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> Admonitions of a Suss Sufferer: Mark 2, all about Mark 3
Angry_Norway
post May 21 2019, 10:17 AM
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Game 406 - Magnus1(Irr) vs Vlad-1(CM) - League Round 1
Mirage


Back to the home town, league time. Basically a tourney spread out over a few months, each matchup getting a few weeks to sort out a game.

As I am not the brightest spark, I opted to go with Magnus1 with a bunch of Rovers. Madness. Prior to the actual game I kept looking at the list trying to work out how I was meant to win, these games were going to feature a fair chunk of flying by the seat of my pants, which is a ludicrous expression I think I never want to use again.

Opening round is into Meme-oth using the alternate history caster, little Vlady.
It's double Judicator, Sev0 with a Redeemer, Rhoven and bros.
I've got Mag1 with four Rovers, anotehr Rover being Marshalled by Dirty Meg (Had to get Pathfinder from somewhere....), double Eliminators, the lame version of the pirate cannon, a dwarf mortar, some shonky solos (Alten, Orin, Eilish).


Rolled up Mirage, randomly threw terrain on the board, ended up with a some skipping stone esque forests, water, rubble, a trench and a hill.

I won the roll, picked first with the intent to run forward and attempt a shoddy version of Magnus2's feat. Opposing list has a bunch of Proxies, the Huge bases are Judicators is the only one that really matters. I had to sub in a Rockram to take the place of the marshalled Rover.

My side is a bit more foresty and has some rubble in annoying spot for my unpack.
No obstructions, so Menoth isn't to terrain concerned anyway, though they do get a defensive trench.


Round 1: I remember advance move, such pride. Stuff runs up, the jacks are spread out. Alten goes super far left because that is how I roll.
The Menites opt to fling out AoE's, trying to kill the Kayazy and packed in solos. Luckily the drifts are hot garbage and ping nothing.
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Merc 2:Welp, time to jam out and try to scenario this shizzle.
The Artillery and Orin lightning a rover kill the two forward placed Wracks in the dim hope of getting some kill points.
No other relevant attacks, Rovers run, then Magnus feats and they run again.
The Jack Marshalled one, being somewhat slower, goes to the top of my zone.
One runs out of Magnus' control range to be in the way of the left Judicator, another runs to engage Vlad in the trench, another goes up to the right Judicator. One Eliminator unit also runs up on the right. Magnus tries to hide out behind the trees and camp.
Harlen runs to the centre flag, Tinker goes to the right back spot.
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Menoth 2: Vlad feats, walks back a touch, casts Signs and Portents and pops his feat. Swings on the Armour buffed Rover engaging him, takes off about half it's boxes.
The left Judicator opts to do its ranged attacks, leaving the left side pair of Rovers on about 4 boxes each.
Right Judicator shuffle around, easily melees the right side Rover and the one engaging Vlad into small piles of molten liquid.
The Jack Marshalled is salivating at Vlad, so Sevvy's Redeemer moves to be in the way.
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Alas for the Menites, the over concern for assassination and gleeful attrition hadn't allowed for contesting, as realised way to late in the turn. I score three on their turn and auto win top of 3.


Let's not do that again. Would have been annoying to contest for Menoth, though doable (Judicators lob shots at my solos, Redeemer runs to my zone after a Road to War) and still do reasonable damage to the Rovers. I then either have to sort out an assassination or try more desperate scenario games. If we played this 10 times Menoth probably win 9 of them.

Anyway, League 1 down! Only....two or three more Magnus games to go? Yech.
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Master Chris
post May 21 2019, 02:55 PM
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Everyone does, indeed, want to be a pirate.

I'm happy you went with that YT clip rather than the hand-animated one that is...less...good for viewing...at work.

You've beaten Ashlynn this time, Gadget...but she's still out there...waiting...watching...


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Angry_Norway
post May 22 2019, 09:58 AM
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QUOTE(Master Chris @ May 21 2019, 02:55 PM) *

Everyone does, indeed, want to be a pirate.

I'm happy you went with that YT clip rather than the hand-animated one that is...less...good for viewing...at work.


We all know the most offensive Pirate media in existence today.

This one:

IPB Image

This post has been edited by Angry_Norway: May 22 2019, 09:58 AM
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Master Chris
post May 22 2019, 11:31 AM
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Correct.


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Angry_Norway
post Jun 4 2019, 03:21 PM
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Game 407 - Caine3(LR) vs Wurmwood(DH)
Epic Pit


In the course of attempting to find something to deal with Wurmwood given the post OTC games, I fell into clear madness. Ossrum supposedly doesn't love it (post feat being super sad times with Stranglehold around).

Caine3 with Magesight got lodged in my brain. It seems bad. Bad enough that it has to be played to get out of the system.
Even making Caine3 lists are painful, primarily because the direct comparison to Cygnar lists are available. He also doesn't support the rest of his list, so they have to look after themselves.

Ended up building Llaelese Resistance, Caine has a battlegroup of three Mules and Ace, a bunch of the Llaelese solos, units are a max Trenchers and some Bastions. Unit think guided by the desire to fight medium based Tharn, guess we'll see how that goes into Wurmwood using a Ravager based build.

Central based scenario so....hmmmm.
I won the roll, took first. End up with a pair of hills, then a wall/obstruction deal on my side of the zones. Wurmy gets a pair of forests, one of which hides the Circle objective and a pair of way back obstructions.


Round 1: Everything moves up, I stay relatively central, the trenchers cloud up using the central obstruction to extend it.
Ghetorix moves up on the left, Wurmy plonks a forest in front of him and hangs back out of Caines threat range. Blood weaver solo chicks run up behind the wall and my obstruction, the wolf riding solos go up either board edge.
Cassius runs forward, arcs a Stranglehold from Wurmwood on a Mule that spikes super ahrd ont eh boosted damage roll and takes out its Mace arm. Did not expect that. he then ports back.
Lord of the Feast hides out behind the Circle obstructions, a shame given I wanted Ace to headhunt him.


Merc 2: Alrighty, plan is to kill Ghetorix, the two Gallows Groves and the two forward chicks.
Ideally Lord of the Feast and Cassius would be in the mix, alas is not to be. The Shifting Stones are also way to far back.

Caine tippy steps forward, puts mage sight out to just barely touch Ghetto, then he pops in his shots. I opt not to feat with logic I no longer recall yet was likely to be as confounding and nonsensical as the Lundgren He-Man movie (Spell says by "lundgren" did I mean "Plunderer". I guess if my child hood had more investment in that show maybe?).
Alas, disaster. Whats-his-face in Caines unit lands the Grievous shot and it is shield guarded by the bigger dude from the Bridget/Bigger dude unit. Rats. Caine's unit Flickers back.
The Strangleheld Mule pops a shot, it does sod all. At this point I give up on killing Ghetorix and regret not feating.

The other two Mules pop shots into the flanking Wold Ridey bros, one gets Crit Devestated yet receives merely a gumming on the damage roll and the other passes his tough. Eech.

Infantry wise we have a bit more success. Gorman throws an auto hit on the deviate corrosion grenade to kill one of the forward Bloodweaver solos, the other dies to a three man Trencher CRA.
Anastasia gives her life to kill one Gallows Grove, the other dies to Taryn shots.

The Trenchers pop their clouds, Bastions run to toe the centre and right zones.

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End of Merc 2 pic, Gatormen standing in for Bastions.


Circle 2: Ghetorix commits on the three man group of Trenchers, kills a couple with snacking to heal up his few damage points. Ravagers come in on the centre and the right zone, Bastions kill one on a Defensive strike.
The Ravager attacks kill Gorman, Taryn, a few more Trenchers, one Bastion and leave three others on a single box.

The Griffon flies up to the left zone as Bridget and Caul murder Anastasia.

Had Wurmwood managed to gather souls I wouldn't have been surprised for the naked Caine to be straight up spell nuked, thankfully at least I was saved from that little nightmare.

The damn Wold Rider solo bros end up deep in my backfield so I''m now technically surrounded.

Circle score 1 for the left side, the objective having surprisingly survived and a Bastion toeing the centre zone.


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Merc 3: Eep, lots of stuff getting up in my face. Number of available attacks is a serious concern. Have to counter kill as much as possible, Ghetto has to die this turn. The Bastions will have to deal with the right flank basically on their own while everything else tries to deal with the left and centre.

Caine aims, feats, hits Ghetto as does his fellow unit bros. Calamity is cast. Ghetto is behind the wall, so Ace tippy taps back a bit and does a Thundershot that knocks Ghetto down. Woot woot, it's the sounds of the alright priced character jack. A Mule shot then horribly overkills it.

The left Mule kills the Wolf Rider dude.

