And finally, finally I got through the Kingdom Death tutorial. How so?
Well, since we continued Burkstad campaign, I decided to start another solo campaign. Except that I got a second full part death during tutorial. Two in a row. Both had one thing in common: Enraged.
The survivors could have won, though. They got the White Lion down to just having Enraged in play, but by then there was only one survivor left, who had her one chance to win the day - and failed.
Later I did another prologue, which this time went almost like a breeze. Everything else was perfect, if it wasn't for the survivor who received permanent stat boost to rip off the lion's testicles, and as a consequence become the target of Chomp. Chomp chomp.
Other than that, I had a positive start. A total of 11 starting survivors had their first newborn and death principle on year 1. A total of 12 survivors, and +3 insanity for departing survivors might save the first hunt against Gorm. Principles are Cannibalize and Protect the Young. If this doesn't carry me beyond lantern year ~8, I'm giving up testing it for a while.
Back to the settlement. For once I had next to no hides, and developed two bone blades, bone axe, bone darts and two monster greases.
Settlement builds Bone Smith and Organ Grinder, and also one Stone Nose.
Notable survivors:
Fanethon, the slayer of Prologue Lion
Qyillus, who spoke the first words.
Zamarias, one of the starting four.
Kalnetan and Nasanovim, the parents of firstborn strategish, Nasatan.
Nasatan, the firstborn.
First Gorm Hunt consists of Nasatan, Kalnetan, Fanethon and Nasanovim. Special thing here is I'm testing my homebrew hunt events, which expands each original event and adds fifty more.
First head-splitting pain gives disorders and a brain trauma for the whole party. The newborn Nasatan gains Secretive disorder.
Horizon of Bones ends up paralyzing the whole party, while a tiny bee shouts to Nasanovim: YOU. ARE. DOOMED, and thus marks her and her future children for culinarist harvest.
The family fights the best here. Fanethon, one of the original four, is first flattened, slammed into a wall, tossed around and eventually head-butted with Lure Paroxysm. He was blind with intracranial hemorrhage and destroyed genitals before finally bleeding out.
But even with no armor items to speak of, the first parents and their firstborn child bring victory, with the killing blow made by Nasatan. She surely made her parents proud.
Lantern Year 2: Acid Storm
Five basic resources and six gorm resources and scrap from Acid Storm are certainly an impressive second year resource pool. Endless Screams are silenced by Nasatan's voice of reason. This kid is a paragon of hope for the settlement. She even innovates Paint with the Endeavor she received from becoming a Tinker.
=== INTERMISSION ===
Alright, something just happened. Something that makes redundant to write up-to-date reference of game being played. Kalnetan, Nasanovim, Zamarias and Qyillus are victorious against the Gorm they were hunting. But when they were returning to the settlement, they noticed that...
... there was no settlement. Just ragged group of survivors, strangers all, with no known language. Qyillus, who had originally spoken the first words spoke them again. Zamarias is also now an original four survivor in second generation.
Settlement event was Clinging Mist, and I rolled 9.
This is an amazing boon, though. And something I know happens from time to time, but I have never got to make a new settlement with experienced survivors.
Originally I had thought that having no White Lion would make up for me not using the tedious Gorm Climate. But now because of this, I think I'll slap it in.
Settlement innovates Symposium, and builds Skinnery, Organ Grinder and Bone Smith. I believe this requires a separate blog entry, so that the memories of the past won't be too confusing.
So, statistics for Kalmana Retreat:
Population 12
Settlement Locations:
Skinnery
Organ Grinder
Bone Smith
Innovations:
Language, Symposium
Gear:
4x cloth
2x founding stone
2x stone nose
2x monster grease
2x bone blade
1x bone axe
1x luck charm
1x gaxe
Full rawhide armor
Storage:
Stout Hide
Acid Gland
Survivors of note:
Zamarias, one the original four from both Deluge and Retreat.
- Dealt the killing blow to Gorm in last settlement.
- +1 permanent accuracy from Age.
