiyanna I couldn't put myself in Sprint positioning.
Razor Boar regular activation's leave on Steelhead alive and kill Ragman.
Forced Evo'd War Hog spikes hard on the Nomad he was against and munches his way out to the right.

The Dracodile spawns in the water terrain, ready for battle.

Couldn't clear an Eliminator contesting my flag, so no score. Not good.


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Merc 3: Left side, Hammer Dwarfs murder the crap out of the Battle Boar. Nomad moves up and eats Targ, another comes in and removes the Road Hog. Last one comes up into the same area to attack my objective, Guardian Beat triggers my War Hog to come forward where he crit knock downs with his Gore attack. As....expected.....yeah....

Magnus comes up and feats anyway, doesn't feel good about it though.

Right wise Gorman and the Eliminator run to my flag, Holt contests the zone.

Mercs score their flag and zone, now 0-2.


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Minion 3: There's a string of frenzies adroitly managed by Magnus' feat not letting htem charge anywhere. As planned. The last Steelhead dies.

Left wise the Razor Boar over here is able to shuffle in and toe the zone.
Forced Evo goes on the left War Hog, he promptly kills a Nomad. Problematic, should have Primalled him so that he could kill two or least do a proper job of crippling the second (Did take out his Battle Blade, but that's not enough at this stage).

I forget to activate Orin.

Road Hog flames at Magnus,dows five points. Come on Fire! You can do it!

Rightwise another Sac Strike and a Primal Shick kill Gorman and the remaining Eliminator. Huthuck goes to my flag.

Alas, nothing could get to the Merc flag, so we both score our defensive elements. 1-3.


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Merc 4: Hammer Dorfs kill the left Razor Boar, Nomad goes and kills my objective, Anastasia runs to contest my flag, Mercs score another 3 points and win. Damn.


Hmm, fair bit to break down.

Late Game: After early success, Arkadius mis positioned later on. He needed to be compleely within 4" of my objective prior to Magnus feat for more Guardian Beast shenanigans. Not activating Orin to move and and contest was just madness. Needed to save Hutchucks ambush for this period of the game.

Mid Game: Tolerable feat, but obviously off the back of relying on a D6+2 vs D6 strength roll isn't odds I like. Primal Shocking Sylyss might have also been a better overall plan, though hard to engineer meaningfully as no Heavy was getting near him for a reasonably power on the damage roll.
Not scoring the flag is quite the bad news.

Early Game:
Putting Forced Evo on the Battle Boar was insanity based on starry eyed dreams of killing all the Hammer Dorfs. That plan actually panned out off the back of lucky dice, ultimately a fulls errand anyway as the Nomads are the forward element ergo the War Hogs need the strength buff.

Magnus does produce interesting games to me. Unless you don't understand his feat and get walked over that is.
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post Mar 21 2018, 09:14 PM
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Game 301 - Sturm and Drang1 (TA) vs Wurmwood (BoO)
Breakdown


Did a CID game, wherein I can find my mistakes but Convergence who really knows https://cid.privateerpress.com/forum/battle...l-work-for-food

I had a list slightly modded from an iteration I cribbed off Facebook somewhere that, and I would like to stress this, I wanted to play for reasons I could not pin down.

Minion Army - 75 / 75 points
[Theme] The Thornfall Alliance
(Sturm 1 & Drang 1) Sturm & Drang [+28]
- Battle Boar [7]
- Battle Boar [7]
- Razor Boar (2) [7]
- Splatter Boar [8]
Efaarit Scouts [0(6)]
Efaarit Scouts [0(6)]
Gudrun the Wanderer [5]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Farrow Bone Grinders (min) [5]
Farrow Commandos (max) [15]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Meat Thresher [16]

Look at that. Everything about that looks awful. If I was to make a list of all the models I didn't particularly want to use in Minions it's basically in this list. Except for the Razorback, thoselooked alright so I swapped in Gudrun. Epic choices were made.

Going into the wood that hears back and spits out splinters:

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]


Scenario is Breakdown, so at least Wurmwood won't crush me on scenario with to much immediacy.

I lose the roll and get given second. Hmmph.
I take the side with a hill in the left zone and defensive cloud/trench.
The centre alone has a central blob of water and a pair of obstructions, one blocking off the nook of the left Circle and centre zone, the other in the midst of the right zone.
Circle get a defensive wall and a hill.

Selected my side as the wall just makes my pathfinder difficulties harderand I didn't want the left obstruction which makes access to zone harder, a situation Circle doesn't need help with in the land of forest generation.

The hypothetical means of running the Sturm and Drang list is the Thresher going up the middle giving stealth to the Commandos, then Slaughterhousers behind.
Yeah, Stranglehold says no to that plan. Hutchuck and Commands opt for ambushing instead, I'll have model spacing issues as is.

Proxies:
Farrow Commandos repped by Trenchers
One Efaarit is Stannis Brocker, because it might be mark 3 and a new game but I still don't use that dude.
Wold Guardian/Ram Hands is showing up as Skarath
Megalith is the Cipher (CoC Inverter)

Yes, this means I own three Slaughterhouser units. Nowadays. Used to have six. It was a bad time.


IPB Image
Circle 1: Sentry Stones and a Gallows Grove pop up either flank.
Ram Hands goes left behind the house, obscured from view.
Wurmwood himself also goes behind the left house, throws out his forest template in front of himself.
Megalith hangs up back, the Warden is a bit further forward and to the right of the Circle defensive wall.


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Minion 1: To feat or not to feat? I opt not to, hoping I'll have enough models survive to have a meaningful long game.

Slaughterhousers spread out, mostly with 3 inch gaps between pairs of models, room constraints are definitely felt. The Efaarits both move forward, one also getting a Telekinises so that they can both shoot the Warden and start stripping the Spirit. Not that Aspect stripping the self healing dudes does much. They both Reposition away afterwards.

Meat Thresher gets Vision and TK'd, then runs the hell away to the left flank where there's less Stranglehold.

Sturm and the Bone Grinder chill up back, he drains his Fury to put up Deceleration.

Beasts runs around, one Razor Boar puts up Still as Death for giggles and charges up.

Positive Charge only has value for the Wold Wyrds, so I basically scribble it off the card.


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Circle 2: Bulk of the Circle models move up the middle.

