Page 2 of 3 FirstFirst 123 LastLast
Results 41 to 80 of 119
  1. #41
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Quote Originally Posted by Gwydion View Post
    As a silent reader of your reports I just wanted to thank you for your efforts. Your battle reports are great and written in a funny style that is really entertaining. Keep it up!


    @elmagnifico, apparently the forum desires you to not be quoted for.....reasons?
    There have been local proxy games of printed out pics of models blue tacked on other models. Those games were considerably clearer than multi-jack ret lists (Outside of those "Imperatus, then all Griffons" things, which appear to have not survived the Synergy change I guess?)
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  2. #42
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Been lazy, about three reports behind on copy pasting to here. You know, the hard bit.


    Well, one last Fire Dwarf game to see if something clicks.
    Durgen1 - 3x Gunners, Blasters, 2x Drillers, Reinholdt, Tinker, Aiyanna + Holt, Dahlia w/Skarath, Kayazy Assassins,
    2x Kayazy Eliminators, Piper
    Objective: Bunker

    Into some Swannies piloted by Newest Dave.
    Maddox1 - 'Ol Rowdy, Ironclad, Charger, Junior w/Firefly, Min Storm Lancers, Laddermore (Though EWP is preferred honestly),
    Gun Mage Captain Adept, Two of the Snipey dudes


    Scenario is Outflank, one side gets a hill, there's a wall smack dab in the centre of the board, then the left zone has a
    trench/hill/forest in it, the other has a fog and unhelpful Obstruction (in that said Obstruction is wholly in the zone, stopping it
    from being a nice hiding spot for contesting).


    I lose the roll, get given first. I end up hill side.



    Deployment: Assassins go left, across from the Gun Mage Adept, Junior, the Firefly and all the Ponies.
    Centre wise the battlegroups face off, Dahlia is on the right opposed by no one and Elimiantors on are on both extreme flanks.



    Round 1: Not seeing a dramatic need for redeployment, so everything moves up. Assassins into Ponies aren't ideal, but I reason
    they can go suicide while I leave something to contest the zone and pew pew the Battlegroup away.
    Assassins get Primed, Force Field arises, Red Line goes on the right most of the two central Drillers.
    In response Cygnar doesn't advance to far, keeping mostly out of my threat ranges. Defender pops a shot into the Red Line Driller.
    Lancers get Arcane Shield, Maddoc puts Assail on the Ironclad and Dauntless Resolve's herself.




    Merc 2: Begin the super grind and jam!

    Left side, Eliminators run up the edge of the board, one engages the Firefly. Assassins run up and jam, the left most Driller toes the
    very bottom of the zone to stop any chance of scoring.

    Centre, the three Gunners and Durgen pew pew 'Ol Rowdy, they do amazingly well, leaving the Swan on three or so boxes and just
    the right arm going.

    Right side, the Elimiantors run to annoying engagement positions. Dahlia and Skarath go into the right zone.




    Cygnar 2: Left wise, there's mission oh-god-save-junior.
    The Firefly manages to pop one Eliminator, Junior tries to help and.....just doesn't.
    The Stormlancers then go in and Impact/Assault/Melee most of the Assassins, leaving seven left. A lucky Primed explosion also kills one,
    so that was pretty good. Laddermore then charges the last Eliminator and misses every attack. Woot woot!

    Centre wise we have an assassination attempt as the GMCA moves in from the left to shadowfire the Gunner in front of Durgen.
    Snake eyes it.
    Charger and Defender do some pot shots into my jacks, don't do to much.
    Rowdy and the Ironclad kill the right side Eliminators.



    Merc 3: Well, this is looking pretty good. Get the scores going, kill stuff and keep Durgen safe. I drop Force Field as being no longer necessary.

    Left wise, the Spray Bunny kills the GMCA and, flukily, one Stormlancer. I then activate the Eliminator I should have done first, who goes up
    and shivs Junior down.
    Assassins kill the last Stormlancer and one runs up engage one of the Riflemen.

    Centre wise, the Gunners kill the Charger and Durgen runs to the trench in the left zone.

    Right Wise the Red Line Driller easily kills Rowdy. Dahlia and Skarath go for a low odds assassination because I might as well, Skarath charges
    at the Ironclad which lets him buy some attacks on Maddox that bounce off.

    I go to 3 CP and it's looking good.




    Cygnar 3: Laddermore goes into the left zone and tries to pew pew Durgen, does nought.
    Maddox and the Ironclad kill Skarath and the concession drops, utterly fair, there's not much to be done about it at this point.




    So....GMCA have Shadowfire? Good to know. It was about a 30%er which isn't the end times but definitely not something to happen for free,
    which it pretty much was as the guns were long range enough that the Defender at least was safe from retaliation.

    Looking at it I feel no particular need to get Maddox, she just isn't that interesting to me. Though I guess I'm not pulling Haley1 out anytime soon.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  3. #43
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    By the glory of Public Holidays, re-racked into some different casters.

    Only one other list on me, so here we go!
    Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators,
    Acosta
    Objective: Bunker

    Into everyone's favourite.
    Haley2 - 'Ol Rowdy, Ironclad, Defender, Charger, Junior w/Firefly, Storm Lancer Min, Laddermore, GMCA, 2x Arcane Riflejerks
    Objective: Bunker

    Same table, but now with Extraction. I lose the roll, get given first on the same side.

    The left flag has a forest that I can use as a blocking point, so the Pigs go left side, reasoning that if the Lancers end up across
    from them they can hold back while I move up the Gun Bunnies to start the winging damage. Battlegroup goes centre, because
    10 inch control areas aren't always great. Crocs are on the right of the battlegroup, with Acosta and Eliminators on the right side,
    figuring turbo chump can hide behind the obstruction and use an Eliminator generated Vengeance move to get into position to
    charge up.

    Swanners go refused flank, putting nothing on the left, Jacks centre and Ponies out on the right.




    Merc 1: Stuff mainly just runs up, Gorten goes up on the hill as he puts out Solid Ground and Strength of Granite on the right Driller.

    Otherwise stuff just moves up, Gunners go to be able to walk up to the centre wall and pew pew away.




    Cygnar 1: Everything runs up, the three solos toe the mist, Storm Lancers get Arcane Shielded.




    Merc 2: I've got this handy Forest/Wall/Obstruction line that I can plug further with my own wall, plan at this stage is to push the
    scoring on the left flag and just throw things out on the right, set the line of battle for a grindy scenario win. Camp a few on Gorten
    until I pop Mr Shadowfire.

    Ragman and Pig Gangbangers take the left flag and chill.
    The Red Eliminators then suicide forward, one engages GMCA nob and a Riflemans, the other is further back in Acosta vengeance
    trigger range.
    Everything else blobs up behind the wall and next to the Obstruction, crocs submerge into the dirt as is natural.




    Cygnar 2: Juniors Firefly pops forward and tries kills the Vengeance Trigger Eliminator. After he botches it the various ponies shoot
    the firefly with sweet lightning and electro leap the Kayazy down.
    Unfortunately due to distance considerations this promotes the one engaging the Gun solos, but she was doomed anyway.
    Sure enough the Gun Mage Captain shadowfires the Bunker, camping three so my concern is minimal. The Rifle dude pops in a
    3 damage shot, I opt not to reduce as boostable shots were going to come in.
    The Charger and Defender have a go, but don't do especially well as I focus down their damage to nothing.
    Haley charges and kills the Eliminator. Meany. She feats. Rowdy gets Accelerated, which he uses to walk up around the wall and blat
    an innocent Gun Bunny. Wasn't expecting that.

    Cygnar goes to 1 CP, Rowdy sadly contests the left flag.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  4. #44
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Merc 3: Ah, Haley feat turns. Recall when they picked the order of your activations? I do. It was the Benghazi of Warmachine.
    Anyway, I have specific tools in the list that work around this nonsense, so I plan to use those to kill Rowdy. I'll lightly contest
    the right flag, as I want my jacks and Snappy to do work when they go in.

    I upkeep Solid Ground and Strength of Granite, Acosta vengeances out of Haley's Control Range.
    One of the Spray Bunnies has beautiful attack line, hitting both cygnaran pew pew solos, only manages to kill the GMCA but that's
    enough, meaning Gorten can wall up without Shadowfire opening him up to attacks again.

    The jacks and Crocs just shuffle with the Gunner finishing off the rifleman solo, Submerging and Starcrossing, I position Wrongeye
    such that he can't be hit by bouncy electricity, which is low odds of killing him but would be awful.
    Aiyanna sees over the Submergyness to Kiss Rowds, Ragman pops Deathfield.

    Rorsh drops smoke, letting Brine walkout of Haley's Aura in a charge spot (he should have just walked into melee, but that's why we
    practice). Little Pig himself goes into the trench and drops two fury.

    Brine goes into Rowds, takes one more Fury than I hoped to kill him, so risk a frenzy next turn. Survivable, so that's fine, just not ideal.

    On the right Acosta goes into the Firefly, rolls very well, leaving the thing a shattered mess with a cortex box and a smidge of armour.

    Gorten contests himself in hiding and pops down a Rockwall to stop the Ironclad being able to get anything, the crocs stop any TK nonsense.

    At some point the Green Eliminator's engages the Charger/Ironclad, though that was mainly about not having Rowdy engaged for the Kiss.

    Scores level at 1 apiece.



    Cygnar 3: Haley Accelerates the Defender, TK's some stuff and chills. The Defender and Charger then try to kill Brine and mess him
    right up, like a 90's tween discovering the emo scene.
    The Ironclad bops one Green Eliminator, her compadre surprisingly survives the turn.

    Acosta did that thing of being an extremely obstinate piece, improved by the lack of slamming own models that would easily make him
    killable in the situation.
    The Firefly, being more in the way than anything else, tries to walk around the back, the freestrike kills it and, worst of all, causes me to
    make an unwitting pun (Itinerant viewer: "Where's the Firefly?" Naïve me: "He got Acosta'd". A heartbeat's pause. Oh god. Acosted is a word.
    My world crumbles.).

    It's then down to Laddermore killing one of models again, apparently that's how these games roll nowadays.
    She sadly manages to land a blow and Acosta disappears into the earth, something something plot armour.
    The Storm Knights then make a wedge in front of Laddermore sitting on the right flag, whie Junior goes behind her, desperately hoping her
    named character-ness will rub off on him.

    Both sides go to 2.




    Merc 4: It's that shirt tearing open part of the show where a turn gets to happen without Haley's feat.
    The scoring plan is working out, so it's just stall out for the scenario win, grind away as much as I can.

    I drop the wall (Stop staring at the picture, I'll get to that!), keep the other spells going.
    It's a grind into Cygnar, so lets get rid of that god damn Junior.
    The Crocs move out of the way, Submerge and Star Crosses catch the bus, unlike Kriss Kross.
    Aiyanna and Holt pip up, Aiyanna Harms the Lancers, hot shoots...a Lancer I think?
    A spray Bunny moves up, sticks out of melee, gets a Spray that somehow dismounts Laddermore but doesn't kill Junior. I then charge the
    last Kayazy across, she finishes Junior off.
    The Gunner and the other Spray Bunny finish off the Charger with some sweet dice.
    Gorten and bros hang on the hill, I put down the wall I didn't upkeep because I'm silly.
    The Pigs hang out around the left flag, Brine goes into a trench and heals up.
    Something killed dismounted Laddermore, the cider I'm drinking hasn't helped me out at all so I have no idea.

    I get up 3v2.




    Cygnar 4: Haley charges and kills the Eliminator. Because apparently she's a warrior.
    The Swans are very hemmed in her, at best they can feed me heavies that I'll easily pop, so they kill my poor spray Bunny and that's sadly that.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  5. #45

    Default

    An amusing read as always! One small nitpick - the eliminator that died to eleaps wouldn't trigger vengeance on Acosta as eleaps aren't considered attacks. Keep up the great reports!

  6. #46
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Quote Originally Posted by TrickyTaco View Post
    An amusing read as always! One small nitpick - the eliminator that died to eleaps wouldn't trigger vengeance on Acosta as eleaps aren't considered attacks. Keep up the great reports!
    Dangit. Another one to chalk up to user error. Cheers!
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  7. #47

    Default

    Ah Eliminators. Thanks for reminding me why I take Thunderhead and/or Minutemen in most of my lists.

    Your opponent was being very adventurous with their Junior. Especially when there are Eliminators running around I don't even try to keep her (I have the alt sculpt) 'jack in control, especially since the Firefly I give her is usually running ball-bearings to the walls toward the enemy for great zappy justice. Ionization with electric guns is a wonderful thing.

    I don't think I've ever used Shadowfire on my GMCA though, the threat of it is so much more powerful than the actual practice, in my experience. Usually he's a Flare distributor and Eiryss hunter.
    This post comes with the proviso that I am not the most competitive player ever.
    The Surgeon General recommends one (1) grain of salt be taken when consuming this post.

    Likes: Trencher Aesthetic, Crazy Conversions, Bad Puns, Fluff in General
    Dislikes: Stormwall-or-its-wrong, Ehaley-or-nuthin, Groupthink

  8. #48
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Quote Originally Posted by elmagnifico View Post
    Ah Eliminators. Thanks for reminding me why I take Thunderhead and/or Minutemen in most of my lists.
    Well, Minuteman doesn't do much against the Gorten Iteration
    Thunderhead.....I'll always be torn on the expense vsersus glass percentage of that feella.

    Quote Originally Posted by elmagnifico View Post
    Your opponent was being very adventurous with their Junior.
    Learning player, I'm aiming to convince him to use less Juniors (Ruined by the fact I take two in most lists....Do what I say, now what I do)

    Quote Originally Posted by elmagnifico View Post
    I don't think I've ever used Shadowfire on my GMCA though, the threat of it is so much more powerful than the actual practice, in my experience. Usually he's a Flare distributor and Eiryss hunter.
    I don't think I've seen Eiryss on the table in Mark 3 (If only the Mark 2 version of me could see the future, they'd cast disbelief)
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  9. #49
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Thursday chompin. I'd planned to Squid head it, then ingeniously left a pair of Monstrosities home. Good tourney
    practice there.

    It's the other list that I've never played before:
    Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt,
    2x Eliminators, Acosta
    Objective: Bunker

    Into the Questor seeking to be a hero (I'm essentially the mini-boss who has been confused for one of the larger four or
    five behind him).

    Axis1 - Cipher, 2x Inverter, Diffuser, Corollary, Steelsoul Protector, 2x Obstructors, Reductors, 2x Enigma Foundry x2

    Or to translate:
    WHERE'S YOUR THEME FORCE NOW?! - Terrain/Flare Heavy, double Donginator, small Flare bot, mandatory focus juggling orb,
    Ogrun Bokur mark 2, 2x small shield tosser, small base vomit men, pair of robot ant queen soul factories (Dammit, that one
    sounds way to metal)

    Anyway, it's Outflank. We've got double water, double forest, double wall and a hill.

    I lose the wall, get lumped with the side penalised by having the water on the left and centre with a forest that has half its
    mass in the right zone. There's a wall on my side as well, though it's not super relevant. We face a symmetrical deployment,
    with Obstructors either side and Foundries behind, axis dead centre, heavies either side. Diffuser(Flare light fella) leans toward
    the left.



    Merc 1: I opt for the split groups deal, Wrongeye takes his Defence Posse left side, Gorten goes to claim the right zone with
    Brine on the extreme right.
    I Solid Ground and Strength of Granite the centre line Driller.
    I've only put one heavy centrally, hoping to draw out Axis' feat by offering a Strength of Granite Driller, I then leverage my feat
    to push hard on the right as the Croc scream out "pay attention to me".



    CoC 1: Stuff runs up. Axis is tauntingly open and 15 inches away. Urk.Oh the taunting.
    Onslaught is up, that's the Diffuser and a Dongilator on the left with the Cipher/2nd Dongilator on the right.



    Merc 2: Axis being dead centre gives hope to the wide split list plan, the intent is to force a Convergence feat. Depending on end
    positioning I'll then either hold my feat (Optimistic) or counter feat (Realistic).
    The Strength of Granite Driller and Gun Bunnies move up into threat range as Axis feat sacrifices, I also get a lucky roll on my
    shots and ping off the Enigma Foundries, so that was nice.
    Other the left group hoves to the left, using stealth, submerge and distance to make the Diffuser Flare irrelevant. Star Crossed popped.
    On the right I move up the second Driller around the right edge of the forest, toeing the zone. My thinking is he will stop the score
    and give that final impetus for Axis feat, as he'll be in charge range of a few Obstructors. I keep the Tinker in Axis feat walk and repair
    range in case, he only needs his Cortex left then for a perfectly fine turn.


    [img] [/img]
    CoC 2: It all pans out as wanted, which I think is the right call for the Gearheads anyway.
    Axis moves up, pops feat. Stays further than 12 away from Gorten.
    Both Inverters come forward to kill jacks, one pops the bait Driller, the other crunches the Gunners. It was kind of like a boot
    descending on an aluminium can. The jacks were an ant in the can.
    The Cipher futzes around the back, drops some terrain on the Inverter in the right zone. I like that move, whilst simultaneously
    resenting it.
    The left Obstructor unit just runs up, wasn't in a position to do much.
    The right unit charges the Driller, CMA's for a wollop that takes off its right arm.



    Merc 3: I've contested it out, so can seize the scoring initiative.
    My strategical errors are revealed to me in the manner of a grotesque nightmare fuel half man half mechanical fiend ramming a piston
    arm into my temple. I've divided myself far to much with the Driller and Snapjaw unable to support each other, I'm going to have to
    feat for scoring and to buy time but the long game isn't looking that good.

    In any event, plan is to clear the right zone with feat.
    Gorten toes the zone, this triggers a countercharge which doesn't do a great deal of damage, my fear being the charge would be
    enough to get the Inverter next to Gorten and be unpullable, thankfully the Onslaught/Countercharge interaction was in my favour
    this time.
    I shunt everything to the left, everything being Axis, the Heavy Vectors and most of the infantry in the right zone, then Spray Bunnies
    clear most of the zone, only issue being a Reductor up the far end that Holt, being a ****, decided not to kill. This meant I had to send
    in Brine, which was quite distasteful, as I wanted him centrally placed to threaten Axis' position.

    I unthinkingly activated the left side first, which had some very bad consequences. My feat turn was the opportunity for Snappy to move
    in and threaten the nearest Inverter, instead I fell back with him and his bros.

    I go to 2 CP and embrace the sun eventually going nova.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  10. #50
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Merc 3: I've contested it out, so can seize the scoring initiative.
    My strategical errors are revealed to me in the manner of a grotesque nightmare fuel half man half mechanical fiend ramming
    a piston arm into my temple. I've divided myself far to much with the Driller and Snapjaw unable to support each other, I'm
    going to have to feat for scoring and to buy time but the long game isn't looking that good.

    In any event, plan is to clear the right zone with feat.
    Gorten toes the zone, this triggers a countercharge which doesn't do a great deal of damage, my fear being the charge would
    be enough to get the Inverter next to Gorten and be unpullable, thankfully the Onslaught/Countercharge interaction was in my
    favour this time.
    I shunt everything to the left, everything being Axis, the Heavy Vectors and most of the infantry in the right zone, then Spray
    Bunnies clear most of the zone, only issue being a Reductor up the far end that Holt, being a ****, decided not to kill. This meant
    I had to send in Brine, which was quite distasteful, as I wanted him centrally placed to threaten Axis' position.

    I unthinkingly activated the left side first, which had some very bad consequences. My feat turn was the opportunity for Snappy
    to move in and threaten the nearest Inverter, instead I fell back with him and his bros.

    I go to 2 CP and embrace the sun eventually going nova.



    CoC 3:My feat stops to much from happening. Everything shuffles around, thing move into the zones. The left Obstructors
    Shield Wall up, the Reductors spray Brine and do some touch damage.



    Merc 4: Reacting super late to my mistakes, the Croc boats moves forward, Acosta runs up to engage the left Inverter. I ping the
    other Inverter with Harm and Holt/Rorsh shots, doing some damage but not removing anything important. I then slam it with a
    Spray Bunny, which just Barely gets it out of the zone as Brine throws a Reductor to clear it.

    Gorten goes into the forest, plonks down a wall. The forest limits it's placement, so I then go to run the Tinker and remaining
    Bunny to block spots. Accept if I do that, the Inverter countercharges in. I settle for running them up as far as I can, for which it is
    self evident will not be sufficient.



    CoC 4: Spray Bunny is slightly blocking, so gets killed by the left Inverter. Cipher flairs Gorten with a scatter. Right Inverter goes in
    and kills him with ease (two tough checks short).

    So much greed. I didn't need to go to 4 points, 3 would have been fine with the clock advantage I head, plus I can then probably
    swing Heavy attrition (though not infantry). Gorten just needed to back up and Molten Metal the right Inverter, that and his Gun plus
    spray Bunny probably takes out a relevant pair of systems if it doesn't kill.
    At the very least Acosta could have been on the right much earlier. Ragman is probably alright left on that side, but we'll never know.

    This was the first game were the errata changes really hurt. Gorten fights Control casters by threatening them with throw + feat,
    the lack of it.....

    Anyway, Thexus soon hopefully, need to practice the tricky blighter. Though I'm honestly dojoing mostly Minions at the moment.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  11. #51
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Alright, need to get some underground gribbly prac on.
    Thexus1 - 3x Wreckers, 3x Wardens, Subduer, 2x freaky mond control dudes and chick assassins, 3x Monstrosity drug pushers
    Objective: Stockpile

    Playing into some Smurfs, this time with one of their pew pew masters, this one coming with the special ability to duck and
    lose an appendage to angry Khadorans.
    Brisbane1 - 'Ol Rowdy, Defender, Junior + Charger, Jakes + Minuteman, min Stormlancers, MoreLadders, Piper, Gun Mage
    Captain ******, Arlen, Gibbs

    Good old Take and Hold, as the double flag classic appears once more.
    Terrain wise we've got a pair of hills, a massive obstruction, a couple walls, a cloud and a forest. The most relevant terrain is
    the obstruction on one side, the wall placed next to one of the flags and the forest on the other side.

    Trend setting wise, I lose the roll and get given first. The real surprise is I get the side with the Obstruction, an ideal spot to
    hide Thexus. The Forest would also have worked, though in a far more awkward spot due to killbox. Siege can feat away the
    walls, so those things are just deathtraps.



    Round 1: I put up a line of Heavies and run them forward. Thexus is in middle to get to the obstruction (Turned around model
    wise in the Skorne tradition). It's double Warden double Wrecker one the left, one of all three on the right. Probably should have
    had the Subduer on the left for the slight increase in threat range, though in my favour is that Cygnar have gone extreme refused
    flank and essentially picked the wrong flank, as I can likely score on my own flag in future turns once Brisbane feats to kill 2 or 3 of
    my heavies.
    The Pony patrol are on the far left, Jacks and solos in or next to the forest, Defender is the right most model next to Rowdy.



    Merc 2: I want to move Thexus to threaten scoring ont eh Cygnar turn, but not as much as I don't want to get Force Hammered,
    which I was deathly afraid of.
    Ergo, Thexus hugs the Obstruction and declares his undying comatose love.
    All the Monstrosities just advance up, ensuring they are the only Lightning targets as the solos and Kayazy spread out in the back.

    Exciting times.



    Cygnar 2: Crikey, this was four games ago, what the sod happened?
    Brisbane and heavies hang back, opts not to feat. The Charger/Defender and Ponies all do shots into the left Monstrosities, the cav
    needing to advance up a bit. I do some Hyper Aggresives forward.
    The Minuteman ends up charge in and finishing off the Hyper Aggresived Wrecker. Unfortunate, but coping the first casualty is an
    expectation of the list.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  12. #52
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Merc 3: I've not been given anything, which is interesting. It forces Thexus to go to my flag to score, so he does that while
    the Monstrosity Party hangs around him. He could be Force Hammered by the Warden in front of him, but the static melee
    threats mean that with a couple camp I should live through that then can flick everything to Monstrosities.
    Offensively I'll kill Jakes, or if that fails the Minuteman while contesting the Swan flag and positioning to threaten the opposing
    heavies.
    I arc a TK to move a Storm Knight, which I then use as a Slam target for a Warden to knock him over Jakes and murder her.
    The Knight lives, I opt not to follow through as he'll cop a freestrike and might lose something, which in hindsight he probably
    just should have as Monstrosities are self fuelling to a degree.

    Mercs go to 1 CP.



    Cygnar 3: Brisbane goes to the flag and elects not to feat, everything then goes into killing the Monstrosities on the left.
    The Lancers polish off the Warden that killed Jackes, but all the remaining shots don't do especially well, leaving the most forward
    Warden without his Movement or Brain and leaving the left Monstrosity with all systems.

    Mercs go to 2.



    Merc 4: Well, Brisbane is kinda there. Agitator wonder up and Instigates, Thexus hovers forward, Feat pushes Rowdy away from
    the wall. Subduer moves up and shoots Rowdy to knock down Brisbane. Monstrosity on the left charges Brisbane and kills him
    with an attack to spare.


    Well, sometime the cookie crumbles on a bazooka I guess.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  13. #53
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Time for another round Pew, Bang and Zap, so swapped out for the shorties.

    Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt,
    2x Eliminators, Acosta
    Objective: Bunker

    Brisbane1 - 'Ol Rowdy, Defender, Junior + Charger, Jakes + Minuteman, min Stormlancers, MoreLadders, Piper,
    Gun Mage Captain ******, Arlen, Gibbs


    Same terrain/scenario, with the addition of an illegal cloud. Whoops.


    In keeping with our ongoing track record, I lose the roll and get given first, same side as last game so I have a hill and
    an Obstruction to hide behind., plus an unreliable cloud in front of my flag (All clouds are unreliable, like customer
    service managed by an overseas call centre).

    I put down Ninja Pig far left to threaten the swan flag, crocs and Eliminators in line with said scoring element to be reliable
    contesters (Go on Brisy, shoot down the Crocs somehow Submerged in the snow). Gorten and jacks go far right, ready to
    score on my flag when can.

    Brisbane, Juniors and jacks go across from the Swan flag, this time the Storm Knights and Laddermore go on the right.
    Dammit, what's this learning thing people are doing? Monstrous.



    Round 1: Stuff runs at each other. I run Acosta to the right, because Lightning Immunity is funny.
    I put up Solid ground and Strength of Granite on the more central Driller.
    Gibbs is also on the right hiding behind the wall next to the cloud. Siddekick goes on the Minuteman, Arcane Shield
    on.....the Charger I think? The memories, they do blur with the sleep deprivation. Ayep, sleep. Not the alcohol, that stuff is
    completely innocent.



    Merc 2: Gorten hugs the Obstruction, no point putting him in the dangerous scoring position when Gibbs can so easily contest.
    The Gun Bunnies move up and with some luck shoot down a pair of Storm Lancers, it's nice to not verse Arcane Shielded versions.
    One Eliminator pair runs up to engage Rowdy, sticking in Solid Ground to stop any knock down shenanigans. Crocs Submerge
    and Star Crossed.
    Pigs move up on the left.



    Cygnar 2: Brisbane decides it's time to just go for it.
    He goes to his flag and feats (Huh....where we meant to remove the walls and just didn't? Possibly, not super relevant anyway),
    the Bazooka and Charger shots easily kill Brine. Alas, their desire for Bacon led them to slaughtering an innocent Sentient monster.
    The Minuteman walks up, leaps, gets to Gorten. Even with feat it was low odds, sure enough I end up burning a couple focus and
    take roughly the same amount of damage. I really wonder how this game pans out if the Minuteman just kills Wrongeye, who I should
    not have Star Crossed with. That's some Submerge arrogance right there.
    Recovery mode time, Gibbs, the Storm Lancer and Laddermore all go in, they kill one Gun Boar and leave the other with just a few
    boxes of Movement.
    The Defender runs to try to block Siege.



    Merc 3: I still believe in power attacks. Pplan is to try to kill Brisbane with Snapjaw, Eliminators and Rorsh. if that fails then
    Aiyanna/Holt/Wrongeye beat up the Minuteman, which is well out of control anyway, Drillers/Srpay Bunnies kill Ponies while Gorten
    camps and runs to score.


    Start with Snapjaw Slamming the defender, easily hits, gets excellent distance to knock down Brisbane and the Charger. Rorsh walks up,
    pew pews, including his Dynomite (Reminds me of Dollarmites, Aussie reference to when the Banks got to our youth. Ah, the memories.)
    on the Charger to wing Siege with the blast. He does some sweet damage, so I charge in with the Red Eliminator (Well, one runs for the
    Gang bonus), swing with the single strike and get the win.


    Gah, had Wrongeye died to the Minuteman this would have been a grind. A Green Eliminator lived to stop the score, so I'd clear the stuff
    around my flag, run to score then have to break the swans with my feat, which is certainly a workable plan.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  14. #54
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Christopherson gets a focus pulled and fails the please-don't-explode-roll, so I get to Slam.

    Pro: Slam games are sweet, need Thexus practice
    Con: If the dog hadn't barked in my ear I wouldn't have even gotten up, let alone jumped into pants and driven into the
    store with about 15 minutes to spare.

    So you know, it'll be some Thexus applied poorly.

    For the sake of completeness:
    Thexus1 - 7x Gribblies (3 Wreckers, 3 Wardens, Subduer), 3x Instigators, 2x Dominators with a pair of consenting
    slaves each
    Objective: Stockpile

    It's Recon, which is sweet. It's into the local terror, Rob's Curse (Any Kingmaker list, though at least it isn't Haley3).

    Damiano1 - 2x Nomad, Freebooter, Buccaneer, Kell, Stannis, Orin, Trenchers w/UA and 2x Grenadiers, 2x Steelhead Halberdiers,
    Min Riflemans, Min Boomhowlers (Ambushing)
    Objective: Bunker

    I win the roll (aka not going into Lister, so I have a chance to do so). Nab first because Kingmaker is quick, which is annoying.

    My side has a forest and water, centre line has a couple hills and a wall, one hill being in the zone the other two pieces hugging
    the flags. Far side has an obstruction and a forest.

    MacBain is standing in for Damiano, Black Ogrun Boarding Party as Boomhowlers (Assume the medium based metal models you
    don't recognise are them and you'll be 100% accurate).



    Thexus 1: Not liking how this match up looks, reason I essentially have to trade a Monstrosity to try to get the opposing Heavies
    up, pop them then slowly grind through the infantry. I dearly wished Surefoot still cost 3, as then randomly Hex Blasting it causes
    some real choices, but at 2 it's not a favourable play.
    Most of the Monstrosities go in the guts, with a couple flankers to get around the forest/water blockers. I throw up Decel and don't
    bother with early stabbing, as I expect the Monstrosities to take enough damage without me spiking some Eliminator rolls.
    Plus if this goes in my favour it'll probably be quite a long game, so burning clock early isn't a strong start.



    Damiano1: A wall of infantry swarm forth like ants. The Surefooted Trenchers are on the right side, though there is some intermixing.
    Damiano hangs back with the Nomads, Riflemen and various solos, pops Road to War.



    Thexus 2: It's the bait out the heavies turn, looking at the board I opt to throw up a Wrecker way up the board and put a Warden in
    the bottom of the zone. The Wrecker kills half a halberd unit because he might as well.
    I put a Warden up near the left flag, placed to avenge the suicide Wrecker. Other a Subduer and Wrecker hang near Thexus behind the
    Objective, while the late game back up Warden and Monstrosity arc out the left. Solos spread around, though one Agitator is way out in
    the open to make the Wrecker actually succeed in his Steelhead attacks (Cause MAT 5? MAT 5 is like Caine3 Spoilers[Calamitous]).
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  15. #55
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Damiano 2: SODDING AMBUSHING BOOMHOWLERS. I have failed past me, who used ambushing junk all the time. I was
    shived by both Trolls and despair.
    Damiano hangs way back, feats.
    The Boomhowlers charge in, kill an Agitator and pop the reserve Wrecker's Brain.
    Buccanneer aims, knocks down the Warden in the zone. I have the dreaded realisation of what habitually playing with
    Knock Down immunity has done to me as the Freebooter pops the Warden with not to much issue.
    The Nomads barrel up the zone, they kill my objective. At some point a shot damages the centre Wrecker, who is able to
    Aggressive forward and contest the zone.
    Stannis and Steelheads pop the suicide Wrecker.
    Orin runs to be in denial range of all the Kingmaker jacks.
    The Trenchers try to pop the left forward Agitator, but roll really badly on damage so he somehow lives (The direct shots
    pawn off to the forward most Warden).



    Thexus 3: Well, this is bad. I need to get super lucky to have a chance now.

    An Eliminator charges a Trencher amongst the jacks, if she lands an eight on an attack then she can kill him and sidestep,
    free a space for my Wrecker o swing on the opposing heavies, hopefully I roll like Berserk and take out the systems that matter.

    The kayazy misses both attacks and I'm somewhat sunk, feat is countered, slamming is currently countered, Orin has enough
    charges to stop me TKing the opposing stuff.

    The Monstrosities go in and have a go, they manage to pop one Nomad (The Subduer crippled the right arm, possible I should
    have left it at that and had the Wrecker attack the other stuff, but with the model presence on the board I wasn't optimistic
    about any of my chances at that point. A poor headspace to be in, but their it is).
    The Forward most Warden kills Stannis, which is nice. Cause sod that guy.
    A Warden hangs near Thexus so he at least doesn't get blatted (My Eliminator not sidestepping blocked a potential TK and charge
    into the Freebooter. Stupid low odd plans not working......*grumble* *Adds salt to haircut*).
    The other Wrecker tries to free himself of the Boomhowlers. He is an insult to his fellow kidnapped forced into servitude and body
    modification bro's, as he makes one tough and misses all the rest.



    Damiano 3: Damiano hangs back and the various opposing models leave me with a pair of wardens and no attack vector on the
    warcaster, so I concede. I loathe doing so, just not as much as the prospect of taking my next turn.
    I guess a green Eliminator could try to kill Orin with a Sidestep attack (Would need an 8 on damage), TK the forward Warden to kill
    the Nomad, if Orin dies potentially kill the Freebooter with more TK's to get the other Warden in. Just last gasps, if those plans work
    then Boomis Cacaphony and run after Thexus, Steelhead CMA's kill one warden, other gets Assaulted and knocked down by the
    Buccanneer then kills with Rifleman shots and Trencher charges.



    Think I'm content to call this matchup up poor. Curious to see how Drudges go (Do Bender explosions pop all the infantry?), but not
    enough to try it given I'm stuck in enthusiasm to get some Sturm and Drang down in a few weeks.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  16. #56
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Sweet Slam funsies, per the sociological rules of life into our latest multi-game practice partner we go.

    Thexus. Monstrosities. Assassin BFF couples. You know the gist.
    Stockpile Objective.

    Into Tom Baker (classical personification, hailed by many as the best or top lot, terrible person off screen)
    Haley2 - Defender, Ironclad, Charger, Squire, Junior w/ Firefly, Jakes w/ Minuteman, Storm Lancers Max, Laddermore,
    Gun Mage Captain Adept
    Objective: Bunker

    For reference, post Errata Haley1 is Sylvester McCoy (He just wasn't good OK).

    Scenario is Extraction, vague statement here relating to one of the more excruciating sporting events in the world (the irony of
    enjoying Test Cricket is not lost on me).

    One side has a forest/hill combo, centre of the board has a wall/fog arragnemt, far right has a fog of irrelevancy, other side then
    has a trench/forest deal plus a far back wall I didn't notice was there until Round 3 or so.

    For something different, Firestarter wins the roll and gives me first. I think that's six games in a row or so that's happened? It's a gift.
    Swannies take the side with the Trench, seems fair. Makes the Telekinesis plans somewhat more difficult.



    Round 1: My stuff goes around the forest, so has a centre/right side leaning due to compaction on the unpack. Thexus has to advance
    buttward, for he has enough pointy bits to mimic some Skorne tendencies.
    The Swans swing way left, as is the Emby way. Cav and the Firefly make up the left most stuff, haley and lights/solos pile into the trench
    with the Defender next door, Ironclad sits in front of the Swan objective.



    Merc 2: No Thorn, so while I fear Telekinesis I at least don't have to cast Deflection and camp 3 to not die to an Arcane Bolt Assassination
    (My imaginary Kingdom for Orin or equivalent in Ceph. Strap an anti-Magic Ceph to a Monstrosity and call it a character, that'd do).
    I've got the High Ground, in an Obi-Wan style way rather than their being Elevation overly present on the table, so can start a favourable
    trade by popping the Ironclad and otherwise wait it out while scoring on the right.
    Thexus hides way up the back, TK's the Ironclad and puts up Deflection. An Agitator goes up and Instigates, Wrecker goes in and has no
    trouble smooshing the Ironclad.
    The other Monstrosities all hang safely out of Lancer charge range, they can shoot me if they like, just leads to focus generation and Hyper
    Aggresiving into threat range.
    I stupidly forget to activate the right most Warden, who was meant to run to be the scoring piece at the end of the round.
    Just embarrassingly dumb.
    The Cloud I put a Monstrosity behind goes away, which is what happens with gamble terrain.



    Cygnar 2: Sure enough, Ponies move up and pew pew, I collect focus and do some moves, getting the left most Monstrosity into cover with
    that central wall. The Subduer then gets jumped by the Minuteman, who rolls underwhelmingly on his damage. Defender/Charger shoot the
    Wrecker that binned the ironclad, who Aggresives forward enough to get to the Swan Objective in my next turn.
    Haley naturally chills out in the Trench and feats, gets nearly everything.
    No score because I have rocks for brains. Zombie peril immunity comes at great cost.



    Merc 3: It's the Haley turn and it's got all the Monstrosities bar the back warden, so it's chill out and attack what we can.
    Thexus stays way up the back, does a sweet heal roll and TK's the top Wrecker into melee range of the Swan Objective.
    Swan Objective easily splats, while Subduer and wall hugging Wrecker (Also moved with a TK) crunch the Minuteman.
    Otherwise Monstrosities shuffle around, two stay in Sac Pawn range of Thexus (Who I ensured was out of Haley TK range).

    I go to 2 CP.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  17. #57
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Cygnar 3: Top Wrecker gets shot, advances and engages the Trench crowd.
    Firefly and Jakes go to the left flag, Laddermore charges and finishes off the Subduer. Stormlancers then split up, top two
    finish off the engaging Wrecker, bottom three go into the wall hugging iteration of the same, leave him with six boxes and
    somehow all systems bar movement.

    I fail to realise I score, so it goes 2 to 1. Whoops.



    Merc 4: I've got a good assassination run on no camp Haley, if that fails it's score and murder stuff.

    I TK the relevant Warden and Wrecker, Psycho Surgery and in a move shocking in it's originality, keep Thexus up the back
    toeing the killbox.

    The scoring Agitator walks up and Instigates, to be replaced by his bro.
    Wrecker charges Haley for free as I've kept a Pony just within 10 of Thexus, lands the first hit to leave her on a handful of
    boxes, miss his next boosted initial and the extra attack.

    Oh well, still looks good for me.
    Other Wrecker swings on the Lance trio in the Bottom, punches through Arcane Shield to top them without issue, because
    thresher is excellent.
    Back Wardens go, one Slams a top Pony and kills it, the other charges Laddermore, rolls bad on his to hits and only ends up
    Dismounting her.
    Last warden walks back on the hill to stay near Thexus.

    I go up 3 to 1.



    Cygnar 4: Everything goes into the top Wrecker hopong to free up the Defender for a couple Temporal shots, it doesn't work
    out so the Gun jack has to advance and easily pulp it. Gun Mage Captain Adept moves out, pops the scoring agitator to prevent
    the auto-win.
    Junior goes to the left flag, jakes stabs at one of the Wardens for a little bit.



    Merc 5: Thinking I'm only at 3, it's score both flags to win time. Eliminators claim the right.
    Thexus TK's the back warden and Agitator out of Laddermore melee.
    Said Agitator mvoes up and Instigates, the Warden charges to the left flag and kills Junior, his bro kills Jakes. Game done.

    Blargh, remembering scoring apparently hard. I wallow in my incompetence.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  18. #58
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Saturday games without a tournament, what is this madness?

    In a bid to not wallow in sadness as I am inexorably drawn to a conclusion I've already made intellectually but not emotionally,
    it's some two headed Pigcentaur action.

    50 points, using a cut down version of a list I cribbed from Rydiafan that I mauled due to not having Lannyssa painted.

    Sturm and Drang1 - 3x War Hog, Razor Boars, 2x Gremlins, Tinker, Sacral Vault
    Objective: Bunker

    Sturm produce the following image from their youth or just me?


    Basically it's a bunch of Shield Guards with some anti-magic, Gremlins to contest and TK.
    In theory Drang is also their, but the lock being essentially designed in a less than ideal way means that he rarely pops out
    (like, Drang is here because the game is already decided? Or I've buggered it up and desperately need this Warhog to charge
    over a wall?).

    Our resident Harbinger of Enthusiasm has switched to some religious lunatics for a change of pace.

    Severius2 - Reckoner, Vanquisher, ****ty light with a spray attack, Choir, Rhoven, Errants, 2x Vassal Empower dudes
    Objective: Bunker

    Sevvy being proxied by Kreoss1. Cause.

    Entrenched, so pair of horizontal zones with an objective in each. I kinda miss Process of Elimination, though I'm not sure if it was
    because it was good or if it was just that the same packet had Fire Support and it meant we weren't playing that.

    Some rubble smack dab in the centre, couple forests in front of each zone, one side gets a hill, the other water and a trench.
    Yep, that's a rubbish descriptor, that's what pictures are for.


    Round 1: I continue my "lose the roll and get given first" deal, because that's how Emberson and me go about these things.
    My stuff runs up, Vault rolls an amazing 1 focus (woot). Ain't no Dragon on that Ivory Tower.
    I should point out that I've been watching Tripod Vs The Dragon on loop for about a week, so if you don't get any reference from
    her on it's probably that.
    Two Warhogs go left, one gets Polarity Shield, Sturm and the Visioned Warhog go right. Gremlin swarms either flank. Bravest Tinker
    goes to position of bravery.

    The Goddites, for their Dawn of Time moves deploy super hard left, avoiding the large forest but giving me a pretty simple
    scenario plan. Errants form a line way up front, Sevvy activated a bit late so puts his Def Buff/anti magic upkeep on Rhoven instead
    of the Errants. Jacks all bro out on the hill.



    Minions 2: So Sevvy's feat can target three models in my list. Which is still 30% of my list.
    Anyway, push Scenario and lols about.
    Vault totters into collection range, shoots the Errants. Manages to cap one, though the bouncing RFP deal means no souls for me.
    Sadness.
    Drang toes my zone, TK's the Vault back, casts Deflection. Visioned Warhog and one Rabo go into the right zone for Shield Guard
    and threaten whatever comes up the board.
    Pair of Warhogs go up on the left, one is Polarity Shielded, so either they get shot for not much or one of them gets charged while
    the other lols.
    One Gremlin runs back but stays in runs and contest range of the zone, the other does the same but goes up on the right side of
    forest of doom.
    Tinker stays super brave.



