Wednesday, June 26, 2019

What do Zombies and Crossbowmen have in common?

Played a 125 point game of Kings of War: Vanguard about a week ago or so.

It was somewhat of a campaign game - I had played the second round of games for the campaign, but opponent had not. This meant my group wouldn't gain or even lose anything by playing these extras.

Twilight Kin vs Undead it was. Scenario was Recover the Plans.

I started by running a Speed 7 blade dancer to spy objective as my first activation. Real plans turned out to be on the extra objective on my side of the board.

I thought I would've had the speed advantage, but I was wrong. Of course it didn't help that opponent rolled 7-8 power per round when I had to struggle with three. So this extra movement ability didn't really cost anything for the undead.

Wraith made a group assault with a ghoul against my Shadow, and somehow didn't kill her. Blade Dancer replies by launching an assault of his own against ghoul, killing it and using follow up move to engage Wraith.

My Executioner charges the Wraith also, and doesn't score even a single wound despite having six dice and lucky charm to boot. Eight hits were caused, and also as many saves by the Wraith.

Then a random chance has Blade Dancer deal a lucky wound to Wraith. But then as equal random chance kills Blade Dancer - a charging zombie (three dice) who hits with 7+ kills Blade Dancer, who even has a re-roll to Nerve test from nearby leader.

Alrighty then. One of these games.

So the answer to title question is: when you see one charging at you, RUN.

It was fourth turn, so my Reaper Guard goes and picks up the plans. Two revenants and a skeleton use this Run + walk with fatigue action maneuver to engage aforementioned Reaper Guard. Next turn. Because it's fifth and possibly last turn, I decided to break out from melee with Reaper Guard by taking three saves. One revenant and the skeleton were fatigued, so wouldn't be coming after me.

Three saves + one melee from Revenant and victory could be mine.

But there were no two 6+ rolls and zero eights in those four dice I used in breaking out.

... ok.

I was three models down, so from now on Twilight Kin would be taking Nerve tests. But since my leader was in melee with two zombies, ghoul and a wraith and my last remaining Shadow was too far to be useful in this situation, I conceded.

Third round games have Kill the Commander scenario and 175 points.

Sunday, June 16, 2019

Captain Night's Whisper

Played a 50 point game of Warmachine earlier this week.

Since I finished painting Captain Aiakos, why not give him a try?

My list:

Captain Aiakos [+29]
- Corruptor [14]
- Nightmare [18]
- Reaper [13]
- Deathripper [6]
- Satyxis Blood Priestess [4]
Black Ogrun Ironmongers [6]
Satyxis Raiders (min) [10]
- Satyxis Raider Sea Witch [4]
Warwitch Siren [1]

And opponent had:

Kaelyssa, the Night's Whisper [+29]
- Banshee [18]
- Chimera [8]
- Manticore [14]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Dahlia Hallyr [17]
Mage Hunter Assassin [4]
Mage Hunter Assassin [4]
Mage Hunter Strike Force (min) [10]


And suddenly, out of the blue, a hard counter for at least Aiakos' feat.

Well, of course charging and assaulting isn't mandatory. Anyway. Scenario was the one from main rulebook where you have three flags in the middle line.

Skarath sprayed Satyxis command attachment dead. Three models were under the template, and despite having def 16 all attacks made by the RAT 6 model hit.

Banshee knocked Reaper over. Reaper had Backlash on it, and then mage hunter strike force started shooting. Main gripe here was that Reaper lost cortex - no walking and harpooning now, under Kaelyssa's feat. This was by far the worst that could happen, and could have been easily avoided by 1) asking the total threat range of Banshee's cannon and 2) measuring distance from Reaper to Banshee.

From then on game was a struggle.

Mage Hunter Assassin one-shotted Deathripper, so no White Squall shenanigans either.

Desperately trying to do at least something Aiakos cast Scything Touch on Satyxis Raiders, who then charged Skarath. Only two got into contact, but they brought it down to five boxes remaining or so. Corruptor probably took a shot at it, too.

Chimera came to finish Reaper, and at the same time it jammed my forces badly.

So I'd be able to kill Chimera with Nightmare, and then receive Banshee shot again along with full volley from Strike Force. No thanks. Need to do something to Chimera.

And oh boy, did I mess that one up.

First Ironmongers activate and put a curse on Chimera. And since they are equal to P+S 12 weapon masters against warjacks, why not take every possible little extra swing at it?

There is one reason, though. For example, not to engage it in melee. Which is exactly what I did, and the Ironmonger attack did not even hit.

Then Corruptor and Aiakos manage to remove Chimera from board, but Nightmare's charge lane was blocked. So it could only charge Manticore that was behind a wall. Succeeded in destroying the myrmidon, though. But it was the Banshee I would have needed. Now it just took a shot at Aiakos and killed him with a damage roll of 5,5,6 with collateral damage or something like that.

Even Tough roll failed. Which is good, because Aiakos was already knocked down from momentum hit. Forgot about that.

It wasn't exactly a promising prospect for my career as an Aiakoneer. But at least it gives some comfort to think that had I not made a few critical mistakes, I would've stood a chance even after losing Reaper so early on.

Tuesday, June 11, 2019

Cribling Settlement

Since the board was already already set up, I started a new solo campaign for Kingdom Death.

This time I do things a little differently.

I'll kick White Lion completely out of rotation. Even tutorial is Gorm, though I use Strange Hand hit location and prologue AI deck. But otherwise Hit Location deck is Gorm's. I won't use Gorm Climate because I'm getting a little tired of it.

Prologue went on like a dream until there was but one AI card left. Up until then no dead survivors, no permanent injuries.

But then survivors started failing their rolls. Survivor who gained the permanent strength died (how else?) and another had his foot dissolved in acid retch.

When a survivor accidentally emptied the AI deck, I couldn't risk it any longer and tossed Gorm dead with Founding Stone. This even yielded Active Thyroid for survivors.

Both Love Juices were drawn. But it wasn't that easy. First roll was a dead mother. A second juice came out as a baby, though, so both principles were triggered on Lantern Year 1. Cannibalize and Protect the Young. Because I really want to see how this combination and Collective Toil would play out.

So, first year hunt is obviously Gorm.

First survivors encounter Mourning Bull.

Now, this is a lesson I learned when I was making the animation.

I took the brain damage in. Well, of course that was a little easier because picking death principle gave all departing survivors +3 insanity.

Next head splitting pain.

Mutna the Mammoth Hunter gains Megalophobia disorder.

Slass had a danger seizure and dealt one point of damage to his body, and gained +2 insanity and became Prey.

Ines and Ytiro both have their insanity dropped to zero, which already was such.

Gorm walked a little closer, and showdown was ready to begin.

First time ever Resin Dung Ball made it's appearance in a showdown. There was also another batch of Tall Grass.

Gorm draws Thunder Foot, and then performs body check on Ines, who in turn lobs Founding Stone at the beast. My rationale here was to hope for a good critical that would ease the remainder of the showdown - as well as to get rid of Thunder Foot rather sooner than later.

Critical it was, but with no permanent effects. Gorm was knocked down, which resulted in four wounds on turn 1. I'd have been excited if prologue hadn't been that fresh in my memory.

Gorm starts hiccuping, which was exactly the bad news I was afraid of. All survivors were adjacent to Gorm. Only two got knocked down which was a relief.

Ytiro scores a critical wound with Bone Axe after Ines encourages him.

That was the extent of survivors' luck. Gorm starts rampaging, and kills Molvaneus right away. Well, he was the Prey after all. Ines barely survives the following Basic Action, and next when Ytiro fails to connect his axe to Gorm, Ines takes some bile from a retch. This causes a heavy injury to body. Only Mutna is left to act, and I really, really need to remove that Rampaging from top of AI deck. Mutna throws Founding Stone at the beast and scores a wound.

So many wasted Founding Stones.

Next Gorm strobes a little. Phew. Three cards left in AI deck. Thunder Foot, Strobe and Body Check. No too bad.

Year 2

Settlement event is Heat Wave.

First Speaker is nominated to become the Voice of Reason, but he just loses his jaw.

I'm concerned about the state of settlement's resources.

Only bone resource I received had to be used on innovation (which was Paint, by the way, so yay for that.)

Sure I got good tools, but none which would actually kill a Gorm. Full rawhide set, stone noses and fecal salve are all good. But one survivor has to go completely unarmed to the fight.

Cahrun, Hta, Ytiro and Ines set out for Lantern Year 2 hunt.

Mourning Bull wrecks everyone's brain again, and a sportsman mutters some careless whispers. But then things got... interesting. Very interesting indeed. Mask Salesman turned up and offered Death Mask for Bone Axe wielding Ytiro. Will he be able to carry the showdown with +4 luck and -4 to severe injury rolls?

Maybe. Portents at least were promising when Dead Monster and Nightmare Tree were random terrains. Ytiro would be able to strike at least twice before dying.

Well, he took a swing. Failed to wound on a reaction that caused Basic Action. This didn't call for severe injuries just yet, but it was a demoralizing start.

There was probably a forest growing on my face from all the face palms I planted there. It wasn't until fourth round when Ytiro finally scored first two wounds. Even there results were seemingly mocking. Ytiro wounds Gorm on 5+ and scores a critical hit on 6+, so obviously damage came from double fives. Oh well.

Progress was excruciating. Gorm wasn't all that adept in dealing damage either, but time was on Gorm's side.

Survivors had dealt a total of four damage when Strobe came up. Mourning Bull had indeed destroyed the brains of survivors - only Ines had a point of insanity from Stone Noses.

Hta frenzied, Cahrun fleed and Ytiro...

Ytiro died.

Yeah.

During whole showdown Ytiro scored no critical wounds despite having +4 luck. And he did not roll even a single severe injury with that -4 penalty - it was a straight up death from mortal terror. Makes me wonder if Death Mask was actually just an illusion.

Other survivors took the hint and started to wound the beast. But every remaining survivor had heavy injury levels - Cahrun sported with every single hit location having either light or heavy injury level. She was the next to die. Not that she was able to contribute much anyway - she had to use settlement's last Founding Stone to get rid of Rampaging.

But this happened when there was two AI cards left. Aggravated Bite and Body Check. Not too bad at all.

And without much of a hassle survivors dispatched those AI card. But then something happened.

For many turns survivors were not able to score a single hit - even Hta with frenzied Bone Darts was unable to do anything from Gorm's blind spot.

And when he finally did, it was Lure Paroxysm. Second time during showdown. It think Cahrun actually died to the last Paroxysm.

Killing Blow didn't come from a Strength 4 bone dart. No, it was Ines' desperate clawing with bare hands. With a critical strike.

I did get around twelve resources, though. But I count the corpses of Cahrun and Ytiro to this figure.

Year 3

Joyfully survivors return to settlement. Player wasn't all that joyful when he found out Hta had developed an unnatural hunger for the skulls of fellow humans. Skull Eater on year three and upcoming Murder on year four.

And when I do a tally of the resources, I notice I'm starved of bones again. Did Hta eat them all or what? Well, I got the resources to innovate Ammonia and make Gaxe and Rib Blade, plus bandages. It's something, but somehow it looks like I'm not going to make Gorment Suit anytime soon...

Hooded Knight promises to teach fighting arts for a hefty price tag. A Love Juice gives settlement twins, so status quo remains.

Hta uses shared experience to talk to Tonrun about things to come. Plan is if they both survive until the start of next year.

And Hta, Arb, Cahlona and Tonrun arm themselves for Lantern Year 3 hunt. I'm not giving up on Gorm. I want some armor, gosh and darn.

Flatter Earth has survivors lose their trail. It Whispers Your Name is the first event rolled, and since there indeed is a survivor with Marrow Hunger, he gains +1 permanent strength. And Murder is already on the timeline next year. Ha.

After hearing her name, Cahlona also finds the Portcullis Key. I could be wrong, but I believe this is first time I gain it.

Sportsman offers his advice again, and then a cloaked stranger teaches Cahlona the skill of Iron Will.

Which might have been nice, but now survivors start showdown with zero survival. Except for Tonrun, who has stone noses.

Gorm starts with... Strobe.

Only Cahlona doesn't fall, and that's because she has Iron Will. She proceeds to Gorm's blind spot and draws first blood.

Gorm wallops her back.

Arb takes a swing with Gaxe and triggers Lure Paroxysm. Didn't this just start great?

No survivors died yet. And Cahlona gives a critical wound and severs one of Gorm's kidneys.

Hta doesn't want to be any worse, and attacks with Bone Axe. Without Luck doing exactly what Ytiro should have done with +4 luck. Three wounds with one attack.

Gorm throws a fit and gets Posturing Piss, Thunder Foot and Back Slap all in one turn. This piss thing here is especially ironic, as I just innovated Ammonia. Which I could now have gained just by killing Gorm.

Settlement event is Heat Wave again, and fortunately I have no heavy gear just yet. I did get some resources to make them, so... it ain't going to be. Can't depart with heavy gear either.

Tonrun and Hta are both killed as a result of murder. Well this at least gave the settlement Love Juice.

Tondelone, the grieving First Father drank the juice and breathed in some fumes from heat wave, and all this together blessed him and the mother Iniro with Murdejy and Fumelia. Steady population of ten remains.

Settlement innovates Inner Lantern, and since there is not much use in saving the resources or developing heavy items, settlement gains: Healing Potion (just one away from Wisdom Potion. Sigh.) Knuckle Shield, Rawhide Headband and Vest, additional Monster Grease and extra noses.

So.

Next time around it'll be Butcher, then.

Wednesday, June 5, 2019

A riddle: what does Burk and Bob have in common?

It's lantern year twelve, and people of Burkstad set out to hunt a level 2 Flower Knight.

Since we've had a tendency of losing our most promising survivors, we pretty much had only Bob II with any character progression at all. Surrelia Cohen had a little experience and accuracy, so she wielded bow. So she could start mastering it. Tourneghulle the red savior and Cohenia Cohen were the remaining party members.

Hunt went fine enough. Survivors chased Gregalope successfully, lost a piece of clothing and suffer a heat exhaustion and listen to a wailing smoke. Nothing definitely good happened, but there were no catastrophes either.

Flower Knight starts with Nature's Reflection, which gives survivors opportunity to lure the knight out of the ring.

Surrelia manages to shoot Clawhead Arrow in, and nearly for the remainder of showdown she had to patch up bleeding survivors - sometimes spending both act and surge to use bandages. Now and then she did take a look at hit location deck with Cat Eye Circlet.

Bob makes impressive effort with his bare fist. Only one bare fist, since he had tried to pick something from the bottom of a pool he had found during hunt. Turned out it was the pool that picked his hand as a trophy instead.

It was the Flower Knight that gained insanity every time Bob picked it as a target.

But I reveal the solution to riddle now.

Answer is: both of them are dead.

Double hit to head location with two damage from monster reaction. Any other location and only a heavy injury level would've been caused, but this called for a severe injury roll. Which was a head explosion.

But once again when The Ultimate Sacrifice had been made, confusing things started to happen. I mean, they were benefiting survivors. Tourneghulle and Cohenia started to injure Flower Knight fairly reliably, and Tourneghulle even got Fencing secret fighting art on first try. Surrelia also shot a wound in, making her eligible for weapon proficiency.

Cohenia had, what, three hit locations at heavy injury levels and had also chewed some Dried Acanthus.

All survivors had only one point or less survival left.

But we did it. Survivors were victorious.

Cohenia had dealt the killing blow. Surrelia had spent at least 90% of her time using bandages. Who had actually done more for the victory? Who was to be praised? It was time for some rivalry. Surrelia and Cohenia beat each other witless. Neither would depart this lantern year. So it was perfect time to set up a duel.

Which results in Surrelia and Cohenia to become partners. Well, they did have the same family name anyway.

So, settlement also gained Partnership innovation.

Hands of Heat makes every resource count - but we did pull out a leather shield, skull helm and innovated Shrine.

Vladimir and Igorina make a baby whom they name Vladimirana.

Population is back to nine.

Now we only need a firm Hand shake. It's rather unfortunate we lost our Extra Sense survivor.

Since only Tourneghulle has the strength to injury The Hand, and only if he picks far too many hunt experience in the process, we'll probably try to survive Hand's visit. Is it an utter slaughter, or a chance to get +1 permanent accuracy, strength and evasion?

We'll see some other time.


Burkstad

Population: 9

Principles:
Protect the Young
Graves
Barbaric


Innovations:
Language
Hovel
Ammonia
Bed
Nigredo
Symposium
Paint
Family
Bloodletting
Inner Lantern
Cooking
Sculpture
Partnership
Shrine


+Guidepost

Locations:
Lantern Hoard
Bone Smith
Skinnery
Organ Grinder
Catarium
Gormchymist
Gormery
Weapon Crafter
Leather Worker

Gear:
2x Cloth
3x Stone Noses
Full Rawhide Set
1x rawhide vest, 1x Rawhide Gloves
Gorment Boots
2x Skull Helm
Bone Dagger
Bone Darts
Rib Blade
Greater Gaxe
Leather Shield
Cat Eye Circlet
2x Monster Grease
Lucky Charm
Monster Tooth Necklace
Bandages
Catgut Bow + Claw Head Arrow
White Lion Coat, White Lion Gloves
Scrap Sword
Flower Knight Badge



Resources:
12x Nope.