Out left, the Sentry stone hides behind the house, it's sprays do poorly and only pop a single Slaughterhouser.
Ram Hands sits in front of the Stone, also obtaining coverage from the obstruction.

Centrally, a Wyrd moves up and shoots a Slaughterhouser. Razor Boar with his Animus Shield Guards it, promptly takes a boosted for free damage shot that spikes high. He then does another shot on the Razor boar and kills it, not my best series of decisions on display.

Wurmwood moves up super aggresively into the water terrain, misses a Hellmouth so.....not all bad? Pops feat.

Rightwise the Feralgeist sits around, the zone being basically invulnerable unless Sturm gets into the mix. A Sentry Stone Spray toughs out a dude.

Only lost four Slaughterhousers and the Razor Boar. Plus a tough out. Got out of that a lot better than I should.


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Minion 2: I dislike the design of Wurmwoods feat. The mechanics are fine, however measuring the forest is always poorly managed. How has no one made the relevant templates for this yet? Dodgy home brew iterations commence!

Ostensibly I get first chance to score, realistically I lack the means to clear the zones in any real capacity, plus Wurmwoods feat makes getting into the centre quite difficult.
It's a turn of futzing around and low achievement thresholds, just have to buy time to get into the game in future rounds.

Out left, Hutcuck and Commandos ambush in. Ram Hands gets rusted, then shot at by the various elements. They all do poorly, at least thsi sides Sentry stone Twigmen get popped to slow the accursed Stone of Death unit down momentarily. A Slaughterhouser also gets to charge Ram Hands and does an excellent whck of damage, so that's something.

Centrally, I have a few attacks I can make, I stupidly spend them on Wurmwood.
An Efaarit moves in and shoots, then a TK'd Slaughterhouser bounce off. I recognise the proper move to late, the other TK'd Slaughterhouse taking a swing on Cassius and doing a couple boxes.

Sturm is in an awkward spot, as he also needed to TK himself for Line of sight. Feat is popped to prevent the auto death to boosted Wyrd shots, only beast I didn't get is the Wold Guardian.
A Battle Boar and the Splatter Boar rile and run run in front of him, the Razor Boar moves up behind. Shield Guard and pray time!

Right wise Slaughterhousers futz around and brace, the other Efaarit runs out to teh right board edge and hides amongst the Bears waiting to ambush on the table next to us.


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Circle 3: Evil forest departs, leaving only an evil couple of trees.

Left wise Ram Hands kills the Slaughterhouser on him, then gets a forest popped in front of him.
The Commandos get both Hellmouthed and Sentry Stone sprayed, killing six of them and toughing out two of the survivors. Could have been worse, had the Gallows Grove gotten it's Entropic aura over them there would have been no toughs.

Wurmwood pops back to the left obstruction.
Megalith advances to toe the left zone and hang out in the right one, fails a Strangelehold on the Battle Boar in the cloud.

Wyrds drop back and do some pot shots around the place, killing some more Slaughterhousers.
Efaarit in the trench lucks out and survives some spray attacks from solos.
Warden charges the Splatter Boar in front of Sturm, smacks it pretty good then misses it's next initial stopping the chain attack smite.

Right wise the Sentry Stone sprays down poor piggy infantries.

Circle scores the centre zone, now 0-1.


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Minion 3: Zero camp Sturm has lived! Hoorah! Time to put more thought into this shenanigan, hope can arise again!

Plan is to clear the left zone and otherwise start trying to get a toe into the attrition fight by killing the Warden in front of Sturm.

Left wise, Hutchuck throws Rust on the Warden and the Shifting Stone behind him.
The Ogrun then charges and kills this flanks Gallows Grove.
Commandos charge, they kills the Sentry Stone and chip at the Guardian.
The Efaarit leaves the trench, pings Ram Hands and repositions to get behind the cloud.
One Slaughterhouser can get in, moves up and pops the Guardian.
Meat Thresher advances forward again, tries to crack the other Stone unit and fails dismissaly.

Sturm moves across into the trench, puts Primal on the Battle Boar, heals an aspect on....something....and TK's the left Battle Boar.
That TK gives him an angled Slam, so he can go forward, hit Megalith and shove it back into the Obstruction for some miniscule damage. More importantly it clears the left zone.
A Slaughterhouser kills the Blackclad Wayfarer.

Primalled Battle Boar, the Splatter Boar, a couple Slaughter Housers and charging Gudrun fail to kill the WoldWarden. Ah. Hmm. This is unfortunate.

Grinders spread out in the Background. Right side Efaarit moves into teh Circle deployment zone and kills the remaining Gallows Grove.

Well, I cleared the left zone at least, so 1 all.


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Circle 4: Alas for the drum circle and their sacred tree, they clock out this turn. We play it out a bit anyway to see what goes down.

The broken Shifting Stone unit ports to toe the left zone, Sentry Stone attacks whittle the Commando unit down to three members while the rock itself ports away to safety.

Centrally Megalith trivially kills the Battle Boar that did the Slam.
The three Wyrds all shuffle in the centre zone and kill off Slaughterhousers, two of them remain on the board, one in each Circle zone.

Woldwarden swings on the light beasts engaging him, he Chain Smites the Battle Boar into the right obstruction leaving him on two boxes and takes out two thirds of the Splatter Boar.

The right Sentry stone rolls poorly on various attacks, Razor Boar Def 13 proving pretty good in the context of Mannikin attacks.

Wurmwood ports backward as does the healthy Shifting Stone unit, Cassius also runs back allowing a pair of arced Strangleholds to kill the Efaarit in the Circle backfield. Sadness.

Circle score the centre zone, now 1-2.


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Minion 4: Now that clock is no longer a consideration, it's about winging it to get a round 7 scenario win somehow. I have to push the left and somehow contest the centre zone, with my remaining pieces the enemy heavies surviving is going to be an issue.

Leftwise, Hutchuck and the remaining commandos throw their range attacks including a Rust onto Megalith, they do some damage. Efaarit plinks the Wyrd for a good amount.The remaining Slaughterhosuer on this side goes in and does a fair whack.
The Meat Thresher charges the contesting Shifting Stone. Three dice at -2, I got this. Wait....no I don't....