Qyillus, one of the original four from both Deluge and Retreat
- Has taught the secrets of language twice to different settlements.
- Has hunted Gorm.
- Enfeebled disorder
- +1 permanent accuracy from Age.
- 2 courage, 2 understanding.
Kalnetan, mourning parent of a child lost in time and space.
- Has hunted Gorm twice.
- Crazed fighting art.
- Revenge disorder.
Nasanovim, mourning parent of a child lost in time and space.
- Encountered an elderly bee that doomed her and her future children.
- Has hunted Gorm twice.
- Quixotic and Destined disorder.
- +1 permanent strength and evasion.
- 1 courage.
- Doomed: You may always choose Path of Doomed during Overwhelming Darkness. If you do, gain +1 on your roll. When you are one of the parents during Intimacy, the children will inherit this ability.
Some sort of a note about each and every session of a board/miniature game I have played since the beginning of this blog.
Monday, February 24, 2020
Sunday, February 23, 2020
Burkstad, Anno Homicidi 17
Rollercoaster continues.
Cohenia, Ghentavi, Melvin and Nestor hunted for White Lion level 2, and hunt phase was extraordinarily positive experience. There was no Overwhelming Darkness because the beast jumped one space forward on the hunt board, and each survivor gained +2 courage and understanding, and some even more than this. Only questionable outcoming was the Madflies bursting from the mouth of Ghentavi, who frenzied. And frenzy at least has positive sides to it.
Melvin received Hyperactive disorder, which was bothersome as he had cumbersome bow.
Showdown had its danger moments, like Nestor receiving Maul (three damage base) when he had both Monster Controller tile and controlophobia disorder, which did end up in one of the first times of successfully using Healing Potion.
Total resources Burkstad were 5 basic resources, 6 white lion resources, iron strange resource and two flower resources from Flower Patches.
That was before Armored Strangers paid a visit. Add +6 basic resources for a grand total of twenty resources.
Settlement event was Season of the Spiderling, which nearly ended the settlement, but instead gave the returning survivors +1 strength.
Two love juices gave a blue savior and twins, and Burkstad was back at a population of nine. Settlement developed Bone Pickaxe, White Lion helm and waist, and innovated Momento Mori.
We are going to hunt another White Lion level 2 to complete the armor set. This year had gone far too well. Let's see how many head explosions we get next year.
Burkstad
Population: 9
Principles:
Protect the Young
Graves
Barbaric
Innovations:
Language
Hovel
Ammonia
Bed
Nigredo
Symposium
Lantern Oven
Paint
Family
Bloodletting
Inner Lantern
Cooking
Sculpture
Shrine
Petal Spiral
Pictographs
Drums
Momento Mori
+Guidepost
Locations:
Lantern Hoard
Bone Smith
Skinnery
Organ Grinder
Catarium
Gormchymist
Gormery
Weapon Crafter
Leather Worker
Skyreef Sanctuary
Gear:
1x Cloth
3x Stone Noses
Full Rawhide Set
1x rawhide vest, 1x Rawhide Gloves, 1x Rawhide Headband
Gorment Boots
2x Skull Helm
Bone Dagger
Bone Darts
Rib Blade
Greater Gaxe
Leather Shield
Cat Eye Circlet
3x Monster Grease
Lucky Charm
Monster Tooth Necklace
Bandages
Catgut Bow + Claw Head Arrow
White Lion Coat, White Lion Gloves, Helmet and Waist
Scrap Sword
Flower Knight Badge
Cycloid helm + vest
Death Mask
Bone Pickaxe
Resources:
3x Monster Bone
Skull
Monster Organ
Broken Lantern
Cat Eye
Sinew
Cohenia, Ghentavi, Melvin and Nestor hunted for White Lion level 2, and hunt phase was extraordinarily positive experience. There was no Overwhelming Darkness because the beast jumped one space forward on the hunt board, and each survivor gained +2 courage and understanding, and some even more than this. Only questionable outcoming was the Madflies bursting from the mouth of Ghentavi, who frenzied. And frenzy at least has positive sides to it.
