Wednesday, December 9, 2015

Frostgrave campaign game 4

Last Thursday we played a four player game of Frostgrave. Scenario was Total Eclipse from Thaw of the Lich Lord. In the scenario visibility is reduced to just sixteen inches, and only drops from there. Well, technically it starts to rise up again on turn five, but usually game's very much nearing the end by that time.

Pictures are rather poor quality yet again. The first two were so dark I had to lighten them up with a photo editor.

So. Yet again I've placed approximate locations of treasure tokens right into the picture. I can't remember where one token was, but somewhere there on the opposite side of the table between sigilist and summoner.

There were (in my estimation) too many treasure tokens close to the necromancer, so I put most of my aggression in that direction. By far this game saw the most useless imp yet. Jack summoned it and empowered the spell with four health points. Then in the creature phase the imp died right away. In matter of fact the only thing it gave was 1" of additional movement for the warrior who forced combat with it.

I had been planning on taking treasure #0 and #2, plus one from #1, 3 and 4. Treasure number five might also be within realms of possibility.

The treasure #0 disappeared into thin air when a zombie picked it up and necromancer cast Leap on the zombie. Treasure #2 was an easy grab, but after that I didn't know what to do. All three treasures I was considering looked like they'd be hard to get. Random sigilist war hounds and whatnot teased troops that were going to grab #3, and one fast sigilist treasure hunter was already climbing to get #4. Tons of necromancer warriors were there at #2.

So my choices looked like either mass everything I had left to one treasure and get only two fairly certain treasures, or spread my forces all over the place and possibly end up with only one.

But then Jack did what Jack does best.

He went insane.

There at treasure number #1 he blasted two necromancer warriors with an Elemental Ball. This amount of pyrotechnics in the eclipse did not satisfy him - he scored yet another kill the very next turn. Then a thug or something came to punish him in melee, but things ended up Jack bathing in the thug's blood.

Wow.

Things didn't go too badly on the sigilist side either. One real angry dog bit my marksman down to one hit box remaining, but other than that there wasn't too much aggression. I'm not sure how much my vague promise of not coming to interfere with treasure #4 helped my thug to carry treasure #3. Adon had cast Fleet Feet on the thug, though. Lot's of g's and h's there. Thug, though. Uh... now I digress.

The astonishing performance of my wizard gave me the treasure #1, but somehow I didn't manage to get to treasure token #5. I'm not sure why is that. After all, the only warband members that actually were put down by enemy attacks were both of the war hounds. It's possible my spellcasters and various soldiers were in such a bad shape that I didn't want to risk their deaths.

Apothecary carried off #1 and thug #3. Both got off the board before game ended.

Post-game one of the war hounds had to miss next game. I disbanded it and got a bard instead. There's one sweet Eden miniature clown with a music box...

Jack got an amazing amount of 420 experience points. The scenario had a special condition of giving +50xp for every wizard who are on board during turn 5. This gave Jack five levels. I missed sixty point of experience from our set of house rules. That wouldn't have given me an extra level, but considering I also lost 75xp from earlier game, I have now effectively lost one level to house rules. And I don't regret for a second. Missing one level from a course of four games doesn't seem much, but my wizard has pretty much just been lucky - he isn't geared towards spelly destruction.

A story post that relates to happenings in this game is just below or here.



Progress:

Jack Saturn is level 13 with 1310 experience.
He has levelled fight by +2 and health by +2.
Fleet Feet spell has been improved by +3, Elemental Ball by +1, Leap by +1, Possess by +1 and Fog by +2.
He has learned the Reveal Secret spell.

Home base is Inn with Sarcophagus of Healing

Vault has Magical two handed weapon (+1 damage modifier) and Sword of Undead Slaying
Grimoire: Poison Dart, Control Construct, Willpower, Furious Quill
Scroll of Planar Tear.
Potions of Invulnerability and Teleport

Total gold that has been collected is 1170, unspent gold is 560.

Warband roster is worth 1190 gold (level 13 apprentice is 330) and includes:
Barbarian (with the two handed weapon from vault)
Marksman
Crossbowman
Thug
2x Treasure Hunter
Apothecary
Bard
War Hound

Cruor et Caedis Chapter VI

Earlier chapters:
Chapter I
Chapter II
Chapter III
Chapter IV
Chapter V

---

"Books! Books! All these books are useless. And they won't even burn! What was this city about, anyway? Was it one big library or something? What did the people eat? Letters? Were they fighting with pens and building houses with ink? There is nothing in Frostgrave. We're out!"

"I do not think you should judge so hastily. The books contain more than you should think of. Mayhaps you could study just one of the volumes? And you have found artefacts of power, no reason to deny that. You have even found a respite from this... affliction of yours."

"No! I have sacrificed everything. I sacrificed everything, and I gained nothing from it! Frostgrave... bah. I'll drown the city in sea of flames, and what's left I will burn with rain!"

"What a spectacle that would be, I must agree. But such a grand show requires a bewildered crowd."

"Yes! A crowd! There are people there, I know! We have ran into them many times now. We will capture them, we will shackle them and we will offer them a show they shall never forget right in the middle of this stupid city and its false riches!"

"If that is your wish, mister, then we will proceed. But we don't have enough food to feed Groldo. I hope you consider how Groldo can be when hungry."

Ennu was right. Still Jack felt strangely attracted to the city, despite his expression of frustration. Being overly dramatic was, so to say, an illness that came with the profession. Something was happening. The dimming of light felt like it was in direct relation to the mysterious power he felt coursing throughout the city. Jack could sense these sort of things.

Circus had been camping on the outskirts of the Frostgrave area. They didn't have too many supplies left as Ennu had commented, so they'd have to pay a visit to the inn soon enough. If not for anything else, they'd have to do it because of Groldo. Cruor et Caedis couldn't afford to lose any additional clowns. But time wasn't right, not just yet. The atmosphere was exciting... almost thrilling. There was no clear reason for that, but it felt just like it had felt in his childhood when a new set of performances were about to get revealed to the audience. You'd have to be crazy to miss the chance to watch how things would act out... That moment was one of the few happy memories Jack harboured until this very day. The moment didn't usually last very long, as the crowd started to slowly realise the somewhat more... experimental nature of many of the numbers. So it goes.

Now it looked like Jack wasn't the only one who sensed the surge of magical power. Various travellers had started gathering on the scene.

"Alright! We have our crowd!" Jack told nearby members.

"Dim the lights! Take positions! We're going to offer this rabble our greatest show right here, right now" Jack was raising his volume as he spoke. "Ladies and gentlemen... welcome to Cruor et Caedis! Tonight's show is called Total Eclipse of the Heart... we hope you enjoy what you shall see!"

The "rabble" was groups of multiple rival wizards, but this tiny detail escaped Jack's attention. He was no longer present. Deep inside his own mind he was re-living some smashing success of a show. In that show there had been a debut of a new stage number: the Human Torch.

The fire had been supposed to be magical in nature, then, and wouldn't burn the performer. Thirteen year old Jack disliked such illusion and tried to manipulate the performer's clothes with flammable oils. He had been stopped, though...

But tonight there would be no-one to stop him.


Next chapter.

Monday, November 30, 2015

There's a muton under my bacon!

Today Deadzone campaign came to an end. Originally we had planned a ten mission campaign, but since Deadzone second edition rules are going to drop to kickstarters any moment now, we just played an improvised 100 point game. Well it was the ninth game, so we didn't miss the mark that much.

As Plague had had terrible start in the campaign, we decided to triple the victory points gained from the game to give Plague an actual chance to win.

First half of the board was alien battleship. We placed the control zone accordingly. That was homebrew on the fly. Is this what I have become? Ahem...

It was time to pick missions. I had two choices, Close In and Fight Another Day. Considering the placement of control zones I couldn't bring myself to pick Fight Another Day. Gaining two victory points per turn until Enforcers would be even close to objectives on a 16x8 board, and then continuing to gain two more as long as I had over 50% of my troops remaining looked like an anti-climatic ending.

So, my old beloved Infiltrate missions it was, with a little bit of killy objectives, too.

My strike team was:

Ethereal Stage 3A General (Slow mutation, one veteran die and jump pack)
4x Stage 3A trooper mutons with various handicaps and disabilities. Hello, 7+ Shoot and 6+ Fight troopers, for example)
3x Fresh Recruits (They actually looked like they might do better than older troops...)
HMG Heavy Plasma muton
Celatid Swarm
2x Plague Hound & Silacoid
Stage 2A Chryssalid with Agile mutation. That was almost as scary as Chryssalids in the '94 X-Com.
Chovaar Sectoids with Mind Probe

Opponent had just seven models in their 100 point list.

1x Strider (which explains extremely low model count I guess)
Enforcer with Thermal Rifle
Enforcer Medic
... possibly the rest were regular Enforcer troopers?