    Menoth 2: Errants up to charge/run, three of them go into the left most Warhog and poke out his brain. Rhoven and Party run up
    behind the Errant line.
    The Jacks move up somewhat, do shots into things that get Guarded to RaBo's. These Lesser Shield Guards are hilarious, well worth
    three copper pieces.
    Sevvy stays up the back, not buying the Hex Blast bait of the Positive Charge Warhog. He also feats on the top right Gremlin swarm,
    boosts the damage, rolls trip ones so the Gremlins live! Number 3 of the series can now be made! (I'd watch it, but would almost
    certainly regret it. Just me or did the sequel get a lot more viewing than the first in the series?).

    Nothing contests me, so I go to 1 point.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  19. #59
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Minions 3: So, no Hex Blast meant no Arcane Vortex and thus the Vault still has just one soul. Dangit.
    Anyway, the Vision War Hog is in charge range of the Reckoner, just have to TK the flamer light out of the way.
    Sturm goes, TK's the Light away, TK's the miracle Gremlins across, walks backward and heals a box of Mind on the damaged
    Hog.
    Bounce to the left then, Warhogs go into Errants and madly squeal and swing, leave on alive and manage to gain a few souls
    for the vault.
    Vault moves up, shoots the Reckoner. roll max shots, land every hit, boost the damage rolls and chew out most of a couple
    columns.
    Gremlin goes into the Reckoner, strips out his Movement.
    I'd intended to charge the WarHog in, then finally woke up to Sturm having no camp, deflection and one Shield Guard, so
    instead he Riled and moves to block Line of Sight.
    Coward Gremlin runs up to mimic the hero iteration next round.
    Tinker stays brave.

    I go to 2 points.



    Menoth 3: Vassals kill the hero Gremlins. They will be as Beowulf to their kind (Forgotten in popular Gremlin Culture until a
    ****ty movie is made about them).
    Errant charges the injured War Hog, pokes out his Mind again. Dangit, I only just bogged that back together.
    Rhoven and co charge said Hog, after some appalling damage rolls the Hog lives with no other systems out.
    Sevvy, Vanquisher and flamey jack go into the Menoth zone, Vanquicher kills a Rabo off a Shield Guard.
    Reckoner goes to run into my zone, but the Beowuld Gremlins stopped that nonsense my giving him Athletes foot so he instead
    moves up and does a shot that kill the second poor Rabo.

    Third point chalks up.



    Minions 4: Sturm walks across, TK's the left War Hog out of combat, TK's himselfs back into the zone.
    Warhog goes into the objective and kills it, that's game.


    New mission: Indoctrinate Emberman into playing Scenario per the Basketballer experience of a few years ago.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  20. #60
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Forewarning: This one'll be super quick and lame, because sometimes we must embarrass ourselves.

    Into the herder of rules and lambs (I'm the innocent lamb in this instance, the one that broke his leg when the family asked
    what was for dinner that night).

    75 points or bust this time around, so threw in some proxies to get this junk heap going:

    Sturm and Drang1 - 3x War Hog, Razor Boars, 2x Gremlins, 2x Tinker, 2x Sacral Vault, Targ
    Objective: Bunker

    It's the arrival of the Hamsters:
    Ossrum1 (Hammerstrike Theme) - 3x Driller, Rockram, 2x Gunner, Blaster, Forge Guard, 2x Artilery, Siege Crawler
    Objective: Armory (oh yeah, there are more objectives)

    Remember the Hamster Dance? It was awful. When Ringtones became hits.

    Recon, terrain from last game slightly shuffled for the forests to be more relevant, irritating Rubble still in the centre.



    Round 1: I win the roll, pick first, run stuff up, upkeeps out on War Hogs, Decel up.

    Dwarf Heavies trundle up, Forge Guard behind. Snipe on Crawler, Fire for Effect on Artillery piece.
    Couple ranging shots go out, don't achieve much. Except one Artillery shot that does 12 damage to a War Hog. Eww.



    Minion 2: Those are Dwarf heavies, the sod are they doing already toeing the zone?
    One round in, sold that the theme force is exactly the same as Ossrum, being two qualities. Powerful and Boring. By god I
    wish one of those would change.

    Anyway, I have to give up *something* to try to pull out the feat. I run the Gremlin swarms into the jack line to try to give
    something to think about, move a War Hog into the zone as a snackrifice, put Polarity Shielded War Hog behind him. Vaults
    move up, burn their souls boosting damage rolls on the Rockram taking out one arm and the movement.

    Sturm TK's the left Vault back, in theory out of threat range (13 on the Drillers with feat/Energiser). Put up Deflection.
    Don't feat, theorising I'll need that to have a hope of a War Hog surviving when I commit two of them next turn.



    Merc 2: Ossrum feats, punches down a Gremlin, Energisers everything.
    Blaster gets magic from the objective, sprays down the other swarm.
    I'd make several blunders alas. Artillery and Crawler do shots that hurt the big Hogs a little ont he right snack off half the
    health of the vault. Forgeguard charge and kill the suicide Hog, a Driller charges my Objective in order to get in on the Polarity
    Shielded Piggy and smack him down. Sadness.
    In shooting the Rockram on an angle, a Driller without extra focus goes in on the left vault and puts it on 9 boxes.

    Mercs go to 3 CP.



    Minion 3: I've lost to much to do much. I Drang and Crit Fish for giggles, get nothing, concede.

    Blergh. miserable performance. I'd like to blame bad matchup, poor models, inferior skill level and other stuff but ultimately I just
    played liked rubbish.

    Torn on what I want out of the game at the moment. Too Suss to stick with Mercs after Cancon, want powerful stuff that other
    people don't play because I'm lame. Throwing down some Haley3 becoming more of an option, though I know I'll need another
    thrashing or two Sturm and Drang wise, because I have issues.

    Ah, who am I kidding. Weird insect grymkin whatsit blokes ahoy!
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  21. #61
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Sweet slammage!

    So the thing about mini-single list tourney's is it tells you with the subtlety of US election campaigns which list is generalist and
    which one needs to dodge like a bastard. Swans and Ret abound, so dwarf man it is (Or gnome, which for some reason is the
    current local parlance for the stunties).

    Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators,
    Acosta
    Objective: Bunker

    Round 1 is into Galicious with Power of Dhunia (Worth noting that of the 8 players/lists, 5 of them had Theme lists. Portentous
    perhaps? I dislike the perfectly natural attitude players have of panning for theme force gold).

    Madrak 3 (Power of Dhunia) - Glacier King, Mountain King, Axer, Horgle w/Pyre and Slag, 2x Sorcerer, Janissa, Whelps

    Ye old Outlast, relevant terrain is a trench, some water and a pair of walls, there's a hill and forest but they won't feature.

    I set up for the lessers, Kayazy and Acosta to threaten the left zone while the Dwarf jacks went to the right zone.
    Gargs go central with Madrak in between, Horgle goes to the right with his battlegroup.



    Merc 1:Everything runs up, Solid Ground/Strength of Granite go up.
    Acosta/Eliminators go up front and centre.



    Troll 1: Madrak Rushes both Gargs, pops stone Aura and moves up. Both Gargs runs full pelt forward, everything else in the list is
    behind them somewhere.



    Merc 2: The Gargs have come far more forward than I expected, enough for me to try to go all in with the left Lessers. If it works
    my attrition lead is insurmountable, if it doesn't then I can use whatever solos survive to contest the left zone, feat to get the Drillers
    up and claim the right zone.

    I have to unpack some models, so don't get ideal activations. Sadly Aiyanna is out of Kiss range.
    Acosta charges in to get out of the way, does some nice opening damage.
    Red Eliminator Unit gets out of the way, stab a few of the Whelps that have spawned.
    This lets Ragman move up and Deathfield a spot that Snapjaw can reach as he charges in, maxes Fury to get most of the work done.
    Green Eliminators then go, clear out the whelp blocking Brines charge location.
    Brine gets smoked forward, pops Animus, charges and finishes the Mountain King off with his opening initial, Trolls concede.

    At first I thought the concession was a bit quick, ultimatey though when sked what the Troll do next I didn't have an answer. Gorten will
    Bunker up, using his wall and the one already on the board to create a Gargossal no go zone, at best the Lessers die but then I feat and
    arrange the death of Horgle and the Glacier King and that's that.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  22. #62
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Round 2 of Slammage, that list I've never played before:
    Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators,
    Acosta
    Objective: Bunker

    Per the motif of the week, it's into a theme!
    Amon1 (Creator's Mine) - Reckoner, Castigator, Crusader, Templar, Redeemer, 2x Dervish, 2x Devout, 2x min Choir, 2x Vassal of
    Menoth, triple wracks
    Objective: Stockpile

    It's Extraction, hemmed in on the sides by an obstruction/forest with a cloud in the centre.
    Aside from that the far side gets a hill, other gets a bonus trench and a forest.

    I lose the roll, pick the side less hassled by the Obstruction/forest. Has a bonus trench, but its usability isn't amazing.



    Round 1: Green blobs are the forest, brown deal is the hill.

    The Menites go forward with a leaning toward the left, Heavies sit around the hill with the Templar getting Fortify. Redeemer/Dervish
    go on the left side of the army block, remaining Dervish/Devout on the right.

    I've got the crocs on the far left, that Obstruction looking like a nice spot to hide Wrongeye. Fort Gorten goes centre, the non-spread
    out nature of the Amonlist means a direct to Ad-Raza will produce the best feat for me. Ninja Pig and Ragman go far right, flag
    clearing/scoring duty.



    Menoth 2: Amon goes on the hill, in base with the Fortified Templar to stop his death to my feat. Reckoner pops up with them, does a
    shot into a Gunner that does a chunk of damage. The Redeemer tries to get in on the action, Solid Ground does its job as he lands a
    single hit that does a light scratch.
    Castigator goes to the left flag with Enliven up, Crusader surprises me by running up and jamming the Gnome's fort.
    One Dervish gets Enliven and goes to contest the right flag.



    Merc 2: Fair amount of opposing list to chew through, thankfully the armour buff is a single model, so the plan is to just kill what I've been
    presented with and push the early scoring game. Stockpile means I have to put something into melee with the opposing objective, likely
    that'll end up as Brine due to threat range reasons.
    The right side Bunnies get out of the way, allowing the fully loaded Strength of Granite Driller to go in and pop the Crusader, though it
    only managed it to the box which was less than pleasing.
    Kayazy run around the Castigator, keeping out of Devout Defensive Strike range and countering Enliven.
    The death of the Crusader lets Gorten walk up on his little legs to the max, feats on all the opposing jacks bar the Redeemer, pushes them
    all back, though the back field stops them going to far. Per the plan they do get out of the way of contesting, so that's good.
    Aiyanna walks up my backfield, puts Harm on the Castigator.
    Fort Gorten reestablishes itself, leaving room for Snapjaw to charge the Castigator and kill it, with room to cast Submerge. Puts the Strength
    of Granite Driller to shame.
    Wrongeye goes up behind, puts up Star Crossed and Submerges.
    Acosta runs to the spot the Castigator was, under Star Crossed.

    On the right, the other Driller runs up to threaten the opposing Objective, enjoying the brief moment under the sun where a mechanical toilet
    with a power drill attached out threats machinery blessed by a god.
    Ninja Pigs go to the right flag and chill.
    Ragman should be running to the left to make Dark Field relevant, instead he chills in the trench due to being silly.

    I go to 2 CP.



    Menoth 3: Amon throws up Mobility, chills behind some jacks.
    Reckoner/Devout both stumble to the left flag, boost their two hits and manage to pop and Eliminator and Acosta. Alas.
    Redeemer does.....something? I genuinely don't recall.
    A Dervish walks around the left of the Obstruction, on a clear Handbag making endeavor.
    The Devout on the right runs to contest the right flag, receives Enliven as does the Reckoner.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  23. #63
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Merc 3: I've had my turn of glory, now to solidly attrition it without screwing it up. Plan is to pop the Reckoner/Objective, if I
    keep the Piggies, Gorten and a Driller going for my next turn think I'm going to go well.
    Bunnies move around, killing some Choir and a Vassal Mechanik.
    Eliminators go,kill some choir, one engages Amon while the other foolishly goes behind the Reckoner to stop Enliven, when I
    already had a better plan for that.

    Realising to late I'd conflated two plan, I now live in fear of a Synergied Dervish getting into Gorten, so he runs backward and
    has miscellaneous pieces run in the way.

    One Gunner that got an extra focus slams the Reckoner, knocks him, a Devout and the poorly placed Eliminator down.
    This lets Aiyanna Harm, Snapjaw then charges up eats the Reckoner, I max him for a bonus attack on the Devout. Mobility means
    I don't think there's a great spot for Wrongeye to go, so he charges and kills the Devout, then gets a couple scratches on the
    Redeemer.

    Forward Driller charges the Objective, kills it without issue.

    Rorsh pops Smoke, lets Brine get into the back of the Enlivened Devout on the right and throw it out of the way.

    Mercs go to 4 CP, now to be ninja Dervished!



    Menoth 4: To my relief the Molik Dervish doesn't swing in, instead the Attrition play happens.
    Redeemer punches and kills Wrongeye without to much issue, so Crocs go away.
    Templar eats the Driller, centre Dervish slaps down a Spray Bunny.
    Far left Dervish runs around the Obstruction.
    Remaining Devout gets back to contest the right flag.



    Merc 4: It's kill a devout to win time, Rorsh drops smoke, chills on the flag. Brine goes around the back of the Devout, crits
    knockdowns the first attack then easily bins it with a couple focus to spare.

    Had that failed, the backup plan depended on damage done to the Devout, if no movement then all the Gunners and a Molten Metal
    happens, if that isn't an option then a spray Bunny slams the right Dervish into the Templar, Gun shots one of the Lights and the
    Driller/Gorten move to threaten anything approaching the right flag.



    Me on the left, that's an alright clock but not ideal.

    Nice to have a good fight, last few games have been way to one sided. Eliminators definitely under utilised in later turns and Ragman
    was wasted, but otherwise happy with.

    I keep contemplating changing a Blaster to a Gunner, feels like a recipe for infantry mauling though.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  24. #64
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Jolty time, into the latest Errata hotness of "I'm so sorry Xekaar".

    In a completely new request, Thexus was declined in place of the Gnome. Very well.
    Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators,
    Acosta
    Objective: Bunker

    In fairness, Eyeless sight does somewhat giggle at
    Morghoul2 - Molik Karn, Archidon, Gladiator, Cyclops Shaman, Marketh, Brigands + UA, Slingers, Blood Runners, Paingivers
    (GO ON! BLACK OIL ME!)

    Recon, most important piece of terrain is the forest I threw in the middle of the table/zone as part of that theoretical anti-gunline
    thing people theorise about.

    I won the roll, normally I'd take second in Recon for the scoring however with the new unknown quantity of the Easterners I
    lazed it up.



    Merc 1: Skorne take the side with a trench and hill, lumping me with a wall, some water and the awkward side of a forest on the
    left flag.
    Crocs went to the right to handle the water with one lot of Eliminators, Gorten blob went central, Brine on the left with another
    lot of Eliminators, though not in the super outflank position they sometimes take.

    Skorne counter deploy is Pigs on the left, Preying Brine, then beasts, Marketh, Paingivers, Morghoul centre with Slingers Advance
    Deployed on the right side hill.

    These matchups seem fine to me, the Slingers are positioned to threaten shots into my jacks but that ought to be manageable.
    My plan was to push the centre zone,
    with a back up of running Gorten to the right flag if the Achidon/Molik use their long threat to make the zone untenable.
    Crocs Submerge and go up on the right, his Eliminators go 11 and a bit from the Slingers on the right.
    The Gorten block is even more blocky than normal, compounded by the wall and water.
    Other pair of Eliminators go up on the left, with the expectation that they'll pop Brigands.
    The Pigs run to behind the wall, they are their primarily for the late game close out so being Preyed is annoying but not the worst thing.
    Plus I planned on capping the Warlord ASAP.



    Skorne 1: Bloodrunners are so stealthy they can even avoid deployment. They get chucked down in front of the left unit of Eliminators,
    who I shuffle back to be out of their threat range.

    Everything runs forward, pair of Blood Runners and a pair of Slingers run up and engage Eliminators for reasons (I can only assume
    blindness caused by the orgasmic joy of the faction being fixed).
    Marketh chills out in the middle of the Piggies.
    Most importantly, the Archidon and Molik go into the zone. Archidon gets the weird new upkeep to be incorporeal spell.



    Merc 2: When the Archidon first moved up into the zone I was mildly annoyed. it'll be able to move to my end of the zone, kill a model,
    Sprint backward, whilst my means of killing it are more strenuous than I'd like. I was thinking that the go was to contest with Acosta
    behind a wall under Star Crossed, so the Archy would hopefully take the bait and kill itself.
    Then Molik moved into the zone, and the plan became to feat on the top of 2 which I've not done in some time and gain an attrition lead
    that feels insurmountable.

    I move up Spray Bunnies first to pops some Slingers and Bloodrunners to clear up the drag lines.
    One Gunner moves out to the left and kills Marketh.
    Eliminators both clear out infantry that is nearby to them.

    Alpha plan after some pre-measuring, Gorten walks to the right of my objective, drags in the Archidon, Molik, pings the Slinger Unit Leader
    and drags another one into Snapjaw. Gorten also shoots Molik for some damage.
    Aiyanna Harms the Archidon, then Holt and Rorsh shoot up the Archidon quite well.
    Ragman stays hovering behind Jacks, puts up Deathfield.
    Acosta charges the Archidon, finishes it off with the charge attack.
    I've then left Molik engaged with him, decides sod it and move up the remaining Gunner to ping Molik.
    So one dead Acosta later, we go to the Crocs.
    Wrongeye Submerges, kills the blocking Slinger on Snapjaw. I don't Star Crossed, I'm not sure why.
    Snapjaw charges Molik, I push through some unfortunate damage rolls to get the kill and Submerge. Sweet frenzy incoming should he
    somehow survive.

    Brine chills out the back.



    Skorne 2: I thought my attrition plan was going excellently. So to did Saul of Tarsus, who opted for some last ditch assassination.
    I'd been foolish in my placement, leaving a massive gap that I could easily have covered with the Spray Bunny. Morghoul proves to be just
    outside of get in and stab to death range.

    Instead Morghoul comes up, Blinds most of my army with feat, mortalities Gorten, Flesh Hooks him for a bit.
    Three Slingers, the Shaman and two Farrow get shots, Gorten ends up Corroded, focus drained and with 11 health remaining.

    Morghoul is flapping in the wind and is easily killable by me, so we call it for the sake of an opponent switch and another game.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  25. #65
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    It's a return of some Lincolnage, scenario is the Pit and I'm lazy so Dwarf it is.

    Gorten1 - 2x Driller, 2x Blaster, 2x Gunner, Wrongeye w/Snapjaw, Rorsh w/Brine, Tinker, Ragman, Aiyanna + Holt, 2x Eliminators,
    Acosta
    Objective: Bunker

    Against my personal favourite of the Gearheads:
    Axis1 (Servitor dooooooooom Theme) - Cipher, 2x Inverter, 2x Shield Guard Floaty Heavy, 2x Diffuser, 3x Galvaniser, Corrolary,
    a load of Servitors (Like.....18 or something? mix of types)

    Table got mainly hills, some walls and two forest templates hampering one side.

    I lose the roll and get given second, I take the side without forests as I continue to suffer the pathfinder lack (My armies just don't
    like the trees. Or water. Or pile of rubbish. Or low clearance ceilings.).



    CoC 1: Of the three blobs around the Gearheads, centre one is a hill, other two are forests.
    Axis and Heavies of substance go up the guts, lights in front. Shield Guard Heavies take a flank each, Servitors mixed throughout.
    Onslaught is up.



    Merc 1: Gorten and Bunnies wall up behind the flag. I put up Solid Ground, but decided against Strength of Granite, concerned
    about an assassination angle I might not be seeing.
    Basic intent is to draw out Axis' feat while scoring first, Kayazy set to run in and be one turn contesters. Ninja Pig goes far right.
    Crocs Submerge.

    It's all about how the feats play out, I'm wary of losing too much and how limited my retaliation might be, as fundamentally we both
    have attrition plays with scenario slow burn, assassination not likely to be anything but a late game closer.



    CoC 2: Cipher throws out a flare shot and some rough terrain that goes right in front of the Drillers. Quite the nuisance.
    Servitors run up either side, engaging Spray Bunnies. Galvanisers run up to my side of the zone, other Heavies hang at the top of
    the zone.



    Merc 2: That sodding rough terrain. Without it I have an excellent attrition play that hits hard enough even with Axis getting to keep
    his feat, as the Drillers and Snapjaw kill at minimum the Cipher and Inverter, likely the second Donginator as well. To sleep, perchance
    to dream it would seem.

    Instead its the other fall back, hold my feat to be aggravating. The Servitor mass is going to be quite irritating, as they are so easily
    disposable to stop the score.

    First things first, a red Eliminator runs into an excellent spot, stopping the Inverters from Counter Charging to unfortunate spots.
    I then have an attack of the dumb, being so pleased with this positioning that I didn't move the other one. Sigh.

    Spray Bunnies happily take free strikes to clear off Servitors.
    One Gunner then slams the left Shield Guard Bot, knocking him back a mighty half inch. I get super greedy with Gorten, throwing out
    double Molten Metal on him. I pretty much did that, moved to teh next activation and pondered if I'd just given the game away on an
    easy assassination.
    Drillers kill the nearest Galvaniser, then Acosta and the remaining Gunner run to shield Gorten, Turbo ****** using some wall protection.

    Other than that the Crocs fall back and activate their defence tech, the Pigs and Green Eliminators kill Servitors on the right.


    I go to 1 CP.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  26. #66
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    CoC 3: Axis moves into the zone and feats.
    The Assassination ploy doesn't happen, so that was fortunate. Looking at it in hindsight, I think the potential play is allocate
    three to the left Shield Guard guy, Axis feats, Shield guy moves up and kill the Gunner shielding Gorten, clearing a path for an
    Inverter to go into zero camp Gorten, copping a meaningless freestrike from Acosta on the way (Not meaningless really, but
    solvable).

    Instead, attrition happens. The Red Eliminators get killed by boosted attacks from Galvanisers, the Inverters come forward to
    kill Acosta, a Gunner and a Driller.
    Shield Guard guy I slammed tries to kill the Gunner that got into him, rolls as disastrously as world politics to leave him alive on
    one movement box. Two Puncture Servitors try to finish it off and also miss.

    Right most Shield Guard jack kills the engaging Green Eliminator, stays out of Brine range.

    Convergence Dominate the centre zone, pull ahead as scores go to 2 vs1.



    Merc 3: This would have all been fine, except I didn't account for Dominating the zone. Really didn't expect to give that away.
    I'm fortunate in that I can get work done as the outer edge of my stuff isn't affected by Axis feat.

    Last remaining Elimiantor runs to stop the two Galvanizers on my side of the zone from Countercharging.
    Gorten hangs around the flag, throws Strength of Granite on the remaining Driller.
    Ragman Deathfield, Aiyanna Harms one Donginator.
    Wrongeye goes into the Galvanizer impeding Snapjaw, with Death Field triggered off Snappy he easily kills it with a bought attack
    and Submerges.
    Snappy and the Driller then pop an Inverter each, though the Drilly doesn't toe the zone like it should and Snappy enters into
    frenzy territory by Submerging.
    The Spray Bunnies and Tinker shield Gorten, the Pigs run way across in case I lost the Driller and Snappy.

    Scores equal at 2 each.

    This was one of those turns wherein I felt the throw errata painfully, as it would have been much nicer to throw Gorten up, feat,
    walk back to the top edge of the flag. Oh well.



    Coc 4: Axis trots back to his flag and the scenario clock starts churning.
    The Cipher lacks threat range, so moves up and flares the Driller and rough terrains Brine.
    One Galvaniser kills the last Eliminator. If Snapjaw dies that's probably it for me to a scenario loss.
    Diffuser hits the Driller.

    The left Shield Guard jack charges the Driller, does all the other attacks into Snapjaw, then another Galvanizer goes into Snappy.
    The damage rolls are quite miserable and the Croc lives with plenty of health.

    The right Shield smuck (Conservator. There, I remembered their actual name once.) hangs with Axis as the Servitors continue to
    swarm around, do bit work or acting homeless.

    CoC lead at 3v2.



    Merc 4: Alright, I'm well ahead on clock, but I've been traumatized by the local Reds compressing final turns that I want to push
    it enough to win out on scenario anyway. I need to kill the heavies in the centre, contest the opposing flag and zone and it should
    work out, there doesn't appear to be elements of a last ditch assassination in the Axis list so not worried about that (Suck it Beat
    Back, got Sturdy up in this joint).

    Snappy doesn't frenzy, so that's a boost.
    Ragman walks across and Death Fields, Aiyanna Harms the Cipher while Holt pings Servitors.

    Snappy kills the Shield Guard Guy and the forward Galvanizer, freeing up a lane for the Driller to charge and bin the Cipher.
    Wrongeye charges up and kills another Galvaniser and Servitor.

    One Spray Bunny kills the Servitors on the left, while the other slams the Diffuser back and toes the zone.

    Ninja Pigs pop smoke to get out of the rough terrain, Brine then runs up to contest the CoC flag. Axis counter charges, rolls
    miserably on damage and beats him back.

    Only thing left in the zone is the Corraly, have a go at killing the Corrolary with some bit attacks, Gorten does a good smack with his
    Gun but that's that.

    Go to 3 all.


    At the end of that Abonon concedes, with 60 seconds to go seemed fair enough. With the power of hindsight I think the Convergence
    play, being in threat range dependent, is to slam the spray bunny away with the Corralary, use the Diffuser for the threat range,
    send the Shield Guard jack into teh Driller then finish it off and kill Wrongeye with Axis, Dominate to 5.

    Super greedy with my feat. I needed to stop the zone score, once that happened it meant it was time to find a place to feat even
    though it wouldn't be amazing.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  27. #67
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Well, Cancon approacheth, liketh the resteth of my meta-eth, I haven't bothered to work out a third list for the Iron Gauntlet.
    Ergo I've picked the laziest list I could for a last minute practice bout.


    Bart 1(Kingmaker) - 2x Galleon, Rangers, Boomhowlers (Min), Orin, Meg
    Objective: Armory (Astutely observed by Edhov as being the right choice)


    Playing into the stoic man of Earth, who was willing to put up with the silliness of this finely honed competitive "choice". It's the
    Menoth Sleep hit:
    Testament - Guardian, Blood of Martyrs, Choir, Flame bringers, Daughters (Min), Errants, Zealots + UA, 2x Allegiant of the
    Order of the FOOT, Wracks x2
    Objective: Bunker


    Scenario is Entrenched, we've got some water, a hill, pair of forests, an outlying obstruction and some walls placed deep in one side.
    I win the roll and pick first, that's been a while. Urgent need in this list to get into position to contest things. Boomies Ambush,
    because it makes them worth it. Like Maybelline.
    Menites take the side with a forest and hill, with irrelevant walls. I get a forest, some water and an obstruction placed out of the
    way that could be awful for me scoring on the friendly zone.



    Merc 1: Galleon assigned to each zone, rangers in the guts. The left Galleon faces off against Daughters and Flame Bringers, Errants
    are centre, Zealots are on the right.
    The Galleons run forward, Rangers spread out. Orin goes behind the left Galleon, intent being to Lightning the Daughters via the
    Galleon, Meg goes behind the right one.
    Bart moves up, puts Hot Shot on the right Galleon and tries a Broadsides, hoping to fang out three Daughters out of soul collection
    range on the left and the Kicky Monk on the right. I don't get the highly unlikely scatters, so oh well.

    See, optimism is a trap.



    Menoth 1: Flame Bringers get Cloak of Ash and run up the left, as do the Daughters, though one hides behind the Menite objective.
    Errants go up the guts, Zealots move up next to the Menite forest on the right flank.
    Both Kicky Monks Shifting Sands stance, I assume as punishment for my real world sins.
    I think this was the point that we realise the Castigator is meant to be a Guardian, so instead the Punch jack becomes a proxy.
    Said Guardian gets Hallowed Avenger and moves up between the Errants and Zealots, Blood of Martyrs goes up on the hill.



    Merc 2: Plan is to wipe out the Daughters with the left Galleon, ping the Guardian with the right Colossal and have Bart Feat to buy
    the time this list needs.

