Monday, February 25, 2019

Fate Crossed Crossed

Exactly a week ago I played this 50 point game of Warmachine.

My list:

Lord Arbiter Hexeris [+27]
- Agonizer [6]
- Aradus Soldier [16]
- Archidon [10]
- Rhinodon [12]
Maximus [4]
Mortitheurge Willbreaker [4]
Paingiver Task Master [3]
Wrong Eye [17]
Paingiver Beast Handlers (min) [5]

Opponent had:

Calandra Truthsayer, Oracle of the Glimmerwood [+27]
- Dire Troll Bomber [19]
- Dire Troll Mauler [15]
Janissa Stonetide [4]
Cylena Raefyll & Nyss Hunters (max) [19]
Thumper Crew [5]
Trollkin Fennblades (max) [15]


Scenario was Throw Down from main rulebook. Curiously enough both armies had Star Crossed at their disposal, so futile never-ending miss streak for both parties was expected.

It was confusing to be outnumbered this badly against trollbloods. So I tried to be extra protective with my warbeasts. Though I was worried about scenario play.

Fennblades started flanking me, and eventually I found them from my side of the table. Ultimate pincer move. I had made good enough progress in killing Nyss Hunters from zone on right, and put some hurt on the troll heavies, I was scared of the fennblades. Once the two troll heavies hurled themselves at me, I lost Wrong Eye & Snapjaw. I probably could have tried to 'play the long game' and try to remove one dire troll at a time. That might even have been the best, if I'd have dared to give some scenario points for trollbloods from left.

But the flanking fennblades were too scary. Hexeris would have probably been safe with Cloak of Ash, but still almost a full unit of charging P+S 12 models against your warlock had me trying to go in for assassination
.

My plan was to either kill or cripple Dire Troll Mauler's mind with Maximus to free last remaining Beast Handler to go and buff Archidon. Calandra didn't have Star Crossed on, but still I ought to re-name Maximus to Maximiss. Beast Handler had to take a free strike, and died. This is where I should have aborted assassination, but without better judgement I pressed on.

Rhinodon ran close enough to function as a channeler against Calandra.

Hexeris cast Black Spot on Calandra, but missed. This triggered Bullet Dodger, and suddenly Calandra was two additional inches away from Archidon. This is where I really, really should have aborted the plan and hope that Archidon would kill Mauler. And yet I pressed on.

Archidon was able to charge, but with only P+S 15 and the charge took it out of...

Oh.

This is the "not Essence Blasting Void Spirit" all over again. I thought charge took Archidon away from Hexeris' control area, but the beast has Long Leash.

So I could have boosted the charge attack. Bummer. Though it's quite unlikely that would have changed anything. One P+S 15 charge attack doesn't have very good chances of taking out even an ARM 14 warlock with single hit. I would have needed that Beast Handler for +2 str and free charge.

Thanks to Cloak of Ash it took some effort for opponent to kill DEF 17 Hexeris that had a couple transfers. But if I remember correctly, Hexeris had already taken some damage earlier when Wrong Eye landed on him, knocking warlock down. Anyway, it was a loss for Skorne.



Monday, February 18, 2019

Arkham's Super-Waitress

I visited a friend last weekend, and we played a couple of games of Arkham Horror card game.

First one was The Gathering introductory scenario with Roland Banks and Wendy Adams.

Neither of us had played game before and rulebook had not been from start to finish and back. So some things went wrong. Also we had no idea what to expect or what course of action would be the best.

But heroically Roland and Wendy pushed on till the very last act and agenda.

We almost did win the Ghoul Priest. Wendy managed to persuade this extra ally to join the fight, and this gave us a little hope. Roland and his Guard Dog dealt about seven or eight wounds to the Priest. But after Roland went down the investigators lost their game. Investigators lost to Doom Track. Not that Wendy had any chances in dealing the last few injuries...


Second game was the intro scenario again, but Skisa O'Toole and Agnes Baker, the Waitress were investigators.

Though we had some experience now, investigators were plagued by terrible luck. Attic got the encounter that raised +2 shroud value, and Skids O'Toole needed to waste turn after turn to eradicate rats and ghouls. Skids had flashlight, but he was missing one or two actions to use it effectively.

Agnes, on the other hand, received some really good spells and items and was somewhat of a ghoul exterminator.

But once those precious clues were collected, final act began. Skids O'Toole was attacked by Ghoul Priest when he had no useful gear to survive the fight.

In two turns Skids would die, but at least he managed to deal two wounds to Ghoul Priest. First came from throwing it (not shooting) with Derringer pistol. Next he dealt another wound by throwing a Guard Dog at it. Then he died.

But Agnes did manage to deal a total of eight wounds to it in two turns. She had this spell that caused +1 damage, and a knife. Plus the ability to get receive horror points from herself.

One more turn and investigators would have lost to Doom Track again. But Agnes survived. And received brain trauma from watching her home burn down.

Results were written down to campaign journal, and while I doubt I'll ever get to continue this particular campaign, it's nice to know Skids and Agnes may some day, somewhere, continue their adventures.

I don't often enjoy pure card games all that much, I admit that they can have really good mechanics. And Arkham Horror: the Card Game seems to have well written and thought out rules.

Sunday, February 3, 2019

Heinrich Have You Been Drinking Again?

Touch of Evil campaign continues with the aid of Tabletop Simulator.

This time Heinrich the Cartwright and Katarina the Outlaw are solving a strange mystery of having the church gargoyle along with smaller grotesques killing people in plain sight and jumping up and down on Heinrich Cartwright, mocking him crudely.

From early on it looked like Katarina would be the real - and only - star in this game. Heinrich had one of the unluckiest games for a hero character I have witnessed. He moved more often during mystery phase than on his own turn - and that was to run away from a fight at Town Hall. He had no investigation to heal, or stats to fight grotesques. When he actually got to play his own turn, he usually had at least two wounds from the escape fight.

When he astonishingly had some investigation to patch himself up at Doctor's Office, that was when he rolled the "1" for lingering. Nope, Heinrich. In this game your destiny is to only heal through suffering. But what do the villagers think, seeing you lying on the ground all the time with bloodshot eyes and splitting head ache?

The only turn when he got to Abandoned Keep to draw actual location cards, well, he drew Dark Keep. And failed the test. So Shadow Track fell by two. Looked like safest play for heroes would be to keep Heinrich permanently knocked out.

At least Katarina was doing better. That was until she got stuck in Olde Woods for six turns thanks to Shifting Woods. She had Skilled Hand and the chalice to remove mystery cards, so that eased our game for a while. It was lost on some useless Mystery Card that would spawn minions. But situation was grim - Katarina was locked in woods and Heinrich was not able to do anything to minions on board.

But then, after the long wait Katarina was able to come back from the woods, and all hell broke loose. She could spend 22 investigation points at Blacksmith at her leisure, and still have a safety belt against knock-outs with 6+ investigation.

And she did get knocked down. Once. During whole game. Compared to 10+ times of Heinrich.

But even Heinrich started to fare a little better once Katarina was out of the woods. That's probably due to whole board not being that populated with minions. He also found crossbow pistol from abandoned keep that helped him at least on a couple of occasions against Grotesques that were being hit only on 6+.

Katarina also found memory of forever, which gave her three more fight dice against the villain.

Heinrich, well, Heinrich was constantly arguing over everything. Probably first time during my history of playing Touch of Evil one hero had all three "I think not!" cards simultaneously. Shadow track was on the last space before last red stage when we started showdown. Mostly we did it because we drew mystery card that lowered shadow track by two each time hero was KO'd, and finally Widow Jessica transformed into werewolf elder. That wasn't a good combination, especially as we had one sorry drifter in our team.

Lies and Deceit that had been rolled many times had revealed three evil elders. Heinrich tried to redeem one of them, but obviously failed, as he had done the whole game.

Gargoyle's lair was in the church, which was somehow fitting even if it was a modest village church instead of a grand cathedral.

Showdown wasn't very exciting. Villain's bad luck on fight dice was amazing once again. But then on the other hand, Katarina mostly had to be able to defeat villain by herself. Well, Heinrich was able to kill two evil elders and inflict five wounds on the villain, so that was far more than anyone expected.

Katarina, by comparison, dealt fourteen wounds and killed one evil elder.




Campaign statistics:

Villains defeated: Spectral Horseman, Vampire, Siren, Bog Fiend, Volgovian Nutcracker, Delion Dryad, Scarecrow, Krampus, Sunken Seven, Gargoyle
Villains still to be defeated: 9, +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: 9

Saturday, February 2, 2019

Void Walker Mordikaar

A couple of days ago I played this 75 point game of Warmachine.