Their mission was Zulu.

First picture is the deployment from within my battleship. It's a shame the humanoid figures in greenish vats don't show too well. They were pretty awesome. A miniature was put inside a small tube and then filled with some kind of shower gel. Brilliant.

Second picture is from the end of round one. Nothing really happened yet, but it shows the absurd threat range with Plague models plus... shenanigans.

I found a smoke grenade from inside my ship, and went into offence with that. I thought the LoS blocking would be enough, but how wrong I was... An Enforcer, probably the one with thermal rifle, just huddled a little closer and lobbed a grenade over my stack of three mutons adjacent to another space with two. Wound were caused. Reducements in aggression were made. It had a major psychological impact on me. It gave too painful flashbacks from missions 1-5...

Another Enforcer secured position one the metal barrels in the middle of eastern map. So. Chovaar psychic is awesome. Ethereal used command action to move Stage 2A one cube. Then it used Sprint and Move actions. Then Chovaar psychic took away the activation marker, and Stage 2A activated again. I intuitively played it so that I wouldn't be able to use Agile twice in a turn even if there were two separate activations. Without even using battle cards the Stage 2A moved six cubes, possibly seven with battle card or potentially eight cubes if I played the Agile wrong...!

Attack in itself wasn't too shabby. Only one wound was caused to the Enforcer.

Then another Enforcer enters the same combat to help his friend, but no damage is done to anyone.

Next turn a muton with Reinforced Spines (Tough) mutation comes to help the outnumbered Stage 2A. And I guess it does that, in a way... It fails the combat so miserably that the target gains a free escape. Now Stage 2A was able to finish what it began. Attack roll was doubled or tripled, so Stage 2A got to move one cube. Then Chovaar removed the activation marker again. Stage 2A used Sprint and then Move to enter combat with Enforcer who had thermal rifle. It was a bloody slaughter, and doubles or triples again. Another move. That's five cubes of advancement, and combat in two different cubes not next to each other. Damn it. That Chryssalid truly was living up to its name!

Though all was not that fuzzy and cute on Plague side of the board. Original non-fresh mutons started dying left and right. It's possible that the muton in the middle is the only trooper muton still alive. Oh, the little sectoids are my fresh recruits, by the way.

I was worried about the Strider, though. I boosted Celatid swarm with everything I got and launched it against the hulking behemoth - and no damage. At all. I thought that cost me the game, but Enforcer shooting was extremely inefficient that turn.

The Stage 2A Chryssalid entered the middle once more to cry havoc on a bold, yet foolish Enforcer who had entered to contest the barrels once more. But then Stage 2A failed everything. Everything!

A plague hound, the silacoid there, had to come and help the melee beast. Yay, one injury in.

Two Enforcers were in the second story of the building behind the melee. They shot the Chryssalid down. Well. That's the way you need to kill them anyway. Somewhere high with no entryway, possibly because you shot the stairs yourself to prevent the Chryssalid from climbing...

But that was a serious blow to me. One of my two killers that were worth something was dead now - and the other one was tied down to melee with Strider.

Or so I thought.

Plague Hounds charged to the Enforcer that had been in melee with Chryssalid. Bam. Dead Enforcer.

The second one went to help Celatid swarm in melee with Strider. Bam. Two wounds in.

Jealous of the performance of pesky Silacoid, Celatid wanted to show what it was made of. It managed to cause two additional wounds. But this is no Plague strider, no. This one has five wounds. So it was not over yet.

A hail of continuous bullets rain down from the building that was occupied by two Enforcers. But as far as I remember, only Silaoid actually died, though Celatid became injured and lost enraged status. Losing enraged status only made the Celatid real pissed off, and it wrecked the Strider. Things started to look pretty good, then. I started to move all of my remaining troops so that they might possibly get to infiltrate. A plague hound and one fresh recruit had already done that.

Enforcers lobbed a grenade on top of Celatid, but now the Celatid was really pissed off, and totally flipped out and killed everybody.

I'm not even exaggerating. Grenade pushed it one cube to exactly wrong direction... to the Enforcers, that is. I had Get Mean card in my hand. I played it on the Celatid, who then moved one cube and used Agile to make short Climb action to Enforcer on the highest floor of the building. It killed the Enforcer and doubled or tripled the result, and moved down to last remaining true Enforcer. There was also one some sort of support drone.

Now Chovaar psychic is moved with Move -card, and yet again it succeed to rouse passion in the... uhh... whatever can be considered a heart deep inside of the Celatid. It activated again, killed the Enforcer with doubles or triples, takes a move to the drone and wrecks that also.