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Thresher fails to get the job done, can't shoot into melee when it can't knockdown the target.
Proceeds to shoot Megalith a little, I completely forget Volume Fire, so that's just tragic. Wings the rockhead for a little bit.

Gudrun runs to toe the centre zone, the Razor Boar eats one of the support solo guys.
Sturm heals up the Splatter Boars Aspects, boosts a Telekinesis to move the Wold Warden nearer and turn it around. Tries a spray attack on more support dudes that misses.
He does trigger Witch Hunter from the Wyrds on the spell casts, however the Trench keeps him safe.

Splatter Boar moves up, Animi's himself and plinks Megalith and the Wyrd behimd him, Corrodes them. It's actually enough to kill the Wyrd.


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Circle 5: A Wyrd plinks at the Meat Thresher, dropping Vision. Wurmwood then gets to pop over and Stranglehold it, so damn.

The other Wyrd and Megalith kill Gudrun, alas sweet Prince.
The Sentry Stones finish off the Battle Boar, and the last of the Slaughterhousers, however the Splatter Boar and Razor both survive while drawing away the sprays that could have gone on the lined up Bone Grinders.

Circle fails to score.


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Minion 5: Game progression seems pretty simple from here, just have to clear out the left and hold on until turn 7. Stop Wurmwoods mobility after disposing of Megalith.

Leftwise Hutchuck moves up and rusts once more. The Commandos charge and finish off the left side contesting stones.
Meat Thresher opts to advance across, should be able to start using it's gun next turn and will have to be Strangeholded each turn or doooooooom.

Efaarit plinks Megalith, Sturm then TK's him around, heals the Razor Boar and TK's him forward.
Splatter Boar has to just shuffle out of the way, Stranglehold preventing any attacks.
Bone Grinders charge, they easily kill the damaged Megalith.

Razor Boar charges Cassius, hits, sadly only does a couple points. My dreams!


Game gets called for real at this point, safe to say that I likely lose the round 7 game. Razor Boar is easily killed, Meat Thresher gummed up and I will lack the pieces to run over to the right, as the Grinders and Splatter Boar also get popped.

Not sure how drastically I'd change my in game decisions, hardly informed on the list.

Sadly list performed far better than it should. Might actually have to get the Commandos.

Not having a Heavy Warbeast felt awful, even if it wouldn't have been particularly helpful in this matchup.

This post has been edited by Angry_Norway: Mar 21 2018, 09:16 PM
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post Mar 25 2018, 04:27 PM
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Game 302 - Bathurst SR Rnd1 - Jaga Jaga1(WWfF) vs Xerxis1 - Mini-rep

Local tourneys aren't happening alas, fortunately there's one through the laughable hills we locally pretend are mountains. Cyclists are bat###### incidentally, sure there's sun, dark, rain, lighting, roadwork, dust and all that which I can see working through. Trusting the looney bins in cars to maneuver around you? Not so much.

Brought along mad scientist and Gator lady, three round event.

Opening round is a bit of a non-event alas, was Spread the Net and....well....Skorne just didn't play the scenario and I basically trip over to a scenario win.

Fear not, unless you are my addled memories in which case fear mightility, the games after this are an epic struggle, like when you are reeeeeally out of it and think you can wrestle a cactus.

Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]


Skorne Army - 71 / 75 points
(Xerxis 1) Tyrant Xerxis [+28]
- Bronzeback Titan [18]
- Cyclops Brute [8]
- Cyclops Savage [7]
- Cyclops Savage [7]
Cataphract Arcuarii (max) [17]
Cataphract Cetrati (max) [18]
- Tyrant Vorkesh [6]
Cataphract Cetrati (max) [18]


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post Mar 25 2018, 08:47 PM
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Game 303 - Bathurst SR Rnd2 - Jaga Jaga1(WWfF) vs Bradigus1 (BoO)
Epic Pit


Round 2! Damnation it's the tree huggers with magic rocks, the worst kind.
Had some practice against the sentient evil tree in an eternal strip poker match with an old Russian lady, so that's something. Or least Bones of Orboros appears to be the Circle theme of choice, so at least there's a little crossover there.

This would be our fourth game in mark3, reasonably sure I've played Arkadius everytime so I gave him the choice, Jaga gets to take to the field.

All about can I derive value from the Dracodile before Synergy beasts put it down. Going to have to turn by turn this one, never played against Bradigus, I even missed that dark period of Mark 2 wherein he was rampant.

Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]

Blunting their fanged maws upon:

Circle Army - 75 / 75 points
[Theme] The Bones of Orboros
(Thorle 1) Bradigus Thorle the Runecarver [+27]
- Wold Guardian [16]
- Wold Guardian [16]
- Wold Wight [5]
- Wold Wight [5]
- Wold Wight [5]
- Woldwarden [14]
- Woldwatcher [8]
- Woldwatcher [8]
- Woldwatcher [8]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [3]
Blackclad Wayfarer [0(4)]
Swamp Gobber Chef [1]
Sentry Stone & Mannikins [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]

We draw on the roll off four times, then I eventually win and select first.

I end up with some acidic water on my left and a wall on the right.
Centre of the board has a large forest, so that's awkward.
Circle has a wall on the left and a forest on their right, both of which intrude on each flanking rectangle zone. Hmph.
There's also a hill out on the left of the Circle half, I have no recollection of it being there so I'm assuming it didn't do anything (Though this was a looooong day, so...yeah....image if legumes could think, would they also have condemned Socrates?).


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Round 1: I have a dream. Specifically, that dream is that all Circle players fail to realise that Alten can move up and shoot their extended AD line and he pops a stone.
Reality didn't quite get their alas, as he moves up, wings a Shifting Stone however only does a couple damage points (Went to check the odds of success, got distracted for forty minutes. Keen sense of focus over here. It's a measly 1 in 5 chance to kill a shifting stone with Signs and Portents Alten, still amazing if it works.).

You may also note that Brine is bisected. I repaired every busted the night before, so 5 minutes after entering the shop I promptly drop the box and bust up all the Pig metal heavies (PLASTIC ROAD HOG NEEDED).

Ninja Pigs take the left flank, Elf/Snake crime fighting duo take the right.
Everything else stays central aside from ambushing Hutchuck. Ironspitter goes to the left of the Dracodile for the greater field of vision to the left of the forest.
I put Gravewind on Skarath, Synergy means that the Dracodile will not gain much from the increase in defence.

