Last Thursday I played a 50 point game of Warmachine.
Since both of us are going to a tournament in one month, we were practicing Death Clock a bit.
All in all the game turned out to be a pretty basic tournament game.
Anyway, my list was:
Lord Exhumator Scaverous
- Seether
- Nightwretch
- Ripjaw
Maximum unit of Bane Thralls
Minimum unit of Bile Thralls
Bane Lord Tartarus
Necrotech & Scrap Thrall
Skarlock
2x Warwitch Siren
Iron Lich Overseer
- Harrower
Opponent had:
Siege Brisbane
- Centurion
Rangers Black 13th Strike Team
Maximum unit of Greygore Boomhowler's & Jonas Murdoch
Minimum unit of Horgenhold Forge Guard
Journeyman Warcaster
- Hunter
2x Stormblade Captain
Squire
Eiryss, Mage Hunter of Ios
Professor Pendrake
Reinholdt
Scenario was Outflank, and Cryx started play. First picture is taken from the end of Cryx turn 2, which is a bit of too late. Anyway, what has happened so far: Arcane Shield is on Greygore Boomhowlers, and in the current picture Skarlock has juggled Death Ward from Seether to Scaverous. Last turn Rangers had advanced in a really broad formation to cover most of right control zone. One ranger had come close enough to mark Nightwretch and a couple of bile thralls.
Hunter scored a hit to Nightwretch, but damage roll was quite poor. Cortex went out, though, so the chicken still had head, but wouldn't be running. Then Seether charged one of the rangers, Scaverous advanced where you can see him and killed one ranger with Excarnate. I'm not entirely sure, but this might have been the very first time I did excarnate + bile thrall purge suprise. Broad formation of Rangers protected them from all kinds of spray and AoE attacks, but one well placed bile thrall that essentially appeared 7" from unit leader and then walked 5" cleared all but one of them. Sadly it passed massive casualties test, and in a way a unit of rangers and bile thralls are similar: even with only one member remaining, they're a threat.
Then it's almost game over.
Whatever happened on the left front was pathetic. The lone ranger (well damn. No pun intended) ran in middle of bile thralls and easily within 5" of Scaverous. Hunter takes another shot at Nightwretch, who still endures. Black 13th advance and one of them is in range to shoot at Nightwretch, who still endures, but with only a couple of damage boxes remaining. That was one lucky chicken.
Centurion advances and uses Polarity Field. Siege advances and uses his feat. Reinholdt had reloaded him, and then Siege took two shots at Scaverous. So, there was a very real possibility of Scaverous biting the dust. Again. I don't remember the first damage roll, but the vital statistics were that Scaverous was camping 3 focus and had Death Ward on him. Using some elementary algebra here tells me that the boosted roll must have been exactly 13 on three dice, since last shot would kill Scaverous if it rolled 13 for damage, and I remember Scaverous was left with 5 boxes.
Next attack rolled 11 for damage, so Scaverous was left with only two hit boxes.
But... Scaverous survived. That's what counts.
Since we were trying out Death Clock, there was no time for any kind of running, so this was it. Either Scaverous would kill Siege now, or Cygnar would get a second turn of mauling the poor deader.
Siege was camping 3 focus. It was really annoying that Scaverous had lost both arc nodes, as now I would have to get even more desperate.
But this is how it went: Skarlock activated first and cast Ghost Walk on Scaverous.
Scaverous uses feat and casts Telekinesis on himself. Then he charges Siege, and boosts attack. Charge deals 4 points in. Then Scaverous casts Telekinesis first on Centurion and then on Siege. Then he casts Icy Grip on Siege, buys another attack and boosts damage. This one deals 3 points in.
But the 2" from Telekinesis didn't look like it had brought Siege close enough for two bane thralls to charge.
The one Greygore that was blocking one of the bane thralls was removed by a Seduction from Warwitch Siren. Then the sorry affair that was the whole left flank continues... and continues... and continues.
There was this one trollkin right in front of Harrower that I wanted to go away. Removing him would open up a much better line for Tartarus to come and curse Siege. First Harrower attacks, and the trollkin passes Tough. Harrower takes another attack from marshalling, and the trollkin passes Tough. Iron Lich Overseer activates and rolls enough damage to cause a Tough check. Which is passed.
Running out of options even Necrotech tries to land the final blow to the trollkin, but Pow 10 vs arm 19 is not the best of chances. Necrotech rolls to exactly 19.
Turns out I had been stressing over this way too much, since Tartarus was able to go around other trollkin, and Siege was still clearly within 9" of Tartarus, though it was a clear half an inch and not more.
Anyway, then Bane Thralls get charge order, and two bane thralls with effective MAT 10 from curse and back arc bonus charge def 12 Siege (from Icy Grip). So it was dice -7 from damage rolls, and Siege had 11 hit boxes remaining. Statistically... no big deal. Siege is dead meat. And first attack scores the perfect average, and deals 7 points in. So last attack could even go rather badly. Still I was worried. This was the exact situation where the Curse of Scaverous usually kicks in.
I roll for damage, and there is double 1's, 5 and 4. My heart stopped beating for a second or two. But turns out the roll was just enough to kill Siege, since it dealt four points of damage. And it was the last possible attack I could make, barring one bile thrall purge that might have carried to Siege. Problem was just that Scaverous had Arm 17 and two damage boxes, and he would have been under the purge, too...
But yeah. Pretty standard tournament game. "Hey, a decent chance at assassination! Uh, failed. I guess I die now."
I guess it was good practice, then.
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