Wednesday, July 31, 2019

Ropecon 2019 Steamroller

Here's the games from Ropecon Steamroller tournament.

Only two days prior to the tournament the rules changed to use Oblivion update instead. It went fine as far as I can tell, but because of this I'm not even trying to put together opposing lists. The hassle of rule update in middle of event had TO to let in themes both from Oblivion and pre-Oblivion.


My lists:

[Theme] Black Industries
[Scaverous 1] Lord Exhumator Scaverous [+27]
- Corruptor [14]
- Deathripper [6]
- Deathripper [6]
- Inflictor [13]
- The Withershadow Combine [9]
Aiakos, Scourge of the Meredius [0(4)]
- Reaper [13]
Darragh Wrathe [9]
Necrotech [2]
Pistol Wraith [0(5)]
Soul Trapper [1]
Warwitch Siren [4]
Warwitch Siren [4]
Mechanithralls (min) [6]
- Brute Thrall (3) [0(6)]
Wraith Engine [15]


[Theme] Scourge of the Broken Coast
[Goreshade 1] Goreshade the Bastard [+27]
- Harrower [16]
- Helldiver [6]
- Leviathan [16]
- Reaper [13]
- Seether [13]
- Stalker [8]
- Satyxis Blood Priestess [0(4)]
Axiara Wraithblade [0(6)]
Satyxis Raider Captain [0(4)]
Warwitch Siren [4]
Black Ogrun Ironmongers [6]
Satyxis Raiders (max) [16]
- Satyxis Raider Sea Witch [4]


Game 1:
First game was against Circle Orboros. Tharn theme with Iona.

It was a brutal and mostly one-sided game. I probably picked the wrong list here anyway.

As I was still thinking Bloodweavers had Dispel as one of their attack options, I didn't slap Death Ward on Wraith Engine. Since it wasn't warded against death, five ambushing Bloodweavers destroyed Wraith Engine from full hit boxes down to zero. Two of them also charged a Deathripper and destroyed it. At least it eases my pain a little that when you consider how Bloodweavers were rolling the dice, it would've mattered little if Wraith Engine would've had Death Ward on.

Wolf Rider Champion single-handedly breaks Movement system off from Reaper - after it had missed twice with harpoon attack.

Another Wolf Rider Champion puts a heavy dent on Inflictor. Some system broke. It even had Death Ward on. However, having a broken system was on me. I forgot I could've decided the column.

But it's rare to see dice that are on fire like this. I suppose it's bound to happen sooner or later.

I spent quite a bit of time trying to figure out a way to assassinate Iona. Getting node close enough to cast Telekinesis on her as well as three Brute Thralls, but the arc node I would've needed went down with two charging Bloodweavers. I measured if I'd be able to get a node via Corruptor shot, but I couldn't see that far to the forest anyway.

I just did not know what to do, so I tried to stack some souls on Scaverous and wait for a turn and hope opponent makes a small positioning mistake. But opponent scored a point with Iona on my turn, and then four from both circular zones, flag and destroying my objective.

Not my most magnificent game.

Game 2:

Second game was against Khador, Vlad2.

Table was a nightmare to all but Dark Host. Which I didn't play.

I picked Goreshade as my list, as I thought I might be able to hit Vlad's feated models with Gang Fighter.

Opponent did have Greylord Adjunct to offer Behemoth Eyeless Sight turn after turn. This mitigated my Shadowmancer quite a bit. Also Vlad being able to upkeep two spells for free made Lamentation lackluster.

I thought I had placed Helldiver to wrong side of the board. So it was by accident that I had a contestant on rectangular zone on my right.

Vlad uses his feat on five models - both Eliminator units and a lone Kayazy assassin. Eliminators on right just ran to engage my Warwitch Siren. River being rough terrain robbed them of their charge.

Another unit came to tie up Satyxis. And did they tie up Satyxis. Kayazy Assassins attacked Harrower, that had been seriously damaged by Behemoth already. But Harrower didn't die, it just lost Cortex.

Cryx managed to clear all the assassins from circular zone and contest rectangular zone on right with Helldiver that popped up.

Satyxis Raiders, Axiara and Satyxis Captain all tried to do some damage in to Eliminators on left, and succeeded. Just to deal random damage points in. Not to kill anyone.