Melvin received Hyperactive disorder, which was bothersome as he had cumbersome bow.
Showdown had its danger moments, like Nestor receiving Maul (three damage base) when he had both Monster Controller tile and controlophobia disorder, which did end up in one of the first times of successfully using Healing Potion.
Total resources Burkstad were 5 basic resources, 6 white lion resources, iron strange resource and two flower resources from Flower Patches.
That was before Armored Strangers paid a visit. Add +6 basic resources for a grand total of twenty resources.
Settlement event was Season of the Spiderling, which nearly ended the settlement, but instead gave the returning survivors +1 strength.
Two love juices gave a blue savior and twins, and Burkstad was back at a population of nine. Settlement developed Bone Pickaxe, White Lion helm and waist, and innovated Momento Mori.
We are going to hunt another White Lion level 2 to complete the armor set. This year had gone far too well. Let's see how many head explosions we get next year.
Burkstad
Population: 9
Principles:
Protect the Young
Graves
Barbaric
Innovations:
Language
Hovel
Ammonia
Bed
Nigredo
Symposium
Lantern Oven
Paint
Family
Bloodletting
Inner Lantern
Cooking
Sculpture
Shrine
Petal Spiral
Pictographs
Drums
Momento Mori
+Guidepost
Locations:
Lantern Hoard
Bone Smith
Skinnery
Organ Grinder
Catarium
Gormchymist
Gormery
Weapon Crafter
Leather Worker
Skyreef Sanctuary
Gear:
1x Cloth
3x Stone Noses
Full Rawhide Set
1x rawhide vest, 1x Rawhide Gloves, 1x Rawhide Headband
Gorment Boots
2x Skull Helm
Bone Dagger
Bone Darts
Rib Blade
Greater Gaxe
Leather Shield
Cat Eye Circlet
3x Monster Grease
Lucky Charm
Monster Tooth Necklace
Bandages
Catgut Bow + Claw Head Arrow
White Lion Coat, White Lion Gloves, Helmet and Waist
Scrap Sword
Flower Knight Badge
Cycloid helm + vest
Death Mask
Bone Pickaxe
Resources:
3x Monster Bone
Skull
Monster Organ
Broken Lantern
Cat Eye
Sinew
Thursday, February 20, 2020
New Innovation
Tokens! Everywhere!
Alright, let's put it short.
I re-based my magnetized survivors. Or, based them in fact. They had no real texture to their base. I had been procrastinating with that, because I toyed with the idea that I'd put another magnet slot to the base. Why?
Either to keep track of various items and tokens that could benefit from having a small reminder, or just purely for aesthetical purposes.
For example, survivor uses Block. Sometimes it is easy to forget, but now you got a token for it. Or, if you use Gorn, Pulse Lantern or any other single use item, you can remove the token. I won't be making one for the most obvious one, though - Claw Head Arrow - because 95% of time it is used during first turn.
Also in the pictures some tokens for survival actions, and a special dodge token just for the sake of the memory of Burk.
Alright, let's put it short.
I re-based my magnetized survivors. Or, based them in fact. They had no real texture to their base. I had been procrastinating with that, because I toyed with the idea that I'd put another magnet slot to the base. Why?
Either to keep track of various items and tokens that could benefit from having a small reminder, or just purely for aesthetical purposes.
For example, survivor uses Block. Sometimes it is easy to forget, but now you got a token for it. Or, if you use Gorn, Pulse Lantern or any other single use item, you can remove the token. I won't be making one for the most obvious one, though - Claw Head Arrow - because 95% of time it is used during first turn.
Also in the pictures some tokens for survival actions, and a special dodge token just for the sake of the memory of Burk.
Another Obsession
Had a 50 soul stone Malifaux game. And this game somehow marks me going "serious" with this game, as I did it. I began tracking statistics for Malifaux. My spreadsheets for Warmachine are filled with tables and measurements of all kinds, so I'll start somewhat of a same thing here.
Strategy was Turf War.
My list was:
Seamus with the Whisper + Copycat Killer
Madame Sybelle
Mortimer
Bete Noire
Dead Dandy
Rotten Belle
Mourner with the Grave Spirit Touch
Cache: 5 stones
Schemes: Assassinate, Outflank
Opponent had:
Asami Tanaka + Amanjaku
Ohaguro Bettari
Ama No Zako
2x Obsidian Oni
2x Yokai
Cache: 6 stones
Claim Jump
Outflank
Turn 1 is straightforward. I position my troops for using Interact next turn on two strategy markers, and Asami summons a spider demon Jorogumo, who assaults Mortimer. Seamus shoots one Obsidian Oni dead, as I could secure it with Red Joker in my starting hand.
Turn 2 Mortimer is smacked down to one hit point remaining, and a summoned Obsidian Oni sets Madame Sybelle and Mourner on fire. Seamus did try to shoot the Obsidian Oni down first, but moderate damage isn't enough to bring one down.
As I had been busy dealing with those obsidian shenanigans, I hadn't paid attention to Ama No Zako, whose positioning (looking back now) is obvious for Claim Jump. But it escaped me. Dead Dandy had been poisoning itself to deal with a strategy marker in hazardoous terrain. Someone's got to do the dirty work.
Both players scored Outflank and strategy, plus Ten Thunders got the lead with Claim Jump.
Turn 3 onis had started to disappear, and I felt the pressure lifting somewhat. Bete Noire managed to kill Ohaguro with first attack and moved closer to center line. Later I figured my tactic was to put her there to screen Seamus. Yeah, tactics work that way. Anyway, Seamus took a shot at Asami but misses.
Then one of those damn monkeys charges Seamus, gets scared and blinks away and trashes my turf with Interact, does some action to remove the poison condition from itself. And then blinks to engage Dead Dandy so that I'll have to work for regaining that objective.
Ama No Zako had put up hazardous and severe terrain, so I took my focus against the obscene Yokai. Copycat Killer shoots and deals some damage, and then Mourner charges it dead.
Then Dead Dandy sighs and looks what's left of his fancy clothing and rotten health. He has to do the dirty job again and go reclaim the turf in the middle of poison. Without healing effects, he would now die by the end of the last round to poison condition.
Rotten Belle on one of the table edges survives againstan Yokai and Obsidian Golem, which is impressive. Last models to activate, Mortimer enters the fray again. He had had to back down a little after his encounter with the spider demon.
Turn 4 Obsidian Oni smashes Rotten Belle just a little too late. A second time one of my models had been brought down to one hit point remaining. Such luck certainly adds up against a crew that has tendency to have its models disappear.
Seamus moves twice, shoots at Asami and scores my Assassinate, and then walks and interacts the enemy turf back to neutral. I guess you could go and insult Seamus and say that's only another kind of filthy monkey, trashing other people's turf.
Asami then unleashes the full fury of her wavy hair, and strangles Seamus down to seven hit points remaining or so. Only to notice that she had been strangling the Copycat Killer all along. I brought Seamus to the safety of my side of the table.
Turn 5 we don't play entirely, as Asami fails to summon a model, but I succeed at killing Ama No Zako. So even if Obsidian Oni would've been able to kill Mortimer who had steadily climbed to six health remaining, victory would go for Seamus. After this, of course, Copycat Killer could have tried to shoot Asami, but, eh.
I lost surprisingly few models, but on at least two critical occassions I should have done so, which would have shaped entire game.
In this game we had two burning terrain markers that set things ablaze within 1", and could be removed with Interact. Then another hazardous terrain was the poisoned swamp, and both elements had an effect within game, which is oddly satisfying to me. Active terrain interaction is what's missing from many miniature games I've played.
Strategy was Turf War.