My list was:


Winds of Death
Void Seer Mordikaar
- Archidon [10]
- Basilisk Drake [8]
- Basilisk Drake [8]
- Basilisk Krea [7]
- Cyclops Savage [7]
- Rhinodon [12]
Maximus [4]
Mortitheurge Willbreaker [0]
Venator Dakar [4]
Void Spirit [0(4)]
Paingiver Beast Handlers (min) [5]
Swamp Gobber Bellows Crew [2]
Venator Flayer Cannon Crew [5]
Venator Reivers (max) [15]
- Venator Reiver Officer & Standard [4]
Venator Slingers (max) [13]


Opponent had:

Call of the Wild
Kromac the Ravenous [+26]
- Feral Warpwolf [16]
- Ghetorix [19]
- Pureblood Warpwolf [17]
- Shadowhorn Satyr [12]
- Shadowhorn Satyr [12]
- Warpwolf Stalker [17]
- Wild Argus [7]
- Druid Wilder [0(4)]
Blackclad Wayfarer [0(4)]
Lord of the Feast [0(6)]
Swamp Gobber Chef [1]
Shifting Stones [0(3)]


And scenario was Recon II.

Skorne started game.

I was kind of terrified of this match up. Slingers were next to useless models, and Reivers were not exactly top tier Warpwolf killers either. Or Basilisks. Or Archidons. Or Rhinodons. Or Mordikaar.

So my battle plan was panicky to say at least. I rushed stuff forward, keeping infantry mostly out of range from Lord of the Feast, feated on turn 2 and hoped for the best.

And it wasn't too bad. Ghetorix hit only one attack against Archidon and was pushed away with Poltergeist. A Shadowhorn Satyr did destroy objective, but otherwise I survived rather well. Of course opponent was able to set-up a nightmare for me next turn, but hey. I survived.

It was a tormenting turn to play. With a high volume of low-powered attacks against heavies is a pretty good combination for analysis paralysis, and that's what I got. I considered the possibility of assassination.

First, though, Void Spirit charged Blackclad Wayfarer and killed it, did the void walk thing and also killed Druid Wilder, and then hit Kromac.

I spent many a minute in figuring out how I'd be able to kill the Void Spirit. Drake slammed Ghetorix down and Krea ran within Essence Blast range. Which hit neither Void Spirit nor Kromac. A well used light warbeast, I must say.

Then I lose my focus completely and forget I was activating Mordikaar. He just stood there, five fury points remaining.

Reiver cannon shoots enemy objective down and three attacks to Ghetorix. Enraged Rhinodon does the rest. Archidon tries to critically pitch Shadowhorn Satyr off from zone so that I might take gain some leverage in scenario play, but crit it is not.

Reivers use minifeat as I believe most would be dead next turn. They do negligible damage to Warpwolf Stalker.

Maximus misses Pureblood Warpwolf.

Now, had I removed Void Spirit, the Reivers would have been taking their shots at Kromac. Able to re-roll two-man combined ranged attack misses (that had equal to RAT 8) would have had probably softened ARM 16 Kromac with their POW 13 attacks. Then P+S 17 (had I remembered to enrage) charge attack from Archidon, had I remembered t heal it up a little. With any luck it could have gotten one extra attack with body still functional. With no luck it would have done so with body system broken.

...

And here is where I take a closer look at Essence Blast. Nothing would have prevented me from casting it from Void Spirit. Hah. Hah. Ha.

I would've had my shot at paralyzing Kromac, not to mention still having a warbeast.

Well, opponent destroys all but one Basilisk Drake from Mordikaar's battlegroup. Maximus and a number of Slingers die, too.

Mordikaar has 15 Fury points. He spends them all to destroy a Shadowhorn Satyr that had strayed too close, but really. Mordikaar even was within 13" of Kromac.

Game was over there even if I tried to scrape in some lucky damage rolls against beasts. There was none, by the way.

So these were the odds where my luck with Skorne does not extend. A Basilisk Drake for transfers (that had one hit box remaining) and enemy still having four heavies left, with an assortment of supporting models.

Mordikaar started Void Walking himself.

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.

Recap:
Lantern Year 1: Gorm level 1
2: White Lion level 1
3: Screaming Antelope level 1
4: Screaming Antelope level 1
5: Manhunter level 1, Gorm level 1
6: Spidicules level 1
7: Gorm level 1
8: Spidicules level 1
9: Screaming Antelope level 1
10: Manhunter level 2 Screaming Antelope level 1
11: Gorm level 1
12: Beast of Sorrow 
13: Screaming Antelope level 2
14: Gorm level 2
15: Phoenix level 2
16: Manhunter level 3, Lion God level 1
17: The Hand level 1, Screaming Antelope level 3
18: Phoenix level 2
19: Butcher level 1, Phoenix Level 2
20: White Lion level 3
21: The Hand level 2, King's Man level ?
22: Manhunter level 4, Butcher level 3
23: The Hand level 3
24: King's Man level 3
25: Sunstalker level 4
26: Gorm level 3
27: Spicidules level 3

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.