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> Admonitions of a Suss Sufferer: Mark 2, all about Mark 3
Master Chris
post Mar 28 2017, 09:50 AM
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Interesting match up, to see Zombie Recursion play into Nappy Men (...Recursion?).

Also, go to bed before 3:00am, AN. I don't care how Angry you are or what time it is in Norway...

This post has been edited by Master Chris: Mar 28 2017, 10:03 AM


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Angry_Norway
post Mar 28 2017, 11:24 AM
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QUOTE(Master Chris @ Mar 28 2017, 10:50 AM) *

Interesting match up, to see Zombie Recursion play into Nappy Men (...Recursion?).

Also, go to bed before 3:00am, AN. I don't care how Angry you are or what time it is in Norway...


But at the time it was 6pm in Norway! I should have been eating dinner if anything!

Not really Recursion on the Nappy side, Ghost Fleet has all the right selections to shut those mechanics down.
In a matchup setting, I'm somewhat torn as against this particular list I think Gorten is better, which might hold true for all Ghost fleet lists but doesn't for other Cryx matches (Skarre Stalker spam for instance, though the Witch Coven game is an odd feat exchange deal).
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Angry_Norway
post Apr 2 2017, 10:39 PM
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Trebor re-emerged once from his native realm of nightmares and the eternal screams of his Teletubby fascist lords, which brought Slam numbers up so that I got to push dollies around.

No Divide and Conquer two list iteration this time, bringing the hordes of kidnap victims and my favourite dorf. My local decides to showcase its quirks, so of the 8 attendees we have 3 Mercs, 2 Convergence and a bunch of chumps playing unpopular factions (Khador, Skorne, Menoth). My sudden sharp desire to see a Lucant off so I can mock from the side is not a moment I'm proud of.

Round 1, it's a Kingmaker pair of Damiano and Magnus2. They both have some counterplay into Gorten that can be worked through, whereas Drudge mosh pitting can handle both, ergo:

Thexus1 (Operating Theatre) - 2x Wrecker, 2x Agitator, 3x Mind Slavers + Drudges, 2x Mind Benders + Drudges, Alexia1 with Risen and a desperate attempt to make a joke about the Dominator, 2x Overlords
Objective: Bunker
vs
Magnus2 (Kingmakers) - Mangler, 2x Nomad, Vanguard, Renegade, Orin, Kell, Steelheads (Max), Stannis Broke-man (he'll even work for 0 points), Trenchers (Max) with 1 Grenadier, Boomhowlers (Min)
Objective: Bunker

Scenario is Entrenched, so we both have a zone to try to claim friendly Domination on. I lose the roll, get given first.
The Merc zone....wait.....
The Kingmaker zone has a hill on the top edge, with a rubble/wall combo in front of the zone which will be mildly annoying to my pathfinder struggling armour.
The inner corner of the Kingmaker zone has a combo hill/forest, then a pair of large clouds to a forest in my zone, creating a big blob of no line of sight in the centre of the board.
Otherwise there's some water in the Kingmaker deployment that I didn't noticed until I started writing this post, and some not super relevant trenchers on the right side of the board.


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Thexus 1: Wreckers get fuelled up, Thexus hangs out on the right with the long term intent of doing some friendly Dominating, he pops up Deceleration for the long Trencher Assault shot threat.
Drudges and Risen run up in an intermixed blob, that is definitely easy to navigate and in no way confusing.
The Overlords were on either extreme, the left unit stays out in the boonies on the left, I expect to give up the unit to draw out the Ambushing Boomhowlers in Round 2 while the right unit intermixes itself, intending to loudly Boombox some Miley Cyrus (read: Physic spray through the forest).


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Magnus 1: Yeah yeah, photos bad. I'm running loads of doodz people.
The Trenchers assault into the Kingmaker zone, they kill four of the Pink Slaver Drudges and tough out another. Kell hangs out on the hill. Magnus is behind the zone, has Escort up and throws Bullet Dodger on the Vanguard. The Mangler and one Nomad runs into the Kingmaker zone to party behind the Trenchers.
The Vanguard, Nomad and Renegade run toward the centre, behind the clouds.
The Steelhead posse run up on the right.
One cloud goes away.


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Thexus 2: Sigh. Mundane still images of life improve shortly.
On the left the Overlords and a pair of Bender Drudges advance and spray away, killing the Grenadier, three Trenchers and toughing out another.
The Drudge horde moves up, left edge with some outward facing in event of ambushers. Alexia spawns a Thrall that charges the centre Nomad through the cloud for some scratch damage.
On the right, the Ternion Overlord unit goes, one hangs back to future proof future sprays, one moves into the woods and pew pews, popping a pair of halberdiers. One goes base to base with my Objective, hits a Halb with an Influence, Steelheads prove poor at killing themselves.
Thexus and Wreckers advance around, Decel once more.


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Magnus 2: In the Kingmaker zone, the left most Nomad moves up to the centre line and explodes an Overlord. The Trenchers form a line at the boundary of the zone and do some shots, while the Mangler comes out into the open and has a sweet Thresher. The second Nomad redirects itself into the back of the defensive zone.
Magnus feats and charges up into the zone, gets a bunch of the Drudges, Alexia and the left Wrecker, chooses both deployment edges.
The Renegade toes the centre cloud, lobs its shot at the leftmost of the Wreckers, doing a mighty damage point and killing the safety Ternion Overlord. Sigh.
In my zone, the Vanguard shuffles to the far side of the forest and kills the Thrall Warrior. Because he's totally mean.
The Steelheads charge in, they manage to kill the other Ternion Overlords, take out a Column on the right Wrecker and three Halbs and Stannis all roll appallingly on the objective, leaving it with 7 boxes left.
Magnus goes to 1 CP.


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Thexus 3: I'd been hoping to wait out the Boomhowlers ambushing, to counter ambush and Prep for Surgery to create a Drudge Blob on either side. Alas it was not meant to be, as they are the easiest contesting pieces that have a chance of surviving to contest next round as well.
Risen spawn in a line, hopefully absorbing some attention next Magnus turn.