Circle wise, the Sentry Stones take up either flank.
Woldwatchers advance, all pop their animi.
Left most goes behind the wall, other two go behind the centre forest and pop Stone Form as well.
The various Wold Wights all pop their animi as well as set themselves ablaze.
Bradigus pops Synergy. A truly shocking turn of events.
Gobber Chef and the Blackclad Wayfarer go out toward the right side.


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Minion 2: Alright, time for the old I've-never-played-against-this-it-does-wut-now planning panic.
With feat, Bradigus gets a reasonably easy threat range on the Dracodile, whereas I'd have to pop both Guardians to make me happy to throw Princess Saltine to her horrible death. There fore the plan in the meantime is to just run the Garg to the right and see how Circle placement plays out after that.

I'll also contest the flank zones, however the centre will be Circle land so no point wasting a contesting model into the circle just yet, they can't score at the bottom of my turn anyway.
What attacks can be made will also happen, though reasonably plentiful shield guards make that a disappointing prospect.

Out on the left, we get some instant Ogrun success as Hutchuck pops out and swipes down the Sentry Stone, which on this side ventured way to close to the edge.
Brine toes the zone, theoretically in range to eat the Circle objective and get Soued back.
Gremlin swarm, Mist Speaker and a River Raider chill out here.

Centre left, Alten Ashley and the Ironback Spitter, plus an Ancillary from Targ, shoot up the leftmost Wold Watcher behind the wall.
They do a bit of damage, though Alten's shot gets Shieldguarded twice to hit the left most Wold Wight, where it take out its Body.
Alten repositions to be behind the acid lake and the Spitter puts up Counterblast. Really love that animi being cost 1 and thus now worth casting.
A River Raider also hangs back here and cheers his fellows on, trying not to think about how insufficient his 6 inches is.

Right wise, Princess Saltine runs across. Alas the need to move around the wall and Targs original deployment position means it's in potential danger of being Guardianed, so the Spitter takes one for the team and moves out to be in the way, pops Spiny Growth.
Jaga hides behind the wall with Signs and Portents/Battlehost up.
Swamp Gobbers are behind Saltine, they aren't needed yet.
Yet another River Raider cheerleader out this way.
Skarath slithers into the right rectangle, sprays down two of the Sentry Manikins and the Stone itself, alas, I leave it on two boxes. Counterblast again.
Dahlia goes as far away from the enemy while keeping the snake in control as is possible. Basically edge of the pic next to her one blue blob of fury.


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Circle 2: Bradigus feats this turn, intending to get his malicous autonomous stone bro's into Princess Saltine.

Out left the damaged Wold Wight runs up to Brine, it's fires extinguished. At the end of the turn Bradigus' feat pushes it back from engaging, so that was pretty unfortunate Hippie wise.

Various Wolds get pushed forward, only to find rather awkwardly that they are just shy of charging the Dracodile. One watcher and the Guardians chill out on the left, Bradigus and the Shifting Stones toe the centre zone. Bradigus and the objective all heal up the damaged left Wold Watcher.

Rightwise, the Warden moves up to the gap between the two forests and animi's, just a lazy incidental 18 inch forest line. Yech. Throws a Rift at my objective for some damage
The Wayfarer moves up and puts Hunters Mark on the Dracodile. Mannikins then move up, one of them triggers Skarath's spray which kills the twig man and the Wayfarer, so that was pretty good.
Forward most Wold Wight charges the Bullsnapper, kills it and smacks the objective down to seven boxes.
Two remaining Wold Watchers charge in on the Dracodile, one with the Stone Strength buff. Between them they take out more than half the Dracodiles health and knock out its mind.
That's....uh....not so good.

Various Wolds if able get pushed back three inches by the latter portion of Thorle's feat, though I'm not super on bard with the reasoning.

Circle scores the centre zone as predicted, I luck out and my objective survives for another round though. 0-1.


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Minion 3: Death of the Wayfarer and Bradigus' feat being fired flicks the threat range benefit in my direction, though I'm not feeling great about the potential trades. The ancillary pieces out on the left will have to move more centrally and the lights in the vicinity of Princess Saltine have to die, based on last turns experiences it felt like only one would be needed to kill the Garg off, though mathematically it would probably take two.

The River Raiders and one Swamp Gobber all run toward the centre zone as glorious sacrifices.

Jaga goes, draws off the Bone Shrine and is duly cursed (Worth noting: The Bone Shrine is basically at the back of the board, where it can be safe in the game and threatened constantly by me knocking it over twice a turn). She pops Signs and Portents and feats, I roll quite well throughout here.
One Shifting Stone pops, the two Watchers and Wight on the right all take reasonably severe damage. or maybe unreasonable as far as they were concerned.

Jaga is left without any Fury toeing out of the killbox.

Dracodile shuffles back, I take a free strike from the Watcher that is engaging, it rolls poorly. The need to take the free strike made me reticent to heal it's Mind, plus I have Signs and Portents to win it with anyway.
Dracodile sprays the Watchers and Warden, boosts the damage rolls and does significant damage across them all.
Between Skarath, the Spitter (Who also moves to toe the centre zone), Targ Ancillarying Princess Saltine and Alten Ashley all three Lights are imploded. This also clears up the right zone for me, so that was nice (There's a toeing Manikin, however it is well and truly out of command after the Sentry Stone got out of there).

Back centre the Gremlin Swarm, Mist Speaker and Alten hang out.

Left wise, Hutchuck charges the Wight that Alten messed up the previous round. He blats it into dust, so that was super nice.
Brine charges the Circle objective, eats it, then Rorsh Souie's him back.

I score the objective kill and the right zone, 2-1 and feeling very happy with how that turned panned out. Did Alten's shot in poor order, as the Spitter overkilled the target Watcher he damaged when he should have Grievoused and meddled with a Guardian's Spirit, oh well.


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Circle 3: Leftwise, the Wold Guardians and surviving Watcher move into the left zone in front of the wall, Bradigus goes behind them. Guardians ensure they stay out of the Spitter's charge range, which does slightly amuse me (Then again Jaga is the only Minion caster that makes that thing punch at any reasonable level).