My list was:
Seamus with the Whisper + Copycat Killer
Madame Sybelle
Mortimer
Bete Noire
Dead Dandy
Rotten Belle
Mourner with the Grave Spirit Touch
Cache: 5 stones
Schemes: Assassinate, Outflank
Opponent had:
Asami Tanaka + Amanjaku
Ohaguro Bettari
Ama No Zako
2x Obsidian Oni
2x Yokai
Cache: 6 stones
Claim Jump
Outflank
Turn 1 is straightforward. I position my troops for using Interact next turn on two strategy markers, and Asami summons a spider demon Jorogumo, who assaults Mortimer. Seamus shoots one Obsidian Oni dead, as I could secure it with Red Joker in my starting hand.
Turn 2 Mortimer is smacked down to one hit point remaining, and a summoned Obsidian Oni sets Madame Sybelle and Mourner on fire. Seamus did try to shoot the Obsidian Oni down first, but moderate damage isn't enough to bring one down.
As I had been busy dealing with those obsidian shenanigans, I hadn't paid attention to Ama No Zako, whose positioning (looking back now) is obvious for Claim Jump. But it escaped me. Dead Dandy had been poisoning itself to deal with a strategy marker in hazardoous terrain. Someone's got to do the dirty work.
Both players scored Outflank and strategy, plus Ten Thunders got the lead with Claim Jump.
Turn 3 onis had started to disappear, and I felt the pressure lifting somewhat. Bete Noire managed to kill Ohaguro with first attack and moved closer to center line. Later I figured my tactic was to put her there to screen Seamus. Yeah, tactics work that way. Anyway, Seamus took a shot at Asami but misses.
Then one of those damn monkeys charges Seamus, gets scared and blinks away and trashes my turf with Interact, does some action to remove the poison condition from itself. And then blinks to engage Dead Dandy so that I'll have to work for regaining that objective.
Ama No Zako had put up hazardous and severe terrain, so I took my focus against the obscene Yokai. Copycat Killer shoots and deals some damage, and then Mourner charges it dead.
Then Dead Dandy sighs and looks what's left of his fancy clothing and rotten health. He has to do the dirty job again and go reclaim the turf in the middle of poison. Without healing effects, he would now die by the end of the last round to poison condition.
Rotten Belle on one of the table edges survives againstan Yokai and Obsidian Golem, which is impressive. Last models to activate, Mortimer enters the fray again. He had had to back down a little after his encounter with the spider demon.
Turn 4 Obsidian Oni smashes Rotten Belle just a little too late. A second time one of my models had been brought down to one hit point remaining. Such luck certainly adds up against a crew that has tendency to have its models disappear.
Seamus moves twice, shoots at Asami and scores my Assassinate, and then walks and interacts the enemy turf back to neutral. I guess you could go and insult Seamus and say that's only another kind of filthy monkey, trashing other people's turf.
Asami then unleashes the full fury of her wavy hair, and strangles Seamus down to seven hit points remaining or so. Only to notice that she had been strangling the Copycat Killer all along. I brought Seamus to the safety of my side of the table.
Turn 5 we don't play entirely, as Asami fails to summon a model, but I succeed at killing Ama No Zako. So even if Obsidian Oni would've been able to kill Mortimer who had steadily climbed to six health remaining, victory would go for Seamus. After this, of course, Copycat Killer could have tried to shoot Asami, but, eh.
I lost surprisingly few models, but on at least two critical occassions I should have done so, which would have shaped entire game.
In this game we had two burning terrain markers that set things ablaze within 1", and could be removed with Interact. Then another hazardous terrain was the poisoned swamp, and both elements had an effect within game, which is oddly satisfying to me. Active terrain interaction is what's missing from many miniature games I've played.
Labels:
50ss,
asami,
gg0,
malifaux,
resurrectionists,
seamus,
ten_thunders
Monday, February 10, 2020
Marked For Fun
Yesterday I finished painting some special miniatures.
Well, one is terrain for Kingdom Death. The Resin Dung Ball, which has been a little shy to enter the showdowns. Maybe because it had been unpainted.
Then, here are two markers I did for Malifaux. I've noticed Undivided Attention and Boring Conversation are abilities that are easily forgotten, or remembered retroactively. With a little more "sighty" reminder, maybe the abilities shall function more often as they should? Probably not. But hey, pretty markers!