The Bender units both advance around a little, four grunts RFP themselves to Adrenal ambush Drudges. The ambushers then charge in, a few spin around in case Boomhowlers appear. The four Adrenal fellas go into the back of the left most Nomad, bypassing both unyielding and the dinky Bunker. I spike super hard on the damage rolls and actually manage to bin it. That was pretty sweet.

On the right we try some jank. Thexus moves up to toe the zone, uses Telekinesis to get the left Wrecker outside of Magnus' control area and thus feat. I then use it's Eyeless nature to arc a Hexblast at the Vanguard, with the intent of feating it forward and killing it with said Wrecker.
I promptly miss. The Vanguard dodges back out of threat range.
Annoying, but it does mean I don't have to put a Wrecker into a compromising position where he probably dies to the remaining Nomad. Thexus feats, pushing the Vanguard back out of threat range of Thexus and moving Steelheads around.
These moves allow the right Wrecker to move up and Thresher, killing three of the Steelheads and Stannis, clearing the zone.
Scores equal at a CP apiece.


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Magnus 3: The Ambushers continue to torment me from the sidelines, threatening to change up the attrition position. Stop that!

Magnus and Trenchers maul the ambushers, they don't manage to clear the zone.
Orin lightnings the Mangler, managing to do a damage point to it for the lols and kills the three Risen gumming up the works. The Nomad and Mangler then advance, smack down a bunch of Risen and Green Slaver Drudges. Providing Thresher opportunities is a sub goal of the list it would seem. It's a feature at this point, as clock is edged towards my favour at this point.

As I definitely and deliberately intended the Vanguard was outside of Magnus' control area and thus limps forward not doing much. Yep. Super intended.
The Renegade slams the left Wrecker into Thexus, knocking people to the ground like a birthday cake.
Steelheads charge around miss the forward most Agitator and lightly ding the right Wrecker



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Thexus 4: The ambush Drudges have fulfilled their temporary life goal (Their life is the temporary aspect, not the goal. Contesting is eternal.), so I can pull ahead on scoring.

In the left zone I accomplish pretty much nothing, the ambush Drudges go in and kill Kell spawning a Drudge, Overlords kill a pair of Trenchers and done.

The central blob is somewhat disastrous for me, I adrenal a couple of the Green Drudges who desperately scrabble at the Mangler, sadly they get no triple word scores and take out no systems.

On the right, the right most Wrecker goes in and kills off a few more Halberdiers. One is in a weird spot and dies to a melee attack from an Agitator of all things.

The left Wrecker goes in, the mission to kill the Renegade and the last Steelhead. He stuff it up mightily, enough that Thexus has to Telekinese the Halberdier out and Alexia has to charge and finish the Renegade off burning half a dozen Risen.

I get up in points, 2 to 1.



Magnus 4: Boomhowlers ambush on the right, screaming loudly that their contract didn't say anything about getting up before noon.

In the Kingmaker zone, Magnus, Orin and the few remaining Trenchers finish off the ambushing Drudges.
The Nomad and Mangler smash more grunts in the centre.

The Vanguard goes into the left Wrecker and smacks it around somewhat.
The Boomhowlers come up and contest the Cephalyx zone, an errant shot hurts the right Wrecker who advances and engages most of the trolls.



Thexus 5: It's a clockplay at this juncture, I sadly have to keep Thexus Domianting the right zone to not risk a speed loss on scenario.
In my zone, the Wrecker gets Instigated, THreshers and kills all bar two of the Boomhowlers, Greygore included.
Thexus TK's himself back for line of sight, TK's the Vanguard out of my zone then walks across to relative safety.
Alexia charges into the back of the Vanguard, Bullet Dodger got dropped for allocation needs so there isn't much issue with her swinging wildly. Gets in a few smacks, doesn't manage to kill it off.

Central and Kingmaker zone wise, Green Drudges get Adrenaled and punch the Mangler a bit, it still has all its systems. Last Overlord contests the Kingmaker zone.

I get up in CP's 3 to 2.


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Magnus 5: The Mangler tramples across, buys a couple attacks and kills the left most Wrecker.
The Trencher and Magnus clear the Kingmaker zone.
The Boomhowler that wasn't knocked down goes into my objective, puts it on 2 boxes.
Midway through the turn with a touch over 20 seconds to go Kingmakers concede, unable to close the game out in time.


Well, that was a struggle. The Kingmaker list was actually pulling ahead on attrition, my gameplan from here had to be to use the Wrecker as a node and scenario it by TKing the jacks away and jamming junk as Thexus cowers on the right edge of my zone.
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Angry_Norway
post Apr 3 2017, 08:21 PM
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Round 2 of Slam continues, into ye old Gear Pecs. It's Axis and Lucant, to the surprise of all it's Destruction Initiative. Scenario is Out...last? Flank? The Outie one. Like the wrong kind of Belly Button. You know it's true.

I can ostensibly run either of my lists into Convergence on this scenario, popped down the stunty to knock off some ring rust.

Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Ragman, Aiyanna/Holt, 2x Eliminators, Acosta, Wrongeye/Snapjaw, Rorsh/Brine
Objective: Armory
vs
Axis1 (Destruction Initiative) - 2x Inverter, Conservator, Corollary, 3x Galvanizer, magical repair trio of actual living guys, 2x TEPs, loads of Reflex and some Flare Servitors

So....totally meant to have a Tinker.....left it on the tray. Genius.

I won the roll and nabbed first, reasoning that the TEP's could toe in and make scoring via the feat untenable. The side I end up with has a hill poking into the left zone and some central rubble.
The centre of the table has some clouds and most importantly an obstruction that we'll both have to work around. There's a little forest on the Convergence side near said Obstruction, doesn't have a huge effect. On the right flank there's a large hill with a small forest on top of it. Lastly there's an irrelevant wall near the Convergence deploy.