Remaining Shifting Stones pop into the circle zone behind the forest.
Warden advances into said forest and Geomancies a Battering Ram to knock the Spitter out of the cone.
One of the Stone Repairy dudes that's holding an egg toes the right zone.

Sentry Stone shifts back to the right a little, spikes a boosted spray damage roll to pop my objective.
A Wight runs up to the Dracodile to be a pest.

Circle scores the centre zone and pops my objective, now 2-3.


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Minion 4: Things are looking very good now, the Guardians slinging themselves over to one flank means I can dominate the right side of the board and start out scoring in the late stages.

Right wise, I activate Skarath to mulch the Wight blocking up Princess Saltine. I stupidly do this before I pop Signs and Portents, fortunately that proves to not be an issue and the Wight dies.
Jaga stays well back, as assassination is something to be concerned about now that I'm confident the game state is swinging my way. She pops Signs and Portents and heals the Dracodile up some, as does Targ.

Dracodile charges the Warden in the first instance of me ever using Territorial. Easily eats both teh Warden and the nearby Stone Support/Buffing bro, snacking for a shade more healing.

Gremlin Swarm runs into the centre zone, now hides behind the centre forest. THAT's HOW IT FEELS CIRCLE.
Ironback moves back to the bottom of the Circle, lobs a shot at the Guardians as does Rorsh and Alten.

Leftwise, Hutchuck and Brine charge into the Guardians. The Pig struggles a bit as is the norm when his Animus can't assist, manages to finish one off then with a last bought attack lucks out incredibly to take out the Spirit of the Guardian.

I score the right, now 3 all.


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Circle 4: The Guardian knocks down Brine, then Bradigus goes in and finishes him off.
The last Watcher runs up to the Ironback Spitter, Counterblast promptly bounces off.
Stone Buffing dudes move up to contest again, one sprays down the Gremlin Swarms, so that was undercutting the previous sentiment somewhat. Sentry Stone shifts back across to the right.

Circle Score the left zone, now 3-4.


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Rounds 5/6/7: The Spitter easily kills the Watcher, Hutchuck is the sacrifice for contesting.
Dracodile and Skarath spend a pair of turns killing off the last Circle bit pieces, including a spray on the Gobber Chef that'd been cheekily hanging out up the back waiting a chance to run up and contest.
The remaining Swamp Gobber goes into the centre zone and I double up on the scoring.

Bradigus makes a herculean effort to clear out the left zone and score more points, alas the remaining Guardian ends up shot down and Thorle is left on his lonesome as I get ahead on points at the bottom of round 7, winning 10-6.


That game alone would've made the trip worthwhile. All down to that Bradigus feat turn, if something serious gets to the Dracodile it's an even harder match to win out. Doubt Jaga will play this one again with Arkadius in the wings.
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post Mar 25 2018, 11:36 PM
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Game 304 - Bathurst SR Rnd3 Final - Jaga Jaga1 (WWfF) vs Gaspy3 (DI)
Outlast


It's Loud Chris' favourite scenario, Epic Pit!
That line has already aged poorly. However, saying the wrong name for your favourite scenario and it then getting deleted in SR2018? The conspiracy is #LookWhatLoudChrisDidToHimselfAndTheRager

Alrighty, surely the unfamiliar Circle was the trickiest game, now to nicely cruise into....Cryx. ######. Well, I'm not playing Mercs, so ostensibly we can make a game of it.
It's Skarre1 with Banes and Gaspy3 with Black Industries. Blergh. Arkadius, you don't get a shoe in. Also a problem for a double Will Work for Food pairing, the odds of getting Gaspy3 is immense. Sure enough....


Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]

Being the good guys against....

Cryx Army - 74 / 75 points
[Theme] Black Industries
(Asphyxious 3) Asphyxious the Hellbringer [+24]
- Cankerworm [9]
- Inflictor [13]
- Ripjaw [0(7)]
- Ripjaw [0(7)]
- Seether [13]
- Slayer [10]
- Slayer [10]
- Slayer [10]
- Slayer [10]
- Stalker [8]
Iron Lich Overseer [5]
Machine Wraith [2]
Cephalyx Overlords [8]
+Warwitch Siren? In a way Conflict Chamber doesn't allow?

I lose the die roll, Cryx select first. Not the full 9 Slayers build, still plentiful in the jacks and with some other tools in it. I loathe playing against Overlords.

I get a fog on my left, a defensive hill on the right and a building in the centre of the board. I selected my side as it looked to allow better scoring of my sides flag whilst being hard to contest.
There's also a burning cloud on the right and some stuff on the Cryx side that doesn't come into it.

I deploy both lessers on the left, thinking the cloud would be good for Skarath and Brine could go forth as a delaying piece and die.
Dracodile is on the right as a bundle of nerves.


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Cryx 1: The Cryx jacks run in a line and I get flashbacks to playing against Magnus2, plus a faint scream of dooooooooooooooooooooooooooooooooom.
One Arcnode goes far left, the other is behind the obstructions back right corner. Stalker and Cankerworm go either side of said building. Inflictor is out left, Seether out right.
All the support models are around the Cryx flag.


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Minions 1: Priorities this turn are kill the Stalker and Cankerworm, get upkeeps out, set up pieces to survive after some Cryx jacks come in.

The three River Raiders run forward into the middle for the cause.

Jaga puts out Gravewind and Signs and Portents, I don't put out Battle Host to boost the feat damage. She moves forward, pops the Raiders, damages the Stalker, centre Arc Node and Cankerworm. Swamp Gobbers make a cloud in front of her, Bull Snapper moves in front and pops Spiny Growth.
Also around Jaga in the centre, the Mist Speaker puts Guidance on Arlen, the Spitter puts up his Animus and shoots the nearest Slayers, boosting blast damage to finish off the Stalker.
Ninja Pig moves to be just outside of Slayer threat ranges, waiting to retaliate when the Ironback gets killed.

Rightwise Alten and the Dracodile kills Cankerworm. One Slayer will be able to melee Princess Saltine, so the Gremlin Swarm moves in front to take up the footprint.

Leftwise Dahlia and Skarath with Gravewind run waaaay left to be late game.


