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Full Version: Admonitions of a Suss Sufferer: Mark 2, all about Mark 3
WargamerAU Forums > Wargaming Down Under > Privateer Press > Warmachine & Hordes General Discussion
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Rebooting my old thread for the new edition.

Old Mk2 thread here.

Will keep a list of the games in this opening post.

Game 1: Bart1 vs Xerxis1
Game 2: Bart1 vs Skarre1
Game 3: Gorten1 vs Skarre2
Game 4: Gorten1 vs Ossyan1
Game 5: Gorten1 vs Doomy3

Game 6: Gorten1 vs Maddox1
Game 7: Gorten1 vs Garryth1
Game 8: MacBain1 vs Xerxis1
Game 9: Gorten1 vs Xerxis1
Game 10: MacBain1 vs Skarre1

Game 11: MacBain1 vs Durgen1
Game 12: Fiona1 vs Xerxis1
Game 13: MacBain1 vs Makeda2
Game 14: MacBain1 vs Doomshaper2
Game 15: MacBain1 vs Vlad3

Game 16: Gorten1 vs Hexeris2
Game 17: MacBain1 vs Strakhov1
Game 18: MacBain1 vs Calandra1
Game 19: MacBain1 vs Vyross1
Game 20: Gorten1 vs Ossyan1, Round 1 of Wintercon Masters

Game 21: Gorten1 vs Morghoul1, Round 2 of Wintercon Masters
Game 22: MacBain1 vs Thagrosh2, Round 3 of Wintercon Masters
Game 23: Gorten1 vs Makeda 3, ound 4 of Wintercon Masters
Who's the Boss Round 1!
Who's The Boss Round 2!

Who's The Boss Round 3!
Game 24: Fiona1 vs Naaresh1
Game 25: Magnus2 vs Skaverous1
Game 26: Magnus2 vs Reznik1
Game 27: Gorten1 vs Reznik1

Game 28: Bart1 vs Makeda3
Game 29, 31-33: Magnus1 Journeymaning
Game 30: Magnus1 vs Xekaar1
Games 34/5: Magnus1 vs Xekaar1, Ossrum1 vs Helga1 Journeyness
Games 36/7: Ossrum1 vs Kryssa1/Ragnar1 Journeyship

Games 38/9: Ossrum1 vs Malekus1/Helga1 Journeys onward
Game 40: Ossrum1 vs Malekus1 Journey 10pts
Game 41/2: Ossrum1 vs Agatha1/Syntherion1 Journey 10pts
Game 43: Ossrum1 vs Tannith1 Once more into the 10 point Journey
Game 44: Ossrum1 vs Koslov1 w/Shockies 10 pt Journeymans

Game 45: Ossrum1 vs Koslov with pew pew ninjas 10pt Journeys
Game 46: Bart1 vs Xekaar1
Game 47: Thexus1 vs Aiakos2
Game 48: Thexus1 vs Rasheth1
Game 49: Thexus1 vs Deneghra1

Game 50: Ossrum1 vs Maddox1 25 Journeymans
Game 51: Ossrum1 vs Malekus1 25pt Journeyz
Game 52: Thexus1 vs Morghoul1
Game 53: Ossrum1 vs Kozlov1 25pt ETERNITY BATTLE
Game 54: Ossrum1 vs Maddox1 25pt speed round

Game 55: Gorten1 vs Syntherion1 50 point Man of Journeys
Game 56: Gorten1 vs Ossrum1 50 Point Journeys
Game 57: Fiona1 vs Skaverous1
Game 58: Gorten1 vs Jakes2 65 pt Journeys
Game 59: Thexus1 vs Vlad2

Game 60: Durgen1 vs Xekaar1
Game 61: Durgen1 vs Zerkova1
Game 62: Durgen1 vs Goreshade2 Posted after game 68
Game 63: Thexus1 vs Nemo2 Journeymans Tourney
Game 64: Thexus1 vs Doomshaper3 Journeyman Tourney

Game 65: Thexus1 vs Kaya2 Journeyman Tourney
Game 66: Durgen1 vs Lylth1
Game 67: Thexus1 vs Gunnbjorn1
Game 68: Durgen1 vs Jarl1
Game 69: Bart1 vs Madrak2

Game 70: Thexus1 vs Aiakos1
Game 71: Bart1 vs Aurora1
Game 72: Thexus1 vs Xekaar1 Kapital Kup Heat 1 Round 1
Game 73: Thexus1 vs Garryth1 Kapital Kup Heat 1 Round 2
Game 74: Thexus1 vs Madrak2 Kapital Kup Heat 1 Round 3 (Final)

Game 75: Gorten1 vs Lucant1
Game 76: Gorten1 vs Reznik2
Game 77: Gorten1 vs Hexeris2
Game 78: Gorten 1 vs Kreoss3 MOAB Rnd 1
Game 79: Gorten1 vs Vlad2 MOAB Rnd 2

Game 80: Thexus1 vs Harbinger1 Moab Rnd 3
Game 81: Bart1 Kingmakers vs Haley3
Game 82: Bart1 Kingmakers vs Doomy2
Game 83: Bart1 Kingmakers vs Damiano1 Kingmakers
Game 84: Thexus1 vs Severius2

Game 85: Ashlynn1 vs Jakes2 Kapital Kup Heat2 Rnd1
Game 86: Ashlynn1 vs Vlad2 Kapital Kup Heat2 Rnd2
Game 87: Ashlynn1 vs Iron Mother1 Kapital Kup Heat2 Rnd3
Ashlynn Blathering
Game 88: Ashlynn1 vs Severius1

Game 89: Ashlynn1 vs Tannith1
Game 90: Thexus1 vs Aurora1
Game 91: Darius1 vs Magnus1
Game 92: Gorten1 vs Goreshade2
Game 93: Haley2 vs Aurora1

Game 94: Darius1 vs Aurora1
Game 95: Haley1 vs Thyron1
Game 96: Haley1 vs Malakov2
Game 97: Haley1 vs Damiano1
Game 98: Haley1 vs Ragnar1

Game 99: Haley1 vs Madrak2
Game 100: Haley1 vs Ragnar1
Game 101: Haley1 vs Damiano1 Kup Heat3 Rnd1
Game 102: Haley1 vs Zaadesh2 Kup Heat3 Rnd2
Game 103: Haley1 vs Malakov2 Kup Heat3 Rnd3

Game 104: Thexus1 vs Harkevich1
Game 105: Thexus1 vs High Reclaimer Slam
Game 106: Thexus1 vs Zaadesh2 Slam
Game 107: Gorten1 vs Zaadesh2 Slam
Game 108: Gorten1 vs MacBain1 Slam

Game 109: Gorten1 vs Rahn1
Game 110: Gorten1 vs Elara2
Game 111: Gorten1 vs Zaadesh2 Slam
Game 112: Gorten1 vs Damiano1 Slam
Game 113: Gorten1 vs Sorscha1

Game 114: Durgen1 vs Severius1 (50 Pointer)
Game 115: Gorten1 vs Ragnar1
Game 116: Thexus1 vs Elara2
Game 117: Gorten1 vs Maddox1 (Minimal writeup)
Game 118: Old Witch1 vs Severius1 (50 Pointer)

Game 119: Gorten1 vs Severius1
Game 120: Durgen1 vs Makeda3
Game 121: Durgen1 vs Helynna1
Game 122: Durgen1 vs Maddox1
Game 123: Gorten1 vs Haley2

Game 124: Gorten1 vs Axis1
Game 125: Thexus1 vs Brisbane1
Game 126: Gorten1 vs Brisbane1
Game 127: Thexus1 vs Damiano1 Slam
Game 128: Thexus1 vs Haley2 Slam

Game 129: Sturm and Drang1 vs Severius2 (50 points)
Game 130: Sturm and Drang1 vs Ossrum1 (Government Mule Beatdown)
Game 131: Gorten1 vs Madrak3 Slam
Game 132: Gorten1 vs Amon1 Slam
Game 133: Gorten1 vs Morghoul2

Game 134: Gorten1 vs Axis1
Game 135: Bart1 vs Testament
Game 136: Thexus1 vs Stryker2 Cancon Masters Rnd1
Game 137: Gorten1 vs High Reclaimer1 Cancon Masters Rnd2
Game 138: Gorten1 vs Una2 Cancon Masters Rnd3

Game 139: Gorten1 vs Rahn1 Cancon Masters Rnd4
Game 140: Gorten1 vs Skarre1 Cancon Masters Rnd5
Game 141: Gorten1 vs Nemo3 Cancon IG Rnd1
Game 142: Gorten1 vs Feora1 Cancon IG Rnd2
Game 143: Gorten1 vs Una2 Cancon IG Rnd3

Game 144: Gorten1 vs Witch Coven1 Cancon IG Rnd4
Cancon Speed Machine and Who'sThe Boss
Game 145: Shae1 Zoo vs Thyra1
Game 146: Bart1 vs Ossrum1
Game 147: Bart1 vs Axis1

Game 148: Bart1 vs Irusk2 Kick in the Junk
Game 149: Ossrum1 (Bunny Warren) vs Damiano1
Game 150: Ossrum1 (Bunny Warren) vs Caine2
Game 151: Ossrum1 (Bunny Warren) vs Rasheth1
Game 152: Ossrum1 (Bunny Warren) vs Axis1

Game 153: Gorten1 vs Xerxis1 Clash Rnd1
Game 154: Gorten1 vs Rahn1 Clash Rnd2
Game 155: Gorten1 vs Maddox1 Clash Rnd3
Game 156: Rnd 4 Clash
Game 157: MacBain1 vs Maelok1

Game 158: Ashlynn1 vs Sloan1
Game 159: Ashlynn1 vs Maddox1
Game 160: Ashlynn1 vs Thexus1
Game 161: Ashlynn1 vs Reznik2 Slam
Game 162: Ashlynn1 vs Makeda2 Slam

Game 163: Cyphon1 vs Hexeris2
Game 164: Cyphon1 vs Axis1
Game 165: Cyphon1 vs Vlad3
Game 166: Cyphon1 vs Scaverous1
Game 167: MacBain1 (Kingmakers) vs Feora3 (Guardians)

Game 168: MacBain1 (Kingmakers) vs Zerkova1
Game 169: Cyphon1 vs Sorscha2 50 points Hardcore Flubbing
Game 170: Gorten1 vs Haley3
Game 171: Thexus1 (Drudges) vs Reznik1 Slam
Game 172: Thexus1 (Drudges) vs Irusk2 (Stalingrad) Slam

Game 173: Thexus1 (Drudges) vs Goreshade3 (Ghost Fleet)
Game 174: Thexus1 (Drudges) vs Magnus2 (Kingmakers) Slam
Game 175: Gorten1 vs Axis1 (Destruction Initiative) Slam
Game 176: Karchev1 vs Strakhov 2 (OTC Practice, posted after 186)
Game 177: Gorten1 vs Butcher1 (OTC Practice, posted after 186/176)

Game 178: Gorten1 vs Durst1 Local SR Rnd 1
Game 179: Local SR Rnd 2
Game 180: Thexus1 vs Butcher1(WGK) Local SR Rnd 3
Game 181: Gorten1 vs Vayl2 Local SR Rnd 4 (mini)
Game 182: Thexus1 vs Calaban1

Game 183: Haley2 (Storm Bringers) vs Morghoul2 (Test of SR2017)
Game 184: Thexus1 vs Vayl1 (Test of SR2017)
Game 185: Gorten1 vs Nemo3 (Test of SR2017/Storm Strider)[External Link]
Game 186: Gorten1 (Hammerstrike) vs Goreshade2 (Thralls) Test of Themes, SR2017, Battle Engines [External Link]
Game 187: Gorten1 vs Axis1 (OTC Practice)

Game 188: Thexus1 vs Rahn1
Game 189: Thexus1 vs Fyanna2 (OTC Practice)
Game 190: Gorten1 vs Axis1 (OTC Rnd1 Tas)
Game 191: Gorten1 vs Makeda 2 (OTC Rnd2 NZS Non-Report)
Game 192: Thexus1 vs Rasheth1 (OTC Rnd3 Vic Batman)

Game 193: Thexus1 vs Deneghra1 (OTC Rnd4 NSW Try Hard)
Game 194: Thexus1 vs Stryker1 (OTC Rnd5 QLD Maroon)
Game 195: Gorten1 vs Ossrum1 (OTC Rnd6 Semi-Final Team Asian Dad)
SR 2017
Game 196: Arkadius1 vs Morghoul3
Game 197: Arkadius1 vs Thagrosh1

Game 198: Thexus1 vs Zaadesh2
Game 199: Arkadius1 vs Ragnar1
Game 200: Thexus1 vs Kreoss1 (Slam)
Game 201: Thexus1 vs Axis1 (Slam)
Game 202: Thexus1 vs Vlad2 (Garbage)

Game 203: Thexus1 vs Iron Mother19
Game 204: Bart1 Double Down Stupidity vs Iron Mother1
Game 205: Gorten1 (HodgePodge) vs Vlad2
Game 206: Thexus1 vs Nemo3 Wintercon 2017 Rnd1 - SR 2016
Game 207: Thexus1 vs Axis1 Wintercon 2017 Rnd2 - SR 2016

Game 208: Thexus1 vs Ossrum1 Wintercon 2017 Rnd3 - SR 2016
Game 209: Gorten1 vs Vlad2 Wintercon 2017 Semi-Finals - SR 2016
Game 210: Thexus1 vs Sorscha1 Wintercon 2017 Final - SR 2016
Game 211 - Gorten1 vs Fyanna2
Game 212 - Gorten1 vs Nemo3

Game 213 - Slam - Gorten1 vs Iron Mother1
Game 214 - Slam - Gorten1 vs The Wanderer1
Game 215 - Gorten1 vs Vayl1
Game 216 - Gorten1 vs Syntherion1 half Assed
Game 217 - Thexus1(Operating Theater) vs Gaspy2(Dark Host)

Game 218 - Thexus1(Operating Theater) vs Syntherion1(Destruction Initiative)
Game 219 - Haley2 (Heavy metal) vs Strakhov3 (Legion of Steel)
Game 220 - Haley2 (Heavy Metal) vs Malakov2 (Legion of Steel)
Game 221 - Gorten1 vs Lylth3 (Oracles of Annihilation)
Game 222 - Tas States Rnd1 - Thexus1 (Operating Theatre) vs Kallus2 (Children of the Dragon)

Game 223 - Tas States Rnd2 - Thexus1 (Operating Theatre) vs Haley2 (Storm Division)
Game 224 - Tas States Rnd3 - Gorten1 vs Skarre1 (Dark Host)
Game 225 - Thexus1 (Operating Theatre) vs Denegra1 (Ghost Fleet)
Game 226 - Thexus1 (Operating Theatre) vs Goreshade2 (Dark Host)
Game 227 to 231 - WTC Prac Short Form Gorten1 vs Vlad2, Gorten1 vs Amon1, Thexus1 vs Twins, Thexus1 vs Fyanna, Thexus1 vs Wurmwood

Games 232 to 236 - WTC Prac Short Form Thexus1 vs Karchev1, Haley2, Dreamer, Skarre2
Game 227 - Gorten1 vs Strakhov2
Game 228 - Thexus1 vs Kallus1
Game 229 - Gorten1 vs Karchev1

WORLD TEAM CHAMPS RND1 - Game 240 - Thexus1 vs Fyanna2
WORLD TEAM CHAMPS RND2 - Game 241 - Thexus1 vs Siege1
WORLD TEAM CHAMPS RND3 - Game 242 - Thexus1 vs Damiano1
WORLD TEAM CHAMPS RND4 - Game 243 - Thexus1 vs Madrak3
WORLD TEAM CHAMPS RND5 - Game 244 - Gorten1 vs Sorscha1
WORLD TEAM CHAMPS RND6 - Game 245 - Thexus1 vs Wurmwood1

Game 246 - Ashlynn1 (Resistance) vs Kromac2 (Call of the Wild) - Non Entity Report
Game 247 - Arkadius1 (WWfF) vs Aurora (CL)
Game 248 - Arkadius1 (WWfF) vs Axis (CL)
Game 249 - Arkadius (WWfF) vs Baldur2 (BoO) Sydney SR
Game 250 - Arkadius (WWfF) vs Vlad2 (AC) Sydney SR

Game 251 - Arkadius (WWfF) vs Kreoss3 (EI) Sydney SR
Game 252 - Rask1 (BC) vs Axis1 (DI)
Game 253 - Arkadius (WWfF) vs Siege2 (GD)
Game 254 - Arkadius (WWfF) vs Severius1 (CM)
Game 255 - Arkadius (WWfF) vs Orion1 (CL) - crap report

Game 256 - Arkadius (WWfF) vs Naaresh1 (IW)
Game 257 - Arkadius (WWfF) vs Vlad2 (WoW) - Bathurst SR
Game 258 - Arkadius (WWfF) vs Nemo3 (HM) - Bathurst SR
Game 259 - Arkadius (WWfF) vs Reznik1 (CM) - Bathurst SR
Game 260 - Rask1 (BC) vs Morghoul2 (DoA) - Non entity game

Game 261 - Arkadius (WWfF) vs Gorten1 (Irregulars)
Game 262 - Rask1 (BC) vs Gorten1 (Irregulars)
Game 263 - Rask1 (BC) vs Orion1 (DI)
Game 264 - Arkadius1 (WWfF) vs Vlad3 (WoW)
Game 265 - Rask1 (BC) vs Orion1 (CL)

Game 266 - Rask1 (BC) vs Borka2 (BoH)
Game 267 - Rask1 (BC) vs Mordikaar1 (MoW)
Game 268 - Rask1 (BC) vs Orion1 (CL)
Game 269 - Arkadius (WWfF) vs Ashlynn1 (LR)
Game 270 - Jaga Jaga1 (BC) vs Orion1 (DI)

Game 271 - Rask1 (BC) vs Issyria1 (LoD)
Game 272 - Rask1 (BC) vs Rasheth1 (TE)
Game 273 - Rask1 (BC) vs Madrak1 (SotN)
Game 274 - Haley3 (GD) vs Orion1 (DI)
Game 275 - Nemo3 (HM) vs Magnus2 (Irr) - 50 Points

Game 276 - Arkadius (WWfF) vs Tannith1 (TWH)
Game 277 - Arkadius1 (WWfF) vs Xekaar (DoA)
Game 278 - Arkadius1 (WWfF) vs Kromac2 (CotW)
Game 279 - Cancon Masters Rnd 1 - Arkadius1(WWfF) vs Vyross2(FoW)
Game 280 - Cancon Masters Rnd 2 - Arkadius1 (WWfF) vs Rask1 (BC)

Game 281 - Cancon Masters Rnd3 - Arkadius1 (WWfF) vs Abyslonia2 (PT)
Game 282 - Cancon Masters Rnd4 - Arkadius1 (WWfF) vs Fyanna2 (RoW)
Game 283 - Cancon Teams Rnd1 - Arkadius1(WWfF) vs Stryker1 (HM)
Game 284 - Cancon Teams Rnd2 - Arkadius1(WWfF) vs Syntherion(DI)
Game 285 - Cancon Teams Rnd3 - Arkadius1 (WWfF) vs Zaadesh2 (MoW)

Game 286 - Cancon Masters Semi Final - Rask1(BC) vs Harbinger1(TFM)
Cancon Who's The Boss
Game 287/88 - Jaga Jaga1/Maelok1 vs Kaya3 - Short Forms
Game 289 - Jaga Jaga1 (WWfF) vs Madrak1 (SotN)
Game 290 - Barnabas1 (WWfF) vs Kaya3 (CotW)

Game 291 - Jaga Jaga1 (WWfF) vs Kaya3 (CotW)
Game 292 - Jaga Jaga1 (WWfF) vs Vlad2 (JotW)
Game 293 - Barnabas1 (WWfF) vs Butcher1 (JotW)
Game 294 - Barnabas1 (WWfF) vs Abyslonia2 (OoA)
Game 295 - Jaga Jaga1 (WWfF) vs Wurmwood1 (BoO)

Game 296 - Arkadius1 (WWfF) vs Malakov2 (LoS)
Game 297/8 - Arkadius/Jaga vs Hunters Grim
Game 299 - Arkadius1 (WWfF) vs Helynna1 (LoD)
Game 300 - Arkadius1 (WWfF) vs Magnus2 (Irr)
Game 301 - Sturm and Drang1 (TA) vs Wurmwood (BoO)

Game 302 - Bathurst SR Rnd1 - Jaga Jaga1(WWfF) vs Xerxis1 - Mini-rep
Game 303 - Bathurst SR Rnd2 - Jaga Jaga1(WWfF) vs Bradigus1 (BoO)
Game 304 - Bathurst SR Rnd3 Final - Jaga Jaga1(WWfF) vs Asphixious3(DI)
Game 305 - Sturm and Drang1(TA) vs Maddox1(SD)
Game 306 - Sturm and Drang (TA) vs Wurmwood1 (BoO)

Game 307 - MacBain1 (LR) vs Wurmwood1 (BoO)
Game 308 - Ashlynn1 (LR) vs Skarre3 (SFR) - That time I misread Distraction super badly
Game 309 - MacBain (LR) vs Vlad2 (LoS)
Game 310 - Gorten1 (Irr) vs Gastonne2 (Irr)
Game 311 - Carver (WWfF) vs Sorscha1 (JofW) - Blargh post

Game 312 - Kraye1 (HM) vs Bradigus (BoO)
Game 313 - Maelok1 (BC) vs Sorscha (JotW)
Game 314 - Maelok (BC) vs Elara2 (LoD)
Game 315 - Maelok (BC) vs Wurmwood (BoO)
Game 316 - Maelok (BC) vs Magnus2 (Irr)

Game 317 - OTC Rnd1 - Arkadius (WWfF) vs Thagrosh1 (PT)
Game 318 - OTC Rnd2 - Arkadius(WWfF) vs Bradigus1(BoO)
Game 319 - OTC Rnd3 - Arkadius1(WWfF) vs Absylonia2(OoA) - SMRT
Game 320 - OTC Rnd4 - Arkadius(WWfF) vs Morghoul3 (MoW)
Game 321 - OTC Rnd5 - Arkadius(WWfF) vs Strakhov1(WoW)

Game 322 - OTC Rnd6 - Arkadius(WWfF) vs Thagrosh1(PT)
Game 323 - Test - Thagrosh1 (PT) vs Thorle1 (BoO)
Game 324 - Kraye1 (HM) vs Wanderer1 (DM) - Shortrep
Game 325 - Kraye (HM) vs Anamag1 (PT)
Game 326 - Kraye (HM) vs Axis1 (DI)

Game 327 - Kraye (HM) vs Orion1 (DI)
Game 328 - Kraye (HM) vs Orion (DI) - Syd SR Rnd 1
Game 329 - Kraye (HM) vs *sob* Rahn (FoW) - Syd SR Rnd 2
Game 330 - Kraye (HM) vs Irusk2 (WG) - Syd SR Rnd 3 (Shorty)
Game 331/332 - Kraye (HM) vs Wurmwood (BoO) + Gaspy3 vs Wurmwood footnote

Game 333 - Rask1 (WWfF) vs Kallus1 (PT)
Game 334 - Rask1 (WWfF) vs The Child1 (DM) - Mini Rep
Game 335 - Rask1 (WWfF) vs Wurmwood1 (BoO)
Game 336 - Rask1(WWfF) vs Thagrosh1(PT) - Wintercon Rnd1
Game 337 - Arkadius1(WWfF) vs Heretic1(BitN) - Wintercon Rnd2

Game 338 - Rask1(WWfF) vs Harbinger1(FM) - Wintercon Rnd3
Game 339 - Arkadius1(WWfF) vs Kaelyssa1(LoD) - Wintercon Rnd4
Who's The Boss!
Game 340 - Rask1(WWfF) vs Terminus1(DH)
Game 341 - Ossrum1 (Irregulars) vs Kreoss2 (EI)

Game 342 - Ossrum1 (Irr) vs Locke1 (DI)
Game 343 - Ashlynn1 (LR) vs Mohsar1 (TDH)
Game 344 - Ashlynn1 (LR) vs Haley2 (SD) - GIF Garble
Game 345 - Arkadius1 (WWfF) vs Baldur2 (BoO) - SA Champs Rnd 1
Game 346 - Arkadius1 (WWfF) vs Orion1 (DI) - SA Champs Rnd 2 - Shorty

Game 347 - Arkadius1 (WWfF) vs Vlad1 (WGK) - SA Champs Rnd 3
Game 348 - Arkadius1 (WWfF) vs Gaspy3 (BI) - SA Champs Rnd 4
Game 349 - Rask1 (WWfF) vs Ashlynn1 (LR) - SA Champs Rnd 5
Game 350 - Cyphon1 (OT) vs Locke1 (PM)
Game 351 - Cyphon (OT) vs Morghoul2 (DoA)

Game 352 - Rask1 (WWfF) vs High Reclaimer1 (FM)
Game 353/4 - Cyphon1 (OT) vs Locke1 (DI) plus Footnote
Game 355 - Cyphon1 (OT) vs Krueger2 (BoO)
Game 356 - Rask1 (WWfF) vs Gunnbjorn1 (KC) - Sydney SR Rnd1
Game 357 - Arkadius1 (WWfF) vs Sorscha3(AC) - Sydney SR Rnd2

Game 358 - Arkadius1 (WWfF) vs High Reclaimer (EI) - Sydney SR Rnd3
Game 359 - Rask1 (WWfF) vs Harbinger1 (EI)
Game 360 - Morghoul2 (DoA) vs Krueger2 (BoO)
Game 361 - Arkadius1 (WWfF) vs Stryker2 (SD) - Tas Champs Round1
Game 362 - Rask1 (WWfF) vs Ashlynn1(LR) - Tas Champs Round2

Game 363 - Arkadius1 (WWfF) vs Bradigus1(BoO) - Tas Champs Round3
Game 364 - Rask1 (WWfF) vs Kallus1(PT) - Tas Champs Round4 - THE FAIL GAME
Game 365 - Rask1 (WWfF) vs High Reclaimer1(EI) - Tas Champs Round5
Game 366/7 - Arkadius (WWfF) vs Krueger2 (BoO) w/rerack
Game 368 - Rask1 (WWfF) vs Kaya2 (CotW)

Game 369 - Arkadius1 (WWfF) vs Baldur1 - Rnd1 Oktoberkrieg2
Game 371 - Arkadius1 (WWfF) vs Wurmwood1(BoO) - Rnd3 Oktoberkrieg2
Game 372 - Arkadius1 (WWfF) vs Axis1(DI) - Rnd4 Oktoberkrieg2
Game 373 - Barny2(BC) vs Venethrax1(BI)
Game 374 - Barny2 (BC) vs Gaspy2 (BI)
Game 375 - Barny2 (BC) vs Lylyth3 (OoA)

Game 376 - Barny2 (BC) vs Iona1 (TDH)
Game 377 - Barny2 (BD) vs Iona1 (TDH)
Game 378 - Jaga Jaga1 (WWfF) vs Gaspy3 (DI)
Game 379 - Jaga Jaga1 (WWfF) vs Kallus1 (PT)
Game 381 - Jaga Jaga1 (WWfF) vs Cyrenia1 (FM) - Syd SR Rnd2 (+Game 380)

Game 382 - Arkadius1 (WWfF) vs Rask1 (WWfF) - Syd SR Rnd3
Game 383 - Jaga Jaga1 (WWfF) vs Lucas1 (MO) - Stub
Game 384 - Naaresh1 (DoA) vs Deneghra1 (BI) - 50 points
Games 385/6/7 - Casual Biffs
Game 388 to 391 - Cancon Masters With Trash mercs (MacBain/Durgen)

Games 392 to 394, Cancon Teams (3man, 50pts) - MacBain
Game 396 to 398 - Cancon SR MacBain/Cyphon, 395 footnote
I'm back, dubiously better than ever...
Game 399 - Gorten1 (Irr) vs Morvhanna2 (DH)
Game 400 - Gorten1(Irr) vs Child1(DM) - OTC Round 1

Game 401 - Gorten1(Irr) vs Skarre1 (DH) - OTC Round 2
Game 402 - Gorten1 (Irr) vs Vlad2 (WoW) - OTC Round 3
Game 403 - Gorten1 (Irr) vs Wurmwood1 (DH) - OTC Round 4
Game 404 - Gorten1 (Irr) vs Ashlynn1(LR) - OTC Round 5
Game 405 - Gorten1(Irr) vs Madrak1(BoH) - OTC Round 6

Game 406 - Magnus1(Irr) vs Vlad-1(CM) - League Round 1
Game 407 - Caine3(LR) vs Wurmwood(DH)
Game 408 - Gorten1 (Irr) vs Denny1 (DH) - League Rnd 2
Game 409 - Thexus1 (OT) vs Krueger2 (DH)
Game 410 - Gorten1 (Irregulars) vs Goreshade1 (Black Industries) - Shorty

Game 411/2/3 - Wintercon Shorties
Mark 3 is now amongst us in an official, non-super dodgy translator copy way.

Wintercon, the local big tourney in the middle of the year, is a month away.


I'm clueless on lists. I know I want to pilot Mercs for the opening jaunt, going with Bart, Gorten and maybe Mags 2, but my lack of normal Merc heavies in my collection is a bit of a stymieing effect.

Compelled by Laziness, the day before my first Mk3 games I threw together a Bart, Gorten and Karchev lists on the newly downloaded War Room. They were tiny and weird. That happens when you make 50 point lists instead of 75, so a random extra 25 points of proxies got added.

Bart1 - Galleon, 3x Nomads, Commodore Cannon, 2x Eliminators, 2x Tinkers, Reinholdt
Objective: Stockpile

Theory being that Nomads sacrifice to give the Galleon time to drag in and kill opposing Heavies, assuming most lists will be a stack of Heavies.

First game into the Pottsinator, with a rejigged iteration of Xerxis' infantry mob.

Xerxis1 - Brute, Archidon, Agoniser, Radheim, Tycom, 3x Karax, Legends of Halaak
Objective: Fuel Depot

Don't know the name of the scenario, pair of flags on the centre line, AD line Objective for each side, Killbox.

Not sure how this pans out, blast immune Karax seem bad, but not sure how they pull down all my heavies. As new Xerxis was being raed out to me I wasn't exactly impressed (Either Fury or Inhospitable Ground would have given me something to worry about...)

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Merc Deploy: I won the roll and got given a great stonkin forest in front of my deploy.

My Proxies:
Snapjaw = 3rd Nomad
Press Gangers = Eliminator squad 1
Thrall Warriors = Eliminator Squad 2
Bullsnapper = Tinker

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Skorne Deploy: It's a block! Some proxies for Karax.

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Merc 1: Ah, potato pics return!
Everything runs forward. Or limps forward in the case of the Cannon.
Galleon goes to the right of the objective, pair of Nomads go left.

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Skorne 1: X chump Defenders Wards himself, Tac Supremacy goes on the central Karax. Radheim moves up into the left Forest, Tycom behind him. Xcher, Archidon, Legends and Agoniser go on the right hill behind a wall of Karax.

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Merc 2: Yada yada, bad pic.
Feat time! Steady opposing models are whoever gets the Brute Animus, Radheim and the Archidon.
Plan is for the Galleon to pop the Archidon, Commodore to go for Radheim and everything else to hide.
The Cannon slams Radheim back, killing a Karax and doing a mighty damage point to him.
Galleon gets Artillerist, shoots at the Archidon.

Mark 2 trip up: Artillerist works on one shot. This was a terrible plan.

Sure enough I do sod all to the Archidon, I'd hoped blast damage was going to kill the Agoniser but instead it gets lightly tapped on the forehead.
Bart feats and hides behind the left Nomads behind the wall.
Eliminators hang around both flags, left ones in a scoring position, right ones at max contest range.

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Skorne 2: Centre Karax sit still under Barts feat. Reivers mini-feat, and shoot a Nomad in paired CRA's, they ding it a bit.
On the left, Radheim comes forward, misses the effectively DEF 19 Eliminators and Repositions to the side.
The Archidon tries to kill the rightmost Eliminator and flubbs it.
The Hill side patrol moves up and and around the edge of Bart's feat.

I go to 1 CP off the left flag.

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Merc 3: Simple enough, jam up the Karax, claim left flag, fall back with Galleon.
Commodore hits and dismount Radheim, who then gets gutted by the Eliminators. Damaged Nomad claims the left flag and gets repaired fora good chunk by a tinker. Other Nomad that was shielding Bart jams up the centre Karax.
Right most Nomad walks up, hits the Archidon twice with it's blade, taking off its remaining 20 boxes.
Galleon kill s Legend of Halaak, the Objective and a couple of Reivers.
The Thrall Eliminators try and fail to get to the agoniser, isntead they jam up the right Karax.

I go to three CP, Pottsitron concedes.

Damn, Xerxis has fallen on his face this edition.

I like premeasuring, it's clean as I remember (Especially without a weird rule change to compensate like... I don't know.....2d6 charge range...).

Commodore and Nomads are near perfect for their points.

Not sure about Dougal, though if I prioritise the Artillerist shot it might still be worth it, though odds of it going on the Cannon instead for the Fire shot are high.

Nabbed a second one into the Mark 2 menace of of the Cryxites.

Rocking the same list as the game that happened just before it:

Bart1 - Galleon, 3x Nomads, Commodore Cannon, 2x Eliminators, 2x Tinkers, Reinholdt
Objective: Stockpile

Same proxies as previously (Crocs aren't crocs, most infantry models are actually Eliminators).

It's a Skarre!

Skarre1 - Kraken, Nightmare, Skarlock, Scrap Thralls, Tartarus, Bane Knights, Soulhunters

Close Quarters is the scenario, play is to pew pew, block Kraken with Nomads, trade feats, pew pew.

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Merc Deploy: Won the roll, pick first. Galleon in the middle, then stuff spread out in a line. Commodore Cannon, courtesy of the hill of doooooooom, will be a green proxy base all game.

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Cryx Deploy: Thralls go to the side which is safer from the Galleon, courtesy of the house in the middle of the table (Terrible place to live really).
Soul Hunters and Nightmare go across from the Cannon, Kraken is straight across from the Galleon.

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Merc 1: Everything runs forward, Hot Shot goes on the Galleon.
Cannon trundles up the hill.

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Cryx 1: Soulhunters run forward and engage the left Eliminators, otherwise spread out.
Skarre/Nightmare hide behind the wall. Banes spread out.

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Merc 2: Easy enough, use my feat to delay the inevitable, kill off as many Soulhunters as I can, use a Nomad to block the Kraken.

The decision point I had was whether I shot down half the Kraken or killed Tartarus. Given my feat would protect me from the Banes, I decided to go with the simpler Kraken plan (Tartarus involved Reinholdt, Double Powder, and focus to ensure the hit). I went with the Kraken (Regrets incoming!).

The left Eliminators combo Smite a Soulhunter down, the left Nomad charge and kills one whilst Roadblocking the Kraken. The Commodore Slams a forward Soulhunter into the one in teh trench, killing both.
The right Eliminators kill a Thrall, the other Nomads run in front of the right flag to try to keep the Banes back.
Galleon moves up, shoots at the Kraken, rolls fairly miserably and doesn't do much.
Bart feats, Battens and goes to the friendly flag.

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Cryx 2: Skarre hides behind the wall, feats on Tartarus, Kraken, herself, Nightmare and the last Soulhunter and casts Dark Guidance (I hate that spell so much...)
The Soulhunter kills both of the left Eliminators and repositions into the trench.
The Thralls swarm over on the right side and fall over in droves, three Knights and Tartarus hang out of Barts feat.
Nightmare slams the blocking Nomad, we had some issues with when the Knockdown from the Feat occurred and the Rulebooks weren't loading (PDF issues on small tablets at the moment) so we weren't witht eh rule of cool, he gets the slam then slips on the grass and falls down.
The Nomad goes back two inches, enough for the Kraken to get forward and punch the Galleon, which it does.
The dice skew both directions like mad, pretty much perfectly averaging out. Galleon survives on 12 boxes.

Merc 3: No Pic alas. I'm out of practice I guess? Not that this didn't happen all the time.
Skarre's feat turn is an issue, plan is to delay as much as I can and kill Thralls.
I dislike my odds of doing much to the Kraken, so time to try to knock the arms off Nightmare.
One of the right Nomads runs to block the Kraken again, allowing the Galleon to backpedal again after the tinkers heal him up 12 points. The Collosals Harpoon embarrassingly misses, but thankfully spikes well on a high number of nip shots. The Nomad that got slammed moved up and did another chunk with his battle blade. Lastly the Commodore slammed it back five inches past the Kraken, it ended with no left and Cortex, pretty much the best result I could get.
On the right Dougal had a go at popping thralls, rolled low on shots and killed just one, though it was the one blocking the Snapjaw Nomad.
That Nomad then slammed Tartarus five inches back.
Bart got reloaded and sprayed a pair of Knights down, then the Eliminators stabbed another couple.

Mercs go to 1 CP.

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Cryx 3: Skarre goes to the Cryx flag, as Nightmare trundles forward to engage. The Kraken tries to splat the damaged Nomad and leaves it on a box of movement.
The Soulhunter runs forward and engages the Commodore Cannon. The thralls and Tartarus basically flubb around.

Mercs go to 2 CP, Cryx go to 1.

Martorestor concedes at this point, I'll kill Nightmare, block Kraken, keep repairing, win up on scenario.
Journeyed into the wastes of the North side of my glorified country town for some shenanigans. And a game.

Into the Mass Effect protagonist, going into more Cryx (Clearly not nerfed enough!)

Current lists I'm tinkering with being Bart, Gorten and Fiona. Bart isn't perfect as I don't own a third Nomad, so currently has a non-optimal Talon + solo combo. Fiona's battlegroup is a puzzle that deftly defies me, currently it's a pair of Mules but if I owned Mariners I'd try that (Eugh. That sentence is so wrong to me).

Anyway, dice roll picked Gorten!

Gorten - Earthbreaker, 3x Gunners, 2x Blasters, Wrongeye + Snapjaw, 2x Eliminators, Aiyanna + Holt
Objective: Stockpile

Basic theory is the Bunnies are great self powering attacks, as well as relatively hardy disposable models to block up and keep the Earthbreaker safe.

Crocs and Khadorans are there to run as an independent module, as the Gorten battlegroup lsit is very confined by his tiny weeny control area.

The minder of Sheeps wave of sadness:
Skarre2 - Barathrum, Slayer, Bone Chicken with Gun, Satyxis Raiders + UA. Satyxis Raider Captain x2, Satyxis Gunslingers, Carrion Thralls
Objective: Fuel Cache

Backlash/Feedback for days. Seems bad.

Scenario is Entrenched, a somewhat combo of SR 2015's Two Fronts and Incoming. Two zones, Objective centrally placed in each, typed as friendly/enemy with scoring normative to that (Dominate friendly, control/dominate opposing zone, pop enemy Objective).

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Cryx Deploy: Raiders on the left, Crocs on the right, everything else in the middle.

Drudges = Carrion Thralls
Gun Mages = Satyxis Gunslingers
Erebus = Barathrum

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Merc Deploy: Earthbreaker went behind the forest, near enough to the middle and one of my few (only?) pieces with pathfinder. Secondary battlegroup of Crocs and Kayazy go on the left to contest the opposing zone, Bunnies and Gorten hang around in the middle.

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Cryx 1: Stuff moves forward outside of Bunny pew pew range, the Fuel Cache pops a cloud. Admonition goes on Barathrum.

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Merc 1: Fort Gorten forms towards the right zone. I put up Strength of Granite on the Earthbreaker for......giggles I guess?
Aiyanna and Holt hold back in feat, Team Croc moves up under Star Crossed.
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Cryx 2: Front Gun Bunny gets hit with an arced backlash then winged by a Captain's hand cannon, then demolished by Carrion Thralls (Finisher huh.....that's a thing....). Gorten papercutting begins!
Satyxis Gun twits kill Carrion Thralls to create a cloud wall of sadness.
Raiders and Heavies otherwise hold back just behind the midline.

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Merc 2: Plan is to clear off the jam with a spray bunny, fall back with stuff, start the scoring, hold feat for now.
The forward Bunny moves up, sprays off all the Carrion, leaving one behind the cloud wall. Crocs, Kayazy, Aiyanna/Holt and most of the bunnies go left into the Star Crossed bubble, they shoot the Objective down to one box.
Earthbreaker, one Gunner and Gorten go to the right, Gorten heals some of his papercuts. Earthrbeaker puts down some rough terrain.

Mercs go to 1 CP.

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Cryx 3:Gorman advances forward, Blinds Gorten, the right Bunny and the Earthbreaker.
Barathrum moves up, kills my Snapjaw.
Raiders come up and kill the right most unit of Eliminators, they stab the Blaster down to a box of Movement, Gorten papercuts to 12 health.

Skarre toes the zone.

Cryx go to 1 CP.

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Merc 3:Gorten moves up, feats back a chunk of the world, uses an Eruption to kill three Satyxis Raiders grouped around the Slayer.
One blaster moves up, clears out most of the Raiders.
Earthbreaker fails to kill Ragman, should have activated my colossal first, targetted my own objective with templates to blast damage Rags to death (Alas Sac Pawn). Rough terrain gets placed to slow Snapjaw.
Remaining Eliminators get to Skarre, one charge one run, they miss.
Wrongeye goes way to the left.
Holt finishes off the Cryx Objective.

Mercs go to 3 CP.
Pretty sure this is roughly when my nightmares came true and my tablet ran out of power mid game. The damage on jacks was easily reproduced, but back to being faithful to cards I go. The cunning trick here is when you plug your charger in, make sure you haven't been a numpty and plugged the other cord end in. Le sigh.

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Cryx 4: Ragman contested my zone.
The Jacks move up into aggravating positions.
The Gunslingers fail hard to kill the contesting Eliminator, do blow up his buddy.
Skarre feats on a bunch of my stuff and camps three.

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Merc 4:Gorten heals for a few and falls back.
Admonitioned Barathrum pins down some of the left stuff, everything else tries to fall to the right.

Mercs go to 4 CP.

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Cryx 5: Earthbreaker gets Backlashed, Barathrum goes in and papercuts Gorten to death.

Welp, that's the anti-warjack reaction to a possible warjack heavy meta. It's goddamn terrifying.

Only real list question is the Earthbreaker.

I think it goes away. The Rhulic heavies are so cheap I didn't believe it when it came up in the after game discussion. The rough terrain templates were good, but not enough to save the damn thing.

Don't own Drillers, think first change will be double Bashers, Pig Ninja and Savio.
Master Chris
Aside from the model not existing yet, do you think having Gibbs feed Gorten a Hot Meal mid-way through his 100 Lashes would help here?

It's nice that there exists a pretty hard counter to 'Butcher + 12 Mad Dogs' but yeah, Backlash is going to be a very interesting part of the meta for a few months, if not longer.
QUOTE(Master Chris @ Jun 20 2016, 09:25 AM) *

Aside from the model not existing yet, do you think having Gibbs feed Gorten a Hot Meal mid-way through his 100 Lashes would help here?

It's nice that there exists a pretty hard counter to 'Butcher + 12 Mad Dogs' but yeah, Backlash is going to be a very interesting part of the meta for a few months, if not longer.

I think he still dies, had he been on full health final turn Barathrum puts him on about 6-8, Slayer takes off another 4-5, then Raider Hand Cannon's and Gunslingers finish him off.

In theory the saving grace is the Earthbreaker dies, but if that happens my path to victory (Gorten can't clear the bottom zone himself) is Wrongeye and the Kayazy clearing the top zone, which relies on Robitron not contesting by spreading out the Gunslingers. Seems bad.

More likely I'd play the other half of my pairing, presuming the other half is not as Jack Heavy. This incarnation of the list is going dodo regardless, I dropped the Earthbreaker the following two games.
Pseudo slam time! Not an actual Slam, because we'd all clock out and that'd be lame.

It's time for Gorten list version #3 (Like #2, but with models I actually own).

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsh + Brine, Wrongeye + Snapjaw, 2x Kayazy Eliminators, Aiyanna + Holt, Acosta, Tinker
Objective: Stockpile

First game into Chibinero with the people that didn't deserve Deadeye:

Ossyan1 - Hypnos, Hydra, Sillys Wyshnallyr, Ghost Sniper, 2x Arcanist, pEiryss, Strike Force, Invictors, Invictor's speed boosty guy, 2x Mage Hunter Assassins
Objective: Effigy of Valor

Scenario is Recon, glad this one stuck around from 2015, I like it.

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Ret Deploy: The Elves won the roll, went first.

Proxy time!
Grey Jack on the left = the Hydra
White bloke next to him is an Arcanist
White Jack on the right = Hypnos
Sentinels on the far right = Invictors
Strike Force, Eiryss, Sylyss, Assassins, Ossyan are the actual models!

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Merc Deploy: I pick the side that lacked a super annoying forest. The crocs meant I at least had some models that could move through the water.

My proxies are the assassins representing the Eliminators.

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Ret 1: It all moves forward, Hydra gets powered up. Invictors cling to a hill with Quicken.

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Merc 1: Well, Ossyan's feat is incoming, can't really stop that. plan is to throw away the Crocs/Kayazy to take away Invictor shots, bunker up Gorten. Depending on what pieces I have and whether I can pop the Objective determines my turn 2 plan.

The Rhulic Jacks mostly bunker up next to my Objective in front of Gorten.
The Pigs move forward, a Gunner then headbutts him down for Feign Death.
Aiyanna and Holt go way forward than they should, in range to Harm the objective if they live, or to set off Savio's Righteous Vengeance if they die.
Crocs and Kayazy go way to the right, they don't submerge as that would be counter to the point of them going that way. Also there wasn't something to charge for ideal placement.Probably should have just put them in the water, but oh well, concealment only does so much against Deadeye with base Defence 12.

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Ret 2: Sure enough, Ossyan comes forward and feats. He also puts a def/speed debuff (With his gun?) on the right Basher.
The Elves then do their unit mini-feats and blow up the world.

The Invictors kill the Eliminators, then kill Wrongeye to the box. Snapjaw, being the Cat of Lesser Warlock beasts, sods off without a care.
The net result is Acosta, Aiyanna, Holt, one Basher also die. All teh Rhulic Jacks and Gorten suffer shadowbind. The Blaster in front of Gorten loses it's Cortex.

A Mage Hunter Assassin is also left engaging the remaining debuffed Basher.

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Merc 2:Ossyan is within 14 of Gorten, so it's kill time.

All the Rhulic Jacks that can shake of Shadowbind as does Gorten.
A gunner moves a little to the right, to then be slammed over the engaging Mage Hunter Assassin. The solo doesn't die but gets knocked down (There's only so much you can expect from Strength 6 after all....).
The Basher slams across into a Strike Force member, Defence 14 is still golden as I miss the boosted eight. It's not ideal, but he's placed well enough to stop my feat jamming up the Pigs.
Gorten moves up, drags Ossyan and Strikeforce forward. Most chock up on Light jacks or the Basher.
Gorten then does an Eruption on Ossyan for a bunch of damage.
Ninja Pig then pops smoke, killing two Strikeforce, Brine goes into Ossyan and kills him with a couple Fury to spare.

Happy with that, had I used the Earthbreaker I expect it would have been deleted under Ossyan's feat and I'd have been max sad pander. And Ninja Pig!
Next pseudo round, Gorten unchanged.

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsh + Brine, Wrongeye + Snapjaw, 2x Kayazy Eliminators, Aiyanna + Holt, Acosta, Tinker
Objective: Stockpile

This time it's the Wussel, Doomy 3 on The Pit.

The Pit is one of the new Killbox scenarios, can score off the central zone, Dominate the friendly flag or offensively score off the enemy flag.

Doomy3 + Scroll slave - 2x Glacier King, Highwaymen, Warders (min), Stone (min)

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Troll Deploy: Rustorfoson wins the roll and goes first.

So.....proxies. It's what we're about.
The Colossals are the Gargantuans.
The Troll...kriel unit? spread out on the front line is the Highwayman unit.
Hidden behind that front stuff Doomy, Scroll Bearer and the Stones are the actual models (The unpainted ones).
The Warders, if revealed in the footage at all, are repped by those Black Ogrun.

To be fair, if I had giant Trolls to hide behind I'd probably do that.

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Merc Deploy: I gave the Trolls the side with the super aggravating obstruction on the edge of the zone, my deploy is hampered by the water in front of it and the forest in the middle of the board.

Crocs go behind the water, given the Gargs will contest the zone and be hard to clear I put Gorten out in the boonies to prep scoring off my flag.

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Troll 1: They're coming right for us!

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Merc 1: Savio goes hard up the right flank for the sake of a convenient distraction. He would have been better off on the left under Star Crossed, but I was having issues unpacking as it was.

Speaking of which, the Crocs Submerge, Star Cross and move forward. Gorten hides behind some Lights. Pigs hide behind the forest, eagerly anticipating some truffles.

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Troll 2: Doomy moves up, pops his feat defensively and the scroll of war models hit boostingness.
Highwaymen move up, ping some shots. They miss Acosta, manage to pop an Eliminator under Star Crossed. Dangit.
The Glacier Kings move into the zone, the stones goes between. One of them shoots the right Basher for a few points, takes out no systems.

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Merc 2: Simple enough, score defensively, wait out Doomies feat.

Acosta goes in and hacks down two of the Highwayman.
Gorten stays behind the lights on the flag, casts Solid Ground.
The Bashers clear off all bar one of the central Highwaymen.
Crocs Submerge and Star Cross again.
The Gunners shoots at the stone, one hits, gets Shield Guarded to a Warder who toughs.
A brave Eliminator runs to choke up the left Glacier King. No regrets.

Mercs go to 1 CP.

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Troll 3: On the right the Highway try to kill Acosta, the first attack misses so he gets gutted by the return strike, Dodge then puts him int eh back arc of the other attacker.
The Glacier Kings move in, they each kill a Basher, the left one also pops the engaging Eliminator, the right one knocks off Acosta.
The Warders go base to base for the Defensive line bonus.
Scroll Bearer pops Lamentation.

Mercs go to 2 CP.

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Merc 3: Hold off, keep scoring!

The Eliminators go, one runs to engage, the other charges the Scrollbearer and kills him, then side steps to hit the stone and remove a unit member.
Aiyanna harms the left Garg, Snapjaw goes in and leaves it on 19 boxes.

Gorten walks back out of Lamentation range, puts down a wall.
Lights then fort up in front of Gorten behind the wall under Wrongeye's Star Crossed.
The Gunners ping the damaged Garg, the Warders Shield Guard, killing one of them.
Pigs fall back out of charge range of the Glacier kings.
Tinker tires of life, runs into the zone and ponders the writings of Tacitus.

Mercs go to 3 CP.

Troll 4: The Gargs overloaded on Fury, so the left one Frenzies and punches Snapjaw for a little. Trolls concede.

Well, looks like armour busting isn't happening with this list. Probably should have saved one of the Bashers, but even with Harm they don't really do damage. Still happy with the list otherwise, just control/assassination weighted.
Monday games return!

Guess I still just like the same dorf, new edition or no.

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsh + Brine, Wrongeye + Snapjaw, 2x Kayazy Eliminators, Aiyanna + Holt, Acosta, Tinker
Objective: Stockpile

Into Haideosiouses with new swan junk.

Maddox1 - Rowdy, Stormclad, Junior + Firefly, Storm Lances, Laddermore, Gun Mage Adept, Gun Mage....uh.....sniper guy, Storm Blades, tormblade Captain
Objective of regret: Fuel Cache

Scenario is the forums current favourite, Linebreaker. Objective either side, pair of aligned flags, can only score off enemy flags.

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Cygnar Deploy: Swans win the roll and pick first (Starting to get a theme here....). Ponies go left, heavies up the guts, Storm Blades on the right.

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Merc Deploy: Picked this side to avoid trying to get my models to the flag on the left in the forest.

The Pigs went far left, long game being to outflank and start scoring on that flank, as the Ponies are pretty likely to be the pieces that go into my battlegroup.

Gorten and Jacks went central to do the main work.

Crocs went right, eliminators optimistically hoping they'll get to go for the Stormblades. I expected them to be electro leaped to death long before.

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Cygnar 1: Stuff advances! Everything stays behind Gun Bunny range, bar one that goes into range inside a trench.
Stormclad gains Assail, Storm Lances gain Maddox' superior Arcane Shield, Rowdy gains the normal version off Junior.

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Merc 1: Stuff moves up in return, Kayazy space out on the right, Crocs Submerge.
Gorten casts Solid Ground and charges forward, Bashers shield up in front of him.
Rorsh moves Brine up, who knocks him down for his trouble.
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Cygnar 2: Opening positioning errors are joyfully revealed as Rowdy and the Stormclad thunder up and splat the Bashers and a Gunner. It's going bad quick!
The Ponies get up in my face. Stormblade Captain hangs back on the left Cygnar flag and contemplates Disney villainhood.
Storm Blades run, one goes way afield to let the Firefly arc a lightning bounce and kill a pair of Eliminators (Misplaced one, left it in within 4. Dangit.)
Saddest of all, the Gun Mage solos kill Acosta.

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Merc 2: Well, it's gone balls up. Going to have to feat to live and try to re-balance the equation by popping the Swan heavies.

On the right, a Spray Bunny and the remaining Eliminators pop five of the Stormblades, so that was nice.
Gorten feat pulls all the Ponies and Jacks to the right. He then blasts Ol' Rowdy with two Molten Metals for 12 damage. The remaining Spray Bunny then Slams Rowdy into the Clad, knocking them down. Aiyanna Harms Rowdy, Holt causes one of the Stormblades to tough out.
Snapjaw goes in, kills Rowdy and dings the Stormclad. I then let the Crocs go in my brain, as Wrongeye has to charge in to finish the Clad off, which he does.
The remaining Gun Bunnies aim and kill a Storm Lancer.
Rorsh and Brine run up the left near their target.
Tinker runs to stop one Lancer having line of sight to Gorten.

That was a better recovery than I think I had any right to expect.

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Cygnar 3: Maddox feats and moves some spells around, hangs behind the Fuel Cache cloud.

On the right, the Storm Blades get Arcane Shield and go in, killing one Eliminator with a big CMA. The Firefly gets Assail, charge Wrongeye and just kills him.
In the centre, the Storm lancers splat the Tinker and the forward Spray Bunny.
On the left, Laddermore moved over to contest the flag, the Gun Mage Solos shot Brine, after which the Storm Captain charged Brine. Mostly they missed bad.

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Merc 3: Simple enough, start scoring on the left flag, fall Gorten back, kill some of these damn Ponies.

Centre wise, Aiyanna Harms the Ponies, then Holt kills the one box one. Gorten falls back, double a double barreled shot to pop the right Pony.

On the right the Eliminator stabs a pair of Storm Blades. The remaining spray Bunny cops a free strike from the Firefly, which arcs to kill the Eliminator. It then is way short of Junior, because I didn't pre-measure at all like a schlub. It sprays another pair of Blades left, one lives behind the Obstruction courtesy of my feat keeping him out of the line of fire.

Left wise, Rorsh pops smoke, does some points to the Captain, moves the Pigs around him. Rorsh goes to the Flag, Brine goes to Laddermore and throws her away from him, killing both Gun Mage solos.
The Gun Bunnies move up, one kills the Captain, the other bounces off a Pony.

Mercs go to 1 CP.

The Firefly move was just silly. I should have given the Spray Bunny a focus, boosted a head butt on the Firefly. Gorten could then Molten Metal, shoot it and wall up to save himself.
Regardless, I was happy enough. Holt was holding up the Ponies, the Pigs looked quite safe with Laddermore knocked down. The firefly could start scoring, but I still had a pair of Gun Bunnies to pop cav and opposing Objective to score ahead.

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Cygnar 4: Up front, the Firefly aimed and shot Aiyanna, killing her. The electro bounces went for max, from Gorten, to my Objective, to Holt, killing him and freeing up the Cav.
The Cav then charged the Gun Bunnies, splatting one.
In the backfield, Junior moved across and shot Rorsch. Damage dice came up a cruisy 16. Rorsh is stripped of his transfer, which goes to Brine.
Maddox walks over lines up Rorsch. Promptly misses.
Laddermore then comes over and shoots the little Piggy, rolls enough on the damage. I fail the tough roll and it's all bad.

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Merc 4: This is pretty bad. Gorten must Dwarf mode the world!
Gorten charges a Lancer, I boost the to hit roll and hope for a crit. I don't get it. I burn down to a focus, killing the Lancer but failing to Crit Slam to free the Gun Bunny up for a meaningfull activation.
The Gun Bunny cops the freestrike, not like I can afford to have wasted activations with two models. He survives the hit, shoots Laddermore, lands it, puts her on 1 box.

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Cygnar 5: The Firefly, being a model that is apparently the bane of my existence, tots over to the right Merc flag. The last Stormblade runs into the open, because he's a git.
Laddermore charges the Gun Bunny, knocks off the Cortex.
The last Lancer pops my objective.
Maddox gets Arcane Shield, sprints into the trench.

Cygnar goes to 1 CP.

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Merc 5: Terribad assassination time!

Gorten charges Laddermore, crit slams her over Maddox. I then cast an eruption on Maddox finishing Laddermore off. The Gun Bunny shoots her. I did some damage points, but ultimately Madox burns her focus each hit and takes about half a dozen points.

The Firefly puts Cygnar on 2 CP.

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Cygnar 6: Junior advances into the Fuel Cache Cloud, shoots down the remaining Gun Bunny. I can't stop Maddox going to the left flag and Cygnar cruising to a scenario win.

That took a while, well played by the Barbados man. I don't hate Linebreaker, though I'll need a few games of it to forget this tragedy of mis-positioning. I had no business putting my Bashers there. No idea why I haven't been using Rock Wall or Strength of Granite in this list, need to start doing that. A pair of Bunnies would also have been sufficient cover. One conceivably should have gone to the right of the objective, doesn't need focus to Slam so could have started mucking up the Storm Blades. Acosta waste was just terrible, no reason he also couldn't have been hiding behind Bunnies. He's even immune to the electro leap nonsense.
Midweek Joltness!

Had a not-Gortenoption, but the cloud save on War Room decided armies with no models was the go, so I went with the one list I'd memorized and could quickly punch in.

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsch + Brine, Wrongeye + Snapjaw, 2x Eliminator units, Acosta, Tinker, Aiyanna and Holt

Into the Southie with the rubbish pile recycled into awesomeness:

Garryth1 - Moros, Chimera, Sphinx, Arkantrik Force Generator, Sentinels + UA + Soulless Escort, 3x Arcanist, 2x Ghost Sniper, Fane Knight Skyreth, 2x Magister

Rolled up Recon, asked for a zone as I'm a scrub, Southie put down a circle instead of a rectangle. I'm lazy, so The Pit it is!

Terrain is a bunch of forests, a couple wall and a pool of water.

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Ret Deploy: Gave Ret first turn to score first and avoid the more annoying forests.

Ghost Snipers take a flank each, Sentinels go on the left, Noisy Cockroach is centre piece, Garryth and mean jacks on the right.

Proxies list:
Green Bases = Ghost Sniper
Aiyanna = Third Arcanist
Heavy jack = Sphinx (Might be the right model, I have no idea)
Brown light jack = Moros

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Merc Deploy: Got some alright walls on my side, my plan is to just fort up around my flag so might not get as much use out of the terrain as I should.

Gorten goes far left, positioned to get to my flag, surrounded by lights. The Crocs go behind the pond, because amphibious is as close to pathfinder as I get. Bashers are in the middle, Ninja Pigs on the far right to threaten the enemy flag if Garryth goes for the slow score as well.

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Ret 1: Everything runs up, the Sentinels get horribly bunched up by the forest.
Noisy Cricket gets Sentry, Mirage goes on....Moros? Maybe? I'm writing this two hours after game and I already have no idea what happened.

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Merc 1: Crocs Submerge, Eliminators go up front, Gorten puts Granite on a Basher and Solid Grounds, then hides behind a pair of Rhulic lights.

Ninja Pigs move up on the right.

Everything stays out of the threat range of the forward Ret pieces.

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Ret 2: The elves reconfigure a bit, the Cricket toes the zone and plonks down some rough ground that scatters onto my Bashers and Acosta, then shoots one Basher for some damage.

Garryth touches the Ret flag.

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Merc 2: Keep Gorten back, start the slow score train.

Gorten throws out an Eruption cloud that sticks in the zone, stays behind the lights.
The Gunners move up, two crack off shots into the Cricket, I roll obnoxiously high and do a dozen damage points between them.
Aiyanna moves up to be in Harm range of the Cricket.
One Eliminator runs forward to contest the Ret flag, keeping in Swift Vengeance trigger range of Acosta.
Ninja Pigs move up the right side of the board, hoping the forest is enough of an irritant to keep the Myrmidioniony things back.

Mercs go to 1 CP.

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Ret 3: Wherein Southy causes me to panic.
The Cricket revs up, slams a Light over zero camp Gorten.
I now know it can do that.
Gorten gets shot down to nine health.
The left Ghost Sniper proves to be short on range for an aimed shot, so shuffles around a bit.

Garryth contemplates wondering up and doing two boosted gun shots, elects not to (Rolled after game, because Warmachine hindsight play is all about torture, came up three boxes short).

Garryth hangs around the Ret flag instead, the Magisters Whiplash the contesting Eliminator to move jacks around.
Moros runs to the left, the Sentinels push forward, half go into the zone. One gets a charge on an Eliminator under Star Crossed, obnoxious rolling is returned in kind as she blats. They pop Iron Zeal.
The Sphinx edges out to the right, shoots Brine for another cranked damage roll, knocking out the Big Pigs tiny Mind.

Mercs go to 2 CP.
Ret goes to 1 CP.

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Merc 3: Ranged Slams aye? Time to reconstruct the Gorten fort, but Better, stronger, Also going to pop the Cricket, opening up an offensive feat turn for the scenario win in round 4.

A Gun Bunny moves up, blows away a Magister (Whiplash putting the fear in me....).
Aiyanna/Holt advance as the opening of the plan.
Aiyanna misses the harm.


Killing the Cricket plan is now off, try to clear out other stuff, hope that Savio and a Basher can hit the Battle Engine down.
Holt then takes two shots to kill off the other Magister.

Spray Bunnies go, they end up killing a mighty three Sentinels between them, less than I'd hoped.
I set up fort Gorten, this time with a wall up in front of him and Snapjaw/repaired Basher in front of him.
The surviving left Eliminator goes in and stabs two Sentinels, because when it all looks grim throw some pseudo-Russian assassins at it.
Savio walks up, smacks the Cricket for an average amount.

It was only at this point that I realised the Basher couldn't go into the Cricket with its hide under the staircase magic, so I spent a heavy to slam a Sentinel to death. Mistakes were made.

Rorsh heal Brines mind, pops smoke, moves up behind the forest.
Brine walks into the Sphinx, assuming the Skorne position (That of a violent Heavy Beasts Behind leading the charge), maxes Fury to take out it's Cortex and the right arm.

Mercs go to 3 CP.

Not the proper use of Brine or Savio. The remaining Eliminator on the right should have run in to contest the flag, Acosta should have stuck behind the wall for later. Brine could have advanced, thrown the Sphinx at Garryth to cause Focus shaking issues, then get healed Souie'd back by Brine.
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Ret 4: Southie tries to line up the assassination, but fortunately I'd defeated my normal habits and not Submerged Snapjaw.

The Cricket pings Snapjaw for a bunch. It also misses Savio and cops a retaliation strike.
Moros gets buffed up by the Arcanists, then goes in to the big Croc. He cops a sweet free strike from the Basher, which busts through his Shield and takes out his right arm. Still takes off Snapjaws head alas.
The Sentinels kill the remaining left Eliminator, the forward Basher and have a couple guys jam up behind Moros.
The Sphinx stabs Brine hard, though thankfully it hits his Body and doesn't take anything out.
The Chimera and the whathisname Character Horsey Guy both swing on Acosta and get stabs for their trouble.

The assassination being currently off the table, Garryth walks to the top edge of the zone and feats, camping most of his stack. He also shoots Aiyanna down to a box.

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Merc 4: Just have to Dominate the zone to win, though Garryth's feat is damn annoying. I also contemplate killing Garryth, but being unable to spend Focus/Fury just makes it untenable.

A Basher gets out of Gortens way, misses Moros with a strike. Gorten feats, pushing the Chimera/Sentinels out of the zone, one snags on a wall alas and keeps Moros in the zone.
I try to line up a Harm, but Aiyanna's range isn't enough to get out of Garryth's bubble. Holt shoots the Cricket ineffectually.
A spray bunny moves up the left out of Ret feat range, kills the impudent sentinel and cracks a good roll on Moros.
A Gun Bunny backs up and shoots at Moros. He has stealth, so that fails hard.
The other spray Bunny goes, he also cranks it hard after backing up to finish Moros off.
Acosta then goes, hits the Cricket and pops it.

I jump to 5 CP and that's that.

Not how I thought that list would play out, the damn Cricket with an extra shot in an appalling irritation. I liked the Antarctic's use of the feat, I dreaded having a turn of my list being impotent, though at least it didn't herald Gorten's imminent demise.

Struggling on pairings right now. Use to make a baseline of a list that it could play around an opposing colossal, now that benchmark is 4-5 heavies, the problem is dealing with heavies that are Sayxis or Disruption heavy, which look like logical reactions to everyone popping out their previously unused jacks.
Sunday has a morning. I'm displeased by this.

Had to be up anyway, so snuck in a pair of games with the Jeffermensch.

Game 1, new caster/list time!

Robethusalah has scarred me with the Satyxis, so I needed something that could:
1 - Not die to feedback/backlash
2 - Kill high defence infantry
3 - Be immune to Disruption
4 - Deal with 4 heavies or a colossal, which is what I expect to be the early meta at Wintercon

I wished so much it would be Fiona. The Commodore cannon is great, but Bart has the same weakness as Gorten (In this case die to Satyxis), Shae needs Privateer jacks for Coup de Main. However, try as I might every Fiona list was unsatisfactory as soon as I tried to make a battlegroup. I ended up with two Mules, which feels bad.

Breaking it down to particular pieces, I ended up realising what I really wanted was to use Dahlia and Skarath. After some screwing around:

MacBain1 - Galleon, Sylyss, Dahlia + Skarath, Alexia2, Anastasia, Gorman, Ragman, Aiyanna + Holt, Kayazy Assassins + UA
Objective: Effigy of Valor

Theory is Galleon can drag in a heavy, Skarath with Fortune and the Beast Bond mulches infantry, Kayazy block and Countermeasure as needed. Gorman provides a cloud for Dahlia to stealth and shield MacBain. Alexia is just utility.

Unsure on the Kayazy, but at first they were Wrongeye/Snapjaw, which is just a tiny, terrible list. Even when I put this on the table Jeffocker asked if I had the full 75 pts, a testament I think to the cost of Colossals now on a comparative basis to regular battlegroups.

Anyway, into el Skorneo on totally not Close Quarters.

Xerxis1 - Tiberion, Gladiator, Agoniser, Tycom, Paingivers, Venator Reivers + UA, Karax, Nihilators, Willbreaker

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Merc Deploy: I won the roll, picked first to get my full stack of upkeeps out.

Galleon went left, in a position to contest my flag. Snake and lady attendant went central, there are going to be stacks of infantry around for it to munch up.

Basic idea is to push forward, have MacBain hide behind the Galleon, mulch infantry and tremble before the might of Tiberion.

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Skorne Deploy: Nihilators left, Beasts in the centre, Karax (Black unit) on the right then Reivers next to them.

One proxy, Taskmaster subbing in for Willbreaker.

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Merc 1: Everything moves up, Anastasia sits near my friendly flag.

Failsafe goes on the Galleon, Fortune on Skarath, Counter Measures on the Assassins.

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Skorne 1: The Nihilators get Defenders Ward and run up to the hill in the middle of the table, beasts follow up behind them. Karax and Venetors form into a phalanx on the right.

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Merc 2: Feat turn time. I pondered sticking back, but quickly discarded that notion as the losing play against the brick near the Skorne flag when they score first.

MacBain moves up, gets just in range of Tibbers for a double shot, does some damage points. Feats on five Kayazy and all the important solos.
Gorman clouds up, Dahla moves up and pops both her spells, catching the Nihilator unit leader in Mistwalker, so no Orders. The Snake then moves up, boosts some spray attack rolls to crunch three Nihilators, puts up his Animus.
Galleon walks forward, out of Heavies charge range and kills the Agoniser.
Immortal Kayazy go into the face of the Karax, a couple also go to shield the Snake from the rage of Tibbers.
I actually forgot to move Anastasia, she was going to run up and get in Tibbers face, but oh well.

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Skorne 2: Defenders Ward sticks around.
Nihilators move forward, they miss Anastasia a bunch and bounce off the Galleon.
The Karax all CMA and knock down the front row of Immortal Kayazy.
The Reivers start waiting to clock off the job, Countermeasures being very painful.
Lastly, Tibbers puts up Unstoppable force, charges the Snake, brushing aside the Kayazy in the way. The Character Heavy with a giant club starts thumping the poor snake. At the point of the first buy, Skarath has one box. He then misses the rest.

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Merc 3: Kill the world time! The Snake had survived well and truly against the odds, saving me the head ache of getting stuff out of the way for the Galleon to get in.

Ragman moves over and Dark Shrouds, Aiyanna/Holt then Harm him and do a couple points with the gun. Dahlia puts up Mistwalker, heals the Snakes Spirit and Body and moves back to the wall.
The Snake then arcs up, maxes Fury to kill Tibbers. Undeserved glory!
Alexia burns some souls munching Nihilators, Galleon with max fury line sup on the Gladiator. I burn a focus to kill a Nihilator blocking the drag line. I decide to not boost the Harpoon drag, as I'll need the bought attacks to kill it. I promptly miss.
The Kayazy variously stand up and walk around, they kill a bunch of Karax.
Gorman clouds up MacBain.
Anastasia then goes in, triggers Esponiage.
Gorman drops a Blind grenade on the Gladiator, the Kayazy stab more of the world, Galleon shoots the Heavy and drags him in for a punch.
I do some random solo attacks on the Gladiator, lastly Alexia moves around and stabs him in the back.

There was a Skorne assassination plan, based on Xerxis moving forward, the Gladiator slamming Aiyanna into MacBain, following up with Grand Slam and buying attacks. It didn't work due to the Gladiator having no Spirit so being unable to shake Blind, but when we diced it out the job got done comfortably. That Drag was a horrible error.

I was worried Kayazy at Def 13 was going to be rubbish, but that didn't matter with the feat and Anatomical Precision is a joy to inflict.
Round 2 of Jeffietsche!

Zone appeared, so moved the flags out and made The Pit, or as I now think of it, re-balanced Destruction.

I've popped out the current Gorten, X man has another go.

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsch + Brine, Wrongeye + Snapjaw, 2x Eliminator units, Acosta, Tinker, Aiyanna and Holt

Xerxis1 - Tiberion, Gladiator, Agoniser, Tycom, Paingivers, Venator Reivers + UA, Karax, Nihilators, Willbreaker

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Overall opening Deploy Pic! Because I took one for some reason.

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Skorne Deploy: I won the roll, gave Skorne first to my score train rolling.
Reivers left, Beasts/Karax in the middle, Nihilators on the right.

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Merc Deploy: Gorten left to get to the friendly flag.

I wanted to run the Lesser War Beasts on either side, but the forest made that untenable and the Ninja Pig was better off keeping away from the Reivers, who will shoot down Brine.

Thus, the Crocs went in the middle, the Pigs to the right across from the Nihilators.

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Skorne 1: The infantry blocks go straight forward, everything else moves up behind the Karax in the centre. Defenders Ward goes on Tibbers and I am sad.

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Merc 1: I put down a wall and Strength of Granite, then move everything up. I decided not to with Solid Ground as the opposing list had no blast damage beside Rift. If one of the Kayazy I put forward managed to die then they trigger Acosta, so that would be fine and dandy.
The Crocs Submerge and put Star Crossed up.

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Skorne 2: On the let, the Reivers bunch up and do a pair of CRA's into the forward Gunner, dinging it up a little bit.
In the centre, Defenders Warded Tibbers sits in the zone, Karax either side, Agoniser wails behind it.
On the right the Nihilators swarm forward, a couple engage Brine.

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Merc 2: Begin the scoring train, with the added difficulty of Tibbers being in my grill. He needs to die, if he doesn't it early enough I can try to clear off Karax and score the zone. Backup plan is to feat on Tibbers and slow him up, but that's a really awkward use of Gorten's feat.

On the right, a Spray Bunny moves up and blats a line of Nihilators. Aiyanna moves up, Harms Tibbers, Holt pops another pair of Nihilators.
A Basher Slams slams a Nihilator, boosts to hit and misses. Alas. Drops Grenades to kill the Slam target.
The right Eliminators go forward to get out of the way, pop four Karax between them.

Acosta then goes into Tibbers and the ship snags on a rock. I'd calced for Defenders Ward, the Shield and Harm, but missed the Agoniser's wail effect. Quick, find an Oar!
The Gunners that were shielding Gorten move up, both take shots at the Agoniser. First one gets Shield Guarded by Tibbers, the second knocks him down to about four boxes.
The left Eliminator unit goes, one runs to give Gang. The second charges a Karax, guts him, sidesteps to the Agoniser and finishes it off.
Situation salvaged, now for my decreasing list of heavy hitters.

Snapjaw charges in, maxes Fury, high nutso damage rolls on the last few bin Tibbers. Skillful luck applied again!

Wrongeye moves in, casts Submerge and Star Crossed. The Pigs go up the right, a popping of Smoke and a throw from Brine finish off the Nihilators. The idea being if Xerxis kills them, he's not scoring, if tries to camp the flag Brine can go in and mess him up a bit.
Gorten touches my flag and shelters behind the spray Bunny and the Strength of Granite Basher. Tinker repairs the Gunner that got dinged up.

Mercs go to 1 CP.

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Skorne 3: The Reivers group up, do two big CRA's. One goes into Acosta and splats him, to my eternal sadness. Eternal being one game anyway. The other CRA lightly dings the Basher in front of Gorten.

On the right Xerxes feats and puts Tac Supremacy on himself. He goes in, has to burn a couple Fury but send Brine 37 feet under, then repositions behind a wall on a Fury.
Centre wise, the anti-Agoniser crew of Eliminators get kills by the Tycom and a CMA from the Karax.
The Gladiator slams Snapjaw away, he then follows up into Wrongeye, buys an attacks splats him. Goodbye Crocs!

Mercs go to 2 CP.

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Merc 3: The loss of the Lessers is unfortunate, but I'm otherwise doing quite well. Plan this turn is kill the Gladiator, if I can then I'll also clear the zone but can live without it, either way I'll be able to feat clear the zone to get the scenario/assassination win next turn.

First off, an aimed Blaster shoots away six Venator Reivers. Glorious.
The Eliminators clear off a pair of Paingivers and Karax in the zone.
Gun Bunnies move around, the first two blow up the last Karax in the zone and the Willbreaker. The third one shoots a Venator for something to do.
Aiyanna tags the Gladiator with Harm, the Strength of Granite Basher then Slams in, follows up and headbutts the Gladiator to death.
Rorsh moves to the right and lightly wings Xerxis, doing sod all.
The rightmost Basher and Blaster move back into Gorten's Control range, as I left them outside of previously.

Mercs go to 4 CP.

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Skorne 4: Tycom stabs Basher for a bit, Xerxes can't do anything to stop the tide and concedes.

Few things compare to the sweetness of Rhulic Bunny Jacks. Glorious Mercing!
Monday with Marteen!

It's Cryx, so Satyxis fear has me put down MacBain.

MacBain1 - Galleon, Sylyss, Dahlia + Skarath, Alexia2, Anastasia, Gorman, Ragman, Aiyanna + Holt, Kayazy Assassins + UA
Objective: Effigy of Valor

Gorman is currently dueling with Piper, courtesy of the 11th hour Pod people I now know Gorman clouds centred on himself, so he can't get Dahlia in their for Prowl. Awkward. Piper can make the Snake Stealth and make the list pathfinder friendly, which is otherwise a hole in my current pending. Laziness won the day for now, with Blind also being great for the running Jackhammer plan, so it's a hard choice.

Looking at it now, the float in the list is ostensibly Alexia and Anastasia,though I do like getting MacBain's buffs out going first, which the spy lady helps with, while Alexia gives me a touch more staying power with Thrall spawning.

Take on Hold into this drekk:

Skarre1 - Kraken, Aikos + Kraken, Inflictor, 2x Necrotechs, 3x Scrap Thralls, Skarlock

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Cryx Deploy: Anastasia fails me! Cryx win the roll and choose first.
Bonejacks are actually Necrotechs.
Aikos Kraken is the one on the right.

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Merc Deploy: Galleon went on the side with the friendly flag, it isn't going to get far enough up the board to do anything about the right flag. Alexia/Snake went to the right to outflank or see if they pull a Kraken away from the Galleon side.

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Cryx 1:Escort goes up, it all moves forward, Krakens toward the Galleon, Inflictor on the right.

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Merc 1:Basically I have to one round each Kraken and nullify Skarre's feat. MacBain's Galleon with Ragman, Aiyanna and Gorman gets through even Skarre's feat, so ideally I can move up and force a defensive feat. If not, then I'll have to take it from there and it gets tricky.

Failsafe goes on the Galleon, Countermeasures on the Kayazy. Fortune isn't especially valuable in the match.
Galleon moves up to be just shy of the charge range of Aikos, Kayazy spread out up the guts. MacBain goes behind Gormans cloud. Snake thing goes into the forest with Prowl up, Alexia goes way right to outflank (Not like she has much else to do...).

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Cryx 2: Martauce weighs it up, he elects not to feat. I think this is the right decision, without it a single Kraken doesn't kill the Failsafe Galleon and I have a relatively easy time.

The Cryx Colossals advance, Aikios' punches out four Kayazy. It does a Killshot targetting Aiyanna which misses and scatters away, his compadre tries a regular shot at Aiyanna which scatters to teh same useless location.
The Inflictor goes forward, kills two Kayazy and Anastasia. Skarre camps out on the hill. Ritual Snackrifice happens.

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Merc 2: Kill Kraken and feat delay time!

In the bonus action on the left, Alexia rides up, misses the Inflictor in the back with a Hellfire and Repositions up the flank.
Dahlia goes into the forest with Prowl, sends in her Snake. He does...unimpressively. Dice minus 3 is an awkward spot on the curve. Damnable shield, I end up stripping armour boxes off the side columns.

Aiyanna and Gorman tag the forward Colossal with their damage debuffs. Galleon then charges, does well at dice plus seven.
MacBain feats on nearly every model left in the list, barring Alexia, Holt, Sylyss and a Kayazy. He then uses a single Jackhammer for the Galleon to polish off the Aikos Kraken.

Ragman and Kayazy then run forward and block off the Skarre Kraken from moving into melee range of the Galleon. Two Kayazy also charge the Inflictor, roll like nuts to leave it with just a Cortex.

Lacking any means to remove my damage debuffs or get the Kraken into the Galleon, Marty concedes. There was a plan for Aikos to move forward and drag a Kayazy out of the way, but Countermeasures killed that.

Yay MacBain! Sadly Gorman making a strong case for his place is....not helpful? If I drop the solo lady A&A duo and throw in Piper, that leaves me an awkward 6 points and a support percentage to make MK2 Menoth proud. Ho hum.

The meta is more varied than I expected, I thought people would be jumping to the 4-5 heavies band wagon to maximise powerup, but I think I've seen more things that counter that than actually are that. This list is predicated on being able to remove a couple heavies a turn with the Galleon after all.

Gorman clouds up MacBain.
Anastasia then goes in, triggers Esponiage.
Gorman drops a Blind grenade on the Gladiator, the Kayazy stab more of the world, Galleon shoots the Heavy and drags him in for a punch.

How did Gorman cloud and blind? Espionage doesn't let you make an action any more.

QUOTE(AndrewH @ Jul 3 2016, 03:10 PM) *

How did Gorman cloud and blind? Espionage doesn't let you make an action any more.

By cheating. Glorious, not reading the card text enough cheating.
Still pondering on our next nature of governance, got a Sunday crack of dawn match into Robauce.

It's a Merc....contractual dispute? Civil War isn't an apt descriptor without theme forces being known...

Anyway, it's MacBain! again, Galleon, Kayazy, blah. Only change being the Silly WysnalRoarI'mALion getting the boot to the styx and Piper coming in.

Into Durgen with a pair of Drillers, three gunbunnies, one spray bunny, double Steelhead Halbs, the Battle Engine. A couple solos.

Proxy is EB is the BE, hammer chumps are halberds.

Playing out on the baseball diamond.

Basic mini-game is Primed vs Counter measures.

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MacBain Deploy: I won the roll, picked first, otherwise I'm forced into feating bottom of 1 which historically was a weaker play.

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Durgen Deploy: That sure is stuff. All the infantry went on the side away from Alexia.

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MacBain 1: Stuff runs up, all the upkeeps go out (Yay being able to do that!). Alexia pokes her horse into going across to the middle of the field to wear actual opposing souls exist.

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Durgen 1: Primed goes on the Halberdier frontline, most things run up exist for Herne/Jonne and Durgen, who between them kill five Kayazy and Gorman. Reinholdt producing a second Carpet Bomb attack was.....unpleasant.

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MacBain 2: I make decisions. Not necessarily good ones.

Galleon gets fully loaded shots away the Spray Bunny.

The snake gets a pile of buffs (Fortune/Concealment/Prowl/Animus) wanders forward and sprays down some Halberdiers.

I feat on most of my list and decide to give Counter Measures to Alexia. The Kayazy aren't going to get near that centre chunk of shooty jacks and Durgen while she is quick and will be in a soul grabbing position,or at least that was my thinking.

Durgen 2: Missed the photo? Probably out of sadness.

The Primed Halberdiers go to annoying spots, kill the unfeated on Assassin.

One Driller throws Alexia away, a swathe of my models then get set on fire.

The other Driller goes forward and throws Anastasia away, before she also gets set on fire. It's a bad day to be the spy lady.

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MacBain 3: I had a plan. Totally. Alexia just needs to survive the fire.

Well, that was a bad plan. Alexia, the Underboss, Anastasia and my dreams go in a puff and smoke, Aiyanna being the only one to learn how to drop and roll.

I wanted to kill both Drillers,but that plan was now distinctly awful. Galleon could run and get in melee range of both, then MacBain could Jackhammer, be on no camp and die.

Time to do the low odds gamble on Failsafe.

Driller gets Harmed, Galleon charges it, Ragman Deathfields, MacBain hides and does a Jackhammer to finish that Driller off.

Snake puffs a cloud, kills Jonne, Herne is left on one box (Wait.....which is which? The Ogryn was living at this point anyway).

A couple Kayazy suicide on Primed Halberdiers.

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Durgen 3: Primed Halberdiers kill Skarath by love tapping Dahlia and the remaining Kayazy.

Durgen feats and bunkers up, Galleon gets attacked by the world, the most damage being done by the remaining Driller. It lives on two boxes.

Plan bank on Failsafe fails as the Galleon dies to a Steelhead Halberdier freestrike, I concede.

Sadly I didn't enjoy this game. On me alas, Robidon being the gentleperson of opposition he always is.

I chose the wrong list quite simply, I didn't take into account in any way that Durgen now leaves Continuous effects madness allover the joint. Gorten would have been much better, fire nullifies MacBains feat and the blast effects mean Counter Measures isn't the dream it could be.

In game had plenty of errors as well, the Counter Measures switch wasn't really worthwhile, would have been better served by parking Alexia behind the wall. The opening Kayazy placement.....I don't think there is an optimal place for them on the board. Either they'll be so far back they achieve nothing or they are forward enough that the opposing 11 odd blast attacks will pop half of them.

Happy with Piper for the moment, so that's nice. Afterwards there was a long consideration on Battlegroup, I think I'll stick with the Galleon for another couple games at least, sooner or later there will be draggable heavies!
Day of Moon happens and is free from the taint of a day spent being employed, yay!

An early arvo headbutt with Jeffeen.

On the new version of Outflank, can't remember the new, pirated serial number on it. Two zones is the point. For the sake of trying it, threw out an AoE 5 as a fog cloud in the zone.

I've been constantly expressing anguish over making Fiona lists and I'd played Jeffille a few times already with my other lists, so here goes....

Fiona1 - 2x Mule, Sylyss Elfspinter, Dahlia + Skarath, Nyss, 2x Eliminators, Acosta, Aiyanna + Holt, Commodore Cannon of Amazingness
Objective: Fuel Cache

It's a Warjack point short, but sod it.

Xerxis1 - Sentinel, Gladiator, Cannoneer, Karax, Paingivers, Slingers, Slinger solo guy, Zaadesh + Brute/Savage, Feralgeist

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Skorne Deploy: I won the roll, gave it to the Persian Vampires.
Zaadesh with his Beasts and the Slingers on the left, Beasts/Xerxis/Paingivers central, Karax on the right.

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Merc Deploy: Slapped stuff down, took me an unreasonable amount of time. Given the Brute Animus, expendable Slingers and Fog cloud on the left the Commodore went on the right,intending to set the Shield Guarded Karax alight.

Nyss and the snake went central, given their pathfinderness with that stonking forest in front of them. Eliminators and Mules dived up a side for each, I wasn't sure where I wanted Telgesh to go and the jacks were an obligation more than anything else. Savio/Aiyanna went left to pop Zaadeshs lights.

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Skorne 1: Everything moves forward, Defenders Ward goes on the Karax, Tactical Supremacy on the Slingers, Zaadesh put up whatever his upkeep is called. relevant terrain for the Skorne look to be the Obstructionin the left for Zaadesh to hide behind and the hill for the Karax/beasts.

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Merc 1: My stuff moves up/around, intent is to set up the plan for next turn which is kill Zaadesh. He has Sac Pawn, so the plan is to wing the Beasts with shots and other attacks, then use Telgeshed Soulfires to knock him off.

I Telgesh one of the left Kayazy and run another forward. Hope is for the forward, non-Telgeshed one to die to give Acosta, who should survive in the trench, a Vengeance move forward.

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Skorne 2: Skorne split into two halves.
On the right Xerxis, his Battlegroup and the Karax pile on the hill/edge of the right zone and otherwise sit passively aside from a shot from the Cannoneer that does a nice pile of damage on the right Mule and explodes a Nyss (That was terrible placement by me).

The left side is far more active. Zaadesh bravely stands behind his Beasts and hugs the obstruction. The Slingers go up, six or so get in range of the Mule and shoot it for a pile of nonsense, leaving it with 10 boxes. Eep. The others try to kill the Eliminator and fail, so no Vengance for me but a surprise Kayazy survival.
The slingers are then standing in a dead set straight line. For almost their entire activation I was plotting the best Skarath spray in all the land.
Then Tac Supremacy activated and I was sad as they sensible spread out.

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Merc 2: Easy enough, I lack the split battlegroup luxury Jefoon is indulging in (The snake is good. Not that good.), so the plan is to keep things in Fiona's control area, defensively feat, activate plan kill Zaadesh and the Slingers.

On the right I engage in silliness, trying to slam the Sentinel with the Commodore Cannon which does sod all. I wasn't in range to fire bomb the Karax from memory, but could have knocked down a trio of them or slammed the Gladiator.
Most of the Nyss group in the forest, on this flank they pop a couple Paingivers. The Mule aims and goes for a crit of awesome on the Karax, understandably doesn't get it so kills a mighty single Skorne schlub. Ergh.

That side being a horrendous mess, lets retreat to the other half.
On the left the combined efforts of Skarath, some of the Nyss, Holt, the Mule and half of the Eliminators wipes away the Slingers.

Trying to deal with Zaadesh, Aiyanna Harms the Brute, being the most forward beast. Skarath's spray also hit the Cyclopean duo, but didn't roll a great amount. Revving up his turboness, Acosta charged the Brute and hit both attacks for a combined total of eight damage (Average would be 18.5). Alarm bells started going off, this seems like it's going to be really bad...

Lastly, Fiona arcs three Soul fires through the Eliminator into Zaadesh. He's camping three Fury, so he's not going down, hopefully the lights get mangled. The first hit gets 9 points which is transferred, thus putting Fiona at better damage output on the Brute than Acosta. One of the best Swordsman in the world aye? The next spell does four points, which Naaresh doesn't even transfer. Out of focus to boost damage, I camp two in the event of unseen attacks on Fiona.

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Skorne 3: On the right, Xerxis feats and camps on the hill, the Karax form up in trio's of Shield Wall.

On the left, the Brute, being badly hurt, futzes across and does nothing. Zaadesh hides behind the obstruction. The Savage goes for a swing on Acosta. He misses, courtesy of Fiona's feat. Acosta retaliatory strikes and makes up for the last turn of misery by absolutely cranking it, then dodging out of melee range.

The real Skorne turn happens smack bang in the middle, where the Heavies all get involved.
The Canonneer backs up out of Fiona's control range, shoots at the Snake. It misses, scatters just the right direction to fall short of winging Gorman.
That done, the Sentinel has a go. It gets Enraged, charges the snake in the back sticking at reach range. The charge attack hits, takes out Skarath's Mind. He then casts Retaliatory strike and waits. Gladiator, seeing his buddy in danger, runs up to be in base contact and give the Xerxis armour buff from the feat.

Merc 3: I was quite happy with how that went, the Slingers opening barrage and Zaadesh surviving had convinced me I was on the back foot, but Fiona's feat remains in the upper echelon for Mercs (Up with Gorten's/Durgen's power wise).

Missed the photo, because I'm a chump. Plan is to get Zaadesh before he takes the stolen millions to Spain and otherwise maul as many infantry models as I can.
Acosta walks around the Obstruction, hits Zaadesh and kill him even through a transfer thanks to the glorious retaliatory strike on the Savage.
The Telgeshed Eliminator then moves between the zone to be in range for spell pew pewing.

The Commodore Cannon makes up for everything I've failed to use it for, as it hits Xerxis on the hill, slams him over a Paingiver and puts the Sentinel out of Control Range.

I can't realistically kill the Skorne heavies at all this turn, even knock downed with one Transfer Xerxis isn't really killable with three Soul Fires, so it's push scenario and delay the Heavies however I can.
Gorman is joyfully just out of melee range, aims and hits the Sentinel/Gladiator with a Blind Grenade. Two of the Nyss as well, but sod them and their impotent Gods.
The Snake gets healed by Dahlia, who thinks about leaving the forest then decides sod that. Skarath hits both the Gladiator and Sentinel with Parylsis, then promptly gets retaliatory struck (Damn you karma!) and loses his Spirit.

Fiona goes into the left zone, hiding behind the quite messed up Mule. She casts Affliction on the Karax, then pops one of them and two Karax with Soul Fires (I never got to do this in Mark 2 with her, finally the spell slinging dream is happening!). The right Mule and Nyss leave two Karax and one Paingiver alive.

Mercs go to 2 CP.

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Skorne 4: The Sentinel is out of control, so Frenzies and squishes a Nyss (Sentinel is the black proxy base). The Gladiator easily smites the snake, who then gets taken over by the Feralgeist.
The Karax move up on the right, they kill a pair of Nyss.
Xerxes charges and kills an Eliminator, then Tac Supremacies onto the hill.
The Cannoneer cannoned something? Genuinely can't remember or work it out.
The last Paingiver runs and toes the left zone to stop the Merc auto win.

I started another turn, but did one attack from the Cannon to kill the Karax and that was that (I easily kill the Paingiver and score to 5).