I don't know how all of this was possiible, but I know that the Chovaar was far more influential in this game than my actual strike force general.

In the end I received exactly forty points . 13 times three, plus four for completing core mission minus three for using a mercenary. This brought me to 81 points.

Opponent had 78 total reputation.

Well... of course this wouldn't have been possible without the tweaks in the reputation rules for this grande finale. But hey, AI cheats.

Saturday, November 21, 2015

Frostgrave campaign game 3

Last Thursday I played a campaign game of Frostgrave against a rival Summoner warband.

Scenario was The Complex Temple.

We were playing at my home instead of the usual cellar, so terrain is a bit on the low side at least vertically. Temple also looks highly advanced - perhaps it had become a place of worship because it had been standing in this place long before the frozen city had been built?

Anyway. Scenario is pretty standard scenario, except that treasures are inside pillars that you have to fight to get hold of them. Every treasure is worth additional 20 gold coins.

I've numbered the treasures in most of the pictures for easier orientation.

Treasures one and two looked like they'd fall to my pockets easily. Opponent had only one just as easy treasure, the number six.

Jack possessed the barbarian and Adon the Apprentice cast fog to screen my main body from lethal missile fire from the opposing side. Those rolls were quite something. My own archer and the crossbowman who tried to take good vantage points were single shotted by archers and elemental bolts. Or crossbowman might have taken one hit first to the stomach muscles, but that's beyond the point.

Barbarian wrecked the treasure pillar, as did treasure hunter at pillar number two. Those were fine rolls, but otherwise I seemed to be unable to cause damage to enemy soldiers and to protect myself from enemy attacks. Most of my spells failed also. If it weren't for the empowering, I think I'd have failed way over 50% of my spells.

But that's enough complaining about my luck. Enemy didn't have it too easy, either, from about the middle of the game forwards.

Once enemy wizard had reached pillar #4, the pillar beat him to two hit points remaining. My wizard had already taken so much damage that Ennu the Apothecary made Jack drink the healing potion. Barbarian had picked up the treasure and leaped close to the boards edge, but I didn't want him to move out of the game just yet. I'd rather switch the treasure to the apothecary and get barbarian back in action.

In my mind the game played so that I'd get treasures 1-3 and opponent would get 4-6. As I was relocating my troops from treasure #2 to #3, they started dying one by one. Contesting treasure #3 started to look very difficult.

But as I said, luck started to swing in my favour. I started finally to get in some kills. Most notable one was Jack shooting enemy wizard dead with Elemental Ball. I was a bit too greedy with Adon the Apprentice and empowered a spell that brought him down to three damage boxes. The Elemental Ball cast by him killed something also, but in turn Adon died to missile fire. So enemy had lost his wizard and I had lost my apprentice.

By now I had recovered treasures one and two and opponent treasures four and six. Enemy apprentice was closing in to treasure five, and my lone Treasure Hunter with Fleet Feet cast upon him was faring well enough against three enemy warriors. Well enough in this case means that he didn't die to just a couple of hits - he wanted some more.

I try to bring a thug that I had forgotten completely and the possessed barbarian to treasure in the middle. Enemy apprentice gets scared of them and decides to fall back. A possessed thief enters combat with Jack, but Jack knew this trick all too well and killed the thief with one punch.

My treasure hunter falls and enemy starts to walk off with treasure #3. Barbarian manages to take the treasure from the pillar in the middle, and Jack succeeds to cast Fleet Feet on him.

An enemy archer jumps to the very same tower where my own archer had died. The archer tried to shoot a couple of shots against the barbarian and Jack, but they didn't do much. This game ended with the victory condition of all treasure counters exiting the board.

I take a moment to reflect the results with our set of house rules.

Routing was not used, though both teams were eligible to use it.

My wizard was lucky enough to kill enemy wizard with a spell attack. With main rules this would have yielded him 150 experience points, but now he got only 75. He did beat another enemy warband member in melee, so that was +115 experience for me from kills by wizard. That's one level outright. Normally it'd been +190 experience.

Since my apprentice went out of game by enemy attack, I was left with only two "actions" in between the games. However, I only needed one - to recruit additional warband members.

To me this looks good. House rules are serving their intended purposes.

So.

None of my warband members died, but Adon rolled "close call" and lost Imp scroll I had given him for the battle.

I found 260 or so gold, two grimoires and two potions.