Trenchers and bit solos run to contest the centre and left.

Bastions get a Hot Meal from Gibbs and heal up, they then go swinging and kill half the Tharn in the right zone. Right side Mule tries and fails to polish off the last Wold Rider.


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Circle 3: Welp, time for some treevenge. Leftwise the Tharn solo lightnings away contesting Eilish.
The little bird beast started outside Wurmy's control area, so frenzied with little value.

Centrally the Tharn clear out the last Trenchers.

Rightwise the Lord of the Feast comes up and finishes off my objective and one bastion. The Tharn in the zone come in, a defensive strike pops off another one, they end up leaving one Bastion alive contesting both the centre and right zone. Hero.

Circle get to 3 CP off the objective and left zone.


Round 4: Looking way to precarious for me now. I need to start scoring on the left, unfortunately contesting is going to be difficult.

It sadly ends up a mute point, Caine has to allocate to a Mule and Clamity a Tharn Raver unit to hold the centre/left, this leaves me without enough focus/attacks to kill the enemy objective.

Mules end up in the left and centre, with Calamity one unit kills fourish Tharn.

Bastions limp out on the right, now to few to prevent their easy deaths in the Circle turn to Cassius arcing pew pews and Circle winning 5 zip.

Between turns in round 4 pic:
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Bastions were surprisingly nice, even though speed 4 is awful. They'll be second wave no matter what happens. Issue being that they're fine into Ravagers, without Trencher clouds they die hard to the pew pew Tharn bow people.
My local brains trust were current, at least one Mule should be a Mariner for the Thresher.
Caine's focus problem feels unsolvable in Mercs. Jacks aren't cheap/quality enough, taking a Galleon is terrible in a Stranglehold matchup.

Throwing this version in the bin for the moment, might resurrect later.
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Master Chris
post Jun 6 2019, 10:14 AM
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Caine's focus problems: What about those Steelhead Arcanists to Empower jacks? Does Sill-Willy help at all? smile.gif


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Angry_Norway
post Jun 6 2019, 12:08 PM
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QUOTE(Master Chris @ Jun 6 2019, 10:14 AM) *

Caine's focus problems: What about those Steelhead Arcanists to Empower jacks? Does Sill-Willy help at all? smile.gif


Mmmmm.......maybe? Haven't really looked at Steelhead stuff as I haven't bought in, it's a good point. Not sure what they do in the unit v unit point, will have a gander.
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Angry_Norway
post Jun 14 2019, 12:28 PM
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Game 408 - Gorten1 (Irr) vs Denny1 (DH) - League Rnd 2
Epic Recon


League round 2: No more Mag-aloo. Flipping in a new version of the Gorten list, throwing in the Galleon. Had another version that evolved from the OTC lists using the Steelhead Volley Guns, don't currently own those so plonking this one down instead.

Ye olde push and pull Dorf fella no longer has a viable Strength of Granite target, heavies dropped for a half a dozen bunnies split between sprays and hand cannon versions. Double Pressgangers remain to be vaguely sticky, using their lives to gun up giant cogs. Alexia2 made it in again as did Eiryss1 and Grogspar, Hawk got added now that she's a Sprinting Lunging machine thingy (Though I do miss Savio). Rounded off with Gastonne1 controlling a Galleon.

Notably, Gorten as a Rhulic caster can't reactivate the Galleon and there are no Marshalls in the list, just to make Gastonne even more of a potential weak point. Woot.


Recon 2 isn't ideal for me, basically have to push one zone in the scenario play to get the lazy win on feat turn, plus going into Denny1 Banes so clouds and stealth might make the assassination harder. Guess we'll see.

Both sides get a wall near their objective, making both Galleon and Kraken placement have some annoying positioning issues. Otherwise there's a central forest and other terrain that doesn't hugely impact play.

I lose the die roll, take the side with a vaguely defensive hill and a better hiding possibility with the central forest. Figure if Denny isn't available to die then we hide behind the forest and pop shots into the Kraken until it falls over (Spray bunnies can deal with the Banes once all the Press Gangers die gloriously in combat for three fiddy).


Round Uno, the game I keep getting official rules clarifications for on twitter: Both sides run at each other, the Kraken opts for the right side. Galleon ops for even Rightier.
Bane Warriors are on both flanks with the Knights in the centre, Denny goes up behind the wall.