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Merc 1: Gorten and Battlegroup heads up for the left zone, Croc and Pig go for the right, with the fightin' Bacon going up on the extreme. Radical. Tubular.
I throw out Strength of Granite on the right most Driller and have Solid Ground up for the Reflex Servitor countercharges in future turns.



CoC 1: The Reflex Servitors all advance and dig in, placed in a checkboard pattern in front of all the other Convergence pieces. The TEP's anchor each flank, Axis and Corollary stay central as three Vectors go to each zone, two Galvanizers and an Inverter to the left and an Inverter, Conservator and Galvaniser tot he right. Flare bots and repair dudes are spread through the main body of stuff.


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Merc 2: Plan is to clear out as many Servitors as I can. The TEP's, as is the norm, had to run on turn 1 to be relevant later in the game, so I essentially have this turn to strip the non-reoccurring Shield Guards.
On the left zone, the Bunnies all move into the zone and shoot down various Servitors. One spray bot also gets the two Galvanisers and spikes for some decent damage. Gorten hangs out of TWP spray range, does a couple shots into one of the Galvanisers and takes out its movement. Ragman and Aiyanna hang super far back as I'll want the damage debuffs in future rounds. Holt toes into the rubble, forced to do so to get the right position to take out a Reflex in the centre.

Centre/Right also sees the Eliminaotrs go in, they are the victim of some Vecotr Counterharges and a Reflex. The Servitor fails to break armour, though with 5 boxes the odds of the kill weren't great anyway and Mat 7 is good, but not kill Def 17 unboosted good. The Kayazy proceed to kill off more servitors, at the end of the turn there are a pair of Flare bots on the right side left.
Snapjaw toes the right zone, outside of Inverters feated threat range. He doesn't Submerge so Wrongeye can keep the maximum amount of transfers to be TEP proof, reasoning that the Convergence could just self target to bypass the animus. Mistake, should have done it anyway and added the complication.

After the photo I spot that I didn't activate Acosta, he runs up and engages the right TEP and Galvaniser, hoping for some Dodge/Riposte sweetness, though ultimately this is one of those matchups where he is unlikely to do well (Too many boostable attacks).


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CoC 2: Axis moves up behind the obstruction, sadly opts not to feat in an inefficient position so this will be a long one to pull out.
In the left zone, the Vectors fall back to the edge of the zone as the TEP explodes a spray bunny in a vicious manner.
At the right zone, the Galvaniser, Inverter and Conservator kill Acosta and the engaging Red Eliminators. The TEP finds itself to threatened by both Lesser Warlock beasts, without a good position to fall back to it instead opts to advance into the zone and spray down the Green Eliminators.


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Merc 3: Begin the grind out play. Gorten advances, feats on the left Inverter, Axis and the Conserator on the right. The Vectors don't really move, Axis gets pushed back and suitably debuffed.
The need for the left TEP to boost damage limits the amount of Shield Guards, so Gorten does another couple shots and puts down a wall to limit the Inverter getting back into the zone. The Bunnies move around and do shots, killing a flare bot, repair dude and putting more damage on the Galvanisers. The Drillers run aggressively into the zone, though that was a mistake, one of them should have been kept back at a distance outside of Axis' feat range next turn, oh well.

On the right, Aiyanna harms the TEP, Holt pew pews for not much, stays outside of the Conservator's threat range. Wrongeye toes the zone, giving just enough control range for Snappy to charge in and eat the TEP then do some attacks on the Conservator. The Pigs continue their reach around manoeuvre, now on the Convergence side of the right zone where they can kill off whatever is about to bin Snapjaw.


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CoC 3: Sure enough, Axis advances and feats. He gets Gorten, the Drillers and pair of Bunnies near the obstruction but not the far off Gunner. The Galvanisers and actual human dudes move around and do some repairs.
On the left, the TEP moves a smidge back and pew pews at the right Driller who has Strength of Granite. Mauls it horribly, it has 12 boxes left with no Cortex or Drill arm. This is the point I realise I've not put the Tinker on the board at all....
Right side wise, The Galvaniser and Inverter have no issue smashing Snappy. The Conservator doesn't do much.


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Merc 4: The left is looking not so good, ultimately I think I have to just have my models edge around and play a contesting game. The right looks a lot better, it looks like a viable clear out and score area for the slow burn win.

Sinistra side wise, I drop both upkeeps. There is no more blast damage on the table and relying on Gorten's tough means I've lost, so Solid Ground has lost its place. The Driller with Strength of Granite is going to die without making an attack, so that was some easy math.
Gorten moves into the zone, does a pair of gunshots that take out the relevant TEP floaty head via Shield Guard. he then Molten Metals the Galvaniser without movement to kill it. He stays a shade over 9 inches away from the Inverter, joyfully its threat range being shorter than Molten range.
The Bunnies and injured Driller move around him anyway for the sake of surety, they slightly ding the Inverter and kill last repair guys. One Gunner shoots the other Galvaniser, puts it on 6 boxes, it then dies to Ragmans magic nuke. The healthy Driller moves to the left edge, again outside of the Inverter threat range.

On the Dexter angle, Aiyanna and Holt continue hovering in their weird completely exposed but somehow completely safe location, she harms the right side Inverter and he pings the Corollary for some damage.
Brine then gets smoked forward, charges the Inverter in the back, the crazy dice for both sides continue as Brine bins him with a couple Fury to spare. Wrongeye, no longer needed to finish off the Inverter, charges the Galvaniser, only goes to 2 inch of melee to stop the Conservator countercharge. Burns his Fury stack buying and boosting damage, manages to kill it.


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CoC 4: Left wise things are looking not bad CoC wise. Right side the gears are grinding.
In the Red Commie circle, the TEP maximises damage, easily kills the damaged Driller and lands hits on an unhurt Gunner to delete it from existence. That was painful. The Inverter can't really go forward around the Obstruction without going into my Driller threat range, so it just hangs back.