One treasure hunter and the archer rolled close calls also and I decided to disband Archer and get Marksman it his/her place.

Jack got 150 experience from treasures, 115 from kills and only 80 or something from spells. This was enough to get three levels. With main rules that would have been four levels, which would have felt rather unfair.

Detailed roster below. I might exchange one war hound for a thug if I find a proper extra figure, though.

Jack Saturn is level 8 with 890 experience.
He has leveled fight by +2 and health by +1.
Fleet Feet spell has been improved by +3, Elemental Ball by +1 and Fog by +1.

Home base is Inn with Sarcophagus of Healing

Vault has Magical two handed weapon (+1 damage modifier),
Grimoire: Reveal Secret, Poison Dart, Control Construct
Scroll of Planar Tear.
Potions of Invulnerability and Teleport

Total gold that has been collected is 930, unspent gold is 420.

Warband roster is worth 1050 gold (level 8 apprentice is 280) and includes:
Barbarian (with the two handed weapon from vault)
Marksman
Crossbowman
Thug
2x Treasure Hunter (Miss next game)
Apothecary
2x War Hound


Part of the background story that relates to events in this game can be found just below, or here.

Cruor et Caedis chapter V

Earlier chapters:
Chapter I
Chapter II
Chapter III
Chapter IV

- - - -

The inn was a roadside inn relatively close to Frostgrave. It's name was "Roadside Inn Welcome", which told everything there is to know about the imagination of the innkeeper.

Regardless their ragged band of performers had shambled there after a recent encounter in Frostgrave.

Their poor looks made the innkeeper suspicious... or perhaps it was the tainted, demonic aura that by now emanated from every member of Cruor et Caedis? Were the two even separable?

In the end innkeeper let Cruor et Caedis stay for free. It had taken a little bit of... convincing. Not in the way Jack had anticipated, though. First he let Groldo, the world's strongest man, express his dissatisfaction after a hard day... week... few months of fighting the wilderness, law, monsters and eating old friends. Now Jack owed a new, well... half of the inn for the innkeeper. Somehow the innkeeper did not appear frightened at all - in fact looked like he'd put up a fight at any given moment.

But then Adon and Ís had entered hall that was still fairly intact. They had somehow managed to cast the enchantment of unbearable beauty upon themselves. The innkeeper was transfixed. He could not get his eyes away from the sight. Equal measures of terror and awe were painted all over his face, plain for everyone to see. And also a slight hint of... lust.

So they got a permanent, free attachment for their remainder of world renown circus. At a half-broken inn in middle of nowhere close to the very edge of known world. Had they really sunken that deep? Where was their class, their dignity?

You have betrayed the legacy. You're useless. Worthless. One day I will gut you and read the future of Cruor et Caedis for the world to know - crap, nothing but crap. Crap with small bits of undigested morsels of world renown artists. You're nothing. You're...

"Have you never wanted to slice through that throat?"

Ennu froze in place and the sudden stop of movement caused a nasty cut to appear on Jack's throat. Jack did not flinch. This was their personal tradition; a solace and a small escape from hectic circus life. Not the slicing of Jack's throat, no. Rather this beard shaving ritual.

"Mister... why do you ask? Have you gone insane?"

"I've ruined this circus. This is no art we're doing here. What am I without an audience? What are we? Fighting for survival against the dead and the scribes. Pathetic." Jack spat on the floor and Ennu had to dodge the projectile. Floor started to slowly hiss and dissolve beneath the saliva.

"Mister is only testing us. Do no talk such sad things. It does not suit you, my dear... boss. Lead us to new glory if that is your wish. Do not talk of death. At least your own death. I have no other desire than to see these crumbs of beard fall off."

"Really?"

"Truly."

"I hit you and made your mask fall off."

Another sudden cut appeared on Jack's face. Ennu said: "Now look at what you made me do!" and Jack could hear the strain in the voice.

"It won't happen again. You're the only one I trust. It was a terrible thing for me to do." Jack said awkwardly and hesitantly. Apologies didn't come naturally from him - unless they were part of the show.

There was a silence, followed by nearly whispered: "Mister is only testing us."

"You're right. We can all use this as inspiration. And I still haven't found my ring. We're going back for more."

It took a few days to re-supply their party, take care of the wounds (both physical and psychological... and magical) and to fit the strange sarcophagus they had found with wheels, so that Jack could be dragged to places without going insane and violent over Ís. Jack had trusted the navigation of the expedition to Ennu, who had some sort of mysterious relation to this place.