The Pressgangers form literal lines, as Solid Ground stops being too concerned. The Galleon went so far right primarily because I completely forgot the point of it being in the list, which is to shove Gorten forward another 2 inches with it's new Crane rule. Whoopsie daisies.
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Cryx 2: Banes! Banes everywhere! They swarm forward and get into my grill for the most part.
Kraken moves up, kills a couple Press Gangers (enough to fuel up Alexia).
Denny moves up and feats, she arcs a Venom on the left that sees a pair of Gangers tough out and Hawk dies. Dangit.
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Merc 2: My plan had been to do a chip turn, have the Galleon/Handcannons kill the arc nodes, then ding the Kraken. Spray down some Banes. Send Alexia's triple Thrall missiles to hopefully finish off the Kraken.

Undead avarice rendered that plan less pointfull, as in order to get more stuff (Bunnies and Gorten) under feat Denny had walked over her wall and could be dragged forward. Time to attempt some juicy murder.

There's a spread of Bane Knights in front of her with the Defensive Strike mini-feat (Anti-PP quibble: The Bane Knight UA is a signature piece of failed design principles, far to many rules on one model, they should stop that) and she is camping....two focus? (Boosted Venom, fuelled up Kraken, the amth checks out!).

The Press gangers move around to be the wall of Banes-Being-Pushed blocking. They pass an absurdly high amount of their tough rolls, one dies out of the fiveish attacks that hit.

Gorten is feated on, so with his glorious speed of 2 he is an inch out of feat range. Grogspar winds his arm up....
IPB Image
...and trivially lands the hit, luckily he was out of Denny's feat range so Gorten was pseudo defence 9. Yes, none of this is required if I place the Galleon centrally (i.e correctly).


Gorten goes forward 6 inches, he ends up in a Machine Wraith (Proxied by a Brute Thrall) so gets about 5 forward. Grogy does a damage point. Gorten then activates, throws out an Eruption at a Bane Knight, backs up a tiny bit and drags Denny and most of the Banes forward. The Eruption does a solid whack to Denny.

Denny ends up engaged with a Press Ganger, I wanted to land an Eiryss shot alas it seems untenable. One Spray and two Gun Bunnies later Denny is splattered. Still had Eiryss potential, Galleon blast damage desperation, another Bunny and a fully loaded Alexia to go.
IPB Image

Pretty happy in the matchup anyway on the proviso I can kill the Arc Nodes on my turn 2, just to ensure Gastonne lives. After that Bunnies and Galleon shooting feels like it'll do well at the expense of Press Ganger lives, which is what it's for.

No list issues at present. Need to actually use Galleons rules. Dislike not having a Tinker/Anastasia/Bradigan in, though not a real drama. Haek is better list wise, functionally replacing Savio. I did ponder putting the JAIMs in, expect one game against Tharn or Ogrun will kill that notion.

Never forget the best Popeye iteration.
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Angry_Norway
post Jun 25 2019, 11:10 AM
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Game 409 - Thexus1 (OT) vs Krueger2 (DH)
Spread the Net


We return to a world with less Caine3 and loads more stilted Infernal releases. No strong opinions yet, if I was Eilish I can see selling my soul to regain Hexblast after losing it in CID (This line blatantly stolen from Chickenslayer).

Returning back to the stump of how to deal with Circle, the next theory is maybe enough physic blasts that don't care about line of sight can do it?

Thexus, battlegroup is triple Warden. Mostly a hangover from my previous generalised build (Back when Thexus was main and Gorten covered the weak matchups, times have changed), thinking the Shield Guards would be used to counter Lord of the Feast placement.
Maxed out the Overlords, something I thought I'd never do to the point of not owning a third unit, working on that. Pathfinder and pew pew ahoy.
Maxed out Mind Bender Drudges, felt like I might not need the slight melee benefits/spawning of the punchy Drudges.
Solo mixes of max Agitators, Machine Wraith, Pistol Wraith.
Had eight points at the end of that, for the week up to the game it was a min unit of punchy drudges that could ambush in. The day before I changed my mind and flipped in the recently buffed Devil's Shadow with a Dominator, thinking that Zira could pew pew, die, then get resurrected by her fellows.

This time the Devouring Host is led by Krueger2 (Cliche line about my Mark2 nightmares), still rocking the double Ravagers with a two battlegroup then Ravager bits and bobs for days. Let us compare our use of TK then?