On the right, the Conservator gets fed by the Corrolary, then leaves the zone to get into Brines back arc, as the chance of a Retaliatory strike with crit knockdown is to much of a gamble at this point. The Conservator kills the Big Pig with one bought attack.

It's been one of those games, at the end of round 4 I get the first CP.



Merc 5: Time is now to tight for pics, neither side is in super clock out danger provided activations are to the point. I now have the chance to play the scenario game, so the only plan is to keep pressing that.

On the left, the Driller and Ragman both go to the left edge of the zone, continue to play it safe. The Gunner and Spray Bunny both ping the Inverter. Gorten hangs in his spot, does a doubled up shot and a Molten Metal to keep the Inverter chip game going.

Centre wise, Aiyanna and Holt finally start walking across toward the right zone, Harming and shooting the Conservator. Rorsh moves through the forest/hill, lands some Pig Iron shots for reasonable damage. Lastly Wrongeye, having cut himself for Fury, charges in and misses his initial attacks. He buys a couple bites and boosts damage, manages to finish it off.

Mercs go to 2 CP.



CoC 5: Seeing how the game is going, the TEP moves up into the zone and sprays at Gorten. The dice spiking nature of the game fortunately mellows out somewhat, I burn a focus for each spray and take a couple boxes. The Inverter charges and eats the spray Bunny.
The Corrolary runs into the right zone to contest, Axis charges and one shots Wrongeye.


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Merc 6: Just have to keep metal recycling and scoring away, there's no chance of Gorten getting over to the right zone. I have to spread out my models in both areas and hope CoC can't finangle away to clear the zones out, I have no contesting pieces.

On the right zone I have the Corrolary to kill, thankfully it was slightly winged by Holt in the firest eon of the game. Or maybe middle period. Can't remember. Says somewhere in the wall of text above.
Aiyanna and Holt both move up and touch the edge of the zone, she Harms the light Vector and Holt shoots him again for average damage. Rorsh then aims, shoots with his first Pig Iron, double boosts and finishes it off. Scoring now sorted, here's hoping Axis can't deal with them.

Left side, the time constraints mean I forgot to allocate to the Driller. Whoopsie daisy. Ragman advances a bit, pops Deathfield. The Driller moves up, toes the top edge of the zone, swings at the healthy TEP with one extra bought attack. The Dice go berserk yet again for the umpteenth time and the Battle Engine dies.
The Gunner shuffles a bit and shoots the Inverter.
There's a Heavy Vector a touch over 5 inches away from Gorten. This makes him safe when he backpedals out of the zone his maximum speed, lands another double handcannon and Molten Metal, the Inverter finally loses an arm and is otherwise pretty wreckers.

I go to 3 CP.


S-Wonder concedes, his options poor at this point. Axis can't clear the right zone very well and the Inverter is going to die in my next turn. The random number generators were nuts this game, which was thoroughly enjoyable, content with the return of Gorten after the poor effort in the last game I played him.
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Master Chris
post Apr 4 2017, 10:52 AM
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Eugh. Double TEP in Theme is basically the worst.


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Angry_Norway
post Apr 4 2017, 12:04 PM
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QUOTE(Master Chris @ Apr 4 2017, 11:52 AM) *

Eugh. Double TEP in Theme is basically the worst.


Well, "Worst" in this instance is also simultaneously "the norm". If I played Convergence, I'd do it....
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Master Chris
post Apr 4 2017, 12:40 PM
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Best-Worst-Meta, represent!


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Angry_Norway
post Apr 16 2017, 10:39 PM
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Local tourney day! Well, I say Local, more than half the attendees were travelers from beyond Bureaucratic Stars of the Federal Government Federation.
It's Gorten Zoo and Thexus Drudge Spam for some sweet list asymmetry.

As is the way with this style of tourney attendance, I inflicted myself on a poor local who has to deal with me all the time.

It's into Menoth with Durst and Testament, scenario is Outlast. I'd intended to play Thexus most of the day, this round however I made the mistake in the pairing up process of remembering Mark 2 Durst with a dim image of his battlegroup being immune to pushes, plus no TK from Choir meant I had no shenanigans into that whilst having to super fear Testament doing a magic assassination run. Ergo Dwarfy times. This paragraph is a mess.

Gorten1 - 2x Driller, Blaster, Gunner, Tinker, Wrongeye/Snapjaw, Rorsh/Brine, Aiyanna/Holt, 2x Eliminators, Acosta
vs
Durst1 - Blood of Martyrs, Templar, Reckoner, Cinerator, 2x Wrack, Exemplar Errants (Max), 2x Wracks, 2x Kicky Monks, Choir, Daughters of the Flame, 2x Vassal

I lose the roll, get given second. I take a side with offensive terrain. To explain that, all the important terrain is on the Menoth side in a way that is restrictive to them or potentially abusable by me.
For the left zone, there's a very large forest taking up a quarter of the zone towards the Menites. This matters because the opposing Jack based Pathfinder is limited to Boundless Charge, so the forest will slow them up and if I place appropriately to block Line of Sight then the Jacks have to slowly slog through.
Meanwhile in the right zone there's a wall and a pair of Obstructions that are eminently abusable with Rock walls once I use feat to push the Menites back.

Deployment wise, the Daughters go left, Battlegroup central, Errants on the right.
The Crocs/Pigs are set up to contest the left zone, Gorten and battlegroup on the right for the sweet wall of rocks.


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Menoth 1: The Daughters and Errants run into each zone, the Kicky Monks move up the guts and go into Shifting Sands. I watched High School Musical the other day, that causes me less agony that thinking about Shifting Sands Kicky Monks for 90 minutes.
The Battlegroup advances up loosely, Hallowed Avenger goes on Blood of Martyrs. Cinerator/Blood are on the left, the Templar/Reckoner on the right, though they are near enough to each other that it wouldn't be the most Gargantuan of tasks to move those Jacks around.