But the journeys felt rather long inside the metal box. Jack had a lot of time to think. He wasn't actually claustrophobic, no. He wasn't even that afraid of being buried alive. All of this had happened many times already during his training. Yet... he was terrified. Why was he terrified? Perhaps being terrified was his way of life. The only thing you could trust in this world was sheer, absolute horror. Dread is all there is. Fright is all there was. And terror is everything there ever will be.

This metal sarcophagus reminded him of things. Bad things. Like being buried inside a box with his father and a volunteer from the audience. Jack didn't know what the trick had been, but he knew he was the one who suffered. His father had lousy numbers. He had been a selfish and terrible man. Though now that Jack was thinking about it... there had been that one good performance where the volunteer would be sawed in half, the steaming guts exposed to the crowd and then being melded back together with some aides from beyond. Why did they ever remove than number from their repertoire? Was it because of that one time when aides refused to graft the flesh and instead possessed the two halves, and started doing acrobatic tricks? Jack had thought it had been genius.

The sarcophagus came to a halt. The lid was raised. Before the silhouette took the shape of Ennu, Jack couldn't help but feel the primordial fear that his father was reaching for him.

"We're at the temple" Ennu said. "Somebody lives here now I think."

"What?" Jack shouted and sprang up from the coffin-turned-into-a-carriage. He could hear the shriek coming from Ís right away.

"I don't care. I... I don't care. If they come our way, kill them. I can't stand that noise any more than I have to" Jack ordered.

"What noise, mister? The hum coming from the sacred pillars?" Ennu enquired but received no answer. Jack no longer paid attention to the conversation. His eyes were fixed on a strange and exotic figure in the distance. A figure that Jack could sense wielded a power not unlike his own. Was he a rival? An ally? An usurper? A teacher?

Jack left the rest of Cruor et Caedis to their own devices and started to pay close attention to every move of that stranger. Jack summoned some unclean spirits to inhabit Groldo and Wanny the Juggler just to see how the stranger would react. But the stranger did not react. He closed in and neared a pillar that was giving off an aura of great power. He touched the pillar, but Jack could not fathom why.

Since the stranger was not openly aggressive, though everybody else was fighting, Jack felt interested. He might actually invite this individual to Cruor et Caedis, if he could only talk to him... He started imagining the great wonders they could do together. A new rise for the circus. A show unlike any other. Until now, the only person Jack had ever felt such a connection had been...

Suddenly all Jack could see standing next to the pillar of power was his father.

The things they had done together. A great anger arose in him. A hatred unlike any other.

Calling forth all pyrotechnical prowess he had at his disposal, he blasted his father dead with a ball of fire.

Next chapter

Friday, November 20, 2015

Warmachine Demo

Last Wednesday I did a small demo game of Warmachine for a starting Protectorate player.

Demo forces were:

Iron Lich Asphyxious
- Leviathan
- Stalker
- Nightwretch

and

Warwitch Deneghra
- Slayer
- Defiler
- Ripjaw

Which makes a total of 11 points per side.

I tried to make the demo forces fairly balanced against each other, and I think I succeeded at least somewhat. Leviathan would be able to dish out damage from afar, but not end the game right away by getting lucky shots against Deneghra. Stalker would be relatively safe from Crippling Grasp and Parasite. Deneghra on the other hand had enough arc nodes to afford to lose one by accident. And even if Slayer would die to just about anything, Ripjaw would be able to deal damage in this small game size.

Opponent took Asphyxious.

Since it was a demo game I chose not to play too safely, and pushed on aggressively instead. Opponent probably got good taste of the combo mechanics of Warmachine, when Ripjaw dealt charge damage to Nightwretch with dice + 7...

Slayer fell to Leviathan shots and I charged Leviathan with Deneghra. Damage rolls were excessively poor, so that was a little bit of an anti climatic moment. Leviathan on the other hand shook off Shadow Bind and hit Deneghra once, bringing her to two damage boxes remaining. Asphyxious made short work of her. In fact there was a chance that Deneghra might have died to the POW 5 damage roll from Asphyxious' feat... now, even if I wasn't playing WAAC in this demo game, that would have been embarrassing.

Gambles of Fate

Last Monday I played a 50 point game of Warmachine.