Spread the Net. Hmm. Given the Tharn want to get up in my face, not super confident this will work out like I'd hoped. I won the die roll, elected first to get board space. This did lump me with garbage terrain of forests and water that would slow up the Drudges and Monstrosities. Circle get a couple hills and a wall that doesn't matter.
Other notable piece is a fog blob in the centre of the board, Circle have the Guidance Bog Trog, so if it's important enough they can make it work.


Round 1: Everyone's stuff runs up, the Drudges but up behind the rough terrain. The Machine Wraith leans toward the left side, the Pistol Wraith the right. I do a convoluted series of Drudge/Monstrosity placements to prevent Lord of the Feast coming up and straight up ganking Thexus.
This proves negligible when everything Tharn runs up and the Feasty Boy hangs near the right hill.


Mercs 2: Krueger had whimsically dropped all his Fury. My options were, if I ran up a Warden, was to either double Hex Blast boosting damage or Rampage the two beasts to punch him. I ended up opting for neither, one beast couldn't get into the backup and they turned out to have lame punchyness when unbuffed (The hoppy Goat and a Feral) and the Hexblastyness relied landing a pair of unboosted 6's. Bad test result if it works anyway.

I decided to try to feat and get some attrition in. Wardens fumbled around a little bit, positioning for arcing stuff.
Thexus moves across, TK's Aiyanna forward. Feats to push Lord of the Feast and the right side unit of Ravagers together. Also pushes the beasts away. One Ravager also gets TK'ed around.

Aiyanna moves up, lands Harm. Holt pew pews a Ravager down. Two units of Overlords move forward, one unavoidably ends up toeing the centre cloud. The Ravagers, aside from the officer up the back, all die. Lord of the Feast basically giggles at the feeble POW 12's attacking him.

The Pistol Wraith runs up the far right edge of the board, mostly to be an annoyance. I can't provide a rational reason for that decision.

IPB Image
My ultimate feeling at the end of that turn is that a unit of Ravagers wasn't a good enough trade for the feat. If I pop Lord of Feast it would have been better. I weighed up if I was better off casting Influence on Ravagers to boop Feasty, the answer is yes in terms of higher success chance due to higher POW, still atrociously low to the point of unworkable. Arm 19 is just a stretch to far to kill with unboosted damage rolls available to the list. Ho-hum.


Circle 2:Wolves and Hippes sniff the Buffy cover up drug instead of free love and start murdering mah stuff. Ravagers come forward up left, kill half a dozen Mind Bender Drudges with mini-feat, stealthy murder solo chicks run up to contest my flag.

Right wise on jumpy wolf rider gets magic weapons from the solo dude and pops the pistol Wraith
His bro vetoes the place of Billy Connolly in a dreadful fantasy Trilogy, pops forward to kill a couple Drudges and get into my rectangle zone.
Lord of the Feast and the last Ravager on this side (The officer) kill the forward six Overlords, teleports with the Raven into my back arc. Realistically Thexus dies here, better Warden placement is required to keep him safe. Duly noted.

Krueger saddles up and trots into the trench, Circle 3 off the left/centre zone and their flag. This ship is going down quick smart.

IPB Image


We play out another round, I clear out the stuff around my left flag and rectangle and use a Rampage to shuffle out the scoring beast on Circle Rectangle, however ultimately my miscalculation with the Pistol wraith is more costly than I imagined, even with TK and Adrenal movements the furthest I can get any model is half an inch from contesting the Circle flag.

Ergo Circle score on my turn to make it 4-2, Krueger and beasts then trivially clear out the centre circle and contest up to get the scenario win.

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Triple Wardens didn't really work out, so the battlegroup will have some modificaitons. Sadly there is a high chance one will be a Subduer for the soul purpose of sacrificing itself to kill Lord of the Feast. In hindsight, the Pistol Wraith doesn't really meaningfully do anything to the Tharn list either, especially without a grab bag source of souls. His function is better served by a Machine Wraith.

Triple Benders/Overlords will stay for the moment, no real need for the punchier Drudges yet. Will drop Devil's Shadow for the above, they were excess to requirements.
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Angry_Norway
post Jul 2 2019, 08:36 PM
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Game 410 - Gorten1 (Irregulars) vs Goreshade1 (Black Industries) - Shorty
King of the Hill


League Round 3 match and it's....the hell are these zones doing?!
The new SR has landed, adding some new wonk scenarios (yay!) and more objectives to choose from.
One is anti Pushing.
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Matchup wise, it's into Goreshade1 with a bunch of expensive Jacks, Overlords, various support models.