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Merc 1: On the left side, the Crocs move up and pop Star Crossed. No guns over here, so I don't need to bother Submerging which lets Snapjaw run into a good spot to stop Daughters getting a charge on Wrongeye. Rorsh and Brine move up but don't go into the zone, Rorsh has max transfers having used Smoke drop to simulate running for both models. One unit of Eliminators and Acosta run into the left zone under Star Crossed. Ragman hangs in the vicinity of this area.

Right side wise, the Gunners advance and plink down a couple of Errants. Gorten throws out Solid Ground and Strength of Granite, charges up, Blasters run in front of him. Tinker and the other Eliminators hang in the backfield, intent being for the Eliminators to clear off jammers.


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Menoth 2: Left side wise, the Daughters charge into the Eliminators, CMA's off backstrikes manage to blow up the Star Cross Defence and kill them both. Unfortunate, Acosta gets Vengeance triggered.
The Cinerator runs into the forest, contests this side alongside a similarly placed Kicky Monk in Bull###### Pulvis Mode.

The other Kicky Monk moves up the centre next to a wall, assumes Beach Underwear Experience Form. He's not in the right zone, so that's a nice headache to avoid.

The Errants spread out in the right zone, one runs up to each Blaster and engages them.

Rest of the Battlegroup advances, doesn't get into a zone at all, choir Battle them to have the Reckoner pop a shot into the Strength of Granite Driller to take out a column and a half.


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Merc 2: I'm in a good position here, as no Jacks are contesting the right zone I can clear off the Errants and score without having to contemplate feating, which I''m not keen to do prior to Dursts feat.

Left wise, Acosta and Snapjaw contest the zone and kill four of the Daughters. Wrongeye hangs back and Star Crosses. The Pigs don't go into the zone, they sit near Wrongeye waiting to potentially avenge Snappy who is in Boundless Charged Cinerator range.

Right side, the Elimiantors clear off the engaging Errants, Sprays and random Hand Cannon shots finish the Errants off. The Gunners move around, blow through the Templar Shield Guard to kill the Vassal. Gorten toes the zone and puts a wall between the terrain wall and one Obstruction t make it painful for the Menoth jacks to get to my important stuff.

Mercs go to 2 CP.


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Menoth 3: Left zone wise, the remaining pair of Daughters try to CMA Acosta in Star Crossed, they fail to duplicate their previous success and one dies to a Riposte. The Kicky Monk and Cinerator continue to hang out in the forest contesting it up.

Blood of Martyrs, the Templar and the Reckoner all get up the middle of the board, killing a Gunner and popping another shot into the damaged Driller to make the Tinker sad as his repair work falls apart. Durst hangs back and feats.

A pair of Choir and the remaining Vassal contest the right zone, hanging behind the Obstruction.


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Merc 3: There's a formation that Durst, as a Steady model, and a jack can take that forces me to do an attrition based Scenario play. That wasn't taken, so I can do the feat/can't contest scoring win.

This does require dealing with the contesting models behind the obstruction, I do that first, get the right line of sight and get sufficiently lucky with the damage rolls to clear those guys out.
Holt has to die to a Kicky Monk Freestrike, this lets Aiyanna Harm Blood of Martyrs, who gets the Strength of Granite Driller go into him at Dice +1 on Dursts feat. Alas, it's a Dice dependent series of attacks and doesn't do a great deal.
That done, Gorten shuffles in the zone, feat pushes all the Warjacks models to the left, they now cannot get back into the contesting zone. The Blasters run in front of G-Dorf, as his death is my lsoe condition at this point.

Acosta kills the remaining Daughter, the Lesser Warlocks/Beasts run around and do little.

Mercs go to 4 CP.


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Menoth 4: The Protectorate are pretty screwed, so it's try to finish off some models for points time.
The Cinerator flails at Snapjaw, hurts him but doesn't get into the luggage industry. The Kicky Monk kills Ragman.
The jacks futz around, we call it as I can't be stopped from going to 5 CP.


Went well for me, avoided the first round morning flub run so the day's looking good. Think this isn't a good Menoth pairing in terms of Gorten answers, particularly on a terrain layout that favours me this much.

Won't be a write up for Round 2, I won, wasn't fun.

This post has been edited by Angry_Norway: Apr 16 2017, 11:01 PM
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Angry_Norway
post Apr 17 2017, 10:03 PM
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Round 3 of sweet SR-age.

It's Extraction into the partially Reds. With some Pink. And white. And Bare metal. Anyway, it's Khador.

The opposing pairing is Butcher1 and Vlad2. I'm expecting Vlad, which is a list I've played into a couple times. I'm confident with Gorten into it, ultimately though I needed more practice with Thexus so down he goes.

Thexus1 (Operating Theatre) - 2x Wrecker, 2x Agitator, 3x Slavers/Drudges, 2x Benders/Drudges, Alexia1/Risen/Matrix Escapee, 2x Overlords
Objective: Bunker
vs
Butcher1 (WGK) -Ruin, Juggernaught, 3x Marauder, WGRC + 3x Rocketeer, WGI + UA, 2x WGI Mortar, WGI Field Gun, Kovnik Joe
Objective: Bunker

Well, that was a surprise. At least Thexus doesn't have to live in fear of super dooper Kayazy Eliminators coming a knocking.
I lose the roll, get given first. We've got some green templates spread around as forests, a cloud between two of those tree lots for a wall of line of sight block and a massive central hill with an obstruction on it next to the left flag. Khador side also gets a wall.


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Merc 1: Nothing super exciting. Drudges run forward. Overlords are on the extreme left and inter meshed with the drudge blob on the right.
Thexus cowers in a forest bravely.


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Khador 1: Khador stuff sticks away from the flanks, corralled by Trebor's favourite ambush unit, Slaver Drudges.
Marauder leads out on the left, Juggernaught behind. Rifle Corp behind them shoot down a front Risen.
The second Marauder moves up the centre, with the third iteration on the far right behind the forest in which the right flag makes its home. The WGI infantry are spread out between and behind that centre and right side Marauder, with Ruin behind the wall behind them to not be subject to my feat. Butcher is dead centre, Iron Fleshes himself. The various artillery pieces all charge up for their big move of the game.


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Merc 2: Plan this turn is to holdfeat and dent up the Marauders. I opt to not bring in the ambushers, expecting them to be better off when the lines are more engaged.

The Mind Bender units both Adrenal the Slaver unit next to them, Alexia creates a Thrall on the hill.

The Wreckers run out to either side to be arc nodes. Lacking a Sac Pawn target, Thexus maneuvers in the forest to not be in the line of sight of anything as I pictured Butchered feated Rockets and blast damage disintegrating him. Exulon pops Decel, which gives Drudges the vague resemblance of defensive stats against guns. I then TK one of the left Overlords and place the right most Marauder outside of Butchers control and turned around.

The Green Slaver Drudges on the left charge the left most Marauder, spiked rolls take out the Cortex and right arm.
Also on that side, the Overlords move up, two remain behind the forest, the last gets up the board and Influences a Mortar, who takes a shot at the Field Gun (Damnable minimum range! All those Rifle Corp......). The Mortar misses, scatters back, kills the Field Gun Crew and hits Joe. I roll the damage. Joe toughs. So close to glory.....

Other Overlords wiggle around in the centre, waiting to Physic Assault the WGI when they come up and spray down my stuff.

So......the screw ups. Oh God the screw ups.
I placed a Drudge in the way of the Thrall, so he hangs on the hill instead of charging the left damaged Marauder.
One of the Agitators didn't activate.
The need for one Wrecker to go far across to arc on the right most Marauder meant that the Adrenal Drudges couldn't charge at all, so I wasted three Mind Bender Drudges to casting spells for no reason.

Most damning of all though......I killboxed myself. Pretty sure my internal scream nearly broke the glasses in the bar next door.

Khador goes to 2 CP.


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Khador 2: With the inevitably of Wile E Coyote realising he's treading on air, the Khadorans load up and start the scoring mission. Butcher hangs back near his objective.

The Various Artillery pieces kill Slaver Drudges around the place.
On the left, the Rifle Corp advance. Six form a literal firing line, assemble a Rail Gun together and explode the Thrall who was hiding on the hill behind the obstruction. The rest do various mulch shots around the place, clearing Drudges contesting the flags.

The left Juggernaught kills a Drudge, tries and flails at the Overlord who Influenced the Mortar. The Marauder goes up to the flag.

On the right, the WGI pop their mini feat, come up and spray away. They aren't super successful, but have enough attacks to clear the flag and pop the Slaver running the Pink Drudges. Command 4 time!
Ruin stays up behind the wall.

Khador goes to 4 CP.


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Merc 3: Being down on Scenario with Thexus feels utterly surreal.
It's not all bad though, I think I can pull this off. If Butcher had held his feat I'd be screwed, as is my mission statement just becomes grind it out and bank on a Decelled Bunker not being liable to die to ranged attacks.

Thexus moves his floaty carcass forward, pops feat to bunch up infantry. I wasn't super enthused for this, as I wanted it to stay as an option against Ruin, ultimately I didn't have that luxury as as many things needed to die as possible at this point.
I cast Decel, which is now mandatory rather than nice. I TK the right Marauder again, I'm going to kill it with a Wrecker and use the forest as a shield from Ruin getting in and killing him.

On the left, the Ambushers come in. One runs to engage the left side Mortar, which I know will lead to the whole "Take Up gets around engaging with a single model interaction". Damnable rules. I get one two man in on a Rifle Corp, triggering a Prep for Surgery. A few charge into the Juggernaught, they don't do especially well.
The Overlords move up around the Juggernaught, one does an excellent spray, the other two Influence Rocketeers who find the centre Marauder really hard to hit and consequently do sod all. Imph. Imph I say!

Around the left flag, the Wrecker goes to max contest range, needing to stay away from the Juggernaught charge as that would be game ending. He attacks the damaged Marauder, sadly without an Instigate buff caused by last turns non-activation. Does a chunk of damage, leaves him with a few boxes. The Green Drudges come in and manage to get it done.

The central Overlords move up, spray down a bunch of the WGI that my feat bunched up.
Wrecker on the right manages to bin the right side Marauder, burning all his focus.
The Pink Drudges run up and join the right flag contesting party, forced to crowd anyway by their leaders mighty Command 4.

I get on the scoreboard, now 4 to 1 for Khador.


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Khador 3: Sure enough, the left Mortar uses Take up to get out of the way. The various Artillery bits plink away, killing some Green Drudges on the left and rolling flat out awful on the Pink Drudge blob, for whom the Mortar got an excellent shot.

The Juggernaught kills two of the Overlords on the far left, Rifle Corp futz around and kill two of the centre Overlords.
The remaining Marauder comes up, fails to kill an Agitator. The few remaining WGI spread out contesting the right flag, tough out some of the Pink Drudges.

The last move is the clincher and easily the biggest problem. Ruin and Butcher move up, the Jack in charge range of the Objective. Eep.


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Merc 4: Biggest issue is Ruin, plan is to flood the front of the Objective to deny him a landing place, the Drudge Horde can seize the left side in future turns while I trade out a Wrecker to kill Ruin, then I'll be able to Telekinesis Butcher and turn him around while I slowly score up and just jam him out for the endgame.

Left wise, the Yellow Ambush Drudges charge in. Two go into the Mortar, ones in the back arc so I stupidly don't bother to CMA and promptly miss twice. Hmm. Several Rifle Corp die and I Prep Surgery another couple times.
The Wrecker on this side moves toward the centre for the Murder Ruin if he comes forward plan, contesting the left flag and being outside of the Juggernauts threat range.

Thexus casts Decel, TK's the Marauder up to get in my Wreckers Line of Sight and free up the Agitator, who moves to the right flag and Instigates. Said Wrecker then kills the Marauder.
The Pink Slaver unit kills a couple WGI and other just sit around the flag waiting to be souls for Ruin.

Last, every remaining model runs in front of my objective. One dies to a counter charging War Doge. I sadly have once again failed to place any Risen, making my screen far more anemic than it needs to be.


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Khador 4: Butcher, Winter Guard and Artillery attacks clear out a space, Ruin charges in and one shots the Objective, Khador get the deserved 5th point. Khador had 6 minutes, I had 10, so I'd probably need to win in about three rushed rounds.


While discontent with my Killboxing, I did quite enjoy trying to pull that one out. With only the relatively minor screw ups (Relative to Killboxing, so not exactly small errors) I think this matchup fairly easily goes to Thexus.
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Angry_Norway
post Apr 18 2017, 06:05 AM
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The table mat makes the models/terrain tricky to distinguish and it's a relatively uninvolved game, so sloth report.

Playing up, so chance for reasonable placement in the ladder,though I'm not super optimistic as it's into Legion who are a mystery in this day and age in my local.

Vayl2 is there, so I'm not keen on dropping Thexus and having him spelled to death, ends up as Gorten into the expected magic pew pew lady. Take and Hold table, with forests on the surrounds and water/walls in the centre.

The scenario not being super live is awkward for me. The opposing list is Oracles theme, with a couple Ravagores and a bunch of flying beasts that out threat me to the point of severe inconvenience.

The Sorcerer's reliving their teen skaterboard careers on Hellions prove to be super annoying, as Gorten forts up with his jacks and Rock Wall they hide in the forests and stop the various gun shots I want to do.

A Blaster gets chipped at by shots, I foolishly use it in the fort when the Drillers should have become the blocking pieces, Vayl feats and manages to strip off Gorten's camp with arced Chasten attacks, a Neraph charges in and easily kills him. Alas.


Random Ding Quotes to add something from someone who knows what they're doing in this game:
"Haley2 is my line. She's to easy to win with, it's not even a game"
"I brought Legion out just for today, putting them away again for when the exemplar theme comes out" (Going 4-0 didn't meet the standards required)
"Vayl2 is rubbish now"
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Master Chris
post Apr 18 2017, 09:57 AM
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Jack knows the horrible truth of space.

I am also interested in the Exemplar Theme. smile.gif


--------------------
Everything that existed before I was born is irrelevant, everything that exists after I die is lucky.
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Angry_Norway
post Apr 22 2017, 05:09 AM
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Monday Dolly Wars, seeing how loads of smucky infantry go into a caster that is theoretically bad for it.

Thexus1 (Operating Theatre) - 2x Wrecker, 2x Agitator, 3x Slavers/Drudges, 2x Benders/Drudges, Mama Alexia/Papa Dominator/Puppy Risen Horde, 2x Overlords
Objective: Bunker
vs
Calandra1 - Wrastler, Spitter, Gremlins, 2x Efaarit Scouts, Razorback Crew, Meat Thresher, Croak Raiders, Swamp Gobbers, Slaughterhousers
Objective: Effigy of Valor

The Minion list is basically testing out various things to see how they go. It's not my style, because I'm lazy, own a bunch of Posse and Blindwater Theme now exists. Plus I feel zero need to substantiate my statement that Slaughterhousers suck.

Scenario is Recon, I lose the roll and get given second. Notable terrain being some scattered walls, an obstruction on the Minion side of the left flag and a double forest/cloud wall that goes from the zone to above the right flag.


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Minion 1: Effarits move up on either flank, they do not fall afoul of any Stormtroopers. Croaks go out front.
Slaughterhousers move up the left with the Wrastler behind, Calaban trots up toward a wall at the Minion side of the zone. Meat Thresher trundles up to the right side of the Minion objective. Spitter and Targ hang out on the right.


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Merc 1: Forward my pretties! Where's my flying Drudge or Monstrosity model anyway?

Thexus hides behind the Wreckers/Objective, as I'm paranoid about Calaban feating and spelling him to death. Otherwise the Swarm moves up in standard blob formation, Overlords either side. Alexia spawns a Thrall that runs up to be behind the obstruction beside the left flag.


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Minion 2: Gremlins run super far out to the right, thankfully if there's an army that has no issues dealing with those sodding Stielberg Warts its the Squidheads (Magic sprays for daaaaaaays).
The Croaks move up again as the front line, shoot down some Drudges and Risen. The Slaughterhousers move up further back, the front one engages the Thrall Warrior.
Calaban stays backfield, tries a shot at a Drudge for some Arc Nodey goodness and misses. It was the start of a Minions run of Fortuna hurling into their collective hats.


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Merc 2: I have a theoretical assassination here. Thexus can TK the Wrckers forward, TK Calaban out and go to town. However, he's camping a reasonable stack of Fury, one Wrecker was heavily impeded by the forest and ultimately I dislike pinning the entire game on a boosted 10 which, if it fails, means Thexus doesn't even get a chance to whimper before Calaban magic smashes him into his component atoms.

Instead, Thexus and Wreckers pretty much stay where they are with Decel up, he feats to bunch everything up and arcs a TK to get the Thresher back and facing the wrong direction before it kills a stack of Drudges.

Top left sees the Yellow Slaver Drudges ambush, they eat that sides Effarit and engage a Slaughterhouser/Razorback Crew member.
Various Sprays from overlords and Bender unit kill the Razorback gun, most of the Croaks and the Gremlin Swarm. Slaver Drudges get up in their and polish off a few more. The units are reduced a few members each. I spawn another Thrall because I can and lack a reason to not do so.


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Minion 3: Calaban feats and pops a Drudge for Arc Nodey goodness. It doesn't help a great deal alas, as I've already killed a great deal. The Slaughterhousers kill some Slaver Drudges, the Meat Thresher does a doubletake to get back into the zone and fail to kill any Drudges with its gun, the Spitter gets two shots on a line of five Drudges and fails to kill any of them.