My list was:

Morvahna the Dawnshadow
- Pureblood Warpwolf
- Woldguardian
- Gorax

Maximum unit of Tharn Ravagers + Chieftain + Shaman
Bloodweavers
Shifting Stones + Stone Keeper
Sentry Stone & Manikins
Blackclad Wayfarer
Gallows Grove
Ravager White Mane
Reeve Hunter
War Wolf

Objective: Arcane Wonder

Opponent had:

Feora, Protector of Flame
- 2x Reckoner
- Vanquisher
- Redeemer

Maximum unit of Choir of Menoth
Maximum unit of Temple Flameguard + Unit Attachment
Aiyana & Holt
2x Vassal of Menoth
Gorman diWulfe
Saxon Orrik
Epic Eiryss

Objective: Fuel Cache

Scenario was Recon, and Circle started game. First picture is from the end of Circle turn 2.

It's been a while since I played Morvahna the Dawnshadow, looks like. I don't know why I didn't leave one Ravager lagging far behind. Earlier some Ravagers and a few Bloodweavers have died to Redeemer shots. The two AoE's about there in the middle are forests from manikins.

Turn 2 Protectorate makes a massive dent in my forces. My only saving grace was that two combined melee attacking Temple Flameguards somehow missed the last Ravager who had charged Eiryss. Def 15 from treewalker special ability sure still kept me in this game.

Turn 3 I had to use Morvahna's feat. She brought all the Ravagers and Bloodweavers back as well as War Wolf. Morvahna was at two hit boxes remaining or something. I had been thinking of going to a nice little killing spree with White Mane and heal Morvahna with Carnivore, but that didn't quite work out. Carnivore removes from play and White Mane needs corpse tokens to do that...

Pureblood Warpwolf advances to use its spray to get rid of Saxon Orrik, Gorman diWulfe, a Vassal of Menoth and a choir grunt.

Shifting Stones teleport Woldguardian right next to Reckoner. Reckoner had Enliven on, but Woldguardian knocks stuff down with its bare fists. Damage rolls were only so-and-so. I'm not sure if any of the systems actually broke.

Bloodweavers dispelled Ignite from Temple Flameguard.

Turn 3 Protectorate killed off Woldguardian and a whole lot of Ravagers die, because that's what they do best. I think Feora used her feat this turn, but it was a little bit of a lacklustre. Def 14 miraculously saved Pureblood Warpwolf, which still kept me in the game. Though Pureblood was on fire and had, what, four or five damage boxes left? Death by fire was well within realms of possibility here.

Now, Warpwolf didn't die. Turn 4 Morvahna healed it and cast Primal on it. It then proceeded to slaughter absolutely everything! Yet it failed and killed none. The Reckoner who had already been beaten by Woldguardian was so badly injured after one attack that I relied on other models to bring it down. It crippled the other Reckoner well enough also, but not completely. This performance took quite a toll on Morvahna's life track.

Last remaining Ravager and even charging Reeve Hunter tried to score the few remaining points in to Reckoner, but it was all for naught. At least the Bloodweavers mopped up Eiryss and Temple Flameguards.

It started to look bad. Reckoners both were pretty useless by now, but I'd lose Pureblood now and there was still unscratched Redeemer and Vanquisher to deal with.

Except. Well.

Protectorate turn 4, and Pureblood defied all odds and stayed alive. One of the Reckoners killed last remaining Tharn Ravager. The other Reckoner and the Redeemer... uh. The dice rolls must have been really skewed.

Turn 5 Bloodweavers kill Holt, a choir grunt and the Reckoner. Pureblood Warpwolf frenzies and wrecks the other Reckoner. I don't remember where and why I did it, but I do remember that I did a re-roll gamble twice with Morvahna during this game.

I got no idea why there is a Ravager in the zone in the picture. It's dead anyway. Can't you smell the rotting flesh?

Protectorate then finally punches the Pureblood in the nose and it dies. Feora advances close by and casts Fire Step, which takes four Bloodweavers down. They fail their massive casualties check.

Vanquisher probably set Morvahna on fire somehow. I definitely remember rolling some fire checks for Morvahna. Perhaps that happened a turn earlier, since there is no longer a Reeve Hunter in the last picture. Maybe Vanquisher smacked him. Anyway, for the track record - only one fire continuous effect got naturally extinguished. Even from the many models that hadn't been in Feora's control area.

Feora had come closer to hug a wreck marker for cover.

This proved to be Feora's undoing.

Turn 6 Gorax destroys my friendly objective from the way of Morvahna, and shifting stones teleport themselves elsewhere, too.