Ultimately it's a pretty happy matchup for me, oddities of scenario aside. Lamentation isn't great, but eh, 14 inch control means he's in feat range.

Galleon ends up toeing the centre zone with a defensive Rock Wall placed to stop Goreshade dropping Banes in to kill it. Pressgangers split up, Reds suicide forward in the centre while a spray bunny, Smurf unit and Hawk push up on the right.

Cryx easily score their flanking rectangle, however the murder standoff of Galleon and the Cryx Jacks plus the mans jam means they don't advance super hard.

Top of three I clear off the right side and sadly leave the Cryx objective on one box, halfway through I realise Gorten has to move behind the Galleon making future feat turns a little awkward. A bunny has to be sacrificed to contest the left zone. I score the right/centre zones and flags, up 3-1.

Cryx do reply by feating, getting some damage about the place and killing Alexia. Sadness. Goreshade ends up camping his stack and throwing his arms open daring me to kill him, alas his jacks prove surprisingly feeble and leave the contesting bunny on one box. A Cryx Arcnode cops a freestrike to just get to contest my right zone.

Top of three I kill said Arcnode, easily feat to clear the zone.
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Galleon placement was better, so Gorten got teleported. Even with the stealthy jacks the guns had mild value. Concerned about list compression on the board given how a scenario like this one goes, missing those Kayazy Eliminators pretty hard.


One more round int he league, probably some Haley3 shenanigans.
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post Aug 13 2019, 03:30 PM
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Game 411/2/3 - Wintercon Shorties

Wintercon rocked around, alas I wasn't really feeling it. Oblivion changes dropped within days after it, so the lists aren't super relevant anyway. I had the Gorten Galleon and Thexus max sprays list, though Cephalyx never saw the table.


Round 1 - Gorten versus Garry2
Tomo, so lovely. Elves, so a burning hate that I can't tell the jacks apart.
Epic Recon, there's a pair of opposing doom sled things, a suicide tough unit to contest and some MOAR GUNS.

I get first, stuff runs up. Elves shoot down most of a Pressgager unit, Garry hides behind the two Doom sleds.

Top of 2, Gorten gets punched up with the intent to push Garry2 into the killbox. Halfway through it emerges that the little git has repo 5 and this plan is awful, so Gorten walks back instead and all my shots go into one of the Doomsleds. Lucky Thrall Warriors manage to kill it off.

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End of my turn 2, when things seemed possibly salvageable.

Unfortunately after that things get mangled. The Elves shoot off way to much of the BOard, including half the Galleon. I feat to get some points, however I can't close it out and get attritioned out with the Galleon dying trivially. Gorten ends up impaled on the bottom of....round 5? The game was functionally over the turn before.


Round 2 - Gorten vs Venethrax

It's Frawltator. We are both to lazy to reset the scenario from last round.

Venethrax whaaaaat. Slaughter Fleet. One unit of punchy Trolls, another of Belchers, running a bone node, Inflictor and Kraken. Support solo stuff.

Cryx run up, punchy Trolls on the right flank are safely ignorable. Initially both Colossals toe into a different zone in. Press Gangers die in groves, however the bunny jacks ping the Kraken a fair bit and I clear out the left zone for the early pair of points on the bottom of 2.

The Kraken ends up committing in, allowing Cryx to take over the right zone to counter score, however the Inflictor goes to run to Venethrax loses it's movement to a freestrike Pressganger.

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No Shield Guard and the Kraken being in my face means Cryx lose their colossal and Venny gets Disrupted. I lol some Bunny shots into him, think he gets away with about ten boxes. Gorten feat pushes back stuff on the left.

The auto scenario win is stopped by Eilish casting and using his teleport to get to the left zone as the punchy Trolls get in amongst the Bunny Jacks. Cryx have taken to much damage by this point, so the Galleon and bit attacks unjam everything and I cruise to an attrition win on CP's.



Round 3 - Gorten vs High Reclaimer.


Crab baskets. Don't have a good Reclaimer drop. Gorten moves to far forward without enough cover, top of 2 the Judicator pops him in. Whoops.


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That was enough of that, I surrender to my sloth and drop out. Gorten/Galleon ultimately proved more cute than good I can only picture the horror that would have been Gastonne popping off. The list would need a major re-jig before Oblivion anyway.
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Lo-Fi Version Time is now: 19th August 2019 - 03:50 AM