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Cryx 2: Out left, the Ripjaw charges Skarath, boosts to hit, fails to crit, rolls poorly on damage and does a single point. So.....the thing about working out Slayer threat ranges is it doesn't take into account that Inflictor's have 2 inch melee range. Inflictor charges Skarath, thankfully misses and gets Poltergeisted back. As....planned....

One Slayer and Vociferon chill out in the left zone.
Cryx backfield, Gaspy moves up behind the obstruction, arcs a Calamity through the right arc node onto Princess Saltine, hangs out with two of the Overlords and the Machine Wraith. Siren Empowered one of the jacks, sodded if I remember which.

Around Jaga's sphere of influence, the Slayer in range charges the Spitter. Counterblast and Retaliatory strike are less than impressive, Spitter gets put down to a handfull of boxes, body aspect loss.

Rightwise, one Overlord moves up and sprays down the Gremlin Swarm. Dangit, thought I'd stopped the Dracodile getting whacked around when Gaspy didn't arc to kill it. Oh well.
Seether and one Slayer just move forward, whilst their comrade in range goes into the Dracodile. Whacks the Garg a bit, damaging it but not as badly as the buffed Wold Watchers did in the game previous.


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Minion 2: Gaspy's feat proves to be as painful as expected. Each beast activation that triggers it has the joy of being weighed up with the odds of Vociferon or the Arc Node running in and Jaga just getting nuked to death. In hindsight, having read the card properly, Vociferon wasn't a problem and I didn't need to be that concerned with the table positioning at hand.

Out far left, the Inflictor and Ripjaw are well and truly out of control of Gaspy, so the Snake has excellent odds of living on. Hutchuck pops in, misses the Rust Grenade in the rear of the Inflictor. That's not a positive indicator for how things are going to go. Hutchuck and Skarath stab at the Inflictor, take out it's long range melee attack.
Dahlia stays hiding up the back.

Jaga doesn't move far from her position, gives some tokens to Gaspy as she puts up Battle Host and Signs and Portents. There is also a pitiful stab on the Slayer that attacked the Spitter, whose body is healed.
The Ironback shuffles back to max melee, taking it out of Gaspy's control range.Manages to put down the Slayer with room for Counterblast to go up, because Signs and Portents is pretty good even on its mediocre melee stats.
Gobbers cloud in front of Jaga.

Brine charges up into the Slayer in the left zone, a necessity as it could trample to zero camp Jaga.
I end up going to two Fury which feeds Gaspy and is enough to take out the Movement.

Mist Speaker runs to my flag and preps for his inevitable and horrible death.

Targ Ancillaries Princess Saltine, thankfully hitting the Rip Jaw and taking out it's Node.
The Bullsnapper Slams the Seether to stop the Countercharge, knocks him back a couple inches.
Dracodile then advances, Battlehost had to go up so it could walk around the Slayer in front and engage the one behind. Takes out the Cortex of the one in the zone, who is also blind and not in melee range. The other loses an arm and movement, I stop at two fury. Should have just bitten the bullet to max it and do more damage, given the inevitable steps coming forward.

Alten shuffles back, shoots down the Iron Lich Overseer, then reposition's backward.

I can't stop the Siren scoring the Cryx flag, Mistspeaker taps mine, we both go to 1.


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Cryx 3: Gaspy has a glut of focus, upkeeps Calamity and allocates out where he can.

Left wise, the Ripjaw misses Skarath and gets pushed back inch. The Inflictor swivels and trys to stab Hutchuck with its crippled arm, misses. Elects not to take the freestrike to get its good arm in, though it would have been ARM 23 against that attack.
Vociferon charges Hutchuck in the back, does no damage. Machine Wraith shuffles around in the zone.
The Slayer in the zone has issues killing Brine. Poor Piggy.
The Siren moves into the zone and sprays the Mist Speaker, puts him on one box and corroded, so he has a chance! The blinded and Cortex-less Slayer also walks over to him, so he's in for a garbage time anyway.

Right wise, the Arc Node and Overlords kill the Bullsnapper. This frees up the Seether and plastic Slayer to attack and finish off the Dracodile alas.

Nothing was left on the Cryx flag, so they only score the right zone and go up 1-2.


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Minion 3: That lack of flag scoring gives me hope. If I can hold out long enough, maybe a scenario win can be squeezed out, because the attrition is looking garbage. Those heavies are damaged, however they aren't trivially hurt no matter how spindly they look. Accursed Unyielding.
Mist Speaker dies to the corrosion.

Disaster strikes on my opening activation. Jaga goes, she drops Gravewind, cast Signs and Portents, has upkept Battlehost. Pulls a Fury off the Bone Shrine. Heals the Spitter another point.

Goes to move to the left. Can't fit between the Swamp Gobbers and Ironback. Going around the Spitter means she can't get out of the killbox.
She has no choice but to move forward then go as left as she can, Gobbers put up a cloud in front of her. Begin the praying.

Out left, things are going a great deal better, Skarath stays engaging the Arc Node and manages to finish off the Inflictor. Hutchuck then gets to turn around and kill Vociferon.

There's a Slayer right next to Jaga (The killer of Brine), so the Ironback charges it, kills it and puts up Counterblast. I loathe that he is more and more being the MVP.

Rorsh shuffles across, shoots the Seether with his Pig Iron for chip damage.

Alten becomes the sacrifice, moving forward then repositioning into the right zone. He shoots the Rip Jaw as it is the only model he can attack damage with good odds, he takes out it's movement.
Targ runs out to the right, ready to contest after Alten's sacrifice is made.

I score nothing alas, so we remain at 1-2.


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Cryx 4: Well, Jaga is right there sadly. Def 14, arm 18, Ironback is maxed out and to damaged for good transfers anyway.
One Slayer can walk up to Jaga, lacking a Cortex it fails to make an impact.
The Seether can't see through the cloud, so it charges a Swamp Gobber. Hits and kills it, Berserks onto Jaga. Full focus load. It's a 76.7% assassination run. It fails horribly as Gaspy is sadly let down by the need to roll 6's to hit, I get away with 9 boxes. Yikes.

That madness done with, out left the Arcnode just moves up and misses Skarath.

Left zone, the Witch Siren charges the Spitter and misses.
The Machine Wraith then has a go, hits and leaves the Spitter on four boxes. Retaliatory strike kills it. Just....the best of turtles. I'm almost sorry I've called it a Derp a few thousand times.