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Up to Merc 4: I don't manage to clear the zone, so it grind out a bit more before I kill Calaban. I keep Thexus super far back and out of Line of Sight, a Wrecker kills the Meat Thresher as Drudges swamp around the Beasts.


Slaughterhousers! Back on the shelf with you! Come on POOOOOSSSSSEEEE!
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Angry_Norway
post Today, 08:06 AM
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A quick SR2017 run through the trench. Kind've. I played Haley, so if anyone is repping the evil empire today its me. I DENY YOU YOUR FLUFF IRON KINGDOMS.

Haley2 (Storm Bringers) - Stormwall, Thorn, Squire, Laddermore, Stormlancers (1 min, 1 max), Junior with a Firefly
vs
Morghoul2 - Molik, Gladiator, Archidon, Extoller, Farrow Brigands with Warlord, Slingers, Feralgeist, Master Tormentor, Blood Runners, Marketh

Test scenario is "Spread the Net", so a flag/rectangle zone on wither side with a circle zone in the centre. Terrain has was done only partially with the CID Cluster method, due to a desire to get the game going. As my first game in the new SR with not much personal reflection on it this was more about grappling with the ideas than providing Dev feedback (It's been some time with the game, I think this is the first night I've started seeing the Matrix as it were).


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Skorne have a left leaning in their posturing, they run up the field. Bloodrunners on the left face off against the 5 man Storm Lancer unit, Molik and Slingers are across from the Stormwall with the Archidon on the right against the min unit of Lances. The watcha-call-it incorporeal upkeep spell goes on Molik.


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Cygnar 1: Plan is to advance minorily and plink at what's available.
Haley Accelerates the Stormwall and TK's the Firefly forward, arcing through Thorn.
The Steeeermweeellllll then moves up, puts down covering fire and a pod on the left side in front of the bloodrunners. I make a basic error (Sideswiped by Future Rob) and didn't put focus on the Colossal, so three shots into Molik achieve nought.
The Pod placement gave the necessary range extension for the Max Lances to advance, shoot it and kill the Master Tormentor and four Runners with electro leaps.
Courtesy of the TK the Firefly has the range to go into the cloud and zap down three Slingers.
The Min Lance unit goes far right to see if htey pull out the Archidon, long term they'll ensure no Skorne plans to get the right Rectangle zone.
Arcane Shield is on the Stormwall.


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Skorne 2: Morghoul charges the Lightning Pod, feats on Laddermore, the max unit of Lances and the Stormwall, then Sprints back to safety.
I was careful in general, with the exception of the Firefly, who proves to be in the Archidon's threat range. The Dinosaur charges in after an enrage, maxes Fury and crushes the tin can.
Other than that, everything just moves around. Gladiator hang ways back, Molik gets into the centre zone behind the Slingers.


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Cygnar 2: It's my feat turn, I eyeball that if the Stormwall kills Molik he'll take a round of shooting, then the next turn I'll kill the Gladiator and it'll be hide-Haley-until-inevitable-win time.
Min Storm Lances Press forward, doing a couple assaults on Slingers while one charges the Archidon for a bit of damage. This lets Thorn run around to an arc location on the right side of the circle zone.
Haley then goes, TK's Molik around. Haley feats, unfortunately the various Blinded models are hard to bypass and I don't get the gladiator in her control area. Doh. He'll need to rush himself in any event, I do a gut feel that the Stormwall should survive with about 10 boxes and I'll still be fine attritionally, ergo the Colossal charges in and kills Molik, plonking down a pod to contest the Skorne Rectangle zone.
The Blinded Lances just futz around.


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Skorne 3: Morghoul Mortalities the Stormwall, kills a Stormlancer and Sprints to be in the Skrone Rectangle zone behind the trench (Inside that terrain was to close to Lance charges).
Blood Runners gum up the left Storm Lance unit.
Slingers are all engaged, so they just gum up nearby pieces.
With Brigands and a high spike Gladiator attacks the Stormwall dies. Whoops. Danger, danger, High voltage!
The Archidon tries to kill the unbuffed Stormlancer that charged him. Leaves him on one box. Just Cygnar things.

Skorne get a point off Morghoul in their zone. The fiends.


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Cygnar 3: Well, Stermwell be gone, so assassination it is.
After some mapping out, I start with the min unit of Lances who clear out the Slingers jamming Thorn.
Thorn then runs, taking a free strike from Marketh that takes out no systems. He ends with 5 of Morghoul.
Laddermore charges a Brigand, falls short but gets out of the way and kills a Brigand with the Assault shot.
Haley then goes, she TK's Morghoul forward through Thorn, then advances herself, TK's herself, does two more TK's on a pair of Stormlances on the left unit.
I then get three Stormlance charges into Morghoul who has no valid transfer targets, they easily get the job done.



Haley remains Haley, even when her controller screws it all up. Had no business dropping the Colossal like that, he could have stayed perfectly safe had I loaded up early on and just shot Molik off the board over two round.

This opening game did not leave me enthusiastic for SR2017. Scenario is no longer a win condition to my mind, it's just a timer. Hopefully more experience will elucidate the grand scheme, it's starting to emerge to me I think.

Widgetgate was a unfun experience for me this game, primarily when the assassination run was being lined up it made it much more clumsy to arrange and get opponent consent. The various posts and PP responses have also been lackluster.

This packet is probably enough for me to bin Gorten. The scenarios are to broad and the scoring to low, in a world of pure assassination/attrition Ossrum is, sadly, the better caster. I'm finding that pill quite bitter.

I also saw the Time Chasers, the Star Wars Christmas Special twice and The Room in the last 8 hours, while the offering the night before was the entire Twilight Saga and The Island of Dr Moreau (On a Rifftrax binge). The prospect of Ossrum>Gorten for me is still the experience I'm least happy with. Plus ads from 1978 are hilarious to me (Oh Tobor. So obvious it hurts.).
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Lo-Fi Version Time is now: 25th April 2017 - 10:51 AM