Thursday, January 31, 2019

Totem vs Hunter


A week and a half ago or so I played a 50 point game of Warmachine.

My list was:

Lord Arbiter Hexeris
- Agonizer
- Aradus Sentinel
- Bronzeback Titan
- 2x Reptile Hound
Saxon Orrik
Totem Hunter
Venator Dakar
Legends of Halaak
Swamp Gobber Bellows Crew
Venator Slingers (min)

Opponent had:

Kaya the Wildborne
- Feral Warpwolf
- Pureblood Warpwolf
- Druid Wilder
Lord of the Feast
Rorsh
Totem Hunter
Gatorman Posse (max)
Swamp Gobber Bellows Crew

Scenario was from main rulebook, the one with side deployment area.

So we both had Swamp Gobbers and Totem Hunter. I have to give a little spoiler that Swamp Gobbers did not fight each other, but since opponent's Totem Hunter selected my Totem Hunter as it's prey, I felt like I needed to answer the challenge. My Totem Hunter picked opponent's Totem Hunter for prey.

Lord of the Feast was able to reach Venator Dakar early on. Dakar and a swamp gobber got killed in the process, and the solo was engaging Hexeris.

Gatorman Posse and Legends of Halaak (who have Cloak of Ash on them) tie each other up for most of the game.

Reptile Hounds try to attack Feral Warpwolf, but they didn't do anything spectacular. Sure I would have liked some Beast Handlers here. Aradus Sentinel succeeds to shoot a Swamp Gobber dead so it wouldn't score a point from flag. Being an old school scenario, game would end once a player gets fourth point. Oh, and the Ancestral Guardian is the flag on Skorne side of the board.

It takes most (if not all) of Hexeris' fury to kill Lord of the Feast.

Totem Hunters are both hesitant to engage. They're just eyeballing each others' cowardice.

Brine doesn't kill Aradus and Pureblood Warpwolf doesn't kill Bronzeback Titan. And thanks to some miracle, Feral Warpwolf does not kill both Reptile Hounds. But opponent starts scoring scenario points.

Bronzeback breaks Pureblood.

Reptile Hound takes a free strike from Feral Warpwolf, which ends it's life. I tried to get it to gain back strike bonus for channeling Hexeris.

But still. Feral Warpwolf is on maximum fury. Kaya has no transfer targets.

Hexeris charges Brine and receives back strike bonus against Feral Warpwolf. Kaya is within 4" of it and closest target, so Hexeris starts shooting Ashes to Ashes on it. But it's too difficult to land any 5's on two dice. He wasted his feat, and cast Cloak of Ash on himself. With one or two transfers he'd have to take whatever Circle would be able to throw at him.

Aradus takes out Brine, and my Totem Hunter breaks the silence between the two. It charges Feral Warpwolf, now being easily within charge range of Totem Hunter on Circle's side.

Rorsh and Swamp Gobber try to soften up Hexeris before Kaya charges and starts to hit Hexeris with a stick. And many a time he got the stick, but it ain't what broke Hexeris' bones. Feat later Hexeris had three or so wound boxes remaining.

Circle Totem Hunter charges Skorne Totem Hunter and misses with charge attack. Still it was the prey target, and had to survive enhanced buckler attack. Which it did. Now at least Warpwolf needed to take a free strike to get to Hexeris.

Feral Warpwolf warped for armor, which meant that it needed to receive a damage roll of at least 5,5,6 from Skorne Totem Hunter to die from free strike. Which is what Totem Hunter rolled.

... This Skorne luck I've been having has to end one day, but this game was not that day. Druid Wilder and one member of Gatorman Posse still tried to take swings at Hexeris, but either did not reach target or missed.

Hexeris starts sticking Kaya, but returns the favor in not being able to kill opposing warcaster.

Bronzeback smashes the enemy Totem Hunter dead, and Kaya becomes new prey target for the last remaining Totem Hunter, who then charges Kaya and kills her with charge attack.

Wednesday, January 23, 2019

The Light Dims

It's Lantern Year 24, and Sanurinn Pool is attacked by The Hand's bodyguard, King's Man.

Sacrala, Lavias, Spenaccio and Halyran are there to defend their home.

Spenaccio strikes true, but his blows only break through spots that had stored pressure and acid acid. Trap was drawn twice in one round.

Lavias misses both special arrows, and it feels like Butcher level 3 all over again. And while survivors were fairly immune to King's Man's attacks, Silent Hymn was stacking up.

It was not until third turn when Halyran inflicted four wounds, followed by Sacrala who landed a hit on regal back. She gained a point of evasion.

Spenaccio becomes the target for Hook & Pull, which was the only real damage for survivors this far. But thanks to the attack Spenaccio was now within attack range even if movement had already fallen to 1 space per move. Attack hit but did not deal damage. Reflex had King's Man take two steps back, and now it was within attack range of Sacrala if she dashed.

It was a good dash because it managed to deal eight wounds.

Then Silent Hymn had three out of four survivors at the nightmarish twilight between sleep and wake.

Sacrala and Spenaccio have seizures. Sacrala stops to believe in the protective nature of leylines. She needs body armor, that's her weak spot. Spenaccio dreams of a giant beast stepping on him, crushing him. This makes him megalophobic. Halyran receives clarity, and realizes cleanliness is the best form of protection in this disgusting world. He received squeamish disorder.

Clarity was a bad result as it robbed Halyran from all survival. But King's Man had only three cards left in AI deck.

Spenaccio prays the sun and scores one damaging hit, which brings King's Man to two wounds remaining.

Halyran had natural strength and strength from equipment equal to 14, so he would injure King's Man on a roll of 4+ if not in blind spot. His attack speed with shield was four. More than acceptable probability, so he attacks. He scores three hits and inflicts a wound.

Second hit location fails to wound and has a reflex that backs King's Man two spaces. Not a problem, as Halyran had King's Step and was able to join the dance pattern.

What was a problem was Spenaccio in King's Man's blind spot. The only time Spenaccio succeeded with 6+ roll with Amber Poleaxe happened now.

King's Man impaled itself to the spear and cursed blood sprayed all over Spenaccio, afflicting him with King's Curse.

Year 25

The big year adds another element that has been falling from the sky. Worm white shreds that resemble either brain cells or silk threads made slow descend.

It must have been remains of a cocoon from a sun that had hatched high up in the sky. Sticky mess is all over the settlement, making it difficult to even move.

Event was Silk Storm.

No better time than this to innovate Choreia. Steaming the webs did not help in getting rid of them, but at least Sauna Shrine was a success.

Most of the nine endeavors I had were spent on curing Squeamish from Halyran. It took many so many attempts and even caused intracranial hemorrhage in the process, that also needed cure. But eventually Chilons succeeded in ruining Halyran's sense of smell.

Showdown

Sacrala, Sanorad, Halyran and Lavias happen to be taking a stroll outside when it happens: sun falls down from sky, hell-bent on devouring the settlement as a whole. At first, survivors don't even see what is attacking them. Red and green light scorch survivors, who huddle together to offer at least a little shade for each other. Speaking of shades, shadows are moving unnaturally and seem aggressive. Before they get too close Sacrala, Halyran and Sanorad each kill one - which is a good indicative that things are even more less right. Usually shadows don't die when you poke them with a weapon.

Lavias is the first to see the Great Devourer through Necromancer's Eye. She sees vomit kaleidoscope in the near vicinity. As well as a slowly creeping tentacle, which is shot off with Deathpack.

Turn 2

Dazzling beam is following Halyran no matter where he attempts to run and hide. It's no ordinary light, as it leaves a smoldering crater right next to Halyran.

Lavias prays to the sun for her Clawhead Arrow to hit and inflict damage perhaps twice with Legendary Lungs. But sun doesn't answer. After all it's standing there in plain sight, trying to devour everyone in Sanurinn Pool.

Halyran triggers Vomit Kaleidoscope and survives, though his regal gear sizzles and bubbles. Light capable of melting metal.

Turn 3

Oversaturation from aforementioned kaleidoscope bashes down Sacrala, Halyran and Sanorad. Light just keeps intensifying. Lavias tries to guide survivors who can't see anything with Necromancer's eye. Halyran swings his Knuckle Shield blindly in the blinding direction and deals four wounds in to Sunstalker - first damage from actual attacks, in fact. The attack hits prismatic handed fin, which sends Halyran flying, canceling remains of his attack.

Sanorad sees Halyran attacking something, and follows his example. Two more wounds to the devourer. Sacrala is occupied with the shades.

Turn 4

Slowly accumulating wounds have finally caught Great Devourer's attention. It turns and stares Sanorad, knocking her down with massive amounts of brain damage and a point of damage that ignores armor to every hit location.

Lavias let's go of taking peeks into future and shoots a volley of arrows with Catgut Bow with God's String attached. She prays for the Sun, who doesn't respond. But she finds the fiery conviction from inside of herself and deals six wounds to Sunstalker.

Sanorad succeeds to land two more. I get excited, as with a little luck I might be able to win - there were only three cards in AI deck. Only two wounds with the prayer, and it's a win.

Halyran prays to the sun and dashes to Sunstalker.

He scores only two hits on four tries despite hitting on 3+, but that's just enough and at least has minimal chance for drawing trap.

But the trap was within next two locations.

Kaleidoscope, again. This time far more devastating.

Lavias loses her source of shadow. Sanorad receives two bleed tokens from severe injury to body.

Halyran is tough. But not tough enough to make it through a stroboscope. First severe injury deals killing blow to him. And the trap emptied Solar Track, so survivors still had five wounds to chew through.

Sacrala dashes to Sunstalker's blind spot and prays.

Four attacks score three hits, which is enough to kill the Great Devourer. Being a child of the sun, her whip is Sharp and she has astounding amount of strength anyway thanks to her whip mastery.

However, last wound attempt was a "1". Sacrala had tried to pierce Sunstalker's heart, but failed. Sacrala is knocked back and takes five damage to only hit location that could not take it. And severe injury roll killed her. Except it just drained her life elixir.

Turn 5

Then I notice I've been playing this showdown with incorrect Toughness on the Great Devourer. Luckily only once I had rolled exactly 17 for wound attempt, so I re-took two cards from wound stack back to Devourer's AI deck.

Ironically Lavias scores only one hit, which scores two wounds. Would've been enough.

Dazzling Beam is on Solar Track, so Sunstalker has no cards in AI deck any more.

Hoping for a Timeless Strike from Counter-Weighted Axe, Sanorad attacks.

No timeless strikes here, only vomit kaleidoscope. But Sanorad has no metal armor that would have cooked her inside as happened with Halyran, and she survives. But it reset's Dazzling Beam again.

Sacrala dashes and attacks. She can't get into shadow, but that has no consequences, because from her three attacks, third location is...

...

...

Vomit kaleidoscope.

Well, at least it's dealing damage to only one hit location now.

Sanorad is disemboweled and Sacrala loses all armor and injury levels in her arms.


Turn 6

Sunstalker shoots Lavias with Dazzling Beam, which gives dizzying worm trauma.

And finally, Necromancer puts end to the showdown, killing Sunstalker. Heroic survivors of Sanurinn Pool managed to defend themselves from their voracious god.

Too bad most monsters had been scared to wander too close to the birthplace of this horrifying creature.

It's possible the Sun awoke because it noticed how humans were leeching it's power in the form of praying.

Whatever the case, settlement was doomed from now on, when endless wave of hungry monsters started nearing Sanurinn Pool.

So, I dislike these "game over" endings. I'm continuing campaign until defeat, with the rules from old version of Exhausted Lantern Hoard.

Since their god had died, I'm also removing Sun Language and Hands of the Sun innovations. And to wrap this thing up the write-ups are going to be short. As in: really short.


Year 26

Now that the unbearable source of light is gone from the sky, another one dares to approach.

Level 3 Gorm has made it's way into Sanurinn Pool.


Chiloresc, Parkara, Cratera and Lavias take on the mighty beast.

Parkara was disemboweled and suffered broken rib. Cratera was enriched with broken pelvis and broken rib and Lavias retired. Chiloresc had not don God Mask and the Sun had died, so it kind of makes sense that he got killed.

It was a struggle, though. A normal hunt would have most likely ended with four dead survivors. And it was Lavias who did most of the job here. Out of 20 wounds she dealt around fourteen. Legendary Lungs bow master on top of Giant Stone Face is a force to be reckoned with.

Year 27

Second challenge year is Spidicules.

+4 speed and +4 to damage was excruciating fight. Not to mention how you can get a maximum of only a couple damage points in to Spidicules per turn if you don't have plenty of spears and ranged weapons.

Lyrna, Sanorad, Klenovar and Spiress did their best. Showdown lasted well over ten turns and was hinging on the verge of defeat from, what, turn three. And yet miracles were happening for both sides. All but guaranteed attacks failed for survivors, and when they should not have made it, someone pulled it through.

Year 25 had the silk storm. It was the first wave of this assault that drowned Sanurinn Pool in spiders.

And Spidicules had zero cards left in it's AI deck.




Well then.

I doubt I'll play another People of the Sun any time soon.

Sure it was quite an experience. Absurd power trip, even. I believe that's thanks to changes in Survival of the Fittest. That extra evasion and re-roll function even better in People of the Sun than in the original campaign. For a long time I played Devastating wrong, even. I thought it triggered only once per attack instead of every time you wound. So early game would have been even easier.

Astonishing success gave so many possibilities that it eventually felt like a burden. Judging from this one experience only, it seems like late game goes even slower in People of the Sun. So finally having settlement destroyed carries a sense of relief in it.

Phew.

Friday, January 18, 2019

Burkstad 4-5

Misery continues to flourish and grow in Burkstad.

Butcher arrived, and survivors were somehow, well, surviving for quite a while in this fight. It did not seem impossible at first, but then settlement's murderous champion (named Murderer) got Controlophobia disorder. Which often is a non-disorder that does not affect anything at all.

Murderer was even hiding behind Butcher's back when it was his turn being monster controller. The amount of bad luck here was absurd. I mean, Controlophobia is active only on one turn in four. Then, Murderer draws Lantern Frenzy, and one out of four random possibilities, target was him. So now he was receiving double damage and was priority target that cannot be removed for any reason.

But hey, he had our best armor and +2 evasion from gear. This battle might still be doable if next AI card would be some of the nicer ones. But it was Hack City on the turn when he received double damage.

At least Murderer did not have to suffer for long, because he rolled 1 on the first severe injury roll he had to make.

By this time we had whittled Butcher to about five or four AI cards remaining. We had our chances to remove Hack City and Lantern Frenzy from the deck, but that would have been too easy, now wouldn't it?

In fact, Hack City got drawn again on the very next turn. Our Catgut Bow wielding survivor endured through the attack, but coming next was Lantern Frenzy. And it targeted the bow wielder.

That's it. Abort mission. She makes the sacrifice and lures Butcher into darkness, dying in the process and making settlement lose Catgut Bow and associated arrows.

Settlement event is Stranger in the Dark.

Dhilhe, with the Twilight Sword, approaches this stranger. And dies instantly. Come on, Butcher. We can all see through your disguise. You can leave now. You had your harvest.

Population is down to three survivors remaining. But at least we had six endeavors to spend on auguries, and Bob had become a matchmaker so we had at least one guaranteed intimacy.

Bob is quickly becoming the hero of Burkstad. Not only through his advice and practical tips were twins Trevor and Gheb are born, but he also gains Red Fist secret fighting art from Hands of Heat.

One successful augury also blessed settlement with Gwen, who had +1 permanent strength. So at least Burkstad was back to population of six.

Since we had lost Catgut Bow, next quarry was White Lion.

There was also this fact that, when counting gear, we noticed that settlement had no weapons other than Rib Blade. Bone Blade had been smashed during Butcher fight, Catgut Bow disappeared into darkness along with the sacrifice and Twilight Sword disappeared when Dhilhe's lantern was extinguished.

Hunt Phase was surprisingly positive. Survivors gained a total of +2 understanding during it, and cancer pigeons did not reach anyone.

And after the utter devastation that had happened during Butcher fight was a fading memory, when survivors perform - with pretty much only fist and tooth - the most successful turn in this campaign until now. A total of four wounds were inflicted on second or third turn of the game.

Even AI deck had been warded from any of the scarier cards. Both Size Ups were there and Terrifying Roar, too, when White Lion could not reach any survivors after bellowing.

In fact the Hit Location reactions were more threatening. Threatening to the point where they killed survivors. Lion slapped three damage points to Gwen on naked location, and severe injury roll was a 2. And she had had Rib Blade.

Remaining three did not have any weapons.

However, Bob's fist was red enough to win the day. We even received resources to re-build the lost bow.

Settlement event is Glossolalia, and Trevor invents new language.

Armored Strangers offer some pity for Burkstad, which is again down to population of five.

A crone offers Warm Virus Flower for Bob, so we may soon see a fight against Flower Knight. Especially when we luck out many times in rapid succession - Finally we receive Paint from innovation deck. Love Juice makes one Gwennyth, and Bob's matchmaking abilities lead to Ghentavi being born.

Clarita spends quite a few endeavors at Augury to receive third Understanding to become a tinker. This eventually succeeds, but not before Burkstad gains another blue savior called Tarantinho.

Population had bloomed back to eight, which had not been the case since day 1.

Year six hunt is probably going to be the Flower Knight, because that's how much Burkstad needs Bob. Or at least his fist.

Burkstad

Population: 8

Principles:
Protect the Young
Graves

Innovations:
Language
Hovel
Ammonia
Bed
Nigredo
Symposium
Paint

Locations:
Lantern Hoard
Bone Smith
Skinnery
Organ Grinder
Catarium
Gormchymist
Gormery

Gear:
3x Cloth
3x Stone Noses
Full Rawhide Set
1x Rawhide Gloves
Skull Helm
Rib Blade
Cat Eye Circlet
2x Monster Grease
Bandages
Catgut Bow + Claw Head Arrow
White Lion Coat
Bone Dagger
Sleeping Virus Bob


Resources:
???

Memory lapse

Well I completely forgot about this one, didn't I?

It's the traditional small Christmas game of Warmachine, which was played exactly on the 24th.


My list was:

Asphyxious the Hellbringer
- Malice
- 2x Helldiver
Bloat Thrall
Scrap Thralls

Opponent had:

Reznik1
- Crusader
- Castigator
- Repenter
Unit of Knights Exemplar
Wrack

Now, opponent used mk2 card for Crusader so he gained a few extra points. Whoopsie.

But I suppose anything goes on a board that has line of Skinks for a linear obstacle.

Game was short, as 10 point games tend to be. Malice failed to break anything of importance from Crusader, which obviously meant the end of Malice. But it did, at least, require Reznik to come and finish it.

Now Reznik was close enough for Asphyxious to charge, and it was post-feat turn for me anyway. Reznik had three or so focus points to remove damage, so it wasn't a guaranteed kill even if Asphyxious had about 13 focus points.

Assassination was around three damage points short, so even corrosion that Bloat Thrall had managed to land on him wasn't enough.

Asphyxious went all kinds of deader next.