Right zone wise, Gaspy just chills out behind the house. The Overlords do nothing.
The Ripjaw and the heavily damaged Slayer go in and kill Alten.

Cryx scores the right zone, now 1-3.


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Minions 4: Just realised I completely forgot about Deathrage. Just....the worst. A last swipe from the Dracodile would have been super relevant.

Alright, Jaga has to extricate herself somehow. That's a future turns plan though, as the Ironback needs Signs and Portents to enable his punching.
Jaga pulls a fury off the Shrine, it's an awful moment for the Curse debuff to trigger. Oh well, no Fury is free. She puts Gravewind on herself having dropped Battle Host which was no longer relevant. Stabs the Slayer a bit, it's left on three boxes.

Hutchuck goes, his Wildshot on the Siren auto misses, scatters onto her and manages to kill her. He then charges the Slayer on Jaga and kills it.
Spitter moves over to the Seether, maxes Fury to kill it.

Out left, Skarath kills the Ripjaw that's been hovering around it all game. Dahlia runs up into the left zone, ready to leg it toward a flag in the future.

Rorsh, freed from being the backup to charge into Cryx heavies, shuffles across to shoot down the right side Ripjaw and bounce off the plastic Slayer. Targ charges into the right zone.

Swamp Gobber runs into the natural cloud in the left zone.

I sore the left, now 2-3.


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Cryx 5: The Overlords move up. One misses Targ, the other does the same to Jaga.
Gaspy moves up, double boosts a Hellfire into Jaga. Rolls poor on the damage, leaving her on four boxes.
The damaged Slayer, now with both arms crippled, manages a single hit on Targ after boosting to hit. Leaves him on one box.

I score the left zone, now 3 all.



Minion 5: I had the Spitter and Rorsh in charge range of Gaspy on two camp. That's probably sufficient to kill him, though would require Signs and Portents plus Battle Host up.
However, my clock is low enough and I was suitably entrenched in my previous turns thinking that I mentally veto the option, the scenario game looking sufficiently clenched given Targ somehow survived an albeit near wrecked Cryx heavy.

Jaga flees over into the terrain cloud in the left zone, then has the Gobber put another cloud in front of her.
Dahlia and Skarath move across so that they can be relevant after so long fighting on the left front.

Spitter aims a shot at Gaspy, misses and scatters into nowhere land. Was hoping to pop the Overlords with the blast.
Rorsh moves to my sides flag, shoots down the contesting Overlord, fails to blast damage the other to death. Definitely feeling the lack of Signs and Portents.

Hutchuck runs to the Cryx flag.

Targ contests the right zone.

I score both flags and the left zone, now 6-3.


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Cryx 6: Pic is mid Cryx turn.
Overlord moves over to contest the Cryx flag, spray misses Hutchuck.
Slayer kills Targ.
Gaspy stabs down Rorsh, Blood Boons a Hellfire to kill the Ironback.

I score the left zone, Cryx score the right zone. 7-4.
Looking at it now, we miss that Gaspy should have scored my flag, so that's awkward.


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Minion 6: Skarath could charge Gaspy, however as we were both under the impression that I only need to score two, I operate under the assumption that Dahlia could just run to my flag to score.

I don't even to it that way, as Hutchuck manages to move in and kill the Overlord so she goes to the top flag and the Swamp Gobber runs in to contest the flag Gaspy is on.


Oh well, the unfortunate truth of tracking all your games, even in a vague and wonky manner that I pursue, is that you find these awkward situations. I ended with 5 minutes to burn, so either of the assassination runs were viable. Jaga living was quite nonsensical, dislike winning a game where I don't feel like I played as good as the opposition, alas, that the joy of randomness.

This post has been edited by Angry_Norway: Mar 25 2018, 11:38 PM
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Angry_Norway
post Mar 30 2018, 03:00 PM
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Game 305 - Sturm and Drang1(TA) vs Maddox1(SD)
Breakdown

After a couple false starts in the week, plus the saddening discovery that WTC is beyond my financial reach, I finally got....well, some Pigs hit the table and sobbing ensued.

Minion Army - 75 / 75 points
[Theme] The Thornfall Alliance
(Sturm 1 & Drang 1) Sturm & Drang [+28]
- Battle Boar [7]
- Battle Boar [7]
- Razor Boar (2) [7]
- Splatter Boar [8]
Efaarit Scouts [0(6)]
Efaarit Scouts [0(6)]
Gudrun the Wanderer [5]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Farrow Bone Grinders (min) [5]
Farrow Commandos (max) [15]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Farrow Slaughterhousers [11]
Meat Thresher [16]

Versus the vastly superior:

Cygnar Army - 75 / 75 points
[Theme] Storm Division
(Maddox 1) Major Beth Maddox [+30]
- Charger [9]
- Firefly [8]
- Stormclad [18]
- Stormclad [18]
- Squire [0(5)]
Captain Arlan Strangewayes [0(4)]
Journeyman Warcaster [4]
- Firefly [8]
Storm Lances (max) [20]
Storm Lances (max) [20]

Ah, Storm Division. The inceptor of the most painful of mirror matches.

Ostensibly a Champions match, though the only noteworthy example of it in my lands occurring before the format gets the #### is kicked out of it is on next week, spoiler of it's not happening for me.
There's a meta theme here and it is totally lame, in a first-world-problems way.

I win the roll and pick first. There's some trees and #### around the board. Central obstruction. I get a trench, swans get rubble that becomes super annoying.


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Round 1: Witness the grasping tesla fingers, always watching, waiting. Tugging gently on knuckle hairs.
Yeah, I'm not super feeling this one, lazy style (Though half the time I say that and write a mini-essay of questionable virtue anyway). I'm like the visor king, only not at all and I'm just mentioning it because more people should listen to Tripod.

Sturm stays central, puts up Decel.
Slaughterhousers run forward and wait to die.
Meat Thresher runs far left to get away from the Stormclads.
Efaarits split up on either flank, right one gets Vision as a lols kinda thing.

Left Storm Lancers get Arcane Shield and move around forgetting about ambushers.
Right Lancers get Dauntless Resolve, Maddox' battle group goes up the centre.
Junior and Arlen cower in the rubble.