I liked pretty much everything about this list after that.

Except the battlegroup. Mules without crits
Pulled out my other Merc lists (The Minions ones just aren't forming at all), next match would end up as determined by the most sacred artifact, a dice roll, to be MacBain. I'd intended to swap Anastasia out for Lannysa, but she wasn't done painting and I didn't have what I felt to be a reasonable proxy.

MacBain1 - Galleon, Dahlia + Skarath, Alexia2, Anastasia, Gorman, Ragman, Aiyanna + Holt, Kayazy Assassins + UA, Piper
Objective: Effigy of Valor

After some thumb twiddling, much later in the day a mysterious cat lady, commanded by it's biggest Tom, the Haiduahua.

Makeda2 - Despoiler, Gladiator, Radheim, Legends of Halaak, 2x Ferox, 2x Willbreaker
Rhinodon is Despoiler
Cygnar chump is Willbreaker
Legends are the Legends. I'm that unused to seeing the actual models.

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Merc Deploy - Mocking me by being useful, Anastasia wins me the roll for first/second. I go first, because I'm expecting that list to be super fast, given it's all jumping cavalry, so want the board space.

Stuff deployed, Galleon away from the side with an annoying Obstruction, that coincidentally Alexia went to so she could hide behind it and claim some souls.

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Skorne Deploy - Crazy cat lady. Attendant cats. Legends on the left, representing the neighbour kids forced to help clean her hosue by their parents.

Willbreaker's are her nephews incidentally.

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Merc 1 - Everything runs up, given the grand total of zero guns Counter Measures doesn't go up.

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Skorne 1 - Ayep. Cats in face. Seems bad. Really not sure who I'm going to kill these things before they explode MacBain. Both Cat units get tough.

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Merc 2 -Try to kill cats I guess?
Dahlia moves up and pops her no orders aura.
Snake goes up, sprays front three cats, ills one. Discover cats are steady, tough, stay death little ######s.
Kayazy move up and swarm around, pop mini-feat because it rarely matters later on. The first of six on the front cat misses with a snake eyes in the back.
Turns out Cats dodge.
Galleon moves up, throws a cat, the flag stops me getting into position to stab more than one. Gorman blinds a cat.
Alexia rides up around the Obstruction, drops a thrall and goes to the Skorne Flag. Thrall charges and watches a cat tough.
In the middle of it MacBain feats on most of the models and wonders onto the hill on the right.

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Skorne 2 - Cats move up and jump around, kill a few Kayazy and Ragman. Gladiator smashes the Thrall. Legends charge Galleon, roll like nuts and knock off a side and a bit. Anastasia gets thrown by Despoiler into Gorman. Snake also gets clawed and loses an aspect.

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Merc 3 - Dahlia sings again, heals her personal pet Python.

Aiyanna harms a Cat on the Galleon. Or so I wish. She misses, the cat then moves to stop Holt shooting Radheim.
Piper engages rear cat. MacBain then Jackhammers himself to punch it to death, then aims and does a double barreled fully boosted shot into Radheim to put him one one box.
Kayazy move around, they kill a pair of cats.
Snake potters across, sprays on two cats and the Legends. The legends all pop, but I roll dismally to damage the cats. On is at least left on one box and corroded.
Alexia moves up, pops three Thralls who kill one Will breaker, have the other one Stay Death and do 9 odd points to Makeda who takes it.

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Skorne 3 - Corrosion runs out to make me sad, not that they wouldn't have just Stay Deathed anyway. Despoiler moves some Kayazy out of the way by chewing their heads off.
Makeda casts Dash, moves up, hits MacBain with the Knockdown spell.
Cats jump on MacBain, treat him like their favourite chew toy.

That went about as expected.

Definitely more playable than my initial impression though.

I think the go is to put Fortune on the Galleon on turn one, keep Kayazy 18.1 away from the Ferox. Kayazy spread out in two groups with a three or so inch wide lane between them leading to the Colossal. That was top of 2 either the Ferox held back, or the Galleon can do aimed shots needing 7's with re-rolls to hit and boosting damage rolls. Bonus if I can Harpoon, which means the damn cat can be pulled out of Stay Death range.

Game after that is feated Kayazy fight in the zone, Galleon uses Harpoon to drag whatever blocks Makeda out of the way to land some shots on Makeda and clear Fury to stop the damn Stay Death.

That's the next game theory anyway.

Wasn't exactly upbeat at the end of this day though, lot of other things going on outside Warmachine absorbing my energy and this was a long day for only two games. I'll be hard pressed to play without a clock going forward.
Jolt time!

Got a match into the Ruslato, running Trolls. Out came the armour cracker.

MacBain1 - Galleon, Dahlia + Skarath, Alexia2, Anastasia, Gorman, Ragman, Aiyanna + Holt, Kayazy Assassins + UA, Piper
Objective: Effigy of Valor

The dreams of double Mountain King lists have fallen and made way for multi-heavies.

Doomshaper2 - Rok, Mauler, 2x Bomber, Axer, Bouncer, Whelps, Feralgeist, Lannysa Ryssl

Rolled up Outlast, ye old two Circle zones.

Won the roll as Anastasia continues to make a case for her inclusion over Lanyssa.

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Merc Deploy: I picked first, again for the upkeeps getting out. There's an awkward forest in the centre of the table, thankfully this is also the pathfinder list.

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Troll Deploy: Alright, proxies, left to right.
Waritch Siren = Lannysa
Pair of Cryx Jacks = Bombers
Snapjaw = Rok (Or, as War room has correctly identified, R÷K)
Skarlock Leader Dudette = Feralgeist

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Merc 1: Failsafe on Galleon, Countermeasures on Kayazy, Fortune on the Snake.

Everything keeps back of feated shooting range of the bombers, though note I'd not taken Rush into account and thus could have lost all my Kayazy to Bomber shots if Rusanelides had been willing to burn his feat.

Anyway, Alexia goes waaaay to the right, same side as the Feralgeist for easy pickings.

Troll 1: Early on the picture taking buggers up.

Rok/Snapjaw gets Wild Aggression and runs into the trench that occupies thetop of the right zone.

Lannysa goes into the left zone, stealths it up in the forest via Prowl.

Everything else, including the Feralgeist, runs onto the hill (Alexia sadface). One of the Bombers/Helljacks does a Sniped shot at Galleon, with the intention to blow up Anastasia that it succeeds at.

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Merc 2: Simple plan, feat, jam, lols it.

Alexia runs full pelt into the middle of the board, the Welps are happily placed base to base with the front trolls, being the only models I can easily ping for souls.

The Galleon advances, rolls up a few shots, blows up two whelps that feed Alexia and kills Lannysa.

MacBain feats, I roll a one.

Well, bugger. I feat on Aiyanna, Alexia, Dahlia and three Kayazy, but it doesn't feel good. The penalty of a random feat. I throw Fortune on Aiyanna/Holt.

MacBain hides behind the Galleon, Gorman/Ragman hang near him and pop a cloud.

Kayazy get March from Piper and run up and around, I eyeball the front ones to be within 3 inches of Alexia. I could have measured, but didn't want to give the Arcane Vortex potential away.

The Snake runs into the central forest, Dahlia keeps her upkeep going and contests the right zone.

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Troll 2: Because I didn't feat on Gorman or Ragman, there's an assassination vector of the Mauler charging Gorman, overtaking to MacBain and killing him. The trigger doesn't get pulled, the only thing that could save me is a miss on a Boosted 9 triggering MacBain's Dodge.

Doomy feats, sure enough tries to Hex Blast the nearest Kayazy which I stop with Arcane Vortex. yay poker face! (Face it, Gaga has been on a decline for the last few Albums).

Rok tramples over three Assassins, killing two and causing the feated one in the right zone trench to be knock downed. he then buys an attack to kill the Underboss, overtakes to Aiyanna and knocks her down, being just out of Overtake/Melee range of Holt/Skarath.

The Mauler goes into the central forest, kills three more Kayazy.

the Bouncer goes into Alexia, doesn't do immensely well and leaves her on five boxes.

The Bombers/Helljacks go, one darts left and fails to get a scatter on the feated Kayazy in the middle of the left zone. The other goes in and knocks down Alexia.

At some point the Axer popped his Animus and wondered into the right zone in the trench, a whelp runs over and stands next to him.

Feralgeist runs to the top edge of the left zone.

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Merc 3: Doomy is on the hill with 2 transfers. I can put attacks in, though I don't expect him to die, worth it for some battle group damage though.

Plan is fuel up Alexia, kill the forward Beasts, send Thralls where ever they need to go.

I drop Countermeasures, it's finished being useful.

Aiyanna stands up, Holts toes the right zone. She Harms Rok, he lands a shot on the Whelp in the trench and fuels up Alexia.

Ragman moves into the forest, pops Deathfield.

The Snake arcs up, with an initial and three buys kills Rok, then hits the Mauler for Paraylsis and a good chunk of damage.

The Galleon wonders up, rolls up sod all little shots. I do a few dings on the Bouncer then drag him in and do a free punch for a good amount (Yay damage +6!).

MacBain then has three focus for Jackhammers, the first finishes off the Bouncer, the next two do the requisite 25 damage boxes to finish off the Mauler.

I don't like the odds of Dahlia surviving, so she runs into the trench and engages the Axer (Well, is engaged. Flutes make poor weapons of war).

Random attacks into Doomy happen, one Kayazy charges, another runs in for the Gang bonus, the last stands up and limps into the open. They do 10 damage which is flicked to the left Bouncer and takes out his Mind.

Alexia stands up, pops out three Thralls. Two charge Doomy, one does a mighty five damage that gets transferred, the second lands a hit for 9 that he takes. He's camping a transfer, so I throw the last Thrall on a charge into the left Bomber/Helljack to annoy him, he lands a hit for moderate damage.

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Troll 3: It's looking bad for the trolls, I've come out quite well on the trades. Had Skarath been reached by Rok and killed that wouldn't be the case.
Doomy himself punches out a Thrall and Hex blasts a random Kayazy down.
The Axer goes into Alexia, kills her and Overtakes to back up.
Feralgeist goes into the left zone, smites down the Thrall engaging the Bomber.
The left Bomber/Helljack charges the Kayazy on Doomy, kills them and the last Thrall.
The remaining Bomber goes into the right zone, tries to kill Dahlia with blasts and fails.

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Merc 4: Skarath to my surprise passes his Threshold check. Plan is to grind out and start scorring.
Aiyanna/Holt toe the right zone, Harm the right Bomber.
Ragman casts Deathfield.
Galleon moves up, shoots down the Feralgeist, drags in the right Bomber and pulverises it.
Skarath wonders up in the forest and sprays the Axer.
Dahlia runs way to the right.
MacBain hides behind the Galleon.

Mercs go to 3 CP.

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Troll 4: Consoling time.
Axer goes in and kills Aiyanna/Holt, Bomber goes in and fails miserably to kill Skarath.

Merc 5: Bomber dies to Galleon, I go to 5.
I defeated my internal struggle for some Friday shenanigans. By "internal struggle" I more mean I resisted the not difficult task of indulging in rage inducing games of Digital Talisman that I really just play to spite myself (Rage of Talisman snarky reviews incoming somewhere!).

Into Edzen for his first gameof Mk 3, it's theoretically a pairing of Vlad or Strakhov. I preferred Gorten into the Vlad list, but the Strakhov list had enough guns that Countermeasures could be sweet.

I went with the mighty facial hair.

MacBain1 - Galleon, Dahlia + Skarath, Alexia2, Anastasia, Gorman, Ragman, Aiyanna + Holt, Kayazy Assassins + UA, Piper
Objective: Effigy of Valor

Naturally, it's the Transylvanian attack.

Vlad3 - Juggernaught, Grolar, War Doge, Malakov + Ruin, IFP + UA, Outriders, Fenris
Objective: Fuel Cache

Warning: Whereas the wardEd decided competence was a good move, I decided the local aeration tank would make for a nice swim. Prepare for some tart Merc bumbling!

By the magic of Chappi's awesome site, we rolled out Extraction.

I see now my true error. Fighting pseudo Russians on a winter table? Corsican madness!

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Merc Deploy: I gloriously won the roll, at this point let's just assume Lannysa isn't making the list until after Wintercon, when I'll try to mix it up and field a different faction for a bit.

Galleon went left, prepping to run into the forest on my side and make it not as big an issue.

That wall on my side sadly is irrelevant in terms of Killbox, so no hiding for MacBain.

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Khador Deploy: Thus, with my lazy refusal to arise from my plastic throne, we almost get a face shot.

IFP on the left, Jacks centre with Vlad and Fenris, Outriders on the right.

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Merc 1: Stuff runs up! Fortune goes on Galleon, not like the opposing list has guns to shoot me. Countermeasures cries in a corner. Dahlia puts up her upkeep.

Looking at this photo gives me a burning spike of agony between the eyeballs. Will explain next round.

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Khador 1: The tree returns!

IFP mini feat and Shield wall forward, the Jacks go up the guts with the Juggernaught, represented here by an armless horror, gets Infernal Machine. Fenris and Outriders go to the right, the latter getting Hand of Fate as they normally do. Alas.
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Merc 2: I'll get to my self flagellating momentarily, but in the meantime I'll go over the basic plan at this point which is solid.

Principally, I have to harpoon a heavy and kill it, feat on Kayazy and use them to jam. My feat ensures the Kayazy will survive, even if they kill nothing, allowing my colossal to finish off the remaining Heavies. Vital points are that Ruin has Dispel, so he can punch through Failsafe without a care in the world.

So, strategically, my big mistake is my decision to run Alexia and the Snake into the centre, a result of frothing at the mouth with desire (Crikey, what am I drinking....), when they needed to stay right to fight the Outriders.

Tactically, my placement last turn was horrendous. They Kayazy are blocking Alexia from running up to claim souls, Aiyanna/Holt are stopping Dahlia running up to give the Snake auto-bosted attack rolls. I should have attempted an awkward strategic fix, but I hadn't even considered placing tools to kill the Outriders.

Anyway, drag time. Aiyanna Harms the Grolar. Galleon moves into Harpoon range, little guns draw a bead to the War Dog and blow him up. The boost to hit the Harpoon and land, I forgot to allocate a second Focus to the Galleon, but with harm I only need a four to drag in and get the plan going.

I roll a three.

This creek appears to have a burnt sienna sort of colour.

The Kayazy get out of the way and into rough jamming spots. The Snake moves forward and hits four Pike men, killing one, I'm hoping Corrosion will allow Alexia to claim souls as she moves into Soul collecting range after the Snake activation.

MacBain walks up, Energises forward for Control Range, I feat, get 9 targets, acceptable. I select Alexia, Dahlia, Anastasia and Kayazy.

Anastasia is a poor choice, Esponiage isn't going to save me and she doesn't need to live to hold up IFP for the turn. Gorman would have been a much better choice.

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Khador 2: Pair of IFP get fried by Corrosion.
Vlad twiddles his thumbs behind the wall,

The IFP charge the Galleon, a few chock up on Anastasia but Dash allows them to ignore the thin smattering of Kayazy in the way. They do a sides worth, but the couple hits on the right stops me from losing any systems.

Ruin/Grolar trample over the front line of Kayazy and between them bought attacks kill the Snake.

Fenris darts around, Outriders kill Gorman and some non-feat Kayazy.
Juggernaught hangs back.
Malakov pumps his little legs toward the Arctic region of the board.

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Merc 3: Ruin is turned around in that most ancient of Skorne fashions (Butt advancing because of your overhanging......bits......).
Recovery will be difficult, but not impossible I think? I have to clear off the engaging IFP, pop the Grolar and Ruin, Failsafe the Galleon and use Dahlia to contest the right flag.
Kayazy charge and get out of the way. They dismount Fenris and do a few points to the objective.
Alexia kills three IFP and re-positions in the way of the Juggernaught.
Aiyanna Harms the Grolar, Holt, stabs an IFP then shoots another one, the final IFP became the Sergeant, so the Galleon is freed up.

Galleon ponders across, engages the Grolar and Harpoon Ruin.

Sort of.

I didn't move the Galleon far enough cross, so Ruin can't be dragged past the Grolar into melee range and I'm screwed.

I jackhammer the Grolar dead and put Failsafe on the Galleon out of a spirit of woeful optimism.

More turns happen after this, basically Ruin messes up the Galleon before the IFP get rewarded by doing the final three boxes, Vlad stays safe and MacBain regrets life.
After rolling on the ground after some non-optimal use of my sense of balance and legs, ducked from the last disaster into a potentially new one!

MacBain gets put away until I can bring myself to forget the sting stupidity, into ye old favourite.

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsch + Brine, Wrongeye + Snapjaw, 2x Eliminator units, Acosta, Tinker, Aiyanna and Holt
Objective: Effigy

Jeffulsaur appears, attempting to sabotage the race in one of the two memorable sequences of a god awful film.

Hexeris2 - Gladiator, Sentry, Cannoneer, Karax, Reivers, Maximus, Ancestral Guardian, Paingivers, Razor Wurm
Objective: Stockpile

Scenario is Recon, terrain spread out a bit more than I'd consider typical for Mark 3.

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Skorne Deploy: I think I won the roll? Skorne went first anyway, I took the side with hills and that my models were already on.

Karax on the left with the Razor Wurm ADvance Deployed before them, beasts in the centre and Reivers on the right.

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Merc Deploy: Eliminators/Crocs on the right to mock the Reivers guns.

Gorten centre to push the scenario game, Ninja's to the left.

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Skorne 1:Everything moves up, more bricky than I expected. There's a leaning toward the left, I'm assuming that's a reaction to my own deployment weighting, caused by that awkward pillar obstruction.

Veil of Ash goes on the Karax.

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Merc 1: Fairly basic, set up for the scenario rush on the zone.

Ninja Pig goes way left, I reason he'll either draw an inordinate amount of effort to remove or they'll be able to get in and remove something strategic.

The lights spread out on the left, a few hang back in the event of models being sent to engage and might need clearing off (Few things are sadder than having to use your POW 6 bash attacks on Rhulic lights).

The Bashers shield Gorten, who put up Solid Ground. One Basher prior to game decided he was happier just being a base and did a suicide jump to the floor.

The Crocs submerged and moved up the right side of my Objective.

The Eliminators on the left I positioned envisaging them being removed and triggering Acosta's vengeance, the ones on the right stayed so far back I expected they would only die if Hexeris put himself in a dangerous place to spell them to death which generates the feat assassination by me.

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Skorne 2: Jewatto initially goes to shield wall the Karax, then correctly diagnoses that spray bunnies don't care (Boosted 10's to kill clumped troops is fine).

Ergo, the Karax run and engage the world, followed up by the Razor Wurm who Spiny Growths himself and the Ancestral Guardian.

Behind them Maximus goes into the Trench while the melee heavies pull up alongside.

Around the Skorne objective the Cannoneer and Reivers pull back out of Snapjaws charge range, pop their iterations of Snipe to shoot the Movement off the left Basher.

Hexeris throws a couple Hellfires at Rorsch, they get transferred to Brine.

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Merc 2: Plan is clear zone, pop objective, hold feat, roll face in scenario win.

Extreme left, Ninja Pig pops smoke killing a Karax, they move up, Brine then goes up to the Razor Wurm and throws him at Maximus. I should have killed the light, but didn't think about Brine's Animus at the time. Spiny Growth would also have been problematic, only had a couple boxes left in Mind.

The left Eliminators and Spray Bunnies mess up the Karax, leaving only two left. The Gunners kill the Ancestral Guardian.

Centre wise, something is wrong. I can't get a heavy to the Objective, which I can't shoot down because it's Stockpile with the High Priority rule. I just did the math to confirm, a Basher or Snapjaw without a living model in charge range, cannot get to the Recon Objective on the bottom of two without speed/threat shenanigans (Deploy 10. Run 10 bottom of 1. Charge threat of 9 bottom of 2, Objective starts 30 inches away...).

I use a Karax for a slam to try to get a Basher to the objective, but muck up the angle and fail to engage the Objective.

New plan: Protect Gorten, do the scenario thing next turn.

Gorten hides behind Snapjaw and the newly repaired Basher with Wrongeye putting up Star Crossed.

The right Eliminator unit goes into the Reivers, one engages, the other does the fabled toddler dance known as the Side Step hop to gut two and engage a mob of them.

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Skorne 3: The Paingivers enrage the Heavies and whip Brine to max fury.

The Karax then stabs at Rorsh and misses, The Razor Wurm moves to a Rorshs' back arc.

Gladiator pulverizes a spray Bunny, Sentry picks up the forward Basher and snaps it into a pile of Jenga bricks.

Cannoneer toes the zone, shoots Snapjaw. Reivers futz around but don't do much.

Hexeris moves to behind the Reivers, misses a Kayasy. Uses Feat to throw an amazing amount of attacks that leave Rorsh on one box and knocked down.

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Merc 3: Hexy is in feat range. Die time!

Snapjaw charges in and pops the Objective, left Kayazy go to spots to stop the Skorne Heavies being dragged into engagement ranges.

Right Eliminators go to Hexy, do Combo strikes. First one misses, second does a nice hit.

Gorten drags Hexy and a few Reivers in, kills them with an Eruption, the boosted damage from that finishes off Hexy.

Well, glad I know about the Objective distancing now, just wasn't an issue with my Mark 2 list (Damn you Thorbreaker dependency!).
Easy fixes are slamming my own models (Yay Rhulic lights!) and getting Acosta or the Crocs up the board.
Alright, short one as this is what we'll refer to as a "less than stellar display".

First Mk 3 Slam happened, woot!

By the magic of indecision, a dice roll had me roll out ye olde:

MacBain1 - Galleon, Dahlia + Skarath, Alexia2, Anastasia, Gorman, Ragman, Aiyanna + Holt, Kayazy Assassins + UA, Piper
Objective: Effigy of Valor

Went into one of our resident Empress supporters, Edlet.

Strakhov1 - Torch, Beast 09, Behemoth, Eiryss1, Kell, War Doge, WGI + Rocketeers, Kovnik Joe

Incursion returns, as it promised us it would.

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Merc 1: I won the roll, picked first, ran/charged/upkeeped out. Alexia went to shield MacBain, Kayazy fanned out to avoid blasts, Snake sat in the forest and pondered what it would do if it had thumbs.

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Khador 1: Eiryss wonders over and disrupts MacBain. I ponder a couple more pints of Cider.

The Heavies all get various upkeeps.

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Merc 2: Upkeeps fade away as MacBain finds his lighter is drained of fluid.

Turns out learning is hard, the Kayazy are in front of the Galleon and ergo I have an order of activation issue with MacBain's feat.

Stuff runs out, Eiryss and a coupe Winterguard due and gives souls to Alexia.

MacBain feats for 9, having advanced a few inches to get the forward Kayazy in feat range. Feated Aiyanna/Holt move to shield MacBain.

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Khador 2: Ancillary things happen, Strakhov feats and puts Overun on Behemoth, who kills a Kayazy, fully loaded Beast 09 gets the move up, charge MacBain, opening attack gets Crit Stationary and done. Khadoran competence at Wintercon is new plan?

Playing MacBain like rubbish. Will probably change the list before the tourney and play something random afterwards to attempt an escape from this ineptitude.
Mōnandæg is upon us, so games!

After some terrible attempts at Stoicism, I finally realised that Mark 3 had caused me to reassemble my full SUSSness. Ergo I dropped the list that wasn't working and put in the current favourite chaff junk:

MacBain1 - Galleon, Sylyssysyssl, Dahlia + Skarath, Alexia2, Ragman, Gorman, Piper, Saxon, 2x Halberdiers
Objective: Effigy of Valor

Dropped Assassins, Aiyanna/Holt and Anastasia for 2x Steelhead Halberdiers and Saxon.

Needing to feat on both Kayazy and important solos was too much of a strain, any plan that gets torn apart by a single dice roll going bad is a bad list plan. Now I can put tokens on a couple models with Reach and have loads to spare if they are dying on the approach.

The Wild Wrastling Wussel threw down the angrily dispossessed.

Calandra1 - Mauler, 2x Bomber, Axer, Stone + UA, Highwayman, Braylan, Lannysa
Objective: Armory

Scenario is Entrenched, pretty sure the zones were the wrong position but the table was set up from the day before, so sod it.

Merc Deploy: I won the roll, picked first. I was given what looked to be the less advantageous side.

No pic, because I'm lazy and working within the PP forums image per post limit.

Galleon went straight in the middle to go through a blob of water, Snake went to his left theorising that the nearby forest in my friendly zone would be ideal for Prowl. Halberdiers went either side.

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Troll Deploy: For this game, Brown=hills, green blobs = TREES.

Proxies, so the list from left to right.
Gerlak = Braylan
Black Ogrun?=Highway Peoples
Mauler and Axer are.....Mauler and Axer!
Stones are Stones with Stones of Rock. I mean Stone.
Helljack=Bomber #2

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Merc 1: On clock, the photos will suffer from both that and apparently those yellow zones are just the worst.

Basically everything runs forward, Fortune goes on the SNake, Counter Measures on Alexia, Failsafe on the Galleon.
Saxon gives some Pathfinder to the left Halbs.
Alexia legs it to the middle of the board, lusting after some delicious Roadkill souls (Readthrough Note: Rethink on if this joke about the Highway chumps works or not).

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Troll 1: On the right side, Lannysa legs it into the zone and the right Helljack/Bomber uses his Animus and blows up four Halbs on the right.
Everything else goes toward the left.
The Mauler/Axer/Calandra climb on the strategic hill and put up Star Crossed.
The Highwayman chock up behind the Obstruction of doom.
Left Bomber mimics its brethren on the right, but fails to scatter onto anything.

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Merc 2: I upkeep everything.
I breathe a sigh of relief that MacBain was not impeded by me having an attack of the dumb this time.
Plan is to jam up, Galleon will try to drag in the Mauler but if it fails I'll throws invincible models in the way.

Plan is go, Alexia starts us off by charging the Highway man, she knocks one down.
Galleon advances, shoots down the knockdowned Highwayman and pops a couple members of the Stone, revs up the Harpoon on the Mauler. Lands the boosted Star Crossed 9, drags it in and misses with it's melee attack.
Ragman Darkfields the Galleon, then the Snake moves across and eats the Mauler, Warbeast Bond and Paralysis making a mock job of Star Crossed.
MacBain feats, rolls max, I throw a token on Dahlia, Gorman, Alexia and Halbs from each unit. He then throws Counter Measures on the left Halberdiers.
Gorman clouds in front of MacBain.
Right Halberdiers get Concealment from Dougal and run up into the right zone.
Mid way through moving the left Halberdier unit Trolls concede.

It is awkward from here, the Highwayman will have to backup and the Halberdiers with Countermeasures will just follow and maul them. Three Thralls are plonking down somewhere, I'll kill a Heavy a turn with Galleon.

Clock is probably the best win condition for Trolls at this point, it was 47min to my 39, that should still be plenty of time for me to push it through.

I will definitely feel clock pressure with this list in future, Halberdiers are easy (Galleon screw ups not withstanding), but the other pieces need to not be wasted for me to do well in the games.

This finished quick enough that we happily cruise to another game, next one goes the distance.
Next game, into the Antarctic one. Still with the SUSSbreaker, as I played the Dwarf into him last time we push war dollies against each other and made pew pew noises.

MacBain1 - Galleon, Sylyss, Dahlia + Skarath, Alexia2, Ragman, Gorman, Piper, Saxon, 2x Halberdiers
Objective: Effigy of Valor

It's a me, one of the shunned children of the previous edition.

Vyross1 - Imperatus, 2x Sphinx, 3x Arcanist, 2x Sentinels + UA + Soulless Escort, Sentinel SOlo weapon mastery guy
Objective: Arcane Wonder

Playing Extraction (aka Baseball diamond). Field is strewn with forests, now the brown blobs, with one hill represented by the Green, an Obstruction and water on the left.

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Merc deploy: I won the roll (I have no need of Anastasia?).

A fairly routine deploy, Galleon central, Snake on the side with a forest to hide in, Halbs outflanking. Saxon left, Piper right for sweet Pathfinder goodness.

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Ret Deploy: Jacks up the guts, Sentinels on either flank.

Couple proxies scattered in, primarily Rahn as the UA for the left unit, Aiyanna as one of the Arcanists.

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Merc 1: My stuff runs forward, Fortune on the Snake, Failsafe on the Galleon. Didn't bother with Counter Measure against the opposing four or so lists.

No fear of AoE's at this point, so Halbs blobbed up without fear.

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Ret 1: It all moves up, the Sentinels go into three man pods. Imperatus gets Righteous Vengeance and goes to the right, followed by one Sphinx. The left Rahnian Sentinels get Inviolable Resolve.

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Merc 2: Not as blurry a pic! Moral victory!

Upkeeps stay going. It's chock up with Halberdiers, feat, wait out to score top of 3.

Alexia runs up to nab souls.
Galleon stays out of Imperatus' Mobility Charge range, shoots down a couple of the left Sentinels.
Snake slithers into the trench, puts up Animus, maxes Fury to pop two Sentinels and leave one corroded.

MacBain feats, rolls average. Picks Dahlia, Alexia, Gorman, bunch of Halberdiers from each unit.
He then hides behind a Gorman Cloud and camps three. I forget that Birds Eye means the Cloud does nothing.

Both Halb units run forward with Pathfinder on a stick applied, feat models leading.

Dahlia runs up on the left. She can't get into range for herupkeep to stop the Sentinels giving out Orders, I'm hoping Mr 180 Degrees moves forward with Vengeance to go under the Aura.

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Ret 2: Spells upkept.

The left Venators move up with Vengeance, go under Dahlia's aura. Score. They knock down MacBain's feat chumps.

On the left, The Sentinels move around, I trigger Counterblast. I stupidly hit Dahlia, who I forget to leave a Fury on and not max the snake, so she goes to 1 box and corroded. My spark is not bright. The Counterblast ends up killing one Sentinel.

The combat solo guy whose name I forget charges Alexia and knocks unicorn down.

On the right Imperatus and Sphinx move around behind the forest, the principal being that if I drag the Sphinx in to kill it then Imperatus will be in charge range of the Galleon and kill it.

The right Sentinels kill a bunch of the Steelheads around them, as you do.
The Sentinels also both pop their Iron Zeal mini-feat.

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Merc 3: Time to commiserate my ingenious potential for self sabotage.

I roll for Dahlias corrosion.










I roll a one.

Dice rolling is a skill right?

Having survived myself, time to continue the plan. Score this turn, keep chewing away. Not fall for the Imperatus trap or killing any of the right Sentinels and triggering Vengeance junk.

In line with the plan, upkeeps hang around, Galleon gets a bunch of focus.

The right Halberdiers, having been reduced a lot by stabs and jack shots, just run around and jam up.

Dahlia and Piper take a flag each.

Galleon holds back, I'm also careful to not give Side step options. Imperatus can probably still get to me off Alexia or Piper, but without initials the Galleon is pretty happy to live then take him out. He tries to shoot down the Objective, I roll minimal shots and leave the damn thing on 5 boxes.

Alexia then sits up and spawns three Thralls.
First Thrall hits the killy solo that knocked down Alexia, shamefully hits but leaves her on one box. The other Thrall finishes the job, then the final free model goes into the Objective and just manages to pop the thing.
The Snake does it's Animus, eats a Sentinel on the left. The Halbs charge, the pop another couple Sentinels with CMA's.

Gorman walks into the open after I deride his cloud. He drops another one because that's all he has going right now.

Mercs go to 3 CP.

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Ret 3: Elves need to contest the flags and start Buzz sawing through me. Or kill MacBain, but that'd be lame.

On the left, the Sentinels stab around, though there is only a handful left.
Imperatus charges in, explodes a Thrall and a bunch of Steelheads, only two survive the hurricane.
The left Sphinx runs to contest the left flag. Dahlia plays her flute louder but it does nothing.

The other Sphinx goes into the central forest and explodes the nearest Thrall.
Vyross goes in and kill a load of jamming Steelheads.
The right Sentinels then explode forward, brutally murdering Piper.

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Merc 4: The right flag is looking unhealthly for me, that Sentinel unit is full membership and still has Vengeance nonsense.

Ideas at this point are score off the left, keep MacBain safe. If I can kill Imperatus and one Sphinx I'll also be well ahead on Attrition.

The remaining Thrall from last turn wiggles a bit in a position or Gorman to Blind Imperatus.
The left Steelheads and Saxon jam up the few remaining Sentinels.
That was a time occupying action, as I was having difficulties. The Galleon had to run to get to the Sphinx, but if I did the Blind then I was going to struggle to get into melee with it.

The Snake wonders up, attacks the relevant Sphinx and mauls it.

I realise another error I did, as Gorman activates now and Rusts the Sphinx. Alexia then stands, spawns three more Thralls and wiggles a bit. Two of the Thralls go into the Sphinx and finish it off. Last Thrall dings Imperatus.

The scoring plan is now successful, I decide to go with the kill Imperatus plan with the Galleon anyway.
Galleon runs up the board, engages Imperatus. Ragman walks up behind him, uses Death Field.
MacBain casts Jackhammers. The first two hit and pop the Phoenix Protocol.

The next three miss.

I'll call that dice luck averaging out for Dahlia not dying to her own battlegroups abilities.

MacBain then walks across to the left forest.

Mercs go to 4 CP.

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Ret 4: Left Sentinels rev up again, kill another Steelhead and Saxon. One Steelhead remains.

Imperatus lops off Alexia's head, kills most of the Thralls, Sidesteps to Dahlia who moved to a blocking spot and eviscerates her. The Snake slinks away.

Right Sentinels charge the Galleon, a few run around the right flag and two go for Ragman. They take out most of the right side of the Galleon and miss Ragman.

Vyross feats, charge the Galleon after casting Mobility to get through the forest. The first attack lands, rolls one shy of Max damage. Second attack misses, because Def 9 is mighty.

The Sphinx gets Arcanist buffed, then charges and finishes off the Galleon.

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Merc 5: The only model contesting the left flag is Imperatus, active with his Phoenix boxes. and Force Field.

I have one Steelhead stuck on the Rahnian Sentinels, Gorman, a Thrall, MacBain, Ragman engaged by two Sentinels and Sylyss who is so far back he hasn't been seen since the photos of the turn 1's.

Gorman walks up to the left flag, Rusts Imperatus. The Thrall charges Imperatus in the back, does five points to the Shield.

MacBain Energises out of the forest, charges the Sphinx, kills it with a focus to spare.

Mercs go to 5 CP.

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Me on the right.

Best Mark 3 game so far.

Obvious screw up with Counterblast, I have an awful tendency to max the Snakes Fury when I really don't need to.

Otherwise reasonably happy with the moves made, though on my turn four I should have just let the Thralls/Snake/Alexia hold up Imperatus and used the Galleon to drag in the second Sphinx and kill it.

Imperatus would be needed to kill the Galleon, but it'd be no where near the left flag and it's a winner. Galleon gets flooded by the right Sentinels, but a Sweep and Jackhammers lets him clear himself pretty well.

Halberdiers definitely a better choice than Kayazy. Only thing I'm weighing up now is Saxon or Anastasia, full Pathfinder is nice but I got quite lucky to win the die rolls and get first for some sweet jamming. Could also try to wrangle in Eliminators or swap Alexia's, but those are bigger changes than I want to make at the moment.
Wintercon hits!

Obviously running the two lists I've been playing:

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsch + Brine, Wrongeye + Snapjaw, 2x Eliminator units, Acosta, Tinker, Aiyanna and Holt
Objective: Stockpile

MacBain1 - Galleon, Sylyss, Dahlia + Skarath, Alexia2, Ragman, Gorman, Piper, Saxon, 2x Halberdiers
Objective: Effigy of Valor

Round 1 is Outlast (Two Circle zones), i go into the mighty Dingaling, who'd dropped his normal Legion and joined the angry pointy ear train.

It's Vyross 2 and Ossyan 1, I immediately go to Gorten. Ossyan usually deletes the Galleon and I go sad face. Sure enough, It's the big-O that goes down.

Ossyan1 - Discordia, a.....Manticore? I genuinely have no idea it was some kind of heavy, Sentinels + UA, 2x Ghost Sniper, 2x Arcanist, Stormfall Archers, Eiryss2, Mage Hunter Strike Force + UA

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Merc Deploy: I won the roll and picked first, intent being to get up the board before the Strike FOrce deleted my world, I wasn't enthused at the prospect of having to feat on a single unit.

Crocs and Defence smucks went left where the water was, Gorten went toward the right zone with all the jacks (That green blob is a forest), Ninja Pig went far right.

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Ret Deploy: Strike force across the Gorten/Jack pile. On the normal deploy line, jacks went central, Sentinels look to take the left zone.

That green blob on the right is, again, a forest.

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Merc 1: Stuff runs up, Crocs Submerge. Kayazy stay out of range from the Strike Force. Aiyanna/Holt hide behind the forest, Gorten and jacks make for the right zone.

Ninja Pig, being a ninja, disdained the photographic evidence of his arrival and tried to duck far to the right. Brine, convinced the limelight was okay, wonder over to him and gave him a headbutt attack. Rorsh asks "The hell man?" and reflects it. Basically Feign Death mocks the Strike Force.

Strength of Granite is on the right Basher, Solid Granite is up.

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Ret 1: Sentinels jog into the left zone. Jacks move up the middle to the wall.

Strikeforce spread around, the front ones ping one of the Bashers for a few points.

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Merc 2: Ret Feat impending. Eugh.

Plan is to kill Mage Hunters if I can, block up, see what survives to start scoring my next turn.

On the left zone, I could kill a couple Sentinels, but that doesn't feel worth it. Instead the Eliminators run in to jam, Acosta stands in the space after them, the Crocs go at the back of the zone with Submerge and Star Cross up.

Aiyanna and Holt wonder into the forest and stealth.

The Gun Bunnies move around, one in the forest, two in the zone. Theyt shoot...something? I guess the two in the zone miss the chump behind the wall?

Spray Bunnies run to the right.

One Basher runs forward, then gets Slammed by the Strength of Granite Basher to kill a couple Strike Force and do sod all damage to the jack of unknown origins.

Gorten and the Pigs go in the trench, the Dwarf hiding behind the Pork.

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Ret 2: Ossyan hangs way back, doesn't feat.

On the left, a Ghost Sniper runs to a spot to then be targeted by Discordia's spray, bypassing Submerge and killing Wrongeye. The Crocs go away and I am very sad as the tough roll goes awry.

The Sentinels shuffle around, stuck on the Eliminators. They manage to kill them all.
Acosta is now all alone on the left side of the board facing Discordia, a full unit of Sentinels and a Ghost Sniper. He'll be fine?

On the right, the unidentified Jack sits up and splats the suicide Basher.
The Stormfall Archers and Strike Force hang around, toe the zone a bunch, they get rid of the most forward spray bunny.

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Merc 3: Well, this is going to be difficult. I'll have to just contest the left zone with Acosta and clear out the right to score. Hopefully I can save my feat, which will give me a chance for the game win I won't have if I have to deal with both Ret heavies.
Acosta runs to the left edge of the left zone and braces.
On the right, the Gun Bunnies zot a pair of Stormfall Archers and one of the Ghost Snipers.
The Spray Bunny shoots at the jerk guy behind the wall and stuffs it up.
The Basher moves up and pops his blast, killing the wall jerk and another Strike Force chump.
The Pigs go in, Rorsh hides behind the wall, Brine throws the last contesting Strike Forcereer into another member of the unit, killing both.
Gorten camps and runs to the bottom right corner of the right zone.

Mercs go to 2 CP.

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Ret 3: Acosta gets shot by the Ghost Sniper for a couple point.
The Sentinels go into mini groups and start legging it to teh right zone.
The unknown jack gets Admonition.
The remaining Strike Force toe the top edge of the zone, they pop the remaining Spray bunny.
Jack of Origin Mystical walks in and destroys the last Basher.
Discordia charges, toes the right zone and kills a Gun Bunny.
Eiryss goes into the right zone, disrupts one of the two remaining Gun Bunnies.
Holt also dies at some point, though I don't recall to what.

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Merc 4: Well, this looks bad. I have to feat to score and keep Brine alive, whilst not triggering the damn Admonition.
Brine passes his frenzy check thankfully.

On the left, Acosta runs to engage a Sentinel clump. Aiyanna also legs it to toe the edge of the zone I don't really care about.

Gorten wonders into the zone, Feat pushes the stuff in the left and camps his Focus.
The remaining Strike Force and Eiryss get killed by Bunny and Rorsh attacks, the Ninja Pigs go to the right edge of the zone, mini Pig with no Fury behind Big Pig.

Mercs go to 4 CP.

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Ret 4: Ossyan feats, wonders up behind the forest, Dead Eyes some models.

Sentinels charge into the right zone, on the way the Officer gets killed by a Free Strike from Acosta. They pop Iron Zeal and kill a Gun Bunny. The Ghost Sniper aims and kills Aiyanna.

Discordia limps over and does a Spray.

Unidentified jack turns out to have a Slam gun, knocks Brine back an inch into Rorsh. Rolls high enough to kill mini-pig.

I pass the tough roll.

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Merc 5: I need a CP or the assassination to win.

I can't see a means to get Brine to Ossyan and nothing else can do it. Clearing the right zone of Iron Zealed Sentinels and an Admonitioned heavy is a no go.

I have a chance courtesy of Acosta's free strike previously.

Being out of command, the Sentinels in the lelf zone aren't contesting and can't free strike, leaving just the Ghost Sniper.
Acosta wonders around, manages to get to the Sniper and gut him.
I do some activation's without value, then go to 5 CP.

I had 15 minutes to go, RetaDing had 17.

Squicked that one, definitely messed up with the Crocs. Needed to have them further left, outside of Discordia's spray range. No reason they couldn't have gone half a foot to the left. Had the Eliminators then killed some Sentinels, I throw Acosta in. Vengeance attacks on Acosta under Star Crossed sounds good for me.

Anyway, round 1 passed, three to go!
Round 2, Wintercon Masters continues.

Before I forget, I'd been told the previous round that Acosta needed to Dodge before Retaliatory strike, so I've been screwing that up for a while. Bugger.

The lists remain:

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsch + Brine, Wrongeye + Snapjaw, 2x Eliminator units, Acosta, Tinker, Aiyanna and Holt
Objective: Stockpile

MacBain1 - Galleon, Sylyss, Dahlia + Skarath, Alexia2, Ragman, Gorman, Piper, Saxon, 2x Halberdiers
Objective: Effigy of Valor

Scenario is The Pit, central circle zone, killbox, friendly flag a side. In practice this has been excellent for Gorten, who can sit and Dominate the friendly flag behind a wall while an Eliminator gets sacrificed each turn to harass the opposing flag.

My glorious opponent is in the infallibly polite Harrrriot, who I associate with carrots for reasons unknown to me. It's the faction the internet loves to tell me what to think about, ye old Skorne, Rasheth Butterpants and Morghoul 1.

MacBain looked to be fine, but his feat could easily be nullified somewhat by Paingivers or Morghoul himself. Given the scenario as well, Gorten became the easy drop. Harjam dropped athletic half of his pairing.

Morghoul1 - 2x Aradus Sentinel, Gladiator, Extoller, Pain Givers, Karax, Wrong w/Snapjaw + Spitter, Gobber Chef

I'm reasonably comfortable, the Aradus shooting is weakened by my heavy Jack loading and Snapjaw being immune to shooting. His Snapjaw jas enough point investment I'll happily feat to kill him if it's the slow scenario game.

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Merc Deploy: I lost the roll and desperately hoped Harghoul would pick first. Sadly he correctly picked second, which is a slight wrench in my scenario win plan. He also gets a flag on a hill and a nice wall, my flag is bordering some waterfront property of the bad kind (You know. Like you bought an amazing mansion and discovered the Kardashians were your neighbours after you moved in).

Ninja Pigs went way left, Brine is the logical target for the Aradus, so hopefully they'll deploy against him, then the Ninjas can use their far superior movement ability to move either waaaaay left or to be behind the Rhulic jacks.

Gorten and jacks central, Croc Defence boat ready for the right.

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Skorne Deploy: Well, one of the photos had to be the worst I guess.

Aradus ignored my Ninja Pig bait, lined up behind the wall. Snapjaw and Karax left side of the brick, Gladiator/Wrongeye centre, Morghoul/Spitter right.

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Merc 1: Stuff moves up, Pigs go for the outflank on the left.

Strength of Granite on Basher, Solid Ground up. Couple lights hang back ready to slam, though that's not likely to be useful.

The Eliminators spread out a bit, I'm hoping the Aradus will waste shots to kill one or two and trigger Acosta's Vengeance while he hides in a trench. Crocs Submerge.

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Skorne 1: Skorne stuff moves forward, the Aradus run their stubby little legs to the right next to their friendly flag.

Gladiator goes up the guts as the Anchor, Minion models stay separated with Snappy on the left, Wrong chap middle, Shredder's Greatest Enemy on the right.

Admonition goes on the forward most Aradus.

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Merc 2: One day this Vengeance plan will work and it's going to be incredible. Unless people read that plan being constantly written somewhere.

Spells are upkept, plan is to threaten the Skorne flag with my Crocs, wing the opposing beasts a bit.

The Pigs move up, there's a nice wall there, I position Brine so that Snapjaw can't attack him, whereas next turn I'll be able to pop smoke and send the pigs in if they have a target.

Gorten throws out an Eruption discourage the Karax from jamming in, then goes and sits on my flag.
Rhulic Jacks make a wall in front of him, without camp two Aradus will straight up kill him.

The Gun Bunnies shoot the Gladiator a bit.

One unit of Eliminators charge in, one into the Admonitioned Aradus, the other into the Gladiator. Admo not triggered. They do Combo strikes for some boxes.

Acosta and other Kayazy re-position again.

Snapjaw moves to a spot, pre-measured out to not be in the Sentinels Charge range, but threatening the Skorne flag. This doesn't actually work, as I did it forgetting his tail now only has 1 inch reach, not 2. Oh well, we'll get to that.