Well, one is terrain for Kingdom Death. The Resin Dung Ball, which has been a little shy to enter the showdowns. Maybe because it had been unpainted.
Then, here are two markers I did for Malifaux. I've noticed Undivided Attention and Boring Conversation are abilities that are easily forgotten, or remembered retroactively. With a little more "sighty" reminder, maybe the abilities shall function more often as they should? Probably not. But hey, pretty markers!
Unsettling
I was about to begin a new solo settlement for Kingdom Death, but somehow getting a successful solo campaign has eluded me for some time now.
This only continued, when I had my first prologue wipe. Granted, out of six severe injuries I was called to make, four were either one or two.
I did get the monster down to one card remaining, so I might have pulled a win if I hadn't tried to be so stingy with Founding Stones and fish for critical hits by using fist & tooth.
Lesson learned here. Play the game, not the mechanics.
This only continued, when I had my first prologue wipe. Granted, out of six severe injuries I was called to make, four were either one or two.
I did get the monster down to one card remaining, so I might have pulled a win if I hadn't tried to be so stingy with Founding Stones and fish for critical hits by using fist & tooth.
Lesson learned here. Play the game, not the mechanics.
Sunday, February 9, 2020
Unspeakable March of Horror
Touch of Evil campaign continued virtually once more after the bitter defeat of last time.
Katarina the Outlaw and Frederic Leon were against Unspeakable Horror. We decided to take two extra investigation points from our stashed campaign investigation.
Soon enough Katarina and Frederic were both KO'd and at zero investigation points, so those extras were essentially wasted.
Although Shadow Track was moving mercifully slowly, it didn't help much when heroes did next to no progress. Both heroes gained a lot of events, but even there were no especially good ones.
Early in the gave five elders had turned their coat and worshiped the Horror. Usually Surprise Showdown is only a negative experience, but this time we managed to take down three of the evil elders.
Surprise Showdown showed signs of what could have been a turning point for the heroes. And maybe it could have been, if it wasn't again the Sacred Chalice getting lost on second Mystery cancellation.
In this game, Brother Janus fell from atop the Inn, was murdered by those of his own creed as well as becoming a sacrifice you just have to make.
In the end there were quite a few minions on board, and March of Darkness triggered twice in one mystery phase. Shadow track was then sitting at a steady number of 3, except that then the murders started pouring in. Lair showed villain to be at the furthest possible point from heroes, so we didn't even get to fight.
Good night Katarina and Frederic. Another heroes will come to pull you back from the Void.
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: Katarina the Outlaw, Frederic Leon Brother Marcus, Anne-Marie, 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: 8
Stashed investigation: 6
Katarina the Outlaw and Frederic Leon were against Unspeakable Horror. We decided to take two extra investigation points from our stashed campaign investigation.
Soon enough Katarina and Frederic were both KO'd and at zero investigation points, so those extras were essentially wasted.
Although Shadow Track was moving mercifully slowly, it didn't help much when heroes did next to no progress. Both heroes gained a lot of events, but even there were no especially good ones.
Early in the gave five elders had turned their coat and worshiped the Horror. Usually Surprise Showdown is only a negative experience, but this time we managed to take down three of the evil elders.
Surprise Showdown showed signs of what could have been a turning point for the heroes. And maybe it could have been, if it wasn't again the Sacred Chalice getting lost on second Mystery cancellation.
In this game, Brother Janus fell from atop the Inn, was murdered by those of his own creed as well as becoming a sacrifice you just have to make.
In the end there were quite a few minions on board, and March of Darkness triggered twice in one mystery phase. Shadow track was then sitting at a steady number of 3, except that then the murders started pouring in. Lair showed villain to be at the furthest possible point from heroes, so we didn't even get to fight.
Good night Katarina and Frederic. Another heroes will come to pull you back from the Void.
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: Katarina the Outlaw, Frederic Leon Brother Marcus, Anne-Marie, 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: 8
Stashed investigation: 6
Thursday, February 6, 2020
Inviolable Parasite
Played a ten point game of Warmachine against a new and returning player. As he had played only a couple of games during Mk2, the game was more of an introduction rather than a bloody battle for victory.