    The Right Galleon has Hot Shot, which for hot swapping purposes dictates that it has to fire first.
    It also has magic weapons from the objective, so trundles up, staying with four to ensure it can try this again next turn if that's the
    right move (Assuming Objective survives, seems unlikely).
    Trundles up to Harpoon range of the Galleon, dragging it an killing it seems unfeasible with the Errants in front, so it's just about
    chisseling a bunch of it. I mostly luck out, managing to exactly take out its right arm which is the big stabby spear, I do miss a shot
    sadly that drifts and blows up two Errants (Souls away!).
    The Rangers move around, most go into the forest to proc Prowl. One does a shot that kills an Errant.

    Bart pops for what I expect to be the last time in the game, left Gall free shot does nought, right one does another four points or so
    to the Guardian to an armoured up column. hot swaps Hot Shot to the left Galleon, goes up behind the Forest and pops feat.

    Left Galleon trundles up to get a Daughter in base to base for lightning purposes. I line up down the centre of the Daughters, sadly
    only get one shot on the right so don't land the drift on the back up Daughter behind the objective, so the plan has gone awry.
    The other shots kill three of the Daughters and two of the cav, another two of the flanky lady unit is then zotted by Orin Lightning
    (Who also does a point to the Galleon. Dammit Old man!).
    Meg sits in repair range of the right Galleon, as I expect it might get lambasted with fanatic's grenades (Though I guess they are also the
    nearest thing to Molotov throwing mobs in the setting?).



    Menoth 2: My feat mostly Stymies things thankfully, given the plan didn't work out.
    The Flame Bringers go out waaaaaay left, Errants mostly jostle around, one get s a lucky shot on a forward Ranger and pops him.
    The Guardian hides in the forest, Testament hides behind and returns three of the Errants back into play.
    Zealots walk forward, a few get shots on the right Galleon, do a couple points.

    No scores for either side.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  28. #68
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Merc 3: Aha! Now I am the one to luxuriate in the forgotten Boomhowler Ambush!
    They Spawn on the left, ready to try to wipe out the cav of super annoyance that'll swing in and kill Bart.

    Blood of Martyrs looks to be draggable (More on that later), so I load up the left Galleon and plan to achieve little with the right Galleon.
    Left Galleon trundles up, rolls minimal shots. Sadness. One AoE shoots a Choir on the hill, which is enough to wing the last
    Daughter and finish it off before the unit respawns. Left AoE manages to pop one of the Flame Bringers, so that mathematically
    unlikely. I then drag in Blood of Martyrs and easily kill it, the initial Harpoon and free melee attack putting it down to 10ish boxes,
    get a final attack on the Objective that puts it on 1 hot box.

    The Boomhowlers then go, manage to kill the final two cav.
    There's a Kicky Monk toeing the zone next to the left Galleon, so Orin lightnings him off the Colossal and boosts the damage.
    Also kills a Ranger, but oh well. The Monk toughs, as is the way.

    On the right Meg repairs what damage the Galleon had taken, he shoots the Guardian and takes out its Cortex.

    At some point in the next Menite turn I realise that we both completely forgot Passage on Blood of Martyrs. That entire plan was awful.
    Doh.



    Menoth 3: Zealots Fire Bomb the right Galleon, most of the Errants charge in as well, aside from two that contest the Menite zone.
    Testament hangs in the same woods, pops feat to get the right Kicky monk into Dirty Meg, who survives via tough as Iron Sentinel
    proves to actually be relevant.
    Kicky Monk on the left moves up in a spot that threatens Bart, puts up Stance of lameness as you do.



    Merc 4: Plan is to clear the top zone and pop all the Choir.
    Load up the top Hot Shot Galleon again, as he'll need the boosts to hit for the guy behind the wall.
    Rangers run around, two go to partially block the potential assassin monk, one trots up to get the Choir in Mark for Target Range,
    another chargers and manages to bin one of the Errants in the Menite zone.

    Left Galleon moves across in the zone, lines up on the Choir, rolls minimum shots and thus the plan has crumbled.
    Settles for killing the focusless Wrack, Harpooning down the remaining contesting Errant then shoots down three of the Exemplars on
    the other Galleon.
    Boomhowlers kill the Objective, I forget for the second time to do a howl with them (IT'S IN THEIR NAME, HOW AM I SO BAD AT THIS?!).

    Going with the adhoc kill all the Errants plan, the right Galleon turns a little and does a Sweep. I get undeservedly lucky, hitting all the
    Errants and wiping out the unit. Sweetness.
    Meg repairs again.

    Orin charges the Kicky Monk near Bart, boosts, misses. Bart trundles up toward the far zone, hiding behind the forest and putting Batten up.

    I go to 2 CP.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  29. #69
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Menoth 4: Zealots ping the right Galleon again, the Guardian also does some scratches. Testament decides to go on a diet
    from his glut of focus, gets up in my zone. makes a Zillion and four attacks to pop the Galleon contesting the zone, but alas
    lacked the focus to kill my Objective.

    The Choir run and contest the left zone.

    One Kicky Monk kills Dirty Meg, the other kills Orin, Sidesteps, kills a Ranger, sidesteps to engage Bart.



    Merc 5: Have to push scenario on the top zone, very fortunate in that my Objective surviving puts well in the Control Point lead.
    Remaining Galleon kills all the Choir and the Guardian.
    Rangers trot around, looks like I forgot to activate the top one. Mad skills.
    Bart casts Batten, is on zero camp and moves to the top zone. The Monk gets a freestrike and I have no focus camp, but
    ultimately I expect to take 3 or so damage which is fine.

    I take 10 points and everything is awful.

    Boomhowlers do Call of Defiance, three of them surround the Kicky Monk of doom, the others try to shield Bart now that I've
    made assassinations super live.

    Mercs go to 4 CP.



    Menoth 5: Zealots get out of the way, blow up the objective.
    One Monk tries to clear off the Boomies surrounding the Killa Monk, tough makes up for my bumbling so a run on Bart doesn't
    eventuate.
    Testament charges the Galleon, starts spamming Dust to Dust. First one knocks down a Boomie grunt, gets three fully boosted
    shots at Bart that gets me down to 3 boxes and I clock up the scenario win.


    Fun game, rubbish list. Would be improved by miles with one Galleon replaced by other jacks, but soddit it I'm lazy and the matchup
    effects are mildly interesting.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  30. #70
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Cancon Masters! Let the many hurdles of rounds begin!

    It's the Gorten half zoo/Thexus Heavy spam junk.

    Round one is into the archaic wooden carter, running Cygnar. Initially I was pessimistic of getting to drop Thexus and get him out
    of the way as a tribute to that most mighty of evil demons, Divide and Conquer. Looking at the lists however, we had Stryker 2 or Kara Sloan. I can take that.

    It's Outflank, ends up as Thexus vs Stryker, avoiding the poor innocent Hyper Aggressive moves.

    Thexus with Critters. Sweet critters.

    Stryker2 - 2x Ironclad, 2x Lancer, 3x Firefly, Runewood, 2x Sword Knights, Squire

    I win the roll and pick first, I get lumped with the side where the terrain that proves to be semi relevant is a blob of water and wall
    at the base of the right zone.
    The zones themselves have an obstruction in the left, a fog between and a trench in the right. The terrain on the Cygnar side has
    no relevance.



    Merc 1: Deployments are relatively symmetrical as my stuff runs up, the extra Wrecker going left. Did a few focus grabbing stabs.



    Cygnar 1: Runewood, a Lancer, a Firefly and one unit of Sword Knights walk into a bar. They realise this segue is **** and go to
    the left zone.
    Stryker hangs back in the centre, Ironclads and the Lancer in front of him behind the super relevant cloud.
    Leaving the other Knights, Lancer and Firefly to go into the right.
    Overall a stronger leaning toward the right zone, where I have less Monstrosities andmore tot he point less Wreckers.



    Merc 2: Plan is to start the Attrition, Swans have kept some good distances, so they threaten the zone if I contest and they are
    currently in death range without feat.

    Feat it is!
    Thexus feats, pushes Sword Knights apart, moves one Ironclad backward, moves the centre Lancer and Ironclad forward, arcs a
    TK through a Warden to move up the Ironclad and spin it around. Couple of other placements happen for relative distances.
    Monstrosity goes in on the left. I neglected to get an Instigator up, so we end up neeing hard 8's to hit Sword Knights, focus
    burning lets him pop four at least.
    Centre wise, the Subduer drags in the Lancer, does some attacks that don't do to great, so the centre Wrecker goes in and easily
    finishes it off.
    Right side, Monstrosity goes in and kills the Ironclad as a Warden toes the zone.

    Didn't feel amazing as Thexus feat turns go, though ultimately it was probably fine.



    Cygnar 2: Stryker moves up and feats.
    The left Monstrosity holds out surprisingly well as the remaining left side Knights and Lancer swarm it. The Firefly on that side shoots
    a Warden, flicking a lightning that puts an Eliminator on 1 box.
    On the right the Ironclad and Knights kill off the Monstrosity over there.
    Firefly on the right shoots a Sword Knight to arc and kill a Green Eliminator.
    Feats moves has Stryker go back toward the hill, the left Monstrosity gets finished off and the right side Warden gets really messed up
    but keeps its brain. A few Knights jam up.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  31. #71
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Merc 3: So I'm down two Wreckers and have a mucked up Warden, pretty good for having absorbed Stryker2's feat.
    Attrition is looking pretty good, can use a Warden to kill the Ironclad and push hard on the left flank, start the scoring
    on that side.
    However, I look to have a pretty good assassination run, so pull that trigger.
    Thexus walks to the left, away from pointy death. I TK the Ironclad to a particular spot, mentally push around the Subduer
    and Warden. Psycho Surgery happens like every other round.

    Agitator Instigates up the guts, goes into the cloud for giggles.

    Warden slams the back of the Ironclad. This will knock down Stryker, put in three bought Warden attacks into him from the
    follow up, Subduer will then move on the side and drag Stryker in to hit him another four times, should easily be enough.

    Well, except the Warden Snake Eyes the Slam and the plan is kerplunked.
    The Warden tries to buy my love back by rolling alright on bought attacks against the Ironclad, alas for him (it?) he's already
    mentally been deleted from a hypothetical will in which I give my various possessions to particular models.

    Left side, the Subduer goes into that sides Lancer and does poorly.
    The Warden goes in and kill the Firefly and a Sword Knight, the Wrecker stays behind the Obstacle and kills a pair of Knights.

    Right side, the mauled as hell Warden flails embarrassingly at Sword Knights, I think he managed to kill 2, unable to land the
    early boosted attacks to cut down their melee defence for being base to base.



    Cygnar 3: Stryker throws out some Positive Charges, goes into the right zone in the trench.
    Carrying on in that zone, the Ironclad and Sword Knights kill both the long term abused Warden and the slam fail loser version.
    Lancer and Firefly move to block the open lane on Stryker, a gun shot at some point causes the Wrecker to Hyper Aggressive
    toward the right.
    Runewood gives a charge boost to the remaining Knights on the left, they manage to kill an Eliminator and lightly scratch the
    Warden and Subduer.

    Swans go to 2 CP.



    Merc 4: Ayep, attrition is looking bad. Clocks are on par, no super odds their. Assassination take 2!
    Thexus moves up, casts four TK's to move aside the blocking Lancer and Firefly, get the Instigated Agitator up and push the
    Wrecker into range.
    Wrecker then charges Stryker, I boost to hit both Melee attacks and boost the second damage, pump through his camp and
    manage to get the kill.


    Ah, Thexus, you continue to be loads of effort. Now to Gorten the rest of it unless Trolls or Skorne come up (Walking around it
    looked like Khador for days and sod all Hordes, so didn't seem like a likely circumstance).
    Anyway, round 1 of Masters done, not yet in the joyous funsies bracket.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  32. #72
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Round 2, return of Demmar, who squished me in a looooong game at MOAB. What could go wrong?

    It's The Pit, with the opposing options being High Reclaimer and a theoretical Harbinger.
    The image of a single Venger jousting Thexus vegetable body is enough in my brain, don't need to see Reclaimer do that on
    the table, so naturally the Dwarf it was. Sure enough High Reclaimer drops.

    High Reclaimer1 - Templar, Scourge of Heresy, Vengers, Idrians + UA, Knights Exemplar + UA, Choir, Vassal of Menoth,
    Cleansers, the Book thing

    I win the roll, my choice of table side was fairly obvious, dictated by a forest around one flag that would slow Gorten unacceptably.
    Aside from that, there's a trench on the zone, some water on the top left of said circle, while my flag has a wall behind it and
    there's a hill in my Advance Deploy line.



    Round 1: The Menites clump up at the top of the zone, Idrians out the front (Prey put on a Spray Bunny), Vengers on the left edge,
    Knights Exemplar on the right, Jacks central.

    I run the Pigs and one Eliminator unit waaaaaay right. Either they draw off some models, contest the opposing flag or go a long way
    around the forest to threaten Choir and related stuff.
    Crocs are on the right edge of my brick,Submerged into the dirt per common sense (Where ever I stand is water! Cause magic!).
    It's then a clump of the rest of the list, Gorten sitting behind a pair of Gunners and a wall to impede Venger murder. The Red Eliminators
    are out front as necessary sacrifices, Acosta hugs the butt of the Drillers hoping a Vengeance Trigger might give him a charge into
    something sweet (i.e a Jack or I probably don't care).
    The Spray Bunnies hang behind stuff, in a nice example of the at times flawed nature of Prey as a benefit the victim of said ability goes
    behind the terrain wall, quite safe from dying anytime soon. No Prey cycle for you!



    Menoth 2: Idrians get Hand of Fate, move up and easily kill the poor Red Eliminators. One gets in to contest my flag.
    The Menoth bulk. if anything, moves more backwards than anything, contesting the top of the zone and spreading the Vengers back a bit.



    Merc 2: That's a nice appendage in the corner that is.
    Acosta's Vengeance isn't going to achieve anything alas, so he futzes around with it.

    Alright, let's have a moment. Acosta. PP starting model rules based off fluff, per the Hungerford Matt of Pact episode, Insiders and that
    interview of Simon in 2014 on the rotating podcasters series Menoth John did. In what world does the Thamarite (My only religious tenet
    is supreme narcissism!) traveling Merc give a flying backwards moose arse about some random plebs dying to the enemy, a light singe of
    temperature or an acid bath? The answer is the Iron Kingdoms, but it shouldn't be.