Yuri the Axe charges from woods and kills a bunch of Satyxis Raiders. Eliminators continue to kill them. Marauder cannot charge contesting Helldiver, so it positions itself so that next turn Helldiver won't be able to contest and be outside of Marauder's threat range. Warwitch Siren dies to another unit of Eliminators and I'm left with few warjacks that are seriously damaged.

Thanks to some lucky rolls I clear the circular zone with ease. Axiara Wraithblade runs to the flag, and Goreshade with Deathwalker is on the zone. That's two points.

Stalker charges Yuri, and Satyxis finally remove one of the eliminators.

I try to position my jacks so that next turn I'd be able to go to rectangular zone on the right that was about to fall to Khador.

But a miracle happened there. Marauder did the combo-smite thing and slammed Helldiver four inches or something. This was phenomenal luck. Because Helldiver was still contesting and was outside of threat range of Kayazy Eliminators. One inch more or one inch less and I'd have lost the zone.

Vladimir tried to remove Helldiver with Razor Wind, and failed.

Devastator wrecks Stalker and a mechanic comes to contest circular zone.

After removing contestors with Reaper, Seether charges Behemoth to tie it up. Seether had only one arm and no cortex, so damage wasn't spectacular. I spent quite a bit time on deathclock trying to figure if I should try to assassinate Vladimir. I would've probably tried that if both Axiara and Harrower wouldn't have missed. But they did.

When I'm looking at the game pictures now, it's absurd that Harrower survived that long. After Marauder wrecked Helldiver, Harrower still stood contesting. Behemoth took down Seether. Kayazy Eliminators charge last remaining Iron Monger, and position themselves to contest both the flag and the zone.

Goreshade takes care of the Eliminators and Axiara positions herself to the flag. Leviathan shoots enemy objective down and Reaper runs to contest the zone.

Behemoth comes to contest zone, Vlad wrecks Harrower and Devastator bulldozes Reaper off.

Reaper comes back for more, Blood Priestess runs to contest rectangular zone and Goreshade and Bane Warriors wreck Behemoth.

It was the last round, and one of first, if not the first game in my Mk3 tournaments that had to be resolved with tiebreakers. I had lead of three control points, so a victory for Cryx.

Game 3:

Last game I was against Blindwater Congregation. First time in Mk3.

I wanted to try if Scaverous would be able to score an assassination, but I should've thought about the position of objectives. Opponent picked anchor objective, and with this 5" template of shallow water with protection from ranged attacks had Barnabas1 in a safe spot.

I managed to kill Wrastler. A big mistake was to charge Sacral Vault with ambushing Mechanithralls. I thought three Brute Thralls ought to make a dent in the battle engine - and sure they did... but I had not paid attention at all that there was Gobber Tinker around. Who repaired for six. Yay. Then the thing shot all Brutes in one turn, and what were Mecanithralls to do when their only target was protected by this soul storm thing?

I charge Wraith Engine to that Sacral Vault, and poor rolls still have the thing standing. Well. At least someone was contesting enemy rectangular zone.

I had some trouble contesting flags. Swamp Gobber River Raider scored a point for enemy, and a small bottleneck had my heavy warjacks in a difficult position to do anything other than kill a couple members of Gatormen Posse.

Hilariously enough Wraith Engine didn't... oh wait, it did die.

But it took the combined efforts of Sacral Vault, Ironback Spitter, Gatormen Posse, Bull Snapper and even a charging Mist Speaker. And since they just couldn't do it, Barnabas destroys the thing with a spell.

But losing the engine was my downfall, and slowly and steadily opponent grinded control points to victory.

Looking back now the match-up doesn't look as horrible as it felt. Game was probably playable - I just succumbed to some silly mistakes and being too fixated on assassinating Barnabas.

Monday, July 29, 2019

Boarding with no Party Pirates

This was a traditional Warmachine game against a friend during Ropecon.

Tournament next day was going to use Oblivion rules, so we were practicing those.

Well thought-out choice would have been to practice with my lists... but no, I went with my newest painted warcaster, Captain Aiakos. And I even knew I'd be against Xerxis2.


[Theme] Black Industries
Captain Aiakos [+29]
- Defiler [8]
- Leviathan [16]
- Reaper [13]
- Seether [13]
- Slayer [10]
- The Withershadow Combine [9]
Pistol Wraith [0(5)]
Pistol Wraith [0(5)]
Warwitch Siren [4]
Warwitch Siren [4]
Black Ogrun Ironmongers [6]
Mechanithralls (min) [6]
- Brute Thrall (3) [0(6)]
Wraith Engine [15]

Opponent had:

[Theme] Disciples of Agony
Xerxis, Fury of Halaak [+28]
- Agonizer [0(6)]
- Basilisk Drake [8]
- Basilisk Drake [8]
- Basilisk Krea [0(7)]
- Bronzeback Titan [17]
- Chiron [19]
- Titan Sentry [15]
- Titan Sentry [15]
Swamp Gobber River Raider [1]
Tyrant Zaadesh [0(4)]
- Titan Gladiator [15]
Paingiver Beast Handlers (min) [5]

Scenario was slightly in my favor. Opponent had next to no units to grab points from circular zones. I didn't have that many units either, but Mechanithralls were ambushing.

The huge beast brick looks completely unassailable. So I try to go for the scenario instead.

Mechanithralls take a point from zone on left. I was thinking it could be worth it to trade a Slayer to Gladiator. +2" off from from warbeasts' movement as well losing access to Pathfinder could have been good enough piece trade even if I was outnumbered.

If it had succeeded, that is.

Pistol Wraith failed to make Gladiator stationary.

Tremulus failed to cast Puppet Master on Slayer.

Defiler failed to apply Corrosion on Gladiator.

Slayer succeeded in charging Gladiator under Assail, but failed to stay out from Agonizer agony range. And on top of that rolls were sub-par.

I think Xerxis used feat here, and assaulted Chiron to my Reaper, destroying it, killing a Black Ogrun and even Tremulus.

Slayer went down without too much of a hassle.

I thought I had lost too much of my damage potential, so started figuring out a way to kill Xerxis, who had only one transfer. Had it been actual tournament game, I would've ran out of clock. I did have a nice plan, though, which I realized not to work in midway of it's application. Seether didn't have a charge lane to Basilisk Krea, and I had forgotten the need to either charge or run during activation. Seether would've reached it's target with +3 SPD from Aiakos' feat.

It was one heck of a mess, then.

At least I removed Chiron and Agonizer, but eh. What was I to do?

Next turn for Cryx situation looked so grim that as a final gesture of defiance, Aiakos entered the fray. He cast White Squall to toss Gladiator away from zone, and then proceeded to destroy Basilisk Drake all by himself.

I did get that control point, so yay I guess.

Thursday, July 25, 2019

Sorscha1 vs Goreshade1

Oh my. Ropecon starts tomorrow and this is still in queue for writing. Better do it now.

I played this 50 point game of warmachine about a week ago.

My list:

Goreshade the Bastard [+27]
- Deathripper [6]
- Leviathan [16]
- Malice [15]
- Slayer [10]
- Stalker [8]
- Satyxis Blood Priestess [4]
Gorman di Wulfe, Rogue Alchemist [4]
Black Ogrun Ironmongers [6]
Cephalyx Overlords [8]

Opponent had a list something like this. I can't figure out the remaining two points, though.

Kommander Sorscha [+29]
- Destroyer [14]
- Destroyer [14]
- Juggernaut [13]
Eiryss, Mage Hunter of Ios [7]
Man-O-War Shocktroopers (max) [16]
Steelhead Riflemen (max) [13]

Because it looked like I wouldn't be doing many practice games before entering Ropecon tournament, I built my list to somewhat resemble my second list. Which, by the way, was overhauled overnight because two days before tournament rules... changed. But that's another story.

We played one of the new 2019 scenarios.

Cryx went second, and all in all scenario game looked promising. If it wasn't for Eiryss, who came to contest flag on my side. I charged her with Iron Mongers, but they just pretty much tied each other into melee. Fortunately opponent didn't score lucky hits to critical systems on my warjacks just yet, so "losing" mechanics this early wasn't a fatal blow. And of course they tried to repair Eiryss off the board instead.

Slayer trampled to contest enemy rectangular zone. Then I decide to launch an all-out offensive. I thought if I could remove at least two Khadoran heavies, I would be able to take Sorscha's feat without too much casualties.

Goreshade used feat and Bane Warriors charged around. I forget if Malice finalized Juggernaut or what. Leviathan got full three shots and took at least two of them on Destroyer with boost to hit. Stalker charged another Destroyer. It has only few damage boxes left, so even Cephalyx try to come and use psychic storm.

All in all I could not destroy two Khadoran heavies, but both remaining were crippled enough.

Next Sorscha uses her feat, but she plays safe and stays behind her army.

I'm amazed that Slayer survived that turn. Stalker went to study what the heck does the word "smithereen" actually mean. But all things considered it wasn't too bad. Cryx focused on removing warrior models from board. Most Man-O-Wars perished, but that was it.

However, I had been getting lead in scenario game. Not a huge lead, but slowly it added up. Goreshade won by scenario.






Tuesday, July 23, 2019

Darkest Host

Alright, I need to write this one down in haste, though I've got one game that was played earlier. But here this time I forgot my camera, and my phone is lost so I couldn't take pictures with that one either. And memory is such an unreliable tool.

It was a 75 point practice game for upcoming tournament in Ropecon. We were both playing Dark Host theme for Cryx.

My list was

[Theme] Dark Host
Lord Exhumator Scaverous [+27]
- Corruptor [14]
- 2x Deathripper [6]
- Desecrator [14]
- Reaper [13]
- Skarlock Thrall [4]
Bane Lord Tartarus [0(6)]
Darragh Wrathe [9]
Bane Warriors (max) [16]
- Bane Warrior Officer & Standard [5]
Wraith Engine [15]

Opponent had

[Theme] Dark Host
Lich Lord Asphyxious [+28]
- 2x Deathripper [6]
- 2x Stalker [8]
Bane Lord Tartarus [0(6)]
2x Machine Wraith [2]
Bane Knights (max) [15]
- Bane Knight Officer [0(4)]
2xBane Riders (max) [20]
Bane Warriors (max) [16]
- Bane Warrior Officer & Standard [0(5)]


Opponent had so little magical weapons available that I dared to run Wraith Engine pretty much to middle board on my right side - far from opponent's objective that could give magical weapons.

On second turn Asphyxious would actually have been within walking distance of Wraith Engine that benefits from Death Ride and Telekinesis. I wasted precious minutes in trying to figure out a way for me to land Telekinesis and Icy Grip on Asphyxious and throw Feast of Worms into the mix.

But I couldn't find even a theoretical way to do that.

Game in short summary: I was flooded with Banes. I had some AoE available for example in Corruptors gun, but Asphyxious could easily force Corruptor to expose itself for charges.

I conceded after fifth turn, because I had lost every important piece to even dream of an assassination, and had too few models left to contest zones in a meaningful manner. I pretty much wasted Scaverous' feat and opponent used his to remove Wraith Engine from board that had finally taken a few swings.

Sunday, July 21, 2019

Waky waky

It has been coming for a long time, but finally Vanguard campaign saw the beginning of third round.

So it was 175 point game with Kill the Commander scenario. This was played a couple of weeks ago or something.

My list was:

Executrix Nirha with Long Bow and Large Shield
Quartermaster Poosk with Sheaf of Arrows
Master Scout Shadow Deg
Healer Reaper Guard Nista
Reaper Guard Grelpon
Summoner Crone Catrul
Bladedancer Lomps with Battle Potion and Heavy Weapon

Opponent was playing salamanders and was the defender. Salamanders, being cold-blooded creatures of fire, sleep in tents which are formed out of cooled down magma. Logical, right? The rock pillars are representing tents.

My first turn had me a little scared if those cursed d8's were yet again opposing me in a manner most unsuitable. Executrix exchanged fire with a tiny little skink-thing, and with her ranged skill of 3+, scored exactly one hit and no wounds. In return the ranged salamander attacked her and injured her, because 4+ armor with extra power die is reliable like that.

Now, it didn't get much better when blade dancer charged fire elemental. Friend + charge + used battle potion + power die had her swinging eight dice, and heavy weapon gave a little crushing strength which dancers are lacking. Astonishing number of hits is countered by equally astonishing number of armor saves. Exactly one (1) wound was dealt by this ordeal.

But then things began to change.

So much so, that there were next to no salamanders remaining nearing the end of round four. Well, except of course for the salamander commander who was sleeping in a tent, snoring mightily enough to rise above the sounds of fierce battle all around him.

He was about to put up a good fight - whenever he retaliated, Twilight Kin blood was spilled. Executrix was the most terrifying near-casualty. She fell down to one wound remaining, so summoner crone decided to toss four dice worth of power to be able to cast Heal on her. Which succeeded in healing all wounds she had suffered. Even all the emotional scars received during childhood. That's how well the dice was rolling.

I had lost three warriors during game. One had to miss next game, another would be at -1 wounds for next game and Reaper Guard lost a point of melee attack skill, which he had leveled with ranks earlier. Of course this means he ain't going to gain 3+ skill ever again.


Tuesday, July 9, 2019

"I say..."



And since I had packed A Touch of Evil with me, we continued our campaign game during my visit to Kuhmo. Villains was randomized to be Banshee, and heroes were Viktor the Playwright and Captain Hawkins.

And what a game it was.

Start was one of the absolute worst for all of my career as a Touch of Evilist. Every single turn Banshee received extra wound markers from KO'd heroes or killed Elders.

Viktor startd game and went to Olde Woods, only to get KO'd by this creature that drew two mystery cards if hero loses. Next turn Captain Hawkins goes and get's KO'd against a Manor monster that makes him Possessed.

Order's Influence made us roll for Crimson Hand on both town spaces and corner locations. There was Full Moon. And eventually even Hour was late, and we pondered if we should just keep that card running for a fast restart. It was hopeless.

Then, something changed.

Lies & Deceit gave an extra secret to every town elder. This revealed the secrets of Mayor Carver, Widow Jessica and Harbormaster. None of them was evil elder. Mayor Carver was a hilarious character with his Secret Madness and On the Hunt secrets. Gosh he was all over the map, sowing investigation points everywhere.

Sacred Chalice functioned only twice, which is about the average in use, if not average statistically.

Viktor was rolling in investigation points like Uncle Scrooge, and could easily get sacred chalice, runic amulet, book of whatever that ups Shadow Track one point away from Darkness, and even a torch. All with extra cost from Mayor Carver's Order's Influence. Oh, and let's not forget the censer that allowed for re-rolling Spirit checks.

And he still had points to use his Flair for the Dramatic, buy villain's lair and start the showdown.

Captain Hawkins took a bit longer time to start snowballing, which happened after he had his possession removed by a witch on the beach.

Caretaker was slain on the first try, too.

So, in the end Showdown was in fact easy. We had so many "prevent all hits" cards, and some of them Viktor would be able to call back from the event discard pile.

We didn't have absurd amount of fight dice during showdown. Sometimes it's not the amount that counts.

Captain Hawkins had the event that turned 1's into hits. Then he had silver bullets, making every six into two wounds. And then he had some item or ally or whatever it was that made all 1's rolled by enemies to become wounds for themselves.

Never would I have ever guessed an outcome like this with a start like that.

So, extra villain down. Still eight to go.

Campaign statistics:

Villains defeated: Spectral Horseman, Vampire, Siren, Bog Fiend, Volgovian Nutcracker, Delion Dryad, Scarecrow, Krampus, Sunken Seven, Gargoyle, Banshee
Villains still to be defeated: 8, +1 investigation vs Werewolf and Shadow Witch

Heroes dead: Lucy Hanbrook, Harlow Morgan, Scarlet Shadow, Maria de la Rosa, Thomas the Courier, Adrianna, Valeria, Jack Fellows, Argot Blackwell, Inspector Cooke, Isabella von Took & Liliana, Lost Soul
Heroes remaining: 12

Stashed investigation: 10

Saturday, July 6, 2019

Turned to Dust


It's been a long while since I played Arkham Horror, but during my visit to Kuhmo that changed.

I don't remember too much from the actual game - I was dead tired when we started. And Arkham Horror isn't exactly a short game.

We were two players, but used four investigators. Reason was that random chance gave us Quachil Uttaus as our Ancient One. And I trust game owner's judgement when he told that there are few stronger Ancients in the whole deck.

I got Harrigan and Joe Diamond as my characters, and Lily Chen and some other inconsequential character.

Sadly Lily Chen is the first player, which meant that she was most certainly going to die. And she was the strongest character.

Joe Diamond seemed like he might pull his weight in the final fight thanks to every clue token giving extra die.

We decided to go for Ancient's awakening ending.

Joe received Blessing and got enough clue tokens for about forty attack dice. But thanks to some adept dice rolling on my part, way less than half were actual successes.

Considering Uttaus was one of the strongest evils, I think we did fine anyway when all investigators were dead, world in ruins and five tokens left on Ancient's doom track. Meaning it only had ten plus something wounds left out of the starting forty-eight.


Maybe it'll take a little less than seven years before I play Arkham Horror again.