Morvahna then charges Feora. I thought this would be an easy kill thanks to Morvahna's unsporting Life Trade sword. But this was before I learned Feora was at Arm 21 thanks to two focus being used to overboost power field, and Escort.

It was far from easy, and Morvahna was also far from her maximum health. It took all of Morvahna's life (except for one or two) and all of Morvahna's fury to kill Feora.

Tough game that I probably should have lost. Giving whole Ravager unit on a plate shouldn't have went unpunished - especially when opponent lost because of one small mis- (or fire?) step.

Wednesday, November 18, 2015

A bash in the middle

Last Saturday I played a 35 point warmachine game.

My list was:

Krueger the Stormlord
- Riphorn Satyr
- Scarsfell Griffon
- Gorax

Druids of Orboros
Maximum unit of Wolves of Orboros + Unit Attachment
Shifting Stones + Stone Keeper
Blackclad Wayfarer
2x Gallows Grove

Opponent had:

Lich Lord Asphyxious
- Desecrator
- Nightwretch

Maximum unit of Bane Knights
Minimum unit of Bile Thralls
Withershadow Combine
Bane Lord Tartarus
Skarlock
Warwitch Siren

Scenario was Recon. Circle started and first picture is from the end of Circle turn 2. Looking back now at the pictures makes it easy to see one of my greatest mistakes during game.

Instead of moving in one big blob of dissolving fleshy tissue, I should have split up my troops. Now it was all too easy for opponent to block the advance of pretty much all of my one wound infantry. By splitting up I would still have had one major part of my troops blocked off, but perhaps not 100% of them. Oh well.

Counter Magic was blocking any nasty Excarnate tricks. Perhaps that was one of the reasons I chose to advance in one giant ball of meat - I didn't want any extra Bile Thralls on the board.

Turn 2 Desecrator landed a direct hit against Blackclad Wayfarer. Nightwretch also walked close by to shoot at things, but I forget where the shot landed. All in all Cryx just advanced behind the clouds.

Turn 3 Nightwretch was mauled into a wreck by Riphorn Satyr. Next Krueger advances to middle of the board, shoots a couple of Lightning Storms and a lightning bolt from his stick, and uses feat. Using Krueger's feat this cinematically is always a great pleasure, though there are some risks involved if enemy has units with Vengeance and ranged weaponry available. Of course I could have negated threat from Desecrator with Storm wall (spell, mind you) but wasting three Fury just for one pesky AoE shot seemed like a waste...

Anyway. So far so good.

Cryx turn 3 thralls struggle to get within striking distance. Desecrator scores a lucky hit against Scarsfell Griffon, and one of the Bane Knights also take a swing against it. Mind and Spirit branches break down. That was just about all.

Circle turn 4 I feel like I got strong enough position to throw the game. Sorry, I mean to take carefully weighed and meticulously balanced risks. Initially I had wanted to teleport Riphorn Satyr to place I've marked with a red star, but there wasn't enough space. I opted to take out Tartarus and Maelovus instead, then.

Then Gorax dislodged Scarsfell Griffon from melee and forced Primal on it. The rest of Circle tried to remove Bane Knights as much as possible, and did respectable job in doing that. Only three (3) remained.

Then I completely forgot that Scarsfell Griffon had lost two branches. Without healing (druids could have also done that, by the way...) the Griffon charged to Desecrator. Charge was free because my objective was Fuel Cache. I had kind of relied that Griffon would have broken at least something from the helljack, but without Mind and Spirit that proved to be too much of a challenge.

Cryx turn 4 Asphyxious and Withershadow Combine kill Riphorn Satyr, and Scarsfell Griffon fell like a lousy duck to deep fryer. Those were to be expected, all things considered. But I did not account for two Bane Knights to kill Gorax with a couple of swings. So I just all of my warbeasts. That just happened.

Circle turn 5 I just tried to scramble some sort of an unorganised assassination. Asphyxious was in Caustic Mist template, but he had no focus. I tried to score a critical knockdown with everything I got (even Stone Keeper!) but the only model that actually hit Asphyxious was Krueger himself, and that was with second attempt.

Druids of Orboros had over-enthusiastically even blocked lane for one or two Wolves of Orboros to charge Asphyxious, so the game was pretty much done.

Krueger was put out of his misery like a disfigured puppy with fatal heart condition. Two Bane Knights and a Bile Thrall purge was all that was needed. Poor Asphyxious didn't even get a chance to use Spectral Legion.

Though I wonder what kind of a monster euthanasises a puppy with corrosive fluids and ghostly halberds.