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Minion 2: Plan is dictated by Cygnar errors, it's swamp up the left and push in.

Out left, Hutchuck Wild Shots to knock down a Storm Lancer then runs into the backfield to go Junior hunting in the future.
Commandos, the left Razor Boar and a few Slaughter Housers go into the left zone Lancers. In fairness I didn't realise the Commando's had Brutal Charge, however only killing a pair of Lancers instead of the expected four did not come across as a strong position on the table top.

Both Efaarits miss their shots on the centre Firefly and the Charger then reposition back.

Centre and right Slaughter Housers split into two waves, run into the centre and right zone to die and the backfield to optimistically live.

Splatter Boar moves up the guts, puts up it's own Animus, double boosts to knock off the movement of the centre Firefly. At least it can't run up for the electrical damage boost, so that's something. Or worse I could have just knocked out the spear.


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Cygnar 2: Out left between firefly and Storm Lancer-ness 6 commandos and a Slaughterhouser die, plus another 'houser toughs out.
Junior flubbs an attempt to shoot Hutchuck.

Centrally the Storm Clads move into the centre zone after gun shots remove the offending Slaughter Housers, they easily squish the Splatter Boar.

Rightwise, Slaughterhousers get Storm Lanced, Gudrun gets dings a little and the Efaarit gets put on one box because electro-leaps bypass vision. Cuteness demolished.


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Round 3: Yeah, this doesn't need to go in depth at this point. I go to Drang for Killing Ground Pathfinder, except I needed TK to move the Storm Clad for the Slaughter Housers to get into range.

I end up scratching up the 'clads, expecting my feat to save me. The feat doesn't stop Empower or accumulator. Ergo Maddox feats and Drang gets demolished. Could have avoided by not bothering with feat for the game, staying as Sturm and using Telekinesis to rotate the heavies around and away with a range boost from Craft Talisman.


I ######ed this one up quite badly, though Sturm and Drang's inherently flawed design is a point of annoyance. To steal Shep's ideas from years ago why isn't the feat along the lines of "Moment of Clarity", scratch out Struggle of Wills for a turn? Oh well.


I then cheesed a COI list and stomped a game of that, so that's something. Totem Hunter is busted as balls in that format.
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Angry_Norway
post Apr 5 2018, 12:31 PM
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Game 306 - Sturm and Drang (TA) vs Wurmwood1 (BoO)
Outlast


Yes, I'm weak. I think this was enough for to finally have the Sturm beaten out of me though, so that's something.

Sturm is basically the same awful list, with Gudrun subbed out for Lannyssa and a Gobber Chef. I wanted either Orin or Eilish, then checked in Warroom at the store and determined that neither choice was legal. Well....dammit.

I won the roll and took first, I get a convoluted wall and a cloud around my flag. When we remembered to put flags down anyway.


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Round 1: I run up, mostly hang left aside from the Visioned and camera shy Meat Thresher that goes hard right.

Circle go super central, with the Sentry Stones guarding the flanks.


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Minion 2: Both Sentry Stones are forested up and thus stealthy, never the less they are the goal to murder. Doing so cuts down teh free infantry losses.

Sturm drops Vision, puts up Decel and TK's the left most Efaarit and the Splatter Boar (Craft Talisman proving it's worth).

The Efaarits both move up, between them they just manage to kill the left Sentry stone then reposition away.
Splatter Boar moves up the guts, he's a suicide piece however this is a chance to break a stone unit and ding Cassius. I opt for the Corrosion shot, as the blast damage is unlikely to pop either the extra stone or Cassius. Primary target Shifting stone dies, Cassius goes down to two boxes, so potentially he'll die to corrosion in a couple turns.

Slaughter Hosuers mostly run around and spread out in pairs, the front two get a free kill from one of the Gallows Grove which was a little odd. They're going to die anyway, so I don't lose anything for throwing them forward.

Right wise another couple Slaughter Hosuers run up to be annoying, Hutchuck charges the right Sentry Stone and sadly falls two boxes short (Needing a 12 on three dice isn't great, really wish the list had extra avenues to finish off these sorts of things). I forwent dropping out the commandos as they wouldn't get shots in range, looks like that might have been one of my opening critical mistakes.


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Circle 2: Circle clumps hard around the flags, Wurmy feats this turn. We test version 1 of the stupid sodding tree tokens, they seemed to work allright. Much less painful than trying to measure that bull###### out.

Prior to that the Splatter Boar gets.....Battled....by Megalith. To a pulp. A horrifying, juicy, porky pulp.
Everything else mostly drifts around and does what ranged attacks are possible, killing the Slaughter housers around the flags. The nearest Battle Boar gets Strangleheld. The remaining Gallows Grove is also well placed to deny any Toughing out from happening.

I thought things were going to be perfectly manageable, when one of the twigmen of the surviving Shifting Stone one shot Hutchuck. Oh dear.

Circle score both flags and the right zone, get up 0-3 and it's looking grave for our crappy sidekick (NO STURM IS NOT A HERO. DRANG ISN'T EVEN A SIDEKICK UNLESS YOU COUNT JASON PRE-RED HOOD SHENANIGANS).


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Minion 3: Sturm hides behind the wall, puts up Decel and TK's some things to be able to get to where they need to go. Sprays down the Feralgeist.

One Efaarit runs in to contest the Circle flag after a Slaughter Hosuer kills off the Gallows Grove, most stuff then jsut futzes around.

Meat Thresher moves up and shoots down the Sentry Stone, plus damages one of the pew pew Wolds. Commands, repped by Cygnar Trenches, swamp in from the right and start moving in.


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Circle 3: It's a simple matter for Circle to clear out the flags and go to 5.


I want to have another hissy fit about Sturm, but really this particular los is all of my own devising.

Late Game, the Meat Thresher needed to run up to contest, as did the Battle Boars. I also completely failed to feat, which would then give the Thresher at least some chance of surviving.

Mid Game the Thresher was to paranoid about Stranglehold, when it needed to contest the right zone to prevent that lazy score.

Anyway, let's put the speed 5 Centaur aside for the moment, we've got new Junior Casters in CID to bemoan! Nah, that might be useful. Let's make Llaelese lists instead.
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Master Chris
post Apr 5 2018, 02:51 PM
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MacBain!! and double Bastions.

DO IT.


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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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