My list was:
Lich Lord Asphyxious
- 2x Slayer
- Defiler
Minimum unit of Satyxis Raiders
Opponent had:
Grand Exemplar Kreoss
- Crusader
- Castigator
- Repenter
Minimum unit of Choir of Menoth
Vassal of Menoth
Vassal Mechanik
I started the game, and Asphyxious cast some Caustic Mists to block LoS. There was a building in the middle that acted as a sort of divider. And I decided to do just that - challenge from both sides of the house.
Satyxis Raiders put a dent on Crusader on turn two, and Slayer advanced behind a Caustic cloud on the other side of the building. Far enough that plain old walk wouldn't be enough to engage it.
Opponent put Castigator to act as a bouncer, but Slayer wanted to perform. (Get it? Eh eh.) I mistakenly thought that the helljack was able to knock out the Cortex of Castigator - a mistake that proved fatal, when P+S 19 automatically hitting attacks started pouring in.
Crusader had been finished by another Slayer, but as Kreoss was using his feat now, Repenter engaged in melee.
Then we has Asphyxious personally attacking the Castigator, casting Parasite on Kreoss and using Excarnate to pluck off one choir member. Then he used feat and tried to assassinate Kreoss with Satyxis Raiders. It failed miserably. The lucky critical knockdown had been used already on Crusader earlier in this match. Not a single lacerator was able to score 8+, but two horns did - but didn't do even a single point of damage.
Opponent shoots Cleansing Fire on Asphyxious and scores a whopping eight points of damage. If opponent had been pondering whether to charge Defiler or Asphyxious, I guess this tipped the scale towards my warcaster. Charge attack dealt nine points in, but last attack opponent was to make missed.
Kreoss had both Parasite and Inviolable Resolve on himself. Asphyxious was still rolling damage at -1, and hitting on 8+ required boosts.
All three boosted attacks Asphyxious could do resulted in a hit, and it was the very last attack possible that downed the Menite warcaster.
My list was:
Lich Lord Asphyxious
- 2x Slayer
- Defiler
Minimum unit of Satyxis Raiders
Opponent had:
Grand Exemplar Kreoss
- Crusader
- Castigator
- Repenter
Minimum unit of Choir of Menoth
Vassal of Menoth
Vassal Mechanik
I started the game, and Asphyxious cast some Caustic Mists to block LoS. There was a building in the middle that acted as a sort of divider. And I decided to do just that - challenge from both sides of the house.
Satyxis Raiders put a dent on Crusader on turn two, and Slayer advanced behind a Caustic cloud on the other side of the building. Far enough that plain old walk wouldn't be enough to engage it.
Opponent put Castigator to act as a bouncer, but Slayer wanted to perform. (Get it? Eh eh.) I mistakenly thought that the helljack was able to knock out the Cortex of Castigator - a mistake that proved fatal, when P+S 19 automatically hitting attacks started pouring in.
Crusader had been finished by another Slayer, but as Kreoss was using his feat now, Repenter engaged in melee.
Then we has Asphyxious personally attacking the Castigator, casting Parasite on Kreoss and using Excarnate to pluck off one choir member. Then he used feat and tried to assassinate Kreoss with Satyxis Raiders. It failed miserably. The lucky critical knockdown had been used already on Crusader earlier in this match. Not a single lacerator was able to score 8+, but two horns did - but didn't do even a single point of damage.
Opponent shoots Cleansing Fire on Asphyxious and scores a whopping eight points of damage. If opponent had been pondering whether to charge Defiler or Asphyxious, I guess this tipped the scale towards my warcaster. Charge attack dealt nine points in, but last attack opponent was to make missed.
Kreoss had both Parasite and Inviolable Resolve on himself. Asphyxious was still rolling damage at -1, and hitting on 8+ required boosts.
All three boosted attacks Asphyxious could do resulted in a hit, and it was the very last attack possible that downed the Menite warcaster.
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