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Skorne 2:The Karax Press Forward, one runs to contest my flag. Four go into the Eliminator on the Gladiator. They do a big combined stab and miss.

Gladiator puts Rush on the Admo Aradus, also fails to kill the Eliminator on it.

The Admonition Aradus tramples, puts itself under my Star Crossed, so buys attacks into nothing but failure.
Aradus #2 now has a go, also bungles it.
Finally the Spitter goes in and ends this terrible nonsense by killing that Kayazy, which was contesting the Skorne flag.

Wrongeye moves away from Ninja Pig, but puts Snapjaw out of his control area and so doesn't Submerge, instead Star Crossing while camping 1.

Paingivers do some maintenance, Morghoul moves to the Skorne flag.

Skorne go to 1CP.

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Merc 3: Those attack rolls were miserable to watch. Jammining Eliminators are good, they're not meant to be that good.

Strategically, it's time to begin the slow score, tactically it's kill that Gator time. Wrongeye has one Fury and can be shot, this is the dream.

Spells are upkept, one Basher kills the contesting Karax.

The remaining pair of Kayazy go, the first moves to stab the forward Aradus. Admonition triggers, the bug moves to a spot to stop Snapjaw going into Morghoul. The other Kayazy stabs a Karax.

I then have my Granited Basher Slam that Aradus, knocks him a good seven inches away, he then follows up. Does not great damage.

Two of the Gunners move into the Trench and shoot Wrongeye, the first strips the transfer, the second does a few points.
The Kayazy who is immune to Karax then goes into Wrongeye and guts him. It's looking good.

Spray Bunny moves, kills four Karax.

Acosta charge the back Aradus, I roll Amazing and do 25ish points of damage. My Crocs move around, Snapjaw goes in and finishes that Aradus off as we realise his tail is one inch and so can't attack Morghoul regardless of my hopes and dreams.

Ninja Pigs move to more relevant spots.

Scores level at 1 CP apiece.

Skorne 3: Miss a pic alas.
Aradus walks around, kills my poorly placed Wrongeye.
Gladiator kills Acosta and contests the zone behind the wall.
Spitter moves to be a meat shield for Morghoul.
The forward Eliminator proves invulnerable to Paingivers and the Gobber Chef as well.
Morghoul hangs on the flag and contests.
A Karax runs to contest my flag.

Skorne go to 2 CP.

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Merc 4: I'm in an excellent spot here. Kill the Gladiator and I'll have the centre zone as well.

The Granite Basher still does sod all damage, but it and the Eliminator squad surround it so now it can't move freely.

Kayazy Squad Suicide Solo (Now referred to as KISS) is still going strong, she walks over and kills the Extoller and is exactly four away from the opposing flag.

Gun Bunnies finish off the Karax and Pain Givers. The Gobber Chef remains.

Ninja Pigs go forward, Brine uses his Animus, charges, crit knockdowns the Gladiator then comfortably eats him with a Fury to spare.

A Gunner runs to the Skorne Flag.

Skorne are on 2, I go to 4 CP.

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Skorne 4: Lacking any means to stop me winning, Morghoul goes for some more kill points.

POW 9 non-weaponmaster attacks are sad, but he has a Fury left after killing a Gun Bunny, then I get up on scenario.

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Me on the left.

I'm not sure what Skorne does here. If they jam up, my feat will get things cleared off, I contest their flag with ease, their are good trenches and walls for my jacks and Acosta to be cozy in. Definitely favourable to me.

Currently I have no real context for how Rasheth goes into it, but in killbox that almost feels worth using Bashers to grand slam Gorten forward either for the kill or to get some free CP (Speed 1 getting back into the Killbox? The lols. All the lols.).

Even with that Hardship, Jarry was great to play into (We drew each other first round at Clash, but then some kind of error caused a re-draw), took the hard knocks like a champ.

I got my 50% win rate goal, so now it can only go down hill from here!
Round 3, the drill should recognisable at this point.

My lists:

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsch + Brine, Wrongeye + Snapjaw, 2x Eliminator units, Acosta, Tinker, Aiyanna and Holt
Objective: Stockpile

MacBain1 - Galleon, Sylyss, Dahlia + Skarath, Alexia2, Ragman, Gorman, Piper, Saxon, 2x Halberdiers
Objective: Effigy of Valor

I draw one of the few Legion players, Marty's eccentric friend, the Lloydster.

Scenario is Extraction/Baseball Diamond.

It's Thags 2 with a bunch of Heavies or Lylth 1 with an Angelius and Ogrun.

I had somewhat of a dilemma, the least of which being that this was one of the factions I had yet to play into in Mark 3.

The largest one was that if I drop Gorten, which is my preference that this thread might, just maybe, have given away, then I will be list locked into MacBain in the last round and there are matchups the main man Mustache just cannot deal with.

The scenario also not being super live but playable settles it and I drop MacBain. It's the Big Messiah Thags man.

I think this pans out two ways, either the Galleon gets popped early and MacBain has to go for the Grievous Wounds assassination (Don't post yet, we'll get to that), or Galleon survives being alphaed and I can snooze my way to a jackhammer win.

Thagrosh2 - Carnivean, 2x Angelius, Seraph, Scythean, 2x Stalkers, 2x Shepherd, Forsaken
Objective: Fuel Cache

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Merc Deploy: I win the roll and frown. Both sides of the table have a trench the Angels can hide in. I elect to go first to get my stuff up the board.

Pikes either side, other stuff in the middle, Alexia on the left flank.

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Legion Deploy: Carni left, pretty much everything else right. Base with the sad remnant of a broken tail is your typical Legion vs floor aftermath alas.

Stalkers sit in the forest in the Legion AD line.

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Merc 1: Stuff all moves up, I put Fortune on the Galleon. It'll need that to land an actual Harpoon shot, then I can cycle Fail Safe on it.

Dahlia throws up her upkeep as well.

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Legion 1: Stuff moves up, Dragons Blood goes on the Carni. Stalkers enjoy picking on poor innocent Steelheads. Sure enough the Angels go into the trench, that clear base behind them in a proxy for the Scythean.

This is the point I finally made the logical leap that had I deployed the Galleon to travel up the other side of my objective the trenches wouldn't have been an issue. Ineptitude at work.
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Merc 2: I wanted to drag in an Angel and kill it, but boosted 13's even with a re-roll are rubbish odds.

Galleon moves up, drags in the Seraph and kills it without issue. It also tries to feed Alexia some souls off the Stalkers and fails at it completely.

MacBain feats to at least make Lloygrosh cast Slaughterhouse. He then backs up a bit and camps to not die to just Beast shooting him.

Halberdiers run around as I scream propoganda at that. It worked for Communism yeah?

Dahlia and Skarath run in front of the Galleon to block up.

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Legion 2: Make or break turn.

My things break.

Thagrosh feats, casts Manifest Destiny and charges up killing Skarath. He takes a Steelhead Freestrike on the way that spawns a Harrier.

Steelheads die in droves to Stalkers and the Carnivean spray.

Angels and Scythean clear off Galleon, on the way repulsing Dahlia out of the way.

Feat moves then has the Beasts move to shield Thagrosh.

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Merc 3: The plan is go!

Gorman walks up, Blinds Thagrosh. Sylyss walks around and gets him in tap range of El' Thagio.
The Steelheads get out of the way, failing to kill a Stalker on the way.

MacBain charges an Angel, then uses Energiser to move across and get into Thagrosh, turning to get the Angel out of Line of Sight and redirect the charge attack into Thagrosh.
MacBain hits, has the Gang bonus from Sylys.
As the damage rolls begin, it becomes evident that Grievous Wounds no longer stops Transfers and I am, in fact, utterly doomed.

Well, might as well have a literal stab.
MacBain does a few more boosted damage rolls, leaves Thags with no Transfers. Saxon charges him in the back, surviving a freestrike from the Shepherd and does nothing. Alexiahas fails to acquire a soul, so rides up a little bit and does a Hellfire.

Thagrosh survives with a comfortable 11 health.

Legion have a third turn, the Angel headbutts MacBain, Thagrosh eats him with ease.

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Me on the left.

Llyeodeon was extremely apologetic about the whole Grievous thing to his credit, though he most certainly didn't need to be. He made the right choices, I did not.

Galleon should have gone up the left side, Skarath should have been kept back. MacBain and Skarath between them can down Legion Heavies, especially with Paralysis on Angels.

Fun game regardless, given the player numbers there is also an extreme outside chance of a 3-1 getting into the next day finals, so there's still technically a chance. More importantly, a chancefor more War Dollies!
Final Round!

Let's just drop the pretence. My "lists":

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsch + Brine, Wrongeye + Snapjaw, 2x Eliminator units, Acosta, Tinker, Aiyanna and Holt
Objective: Stockpile

Into the Pottsinator, who was on the receiving end of my bafflement for my first mark 3 game.

It's the Skornination, Xerxis1 and Makeda3.

I didn't notice it at the time, but after three straight games of Retribution he was locked into the Empress and couldn't use the General. Oh well.

Scenario is Take and Hold which isn't super live, but I was already dedicated at this point to find a new partner for Gorten anyway, so another MacBain game would serve little purpose.

Makeda3 w/her bros - Tiberion Sentry, Gladiator, Brute, Razor Wurm, Agoniser, Paingivers, Paingiver assassiny unit

Tibbers is an issue as always. Will have to delay with feat, kill the pieces that can contest easily and do the slow scenario game. Attrition wise, The Agoniser needs to die then the beasts need to be knocked off one at a time while the others get delayed. Assassination is utterley up to where Makeda goes in relation to Tibbers.

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Mercs Deploy: I think I lost the roll? Ended up with first, which doesn't sound like what I'd want to do.

Akin to round 2, there's a nice blob of water near my flag.

Ninja Bacon is far to the left, Jacks central, Gorten and Croc module to the right.

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Skorne Deploy: UFO's in the shape of arms haunt the Skorne camp, filling them with no fear because no longer are we plagued by the nonsensical psychology rules.

On the AD line, we have Bloodrunners to the left and the Razor Wurm to the far right.

Then there is solid block of the rest of the list.

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Mercs 1: The opposing list has approximately zero guns, so don't need to worry as much about the defence tech this turn. Everything runs, one unit of Eliminators ends up far right to get around the water and in event of the Razor Wurm wandering that way.

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Skorne 1: Persian Vamps spring forward, most of the Bloodrunners and the Brute go to the Skorne flag with some picnicking on the hill. Two of said Bloodrunners leg it in and engage the nearer Eliminator squad.

Razor Wurm moves forward, looks like it's ready to absorb a Kayazy charge.

Sentinel/Tibbers run to be the front line, followed by everything else. Baby Elephant screams.

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Mercs 2: The water is cramping my style a little bit. Plan is to set up pigs to threaten the Skorne flag, stay out of threat range of the heavies and start chip damage.

Ninja Pigs zoom up the left.

On the right the Eliminators charge the Wurm, the first Combo Strike rolls immense damage, taking out two aspects. The other Eliminator has a go, should be able to kill the beast with ease. Unless she misses, which she does.

Centre wise, the Kayazy there charge a pair of the Bloodrunners around the Skorne flag, gut them and side step around.

A spray Bunny then clears off the jamming Paingivers. The Gun Bunnies then shoot the Brute, the first two roll amazingly well, the last one might very well kill it. Unless it misses, which it does.

Acosta saunters up a bit, Gorten then hides behind some jacks and gives Acosta a wall. Not done with trying to keep one solo going, the Crocs move up to give him some Star Crossed.

One Bunny wondes to be 3.5 inches behind Gorten.

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Skorne 2: Pottadon wisely rolls his eyes at the prospect of charging Acosta and doesn't do it.

The Brute charged Rorsh, apparently can't handle Bacon as he misses the little Piggy. Along the way he lightly brushes Brine with his shield.

Right side, Razor Wurm gets healed and swings and misses at Kayazy.

Around the Skorne flag, every other Skorne piece descends, the Eliminators disappear in a whirlwind of death.

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Mercs 3: Positioning looks good, assassination is go!

A Basher goes into the Sentinel, does sod all but is just there to stop him being pulled into an annoying spot.

Gorten wonders up, feats on every Skorne model but the Tycom up the back, the Brute on the left and the Razor Wurm on the far right.

Gun Bunnies shoot Makeda for a bit, Ninja Pig then drops smokes to shift him and his pet and pop some dragged Paingivers.

Brine then Animus' and moves to Makeda, a freestrike on the way from a Paingiver gives him a Fury. Big Pig then gets the job done with his initials.

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Me on the left.

Fairly normal Gortening really, I'd be truly shocked if it worked on Potman again.

That was Masters done for the day, I was happy with my 3-1. Alas, we had four undefeated so no finals for me, strength of schedule put me at 10th out of 50, I'm quite happy with that.

Excellently run tournament by the guys as usual, now to wait a year for the next run at Wintercon Masters.

List wise, completely happy with Gorten. Even if I owned drillers I'd struggle to convince myself to drop the Bashers, super slamming is to good when it works and Strength of Granite lets them kill other heavies in a pinch.

That leads me to trying to work out a new partner.

I think the answer, if I owned the models, would be Durgen, who doesn't give a damn about Satyxis (yay fire!) but the reality is I don't own the jacks, my meta sees enough Durgen and I'm just too Suss enamoured.

In the meantime I intend to try some Magnus 2 and Fiona. Anyone really, though odds are it'll have Dahlia because she's amazing. Couple months down the line will depend on taxes and whether I pick up Cephalyx or Convergence.
Alright, the funsies Masters event was out of the way, next day we get the true test of skill: Who's the Boss.

Given I've evidenced I don't even know my factions casters right now, how could this possibly go wrong?

List is just my favourite models at the moment.

Sasha Banks - 2x Basher, 3x Gun Bunny, 2x Spray Bunny, 2x Halberdiers, Aiyanna + Holt, Tinker

Objective not required, as every year that I've seen Who's the boss it is Close Quarters/Take and Hold each round.

Round 1, I've drawn Wurmwood and his newly demoted assistant as my warcaster. My confusion was immense.

Opposing the Mercantile chunk of wood is Samanan, a fellow local, with this stuff:

Skarre2 - Templar, Repenter, Errants, Assassiny acrobatic solo lady, Battle Engine, Piper, a Wrack, some kind of Menoth Support solo I think?

Photos for Who's the Boss aren't super reliable time wise, because I wasn't that concerned with getting every detail. You need to concentrate on the game for these super serious formats.

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A dice roll happened. I think I lost and got given second, chose the side with a stonking nice rock my tree house could hide behind while scoring passively.

Figure we'll both move models and start doing things we almost understand with our casters in about turn 2.

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After Round 1!

Errants get concealment and run forward in a glorious clump. Assassin mademoiselle runs to threaten my flag. Other stuff lumbers in the back.

So......pretty sure I'm meant to keep Cassius alive so my warlock can move. But I advance deploy, so I'm already out of the killbox, while the Errants are in a most beautiful formation.

I give in to temptation and run Cassius up ready to die. I arc a Hellfire that kills six Errants. A forest is then plonked in front of the assassin lady to stop her charging the huge pile of Steelheads that swarm up the board (Verily, I will walk into that dark night, I shall fear no AoE attack nor spray, the tree is our guiding beacon, wait a minute this is a set up o###### o###### o###### o######...)

The Bunnies split a bit, a party of three go way left. Having Gun Bunnies with a control area larger than 10 inches is doing funny things to my brain.

Bashers shield the tree in the name of conservation.

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Menoth turn 2!
Skarre wonders up and attempts to mark the Steelheads as an area of frequent vehicular accidents (Wait, do places out of Australia do the Black Spot program? Probably not).
She misses and uses her much lamer version of Haley's Time travelness to boost after the fact.
Still misses.
She tries again and misses.
Boosts with Future Sight again, lands it.
The Jacks and Assassin lady futz around.
Battle Engine then wonders over and face rolls the Black Spot Steelheads, killing seven members of the unit.
The few remaining Errants have a go, one bounces off a bunny, the other two splat Cassius.

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Technically mercenaries turn 2!
Samadon didn't feat, now is my chance for Dwarf nonsense!

I didn't work out at the time that the tree could Hellfire himself forward (Wait, can he? Maybe. Not relevant), so scenario is looking sketchy at best. My opening plan was activate everything, THEN feat, because I have no pathfinder whatsoever.

Skarre has no focus and didn't feat.
Spray bunny fails to clear off a Gun Bunny, so the Black Spot Halbies get it done.
All three Gun Bunnies then move up, Skarre has concealment so I need boosted 12's to hit. Land them all and blow her away.

SKILL. Totes.

We both had 20 odd minutes left on clock and a pervading sense of confusion about life.
Who's the Boss continues!

I still have a load of Steelheads and Rhulic Jacks. Onwards!

Up next is the mighty Eir Bender!

He has Swan filth. Dirty, bedraggled, grimy, unhygienic Swans.

Some guy - Centurion, Thorn, Squire, Junior + Sentinel, Storm Lancers, Piper, Rangers

I get.....Arkadius! POW 6 Primal Shocks from Gun Bunnies incoming! SO MUCH POWOAR!

Some Guy turns into....


Oh god.

You can tell the Sydney meta by the PTSD expression they get when they recollect their Irusk2 games.

Anyway, onto actual dollies! Be warned, my recollection of this game is messy as your average teenagers bedroom floor (initially I wrote "messy as hell", but then I pictured Satan as a really organised Middle Manager. You know the sort.).

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Round 1: I win the roll, lazily pick first. Mistake. Comfortable cage.
A small pool of cane water is near my flag again. Dangit.
Both sides run forward, looks like a Jack off over my flag, all the Swans metal rods against my masters of Slamming.
That circle is ye old rough terrain.

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Merc 2: My initial photo was a blurry mess. Good thing I took a second one! Sigh.
Basically the Steelheads ran forward to jam/die, leave a horrible mess on the floor.
I throw a Basher way forward in walk range of the Centurion. Why? Excellent question.
Arkadius tried to Crippling Grasp the Centurion which I ingeniously engaged. Only need a boosted 8, should be fine. I missed. Arkadius then does the Venus 2000 reposition backward.

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Cygnar 2: Steelheads die like a malfunctioning milking machine. About five or so live after the Sotmr Lancers and Rangers are done.
Centurion happily smacks down the Basher and whips it to death.

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Merc 3: Well, I've now finished Toku Episode 5's attempts to read sex dungeon reviews in the same style as Bed and Breakfast commentators, hopefully it'll get less weird from here?

Eonon was hilarious and we were having a boisterous time, enough that I think this is about the point the Masters Judge had to tell us to quieten down.

Anyway, Arkadius tries to Crippling Grasp the Centurion. He's behind the wall, but it's a boosted eight, it'll be......nope.....missed. Dangit.

Forced Evo Basher goes, eats Thorn. The Swan things stupid shield knocks out three boxes of Cortex. Rhulic Jacks being amazing, he still had Cortex remaining. Glorious.

Gun Bunnies shoot the light jacks. for a bit. I did my Feat moves this turn I think, though it didn't really achieve much.

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Cygnar 3: The Cav are finally free of the Steelheads and make an evil V flying formation. They are tough, no knockdown with Arcane Shield. You know, fair and balanced.

Big E was suffering though, both from clock burn unfortunately due to our shenanigans and more importantly the Irusk model. Don't think I've seen a figure knocked over more times in a game. Standard of doom! He also had to contend with the dice devouring board edge, a gap between our table and its neighbour that was a great consumer of small cubes of plastic.

Centurion stabs the remaining Basher, rolls appallingly for damage. takes out half it's health but no system, again, Dwarfness.

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Merc 4: I finally land a god damn Crippling Grasp on the Centurion. The Basher then kills it.

I go to my flag with Arkady, my light jacks futz around and do shots. Two of the cav tough and I roll my eyes in agony.

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End game state!

I frivolously wasted my clock, so we both ended up on the pump.

The Cav, harbingers of doom, tied up my jacks and killed the Basher over a couple turns as Irusk went to his flag and scored up to 4 CP.

Final round was me running Aiyanna and Holt to contest, Airburst not killing them and Edos clocking out.

In the next round he realised he'd feated and Aiyanna/Holt couldn't have run to get to the flag.

A fun game, though a far from ideal result. We'll have to have a rematch, wherein hopefully I also don't disgrace myself, the decision making I used here was outright awful (Threw away a basher, could have started the Light jacks going to do pew pews on the Cav and at least start chipping at them).
On the weak strength of technical knock out, I go into the (I'm presuming, I don't actually know) undefeatable estimable......dangit. I'm picturing the face perfectly.

Ah! Broods! That's a rough amalgamation of some names that I think are correct!

His list:

Guy Squatting on Debra's Desk - Behemoth, Ruin, Juggernaught, Sylys, Winter Guard Rofl Corp + 3x Rifles, Kovnik Joe

The spinner does it's electric whirl, I get Ravyn, he gets Malekus.

Neither of us where particularly impressed with what we got.

Ravyn's feat essentially gives the Bunnies Side step for a shot. Malekus' feat only affects him.

I was expecting good things from Snipe and Clouding, Malekus has Open Fire which could be good for the....Menite Ruskies?.

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Deployment: I get first and there's.....wait for it......water next to my flag!

Based off my irrefutable anecdotal evidence which is clearly gospel, going second against me is OP.

Halberdiers set to run up and try to contest the opposing flag, Bashers to keep Ravyn safe. My concern here is that I can't really kill multiple Khador heavies with this junk.

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Round 1: Both armies have stuff that moves up. Behemoth walks up and shoots, combined with an Open Fire deletes most of the left unit of Halbs. The very firsts shot scattered onto my jacks and did sod all, which gave me enough confidence for a comeuppance 27 seconds later.

The Roflcorp also pew pew a couple Steelheads. Rockets stay safe up the back.

Snipe goes on the forward most Gunner.

Juggernaut and Ruin are set to face off against Ravyn and the Bashers on the left.

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Merc 2: Ravyn has Locomotion! This is amazing!

She hides behind the Bashers and Locomotes the Sniped Gun Bunny, who wonders up and kills a Rocketeer.

Spray Bunnies moves up behind said Gunner hoping to get to the Rifle Corp, Gun Bunnies struggle through the forest on my side of the board.

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Khador 2: Notice anything missing in that pic?

Turns out Malekus has a 10 inch spray, which he uses to clear off the Steelheads engaging Riflemen.
The Roflcorp get boosts to hit, aim and obliterate most of the Steelheads.

Behemoth blows off the Head system of the Sniped Gunner.
Juggernaut runs up to contest my flag, Ruin hangs back and contemplates a life of piece and tranquillity.

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Merc 3: Wrian has obliterated a load of my stuff, but to my surprise he hasn't moved on scenario. I only have to kill a Riflemen and get the Juggernaught away to start the scoring train.

One Basher Locomotes forward to get around the damn water, Slams the Juggernaught back for average distance and otherwise does sod all.

The back Gunners ping Ruin, do not unreasonable damage.

Ravyn sits on my flag and puts up a Veil of Mists. Initially I placed it to stop Ruin charging my Basher, then realised Ravyn would be camping 1 and could straight up die to behemoth shots, so I cloud in front of my caster instead.

The last Steelhead, not being a Starfighter, runs up to engage three Riflemen.

The forward Gunner, now head and Snipeless, touches the opposing flag and shoots down the contesting Riflemen.

Tinker runs up to a future repair locale.

Ravyn goes to 2 CP.

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Khador 3: Juggernaught sits up, swings at the Basher, rolls really badly.

Ruin is just shy of running to contest my flag range, so he walks over and finishes the damaged Basher off.

Malekus sprays the Gun Bunny on his friendly flag, rolls trip ones for damage.

Rifle Corp get boosted to hit rolls, stab the Steelhead engaging them, move to contest the flag and CRA the Tinker to glorious death. The Rockets finish off the injured Gun Bunny.

Behemoth goes to contest the flag as well, shoots the nearest Spray down to one Movement box.

Ravyn goes to 3 CP.

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Merc 4: Alright, need to clear off four Riflemen and Behemoth, score the opposing flag and it's a wrap. Behemoth is full health, no way I'm actually killing him.

The Gun Bunnies shoot down the Rifle Corp without much difficulty, the one box Spray guy touches the flag ready to score.

Ravyn Locomotes the Basher for 3 inches, he Slams Behemoth 7 inches back away from the flag.

I go to 5 CP.

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Me on the right.

Well, I like Locomotion, not sure if anyone else does.

Whose the Boss only goes three rounds, strength of schedule throws me at # 3. Content with that, the list seemed to do alright, I'd probably drop Aiyanna/Holtfor Saxon/Piper or some other support. Or more likely I won't refer to this next time Whose the Boss crops up because it's not exactly about having the best list :-P
Jeffios comes along to break my no game spell!

For once following up on my not-as-much-Gorten statement:

Fiona1 - 2x Mule, Sylyss Elfspinter, Dahlia + Skarath, Nyss, 2x Eliminators, Acosta, Aiyanna + Holt, Commodore Cannon of Shenanigans
Objective: Bunker

Last time I took this for spin I took Fuel Cache, but I"d forgotten all about that and went with Bunker as a lazy default.

Skorne maintain their trend for surprising popularity, this time with the master of self jabbing:

Naaresh1 - Sentinel, Gladiator, Despoiler, Brute, Krea, Pain Givers, Tycom, Swordsman + UA, Incindarii, Swamp Gobbers
Objective: Bunker

Three heavies and an armour feat? Assassination plan it is! Though that is what I'm aiming to do more with my lists post-Wintercon, enough of this attrition nonsense. Lamentation is an issue, makes Fiona's magic missile into darkness plan harder.

We're over at Fortress Jeresh, so no clocking and nice things on the table all owned by him (I like to think the Skorne are fending of an invasion by the poorly painted alliance).

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Skorne Deploy: Skorne win the roll and pick first.
Pretty much infantry to the left, Beasts to the right. The unpainted Rhinodon with red on him is Despoiler.

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Merc Deploy: I picked this side do to poor decision making. That open house plan is a trench today, but I was seduced by that right flag wall when I should have said nay.
Mules/Cannon/Jayazy faced off against the Skorne infantry, Nyss with Acosta and the Snake to the right.
I don't like my deployment options here. Nyss want to go left to kill Swordsman, but then die to Incindarii. Mules want to soften beasts with guns, but if they aim to get range they'll be charged and killed.

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Skorne 1: Skorne all move up, Beasts compress to the centre to get around an obstructive forest.
Blur goes on the Swordsman, the Lamentation banner starts waving.

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Merc 1: On the left, one unit of Kayazy and a Mule go forward on the hill, intent being to stop Swordsman running and messing up the Commodore. Other Mule held back to deal with the inevitable jammers.
Other Kayazy unit get Telgesh and hang back with Aiyanna and Holt.
The Snake moves up into the forest, followed by Dahlia with Haunting Melody.
Acosta run to go behind the wall and is surrounded by the spread out Nyss who have Roth's Mercy.
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Skorne 2: Blur/Lamentation keep trucking.
The Swordsman run up and spread around, though they don't jam as much as I was expecting.
The Incindarii follow behind them after getting Press Forward from the Tycom and go for long lobs at Kayazy that don't work out.
Beast Bricks moves up to the top of the trench, the Brute goes into the cloud the Gobbers pop.

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Merc 2: Plan is to feat and run things in threatening spots.
Naaresh is safely ensconced in the trench behind the Sentinel and Despoiler, so early attacks on him are a no go. Nothing heavy hitting can get to beasts and I can't clear off either flag, so it's kill the jamming models and support as my target selection.

The Telgeshed Kayazy kill three Swordsman and side step forward, clearing off the forward Mule in the process. The Mules then shoot, popping an Incindarii and the Gobbers while bouncing off the Brute's face. The other Kayazy then go in and kill the officer, stopping their once a game effect countering Fiona's feat.
Holt and the Cannon then clear off the nearest Swordsman, keeping the Cannon safe.

In the central area, Fiona uses an Arcane Secreted Soulfire to box a Paingiver. She then feats and forward. The Snake gets Mistwalker, moves up and sprays down another pair of Paingivers.

The Nyss spread around in mimicry of the Swordsman and shoot down the rest of the Paingivers.
Acosta runs forward and engages the Gladiator.

I completely failed to activate Gorman. Whoops.

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Skorne 3: The Swordsman run back up and engage the forward Mule again. The Incindarii jostle a bit, one scatter a shot onto Fiona and a Nyss, setting them aflame. This is the point I looked at the cloud Gorman didn't make and sigh. One Incindarii gets on the back of an Eliminator outside of Fiona's feat and kills her.

Centre wise, the Sentinel goes onto the Snake, lands the charge for some below average damage and leaves it at that.

Gladiator and Naaresh both try to pop Acosta, who hits the warlock and causes him to transfer, then on later attacks bounces away. Despoiler also has a go and Acosta retreats away, having mucked up the Skorne enough.
Naaresh feats on all his beasts.

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Merc 3: Naaresh is camping 2 and the beasts are unkillable, so it's go for it time. He's cast the Brute's Animus, so no knockdown shenanigans :-(

The Nyss move around, they do three CRA's into Naaresh. Each one does two point and I watch as his armour climbs higher.

After a lot of head scratching, I decide to just run things in. As surety Fiona moves back in the event I have to try again next turn, the Sentinel thankfully misses his free strike.

The three remaining Eliminators go in, one with a Gang Combo Strike, one without Gang. One forces off a transfer, the other misses.
Acosta charges in, the first attack hits and forces away the last transfer. He then misses the second stab.

Well, I thought that would be enough. Sod.

After a bit of screwing around, Dahlia drops her Fury to heal Skarath as much as she can then runs to be behind the Sentinel. Gorman then moves up and Blinds her and the Sentinel (After a quick check that Haunting Melody lets me attack my own model....).

The Snake moves away, the Sentinel thankfully misses it's free strike again. Skarath goes up and chomps Naaresh with the opening double boosted attack.

Success! Didn't make ideal choices assassination wise, thankfully the Sentinel was down with it. If I don't pull off the assassination there's some tricky Skorne choices, but I think Naaresh ends up in the trench, the Incindarii delete the Nyss/Commodore and I'm in a heavy trading long game that favours the beasts. The Kayazy/Acosta would be the tricky part, I think it comes down the warlock casting the Brute Animus, then Despoiler throwing the Krea to kill those assassination pieces.
No Slam for me, but crammed in three games on the regular night. Well, sort of.

So, in an attempt to try to switch to a more assassinationy style gameplay I threw together the following to my immediate regret:

Magnus2 - Nomad, 2x Renegade, Rorsh + Brine, Wrongeye + Snapjaw, Dahlia + Skarath, Sylyss Wyshesforfishes, 2x Eliminators, Taryn, Hawk
Objective: Bunker

Yeah, I know. I know.

First pick up game into Skaverous, which is awful.

Skaverous1 - 2x Bitey bone chicken nide, Barathrum, traitor Wrongeye + Snapjaw, Croes, Satyxis Raiders, 2x Machine Wraiths, Withershadow
Objective: Fuel Cache

Deployments: I lost the roll and get given second, scenario is Recon. No terrain of immense benefit to me

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Cryx 1: All the stuff runs forward fast!

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Merc 1: It's already bad. For my feat to matter I need to be up the board, but I don't know how I don't die. I Bullet dodger the Snake, because its amusing to me, stuff runs up. I place Magnus poorly.

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Cryx 2: Arcnode runs up, Skavvy feats, TK's the Renegade and Magnus out and around.

Machine Wraith charges in, takes over the Renegade, who walks up a bit and uses an Obliterator Rocket on Magnus, who then gets shot down by Croes.

Sounds about right. Control is bad.

Magnus could have full camped and stayed behind Submerged models to make the TK more difficult, but I think that delays the inevitable. If I feat turn one I don't get Skaverous or the Arc Node, TK can shift models outside of the feat border if they matter.

I'm sure good Magnus 2 lists exist, possibly even assassination ones. But this iteration in this matchup sure isn't it. It does get at least one more go though....
Attempt #2 of Happy Magnus Tree Friends:

Magnus2 - Nomad, 2x Renegade, Rorsh + Brine, Wrongeye + Snapjaw, Dahlia + Skarath, Sylyss Wyshesforfishes, 2x Eliminators, Taryn, Hawk
Objective: Bunker

Kicking Stryker's running mate down is the pre-Pimp My Ride edition of a golden middle agie:

Reznik1 - 2x Reckoner, 2x Redeemer, The Arc Node Repel Shield jack thing, Choir, Mechanik, Hierophant, Temple Flameguard, 2x Wracks, Gorman, Rhoven + Buddies
Objective: Stockpile

Probably missing some Menoth pieces? Doesn't help the jacks all start with R's. Menoth does not reward his followers with naming inventiveness alas.

So.....this is also bad. Reznik's feat is legitimately the worst thing ever with my 3 lesser warlocks. If Magnus is safe he can easily feat and demolish my whole list.

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Merc Deploy: Stuff.

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Menoth Deploy: Menites! All over the place!

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Merc 1: That's some fine can't-touch-this mocking by the Wracks.

Ninja Pig goes up the left. Everything else goes up the guts. Magnus and jacks prepare to hide in the fog next turn.

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Menoth 1: The Flame Guard run forward, ready to definitely not be sacrificed.
The Light jacks go up the flanks, the Reckoners hang out with Reznik behind the objective.
The Redeemers kill an Eliminator each, the blonde grunt in each unit.

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Merc 2: The Fog sticks around at the end of the Menite turn, so Hawk isn't charging anything, but it means I have a cloud to hide in.

Magnus ends up feating and charging, ending in the cloud. I pick the player board edges, I get Reznik and all the jacks bar the left most Redeemer. The Renegades and Nomad then run in front of him for shieldingness.

All the beasts move up, the actual warlocks hang back outside of Reznicks feat range. The snake spray and Hawk kill a bunch of the Temple Guard.

At the end of my turn the cloud goes away. Sounds about right. It sticks around on the board because I've chucked models on it.

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Menoth 2: Hampered by Magnus' feat, everything just sort've shuffles on the spot in terms of movement. Reznik opts to hold his feat, lands his evil signature spell on teh Nomad which then goes viciously blown apart by the battlegroup.

Left Redeermer shoots Dahlia, she pings it to the Snake, taking out its Body (Rockets: They teach you to admire the intellect and soul of your pet Tatzylwurm apparently).

Gorman moves up and kills the left Eliminators with a Corrosion bomb.

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Merc 3: Well, feat is gone. It's kill Reznik or lose time, he'll utterly smash me on his next turn if he doesn't just flat out kill Magnus.

Reznik has two Shieldguards near him, though one is in blast range for the Obliterator rocket to knock him down anyway. I'll then need to pop the Objective and the Reckoner to get Ninja Pig in.

First Renegade does just that, knocking down Reznik. Magnus then hits him with Calamity, which triggers Witchhound. Bugger. The left Redeemer moves up and does a shot, though I don't remember at what?
Other Renegade then goes and knocks down the Reckoner, manges a few points on the Objective.

Snake charges the Reckoner for a few points, then maxes Fury to kill the Objective (It was nearly a very embarrassing Heavy activation).
Snapjaw then goes in, maxes his Fury to kill the Reckoner.

Lastly Ninja Pig pops the Smoke and moves forward, Brine casts his Animus and charges Reznik. Redeemer gets a Freestrike, lands it for a good hit but rolls and even column and takes nothing out. Brine kills Reznik with his first two attacks.

Well, that isn't happening again. Right after the game Jacobian pointed at the multiple ways he could have stopped that, safe to say this little experiment is over. I'll try assassination focused lists again, hopefully the next one is less rubbish.
Having blitzed two games, Jacukezistan was content for a rematch! Still running this evil zealotry:

Reznik1 - 2x Reckoner, 2x Redeemer, The Arc Node Repel Shield jack thing, Choir, Mechanik, Hierophant, Temple Flameguard, 2x Wracks, Gorman, Rhoven + Buddies
Objective: Stockpile

So.....Magnus was going to be trash, the other list I intended to play was Fiona, but she is also just outright terrible in the matchup. Stop judging me.

Gorten1 - 2x Bashers, 3x Gunners, 2x Blasters, Rorsch + Brine, Wrongeye + Snapjaw, 2x Eliminator units, Acosta, Tinker, Aiyanna and Holt
Objective: Stockpile

Recon shuffled off, three flags appeared! Terrain moved around a bit, though I didn't think of the consequences of it really. Big thing being the forest that ends up on the centre flag.

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Menoth Deploy: I win the roll, give the raving loons first turn.

Near symmetrical deployment, the offender to the pattern being Gorman on the far left.

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Merc Deploy: Gorten jack lump in the middle, Crocs to the left, Ninja Pigs to skilled to be in the photo on the right. Plan is to score with a lesser on either flank and use Gorten feat up the guts to win out on scenario unless Rexnicky wanders into death range.

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Menoth 1: Stuff moves up straight forwardly. Flame Guard are reassured of their life insurance and go out the front.

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Merc 1: On the left, the Crocs Submerge and head toward the left flag with one unit of Eliminators.

In the centre, Gorten goes behind the Bashers with Acosta and the other Eliminators out front. Bunnies go into the cloud. On the right the Ninjas appear, dive into the trench that drew them to that side in the first place.

The Cloud goes away. You just can't trust fog these days.

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Menoth 2: Gorman moves up, Rust Bombs the Bashers. Forgot about that.
The Arcnode moves up, channels Rezniks doom spell onto a Basher.
The various other Jacks get battle from Choir, blow up one Basher then shoot Gorten down to 5 health with their spare shots. Crikey. Camping only one was a terrible move.
The Flameguard Shield Wall, advance up around the centre flag.

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Merc 2: Alright, hide Gorten, start scoring!
Eliminators and Gun Bunnies stab Temple Guard, but I just can't clear the final two behind the forest contesting the centre flag. No triple scoring for me. Gorman also gets chumped on the way.
The remaining Basher Slams the Node because....he can? This was a poor decision.
Snapjaw goes to the left flag, Wrongeye holds back somewhat so he doesn't get blatted by a menoth jack.
Likewise on the right Brine goes to the flag, Rorsh hides out in the trench on full camp.
Acosta goes into the central flag to be a git.
Gorten pumps his stubby legs to get behind the Gun Bunnies.

Mercs go to 2 CP.

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Menoth 3: Reckoner crushes the basher into the dirt.
Reznik moves up, lands his signature spell of pain on Brine.
The right Redeemer goes and shoots at Brine, rolls awfully to hit, though does mnage about half of Brine's health.
The Flame Guard try and fail to pop an Eliminator.

My scenario win is unstoppable at this point, so Jacienna concedes. After a bit of thought, we conclude he could have easily just chomped Gorten and his five boxes (Feat to strip Fury, use sig spell via Arcnode to kill Bunny and shoot the Dwarf with the Reckoners).

Overall the only mistake I spotted immediately was my Gorten position. I wanted him to be safe, but the Obstruction was the actual location he goes to and survives. My interest in keeping his feat live on the centre was to strong, instead I should take the safe score and rely on the Crocs/Pigs to carry the game.

Reznik #1 can now give me nightmares. Losing a heavy each turn trivially is bad. The conclusion at the end was that Gorman and one Wrack goes away, Taryn gets brought in tears. Tears for days.

Now to again make a new not-Gorten list. I think I also need to make an effort to stop putting the Lessers in, they are great but putting them everywhere comes with its downsides.

A journeyman League is set for August, My intent is to start Convergence with that unless normal games are to be had. Next Merc thing to get is the Ceph, though so far the lists I'm making are not stroking my internal Boiler.

My uncertainty is even greater assassination style wise. Possibly I'm attracted to the idea that a four turn game is more fun? I didn't feel an especial thrill at either winning or losing on assassination, both of which happened with the Magnus list in quick order.
Random Jolt match!

A pair of Skorne players awaited, but we'd all played recently, so I went into one of the next couple players to come into the shop.

Now it's Paulions Skorne! (This meta is weird. DO THEY NOT KNOW THE INTERNET HAS PROCLAIMED SKORNE TO BE TRASH?).

The Gorten veto was used, out of the available lists it ended up being the fine old Montador.

Bart1 - Galleon, 3x Nomad, Reinholdt, Taryn, Commodore Cannon, Rockbottom, Devil's Shadow
Objective: Bunker

Previously I had Dougal and Eliminators, but then I played a game with the new iteration of Artillerist and lost all interest, The Old Gold now had a distinct coppering shade.
Plus Zira is just cool.

Paurf dropped some Exalted Court shenanigans.

Mak3 + Possessive servants - Tiberion, 2x Aradus Soldiers, Gladiator, Archidon, Bone Grinders, Paingivers, Willbreaker, Chef
Objective: Bunker

It's Extraction, also the most common scenario I've played. Still feels fresh though, it'll never add up to the amount of Close Quarters/Take and Hold games anyway.

Both sides threat ranges are reasonably static, with both feats relatively nullified. There's a lot of Steady in those Skorne Beasts, while I have sod all models to do a Fury burning Overtake streak.

Skorne have a definitive edge in pathfinder land with ranged attack bullet resistant bugs, but I can live with expending my Nomads if I don't make a mistake with my Colossal placement.

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Merc Deploy: I win the roll and pick first. Persian Vamps take the side with the trench.

Galleon, being the model who can walk through it, lines up behind the nearest forest. Bart is central to make use of Batten. Commodore is to the right in a vague attempt to get some lines of sight. Devil's Shadow are far right, if they go near the Galleon they'll just be Overtake stairs for Tibbers or a Bug.

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Skorne Deploy: Aradus out front and near each flag. Black models in the back are the Bone Grinders, there's a single Shambler repping the Gobber Chef.

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Merc 1: Everything lurches forward, including the Commodore's single move. Hot Shot goes on the Galleon, because rewriting Barts playbook is what I'm all about.

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Skorne1: Everything moves up, Makky puts up Vortex of Destruction.

Tibbers is central, Gladiator goes left toward the trench. Archidon gets mercilessly mocked for being a Light on a Large base. The Aradus contest a flag each.
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Merc 2: Orin Midwinter suddenly appears on the Skorne side representing the Willbreaker.

Plan is to down at least a heavy. I can't reasonably contest, so I'll have to give the initial scoring to Skorne, but if that happens I have to set up it up to trade. I can't fully fuel multiple heavies if I want to Batten, so if I get rushed on all front it's a losing prospect unless I pop a heavy or two first.

I have a position where I can drag a Bug in and be out of Tibers threat range, but I have to pop an Exalted Court member to stop the Harpoon being Shield Guarded

Reasoning this is the most important she's liable to be, given how cagey we've both been with our pre-measured threat ranges, Taryn advances and does Brutal damage shots on the Exalted Court bloke. Does a few points triggering Battle Driven but fails to finish him off.

Galleon moves to his spot to get the job done. I roll max mini-shots, takes all the right shots to get rid of the Exalted court member which wasn't to good. I'd also not thought things through and spent two of his focus to boost the hit rolls. Wasteful. The rest of the little shots go into the Gladiator, I roll reasonably and take out it's body, so that was nice.

The Harpoon fails to damage the Bug. Thinking my Gladiator was now going to be wasted by a Bug or at least mostly killed, I move up the left Nomad, thinking it would either be sacrificial or threaten a dangerous freestrike. It was then pointed out the Bugs threatened 10 inch with a pull involved, their big attack is only one inch range, though there's a distinct possibility I would have moved up the nomad anyway.

Galleon is blocking the Nomad in the photo for the most part, it's the vestigial looking part coming out of the shoulder (The mini-Galleon sibling if you will).

Bart Battens and hugs the objective.

On the right, the other two Nomads move up to be shy of Bug's threat range, which is the equal of their own.
The Cannon is on the receiving end of a Money Shot from the rich one legged Dwarf. It then goes for a slam on the Archidon, which the remaining Exalted Court chump Guards and explodes from.

The Devil's Shadow start the very long "Let's get to the support without dying" by running up the right side of the board.

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Skorne 2: To my surprise Cageyness is now the name of the game.

Nearly all the Skorne models go to the left, Makky feats not expecting any better time for it.

The Archidon comes up, eats Taryn and falls back. The right Soldier sits to just contest the right flag, the left one comes up and after a bit of a struggle eats the Nomad.

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Merc 3: The non-aggresive play surprised me, as well as the no scoring. Given I've got the Galleon guns versus no ranged at all, plan is to use the Commodore to push back the bug on the right side and use the less than necessary Reinholdt to score while doing chip damage on the left.

Looking at it, I could have perhaps charged the Galleon off to the left to kill that sides Soldier, though I'd have to find a spot where I don't get counter killed by Tibbers, which leaves Galleon far to the left and certainly strains Bart's Control area with the Nomads on the right.

In any event, on the right the plan goes off without a hitch. The Commodore gets a (In hindsight) pointless Money Shot coin and slams the Bug back a few inches. The Nomads creep forward to threaten him if he comes back to contesting range. Reinholdt runs to the right flag. The Devil's Shadow receives Tough from their diminutive head of Human Resources and and leg it around to the back of the board.

On the left, the Galleon falls back and lines up the Archidon. Rolls the lowest possible amount of shots, so that isn't going to work. I shoot it anyway and take out it's mind, so that's something.

Lastly Reinholdt pumps his little legs that somehow his support his enormous noggin to the right flag.

Mercs go to 1 CP.

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Skorne 3: The left Aradus frenzies and fails its charge on the Galleon.
Tibbers shuffles up to get in melee range of my Objective, Makeda gives him the Overtake spell.
Gladiator shuffles into the Trench and gets a couple heals from the Paingivers.
Archidon attacks Reinholdt, misses, he dodges away. Gobber heroics at work.

The Willbreaker moves across and tries to Influence Mar to shoot Morland, but misses. Pretty sure they'd RFP each other had it worked, still no where near as embarrassing as Magnus getting hit by his own Renegades Obliterator Rocket.
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