    Um....anyway.....

    Reclaimer didn't go to his flag, which saves me either trying some Ninja Pig jank to kill him or sacrificing something to stop the score.
    Plan A goes into effect, the wall sticks around, the various Rhulic jacks contest the zone. Acosta runs to be behind the wall and see if he
    can Dodge/Riposte the world, though I didn't leave him enough room to backpedal to safety if he so desired, meaning he could easily be
    boxed in for a kill.

    Snapjaw goes forward and contests. The two Warbeasts are premium models in the matchup, or at least look like it as they can both RFP.
    Snappy is placed to contest, be out of the Jack ranges. I'm expecting some Idrians and one Venger to come in, if he dies that's OK but if he
    lives it's amazing (He'll even heal off the meals provided. Sweet).
    I've no interest in having Wrongeye trivially killed, so forgo Star Crossed.

    Team Ninja (Not Die Antwoord related) continue running up the flank. There was definitely a choir hunting joke made, though really with only
    two jacks I wouldn't care to spend the models so long as the scenario play was working.

    Mercs go to 1 CP.



    Menoth 3: The Menites tire of playing the field and commit a little, though we are talking more moving in together than Engagement at this time.
    Two of the Vengers come in and blat a Gunner.
    The Idrians charge into Snappy, do damage but he survives with all aspects and I'm preparing for internal peacock preening.

    They then reposition to give room for two of the Exemplar Knights to get in and the fear hits. The pair charge in as the unit jogs around, they
    sadly get the job done.

    Backfield models finally enter the zone, Scourge being the bolder of the two.

    Reclaimer goes to his flag, scores level at 1 CP apiece.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  33. #73
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Merc 3: The forest keeps team Ninja safe, but also makes the Pigs unable to get to Reclaimer in a good way(Should have had
    Brine 5 inch from the forest, so he could walk and toe off the smoke. Foiled by my own Skornish model!).

    The mission is clear, so carry on scoring my flag.
    Between Aiyanna/Holt and the various Bunnies the two Vengers and the Idrian contesting my flag get killed off. The Drillers then
    cower behind the wall, one contests the zone.
    Wrongeye runs, engages the clump of Idrians that killed his poor little pet.

    On the right, they get joined by Ragman running from the middle, if a jack goes to the side Brine will need the armour debuff to
    pop it.
    The Pigs run back a bit, to a location where they can threat the flag in a reasonable way.
    The Green Eliminators run to be behind the forest contesting the flag.
    Acosta runs right up in their, engages the Officer of the Idrians, contesting the enemy flag and awaits his either imminent demise
    or move/stab turn of glory.

    I take the lead 2v1.



    Menoth 4: So this is the day after Cancon and I stayed up all night watching season 2 of iZombie, so I don't see how this isn't
    going to be my magnum opus of literary skill after this sentence. Though essentially it's a soap opera I've deemed acceptable for
    the sake of constant murders and actors who have faces that can emote at times due to their lack of permanently attached masks
    composed mostly of plastic.

    Another round, once more a pair of Vengers charge in, neigh in the face of a Gun Bunny and implode that **** out of it, then
    promptly drop their Lancers and start mentally summoning them for the next time they charge something. Idrians move around,
    surrounding Wrongeye. They do melee attacks, turns out the little Croc is tougher than his larger counterpart, ends up on 3 boxes.
    The unengaged Idrians shoot Brine up, take out his Mind, reposition to be in the way.

    Cleansers/Exemplar Knights/Scourge all sit in the top half of the zone, as the Book and Templar chill on the hill. Reclaimer tries to kill
    the Green Eliminators by Ashes to Ashes being cast on an Errant, kills one and puts the other on 1 box.

    Scores unchanged.



    Merc 4: This is the turn I'm finally forced to contemplate feating. The Driller is short on getting into Scourge, because Driller native
    threat range is......great.........whilst if I don't do something about him, he comes in kills the Driller, Menoth probably get to 3 CP and
    with Reclaimer feat easily clear out to a scenario win.

    Thus Drillers run to blocking spots on Gorten, he moves to the top edge of the flag and pushes back Scourge, most of the Knights
    and the Vengers. They don't go super distances due to terrain and back pieces, that's OK though. One Venger becomes the green
    proxy base on the awful water terrain.

    I'm allowed to cast that piece of terrain garbage, was one of the first pieces I made and now I know it's unplayable rubbish.

    Wrongeye chooses to remain super annoying, so burns all his Fury to heal and misses his melee attacks (Didn't buy extra, if Reclaimer
    wants feat targets he could put in some damn work for it).

    The Green Eliminator stays contesting as Brine, lacking his Mind, puts up his Animus, snacks on a couple Idrians then gets Souie'd
    back by Rorsh.

    I get up 3v1.



    Menoth 5: Curses! Photo taking discipline has fallen! Scourge kills some Exemplar Knights. Well, we know what's happening now.
    Idrians futz around, one dies to a Wrongeye freestrike. They shoot down Ragman and flail their noodles at Wrongeye.
    Reclaimer moves into the zone, fats back Vengers and Knights.
    Vengers and Knights move in, they pop the Driller in the zone and reposition leaving a couple of them contesting my flag. A Knight
    misses Wrongeye, who is feeling pretty damn immortal at the moment.
    Cleansers move up into the top left of the zone.
    The Book and Templar move block Brine getting in on Reclaimer.

    I've got a spray bunny contesting the zone, so we remain at 3v1.



    Merc 5: Aha! It took 5 rounds, but now I kill with abandon! With my....11 models remaining. Quality verse Quantity right? Ignoring
    that the Menites kinda have both at the moment?

    No longer fearing random feat generated assassinations, I get to drop the wall and throw focus on a Driller.

    Clearing around my flag first, Aiyanna/Holt advance into the zone, Harm the Vengers. Holt shoots one down like a boss.
    Driller walks up and kills the Vengers. Spray Bunnies clear off the other contesting stuff.
    Gorten sits on the flag, shoots......something?

    Wrongeye kills a couple Idirans, heals up a bit off the Bite. Nom nom nom.

    The only thing I really regret from last round was Ragmans death, as without him Brine isn't likely to do much at all to the Templar.
    I go for it anyway, Brine'll just get Cleansered or be irrelevant at this point and I need work from every action. Rorsh walks to hide
    behind the forest after dropping smoke and healing Brines aspects. Brine goes into the Templar, maxes Fury and from memory doesn't
    do that great.

    Mercs go to 4 v 1. All....most.....their......(Insert Wilhelm scream)
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  34. #74
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Menoth 6: Cleansers brutalise Aiyanna/Holt.
    Vengers go into the Driller, don't roll super great. One repo's to a super annoying spot behind the terrain wall behind my flag.
    Scourge gets to contesting range, puts the Spray Bunny on one box so contesting still succeeds!
    Reclaimer sticks around in the centre of the zone.

    The Idrians finally kill Wrongeye. Alas tough.

    The Templar takes some swings at Brine, Reclaimer juggled some spells so without the extra focus he doesn't manage to kill
    the glorious Pig.
    The Choir and book and move up around the Menoth flag.

    Scores stay 4 v 1.



    Merc 6: I've got a definite clock advantage and my model count is becoming a more and more depressing multiple of my control
    points, so lets just try to keep it slowly trucking on.

    Spray Bunny goes way out left, kills some infantry but per average dice doesn't do squat to teh Vengers. This sadly means the
    Driller has to keep them, so Gorten walks backward off the flag to not die to Scourge, he guns downs the Venger that was hiding
    behind the wall.
    Tinker moves into the zone. I cancel his paycheck early.

    Around the Menoth flag, the green Eliminator walks in kills a pair of the choir, sidestpes back to stay contesting the holy flag.
    Brine attacks the Templar, does some more chip damage. Little pig moves to the contest spot behind the forest. Had Rorsh been
    in smoke range I think I easily kill Reclaimer, so that's a self inflicted mistake.

    Scoring is for chumps, so why would we do that?



    Menoth 7: This game was going to long for the phone camera to keep up.
    Scourge kills the Spray Bunny, takes out the Drillers Movement and left arm.
    Cleansers and Idrians swarm around my flag, brutally putting down the Tinker on the way.
    Templar finally puts down Brine. Sweet Bacon, wasted on a sentient artificial war slave.

    Menites score the centre zone with a Domiante, now it's 4 v 3 with Mercs still technically in the lead.



    Merc 7: Ye gods, just kill stuff and desperately contest.
    Last Bunny does an excellent spray, no Knights left on the table and sweet sod all of the Idrians.
    The Driller toes the zone and stays contesting my flag, kills Scourge.
    Gorten actually drops Solid Ground, because knocking down Rhulic models at this point? Go for it. Stays where he is, shoots down
    some Cleansers.

    The Eliminator finishes off the choir, sidesteps up to the hill and contests the zone.
    Rorsh moves out in the open, pew pews the Templar for not much.

    I remain at a tantalising 4, Mercs at 3. Looking bad.


    Menoth 8: This is now the longest Mark 3 game I've had (In rounds at any rate).

    I have no sodding idea what the Templar does. Jiggles a little bit. Menoth starts with a couple minutes this turn, so it's a cram turn.

    The scattered remaining infantry flood around my flag, though none have enough models left to score.

    Clutch play happens, Reclaimer puts Hand of Fate on himself and charges the Driller, easily bins it.

    The Eliminator, whose been on 1 box for.....5 rounds or something? Contests the centre zone and stops the Dominate the zone for
    the win. Menoth hits the clock with 39 seconds to go.



    Merc 8: I've got 10 minutes or so, options are kill the Reclaimer or score my flag. I've got Gorten, a spray Bunny, the hero Eliminator
    and Rorsh.
    There's only four Cleansers contesting my flag at this point, that's a damn sight easier to pop than a caster, regardless of camp.
    Def 11 for the win.
    The Bunny pops three of the Cleansers.
    Gorten walks up to the flag, hits the first handcannon shot and bam, that's the 5th point.


    Alas Game 65, this is my new favourite game of wardollies.
    Not sure my overall approach to this game was spot on. The scoring was fine, but mayhap I gave to much creedence to the "let's not
    kill stuff cause it'll come back" plan. Sacrificing the Gunners essentially stops the potential Venger wipe out, though Dimster is to skilled
    a player to not keep a Venger well safe if they aren't the sacrificial pieces. The Spray Bunnies are to valuable to do the same, plus one
    was Preyed and the moves that deny that ability do stroke something warm and sticky in my brain. I definitely could have kept Ragman
    alive, as he got CRA'd so he should have been placed to Sac Pawn onto Wrongeye, this makes the Templar death likely and means I
    probably win the attrition instead of losing it.

    Candidly, I got lucky twice here with models on two turns on one box sitting around to contest.

    Do needs more games into DS, always down to the wire and now we need a winner for the best of three.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  35. #75
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Two rounds in, three to go, pretty sure I just drained all my fate points.

    Round 3 of Cancon Masters, sure enough Bender's Arse plate has dropped off as the Circle Dodge plan eats itself out of existence.

    Pairing is Una2 and something there to fulfill the two list requirement of the tournament.

    Griffons into a caster with the defensive stats 14/14/15? How about no. I think Gorten can maybe Una at this point? Rockwall
    stops me dying, got at least a couple spray bunnies. I regret the lack of local Circle players to practice into.

    Gorten, Drillers, Gunners, Sprayers, Pigs, Crocs, Eliminators, Acosta, support chumps
    vs
    Una2 - 5x Scarsfell, Rotterhorn, 2x Wolwyrd, Ghetorix, Gorax, Blackclad, Shifting Stones, 2x Sentry Stones, whatever that
    attachment that gives herding/free upkeep


    Scenario is Two Fronts (One day we'll forget it was called Close Quarters)

    Something that is on my side is the terrain. The guts is incredibly open aside from a minute cork hill, both sides get a double trench.
    These things don't matter.
    What it does have is that both sides have a pair of walls, a weird curved one near each flag and a standard one toward the other
    corner.
    Middling useful terrain is a hill on the left flank and a forest on the right.

    I win the roll, given the terrain mirroring and the slow scenario, plus sodding birds, I pick first.



    Merc 1: Woah. That is an ugly table cloth. I remember it not being appetizing, but the photo definitely adds to the puke-consisting-of-snot
    complexion.

    Gorten/Jacks hang on the left to threaten the defensive score, Crocs in the centre to go where needed. Pigs go super right flank to
    hopefully threaten the opposing flag in the distant rounds after Una's feat.

    Across from me is a ye old line of Sentry Stones plus twiggy plebs, then a line of Beasts. One of the left group is the Rotterhorn, the
    Green Pureblood isn't in the list and gets removed shortly, Una central, Ghetorix slightly to the right, Gorax is the cool kid at the back
    of the class.

    Pigs up on the right, prepping to stab the clock.



    Circle 1: Manikins spread out front as you do, then it's a line of Griffons, then Una/Blackclad/Ghetorix.
    Gheto gets Mirage, I think Hand of Fate doesn't happen?




    Merc 2: I measured the Griffons feat turn run and engage. Was super sad.
    One of the Sentry Stones forgot to pop a forest, so at the very least I'll try to kill that damn thing.
    Otherwise plan is to put in a griffon restraining order and keep the things I need alive for my next turn.

    Gunner moves up, one shots the Sentry Stone. Sweet. Other Gunner moves up and tries to pop a Shifting stone. Fails hard.
    Definition of consistency right there.

    Gorten walks as close as he can to the curved wall, gets enough to stop the front landing zone. I then put a wall behind him and put
    some jacks to stop the Griffons getting in on Gorten, my thinking being that if Griffons surround Gorten it dictates to much what board
    edge I have to push.

    I run the Red Eliminators and Acosta, the Kayazy jam on the left most Griffon, Acosta gets just within Vengeance trigger range on the
    left, sadly can't do that and be on the hill.

    Tinker, Spray Bunny and Aiyanna/Holt hang so far back they are embarrassed, pretty impressive for inanimate dollies.

    Ragman/Crocs hang in the trench, Submerge out of habit. Need Ragman further forest to try to put down Death Field, makes the
    POW 10 Sprays a lot better.

    On the right, I run the Green Eliminators behind the wall. I expect they'll die to Mannikin sprays, should they live though they'll hopefully
    be able to get in and pop them, at least slow down the other Sentry wrecking my day.
    The Pigs again move up but stay super flanky, Rorsh goes behind the forest, think he'd either draw three Griffons away or he could do a
    smoke pop escapish deal.



    Circle 2: So....that Griffon the Red Eliminators jammed? Rotterhorn. SMRT to me.
    Rotterhorn squaks, kills one Eliminator, puts the other on a box.
    Una walk to the centre of the double trench, pops feat, tries a shot on Acosta that misses. Already have Vengeance triggered, so he pops
    up on the hill.
    A Griffon then goes in on Acosta, misses his boosted charge so he Dodges up the board to be behind the top left wall. Another Griffon
    runs up to him and blocks.

    Centre wise the Wold Wyrds advance and pew pew down the left Gunner.
    The Gobbers then move between the Wolds and pop down their big cloud, Ghetorix and Gorax stay behind it. Shifting stones jiggle around,
    one goes in front of Una which stops any chance of dragging her in.

    Around Gorten, Three Griffons run up and get in the way.

    On the Circle Defensive flag, the Sentry Stone drains itself boosting Sprays which kills one of the Green Eliminators and damages the other
    Kayazy.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  36. #76
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Merc 3: My win condition was established in the last turn. I've got an easy feat choice and attrition/assassination plays, more
    than that though is that the last turn involved some good tank time for Circle, enough that clock is easily my strongest play.
    My activations only need to be reasonable and timely rather than great (I want to say it was about 45 minutes vs 25).

    The remaining Gunner had gotten somewhat mauled to Griffon attacks, more to the point it was in the way of where I wanted to
    drag, so it moved out and died to freestrikes.

    Gorten then walks around the Griffon in front of him to end up on the left of my flag, in front of the terrain wall, does a gun shot
    to finish off the injured Shifting Stone in front of Una.
    He puts down a new Rockwall in front of him and feat pushes everything on the left eight inches to the right, though I don't get
    Una/Ghetto who are in the trench.
    The three Griffons who were around Gorten get bunched up in a line near the spray bunnies, chocking up on the Green Eliminator
    that I moved into the relevant position.
    The two Griffons on Acosta end up next to the Gobber cloud, the Wolds and other stuff end up next to the Circle flag.

    I then attack the triple Griffin line, Ragman moves up and Deathfield, spreading Dark Shroud through the choke point Eliminator.
    Both Spray Bunnie then move up and hit them, maul the hell out of them though I fell short on killing any. All were missing one or
    two aspects. The last Bunny also kills the Eliminator, was worth it.
    Wrongeye Submerges and camps three, as I suspect he's going to get Griffoned. Snapjaw runs forward, as he'll likely be needed to
    clear out stuff contesting my flag next turn.

    On the right, Aiyanna Stealths, Holt kills a pair of Mannikins.
    Little Pig drops all his Fury and smoke, he goes to behind the forest. brine goes in, eats a manikin, then fluff enough attack rolls that
    I have to max his fury to kill a Wold Wyrd.

    On the very top left, I have my lazy assassination attempt. Una is camping one. The last Red Eliminator walks into the back arc, does a
    pair of stabs, does five points I think.
    Acosta charges her, hits, does 10 points that gets transferred to Ghetorix. Second stab hits, does seven or eight, whatever it is she
    goes to 1 box.



    Circle 3: The Gorax moves up behind Una, in the back of the Red Eliminator, gets the kill.
    A pair of Griffins walk back, with Flank and backstrike the second puts down Acosta.
    Blackclad hunters marks the Driller behind the wall, Ghetorix then charges him, maxes Fury to kill it.
    Three Griffons in front of my trench go, one engages Ragman (No Spirit/Mind, so can't hit him) the other two, also missing aspects,
    go into Wrongeye, draws off a couple fury on transfers and leaves him with a scratch.




    Merc 4: Brine doesn't frenzy, so that's a bonus. Clock game still strong, plan is to be a coward with Gorten and kill some more stuff.

    Gorten just runs backward.

    In front of the trench, Ragman Death Fields again, the Spray Bunnies kill all the Griffons down there.
    Wrongeye then moves up.

    Snapjaw charges Ghetorix, loads up on Fury but sadly falls just shy of killing him. I'd been hoping to get the Driller backward to kill the
    Griffons that come in on Croc stuff, but it's not to be, so he goes in and easily finishes off Ghetto.

    Rorsh gets into the forest, shoots down the Mannikin that spawned.
    Brine goes into the next Wold Wyrd, kills it.



    Circle 4: Griffons come in, they kill the Driller next to Snapjaw, Circle clocks.


    I had 20 minutes remaining, so that worked out. Wrongeye/Ragman/Spray Bunnies probably finish off the remaining Griffons, Gorten can
    walk to the right and extremely safe as the Pigs take over the Circle flag, so overall very content with my position.

    This terrain, scenario and going first felt like a perfect combo for my list into Una, not confident I can replicate a win into rematches.
    We'll get one other chance this weekend, so that'll come up eventually.

    In any event, 3 up! Can only go downhill from here!
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  37. #77
    Warrior
    Join Date
    Aug 2015
    Location
    Hamburg, Germany
    Posts
    54

    Default

    Thanks again. Going first in the last game is sooo important I think. Your game against the HR was impressive. You mentioned that not killing models in the beginning was probably a mistake. How would you approach this game now if I might ask?

  38. #78
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Quote Originally Posted by Gwydion View Post
    How would you approach this game now if I might ask?
    Overall not very differently, the key point here being that there were a lot of attacks I opted not make early on (Gunner shots, both Croc attacks, Pig shots) on the basis of not fueling High Reclaimer on souls or his feat. If I make those attacks and kill said models I suffer a little more from the feat (Greater options, less odds of having to kill his stuff himself), but what it gains me is an increased chance of an early Reclaimer feat. The manner in which I play Gorten, in particular on this scenario, is that I want to feat after my opponent where possible to increase the odds of scoring the friendly flag, there's a distinct possibility that it isn't the best way to play against Reclaimer man, it's simply the best tech I've got at the moment (For a given value of the word "tech").
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  39. #79
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default

    Scenario is Incursion. Nooooooooooooooo!!!!!
    Got to put this scenario down to a player weakness. Or some manner of cure for Gorten mayhap? Then again, something has to
    make up for The Pit.

    My cunning plan of "Dodge Circle" has failed in a pants on head style. Fortunately they weren't my pants and suffered no shame
    by their removal.

    I wasn't in super dodge mode for Ret, though ultimately after Circle they were what I didn't want to run into.

    Naturally, it's Dilsharn. Well, at least it'll definitely be fun.

    It's Rahn and Issyria. Yada yada Thexus oink oink withered corpse stats meep meep Rahn rolling in mud. Gorten again, to, I'm sure,
    your absolute shock.

    Gorten, Crocs, Pigs, Drillers, Bunnies, Support, Eliminators, Acosta
    vs
    Rahn1 (Forges of War) - Helios, Discordia, 2x Chimera, Sylyss, House Shyeel Artificer w/ Hydra, Battle Mittens, 2x House Shyeel
    Magister, 3x Arcanist

    Table is pretty open centrally, it is defined far more by one side having a central forest that would be bad for me. Otherwise that
    forest side has a flank flag with a nearby wall, water near the centre one whilst the right flag has a forest on either side of it.
    Other side has a hill that for some reason looks unappetizing.
    I lose the roll I believe, Ret take first. it's the side without the evil forest for me.



    Ret 1: Ret runs up on their opening turn.

    Around the left flag heads a Chimera and the Mittens. There's then a centre clump, with Hypnos on the left, Discordia, marshalled
    Hydra and the other Chimera on the right. behind that lot is a Magister, Artificer, Rahn, Sylyss and Arcanist. Toward the right flag is
    a magister with no friends.




    Merc 1: So, I avoided saying what my deployment was, principally because it was done in error.

    I had a specific thought as soon as the pairing went out (Rahn vs Gorten turned out to be an accurate assumption) that I needed to
    Gorten safe by plonking him behind the Crocs to stop him getting TK'ed then dragged to death.

    I completely dropped this thought when I deployed. Most of it is fine, the plan is to use feat to push for the centre and right flag while
    Pigs fight out on the left one with suicide contesting Kayazy. Where I've blindsided myself is that I plonked the Crocs centre and
    Gorten on the right, not an insurmountable error but it definitely caused some head slaps and, more importantly, slows the advance of
    a caster who's speed is already lacklustre at best.

    Ergo, Pigs go out left jacks spread between the centre and the right flag, Crocs charge across at the right side magister, allowing Gorten
    to charge up behind them. Submerges happen, Gorten puts up Solid Ground. Another hampering aspect of the matchup was that I feared
    focus fire on Gorten, as his Line of Sight is never blocked, so wanted to camp multiple on him every turn which causes problems for
    Strength of Granite and Rockwalling. solid Ground against the Force Hammer caster also feels like a choice I didn't really get a say in until
    things don't matter on the table (i.e the spell drops when the game is essentially decided).



    Ret 2: The Elves have quite a conservative turn, nearly everything just walks back and does the Thriller dance. With Apparition and Whiplash,
    the right Chimera gets far enough forward to channel a Force hammer that knocks the far right spray bunny into the driller, then back up with
    it's actual movement.
    Force Barrier/Disco's Imprint spring up. I believe I forgot to mention that Hypnos has Polarity Shield on it, and it was driving me nuts trying to
    work out how to deal with it.
    *something* killed one of the Green Eliminators, but I have no idea what it was. probably Disco's spray plus a TK backward.




    Merc 2: Retribution reticence regarding rapacious re-location rears room regards scenario. Sod, ran out of R words.

    Anyway, I can easily spawn a pair of control points off the flank flags, then try to push scenario, I expect Hypnos will go to contest the centre
    and right flag, allowing a Gorten feat to try to push it on the right. if Hypnos doesn't go that way then I have the chance of getting stuff up to
    threaten Hypnos under cover of feat speed restrictions. Hopefully anyway.

    On the right, a Gunner runs tot eh flag. I wanted to use the Spray Bunny (Much less use in the matchup against loads of anti-gun armour,
    Gunner at least forces Shield Guard positions) but alas the Force barrier took out his Cortex. That Spray Bunny instead moves to the right,
    behind one of the forest copses'. Tinker runs to get in position to repair him next turn out of long term planning optimism.

    Centre wise, Gorten tepidly advances behind the Crocs, looks like I kept back out of Hypnos charge range, which curtailed getting the feat threat
    up the board. The Drillers run in front, hopefully threatening something next turn with a drag. ragman/Aiyanna hang back, waiting to pop their
    anti-armour.

    Around the left flag the remaining Green Eliminator runs to score, the Pigs go far left.

    This leaves two Bunnies, some Eliminators and Acosta. I decide to sacrifice them to the scenario plan, hopefully buying time (plus, as always,
    sometimes Acosta is magic). They jam around the Mittens and Hypnos. If Acosta is lucky he might live, the rest are most certainly dead, hopefully
    without Hypnos getting to move though (Mittens have little trouble killing Kayazy in my experience).

    Mercs go to 2 CP.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

  40. #80
    Destroyer of Worlds Angry Norway's Avatar
    Join Date
    Oct 2012
    Location
    Not Norway
    Posts
    2,905

    Default


    Ret 3: Chimeras apparate a little bit.
    The Mitten go, they pin in Acosta using magic bolts kill him and the Eliminators. Sadness.

    Arcanists buff hypnos, Rahn TK's the forward Driller forward and around.
    Hypnos smashes the Bunnies and Driller with punches, I get a sharp reminder that I haven't played this Colossal before as he
    Dual Attacks to shoot Gorten and push him directly back 3 inches. The revelation my caster was getting 1 inch movement a turn
    caused a mental internal replication of what I assume an Agonizers scream is like.
    Disco chills at the back like a bro.
    On the right the Chimera, friendless magister and marshalled Hydra go up to the right flag, kill the Gunner I've got on their.

    Those disasters aside, I thought things where going awesomely. I was going to get a third point, then feat to conjure the winning
    scores in a round, Hypnos push be damned.
    The last Ret activation was the left Chimera, who walks and contests the left flag. Dangit.

    My contesting with the damaged Sprayer at least pays off, as the points go up to 2v1 to me.



    Merc 3: Alright, the plan is having trouble, I'd not accounted for the Driller loss in my attrition arithmetic. Had he been a little further
    back he might have been safe, but ultimately I need to threaten the flags, as Rahn ain't giving me a feat drag line anytime soon.

    Alright, Hypnos isn't in on the left side and Gorten isn't in meaningfull feat range, so we'll score one and limp the dwarf back.

    Left wise, Brine goes in and pops the Chimera and a pair of the Mittens, the Green Eliminator hangs on the flag for the score.

    Aiyana/Holt Stealth, Snapjaw runs up to Hypnos and contests the centre flag.

    Gorten runs up and across, intending to feat clear the right flag in the future, tries to hide between Wrongeye and the Driller.

    Around the actual right flag the Tinker repairs the Bunny, who kills the Magister.

    I go to 3 and resent the turn. Positive Charge was mucking me up to much, Aiyanna should have harmed Hypno, then the Croc and
    Driller should have trampled in and bought attacks to at least damage the git, assuming they were in range.

    Really feeling the effects of the inexperience. Should have had a Bunny behind behind Gorten from the Get go to stop the 3 inch
    push back.



    Ret 4: Hypnos kills Brine and Snapjaw, contests the left zone, shoots Gorten and pushes him away. The Mittens run behind the Colossal in the backfield.
    Discordia goes to the centre flag and Imprints away.
    Rahn and support bros hang out in the backfield.
    On the far right the Artificer, Chimera and Hydra hang around the right flag, kill the SPray Bunny on the way.

    Scores end at 3 all.



    Merc 4: Hypnos isn't going anywhere, need to push for the right flag and Prey and I can somehow wing a 5th point from here.
    Ninja Pig hides behind the wall and contests the left flag.

    Centre flag, Holt contests at a distance, Wrongeye charges Discordia, swings and does some reasonable damage that I wasn't expecting.
    Driller then runs up to a spot, Gorten goes behind him, shoots down the Artificer and pushes the Chimera and Hydra to the right board
    edge and put Discordia into the water, my hope being that the Driller would live and get to pop an opposing heavy. Also ping Hypnos
    with feat.

    Tinker goes to the right flag and scores.

    Gets up to 4 v 3.
    I support non-image bloated signatures. My sense of humour is deficient.
    Post count equates time spent typing online and nothing more.
    My r̶a̶n̶d̶o̶m̶ extremely specific batreps

Page 2 of 3 FirstFirst 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •