On Monday we played yet another game of A Touch of Evil.
This time we were against Dreamweaver, and heroes who were facing her were Frederic Léon, the foreign diplomat and Brother Marcus.
The wimpy minions of Dreamweaver were major cash cows for both heroes. A huge abundance of Shadow Beasts made it sure that heroes had very few Sleepless tokens. I think the maximum number of Sleepless tokens for any hero was 4 during this game.
Huge amount of Investigation was particularly nice for these two heroes who both had ways of spending them outside of town shop. Brother Marcus succeeded in avoiding a few horrible Mystery cards (Something Wicked was the worst, hands up or down or in any direction) and Frederic Léon's Intrigue ability gave the team a disturbing amount of Event cards.
Luckily this time there was no rule that gave Villain bonuses from hero knock outs... Brother Marcus was severely beaten in a regular basis by Sandmen and Shadow Beasts. Because both Minion types were moving every turn on the board the situation went pretty much so that Brother Marcus took care of the village by the coast, and Frederic Léon was facing the nightmares of Shadowbrook.
At one point quite early in game we were actually both knocked out at the same turn. Technically that would mean a loss for Heroes in a cooperative play, but since there was a recommendation even in the rulebook that when playing with only 2 heroes that lose condition would better be left out. So we continued.
And what a struggle it was! Late in the game Frederic got "If I just could reach..." card and took Captain's Logbook from Shipwreck discard pile. The amazing thing in that item is that at the start of every hero turn Frederic would draw an event. That combined with Frederic's Intrigue formed into a really respectable deck of Events.
However our worst enemy, the Shadow Track, did its thing again. First it was just there somewhere in the middle stage... and then, out of nowhere, in the last red stage.
Luckily by this time Brother Marcus had ventured to Echo Lake map, trying to buy Oath of Devotion. Lair card that was bought showed that Dreamweaver resided at the Inn. Wow... I just realised we had twice in a row the same Lair at showdown. I wonder if the inn at Echo Lake is a meeting point for supernatural villains...?
Probably last possible turn dawned on Heroes (Shadow Track was at 1) so Brother Marcus, unhealed and non-vowed had to rush to Inn and start a showdown.
Well, it succeeded, despite there being Evil Is On The Move card in effect (cancel Lair card on 5+)
Only three Elders were evil elders and two Village Elders had amazing secrets (Inner Strenght on Reverend Harding or Magistrate Kroft) and a new secret from The Coast, the one that gave +2 cunning & combat and gave Event card in between Showdown fight rounds, and it was on Sophie the Midwife.
Heroes had a thundering first round of combat, and Dreamweaver herself had a really poor one. However, Dreamweaver had 11 Fight Dice.
After second round Brother Marcus went down. After all he had started showdown with only one wound remaining.
Frederic Léon managed to get over 10 Fight Dice on multiple rounds, but finally he got only 9 per attack. Dreamweaver had only 6 wounds remaining on herself when Frederic rolled his second last attack. Only two hits. Last Knocked Away or "You go first!" was played and Frederic had to score 5+ four times on 9 dice.
And there they were, exactly 4 successes.
I don't think we rolled the last attack for Dreamweaver, but by then she too had 9 fight dice and Frederic had only one wound and his personal militia remaining. It's a shame, actually, that we didn't roll the attack. Would have been curious to know if both heroes died in the desperate fight against the Queen of Nightmares.
Anyway, it was a victory for Heroes.
Some sort of a note about each and every session of a board/miniature game I have played since the beginning of this blog.
Tuesday, September 17, 2013
Curses and Screams (A Touch of Evil)
I had a friend visiting me for a few days, and eventually we ended up playing board games.
We played A Touch of Evil on Saturday and Sunday.
First game was against the Sunken Seven.
Characters were Argot Blackwell and Captain Hawkins.
Sunken Seven was a very different villain to fight against, and I guess that's always good. We were, however, terribly unlucky because after a couple of March of Darkness and such the board had maximum number of haunted markers already, which in turn lowered Shadow Track way too fast.
I was a bit unsure how a few rules would play out with weird villain like this. The only minion spawn result from villain sheet was tagged as Event/Minion, which made me wonder how it would react to various results. We played so that both tags would trigger the result.
During whole game we killed The Outcast twice and The Innocent once. Also one Drowned Dead was spawned during the game, so Argot and Captain Hawkins were quite starved of Investigation Points.
We got a few good items and almost no event cards when Shadow Track started to approach red zones. Realising we had no time to build up, well, anything, we tried to start a Showdown.
Alas, it was not to be. Shadow Track took a few "drop D3" effects in and game was over in the loss of Heroes.
Game 2:
On Sunday our adversary was the Banshee.
Heroes who were fighting her were the Scarlet Shadow and Sara, the Bright Witch.
One thing we did good: Villain gained a +1 wound marker every time a hero was knocked down. Only Scarlet Shadow was knocked down once.
Somehow it just happened that Sara could not move out of the Shadowbrook Village. If I remember right she visited Manor maybe twice and Abandoned Keep once, other than that she was just visiting different offices and church to train her spirit. Random fights with Minions kept her having damage on, so she had to run to the doctor all the time.
Scarlet Shadow was visiting the Coast and gained some amazing items from locations in there.
Again, however, Shadow Track went crazy. We started to plan on starting Showdown in about 3 turns when Shadow Track was still in 6-7. Just after one round it was down to 3 or so, and nobody was even close to the area where Villain resided (The Inn).
However, the game did us a favor when someone rolled double 1's on the Cooperative Mystery Phase Chart. Had that not happened, we couldn't have started a showdown for sure...
We did quite good in the showdown. We had a couple of important event cards (thanks to Sara farming them in town) such as "You go first!" and Knocked Away. We actually had a decent chance of winning, but alas, dice weren't with us. After a furios struggle the Banshee was left standing with three wounds remaining, and both Heroes were dead.
We played A Touch of Evil on Saturday and Sunday.
First game was against the Sunken Seven.
Characters were Argot Blackwell and Captain Hawkins.
Sunken Seven was a very different villain to fight against, and I guess that's always good. We were, however, terribly unlucky because after a couple of March of Darkness and such the board had maximum number of haunted markers already, which in turn lowered Shadow Track way too fast.
I was a bit unsure how a few rules would play out with weird villain like this. The only minion spawn result from villain sheet was tagged as Event/Minion, which made me wonder how it would react to various results. We played so that both tags would trigger the result.
During whole game we killed The Outcast twice and The Innocent once. Also one Drowned Dead was spawned during the game, so Argot and Captain Hawkins were quite starved of Investigation Points.
We got a few good items and almost no event cards when Shadow Track started to approach red zones. Realising we had no time to build up, well, anything, we tried to start a Showdown.
Alas, it was not to be. Shadow Track took a few "drop D3" effects in and game was over in the loss of Heroes.
Game 2:
On Sunday our adversary was the Banshee.
Heroes who were fighting her were the Scarlet Shadow and Sara, the Bright Witch.
One thing we did good: Villain gained a +1 wound marker every time a hero was knocked down. Only Scarlet Shadow was knocked down once.
Somehow it just happened that Sara could not move out of the Shadowbrook Village. If I remember right she visited Manor maybe twice and Abandoned Keep once, other than that she was just visiting different offices and church to train her spirit. Random fights with Minions kept her having damage on, so she had to run to the doctor all the time.
Scarlet Shadow was visiting the Coast and gained some amazing items from locations in there.
Again, however, Shadow Track went crazy. We started to plan on starting Showdown in about 3 turns when Shadow Track was still in 6-7. Just after one round it was down to 3 or so, and nobody was even close to the area where Villain resided (The Inn).
However, the game did us a favor when someone rolled double 1's on the Cooperative Mystery Phase Chart. Had that not happened, we couldn't have started a showdown for sure...
We did quite good in the showdown. We had a couple of important event cards (thanks to Sara farming them in town) such as "You go first!" and Knocked Away. We actually had a decent chance of winning, but alas, dice weren't with us. After a furios struggle the Banshee was left standing with three wounds remaining, and both Heroes were dead.
Thursday, September 12, 2013
Failhorn Satyr
About a week ago I also played a second game of warmachine. It was played straight after the last game, but I didn't have the strenght, endurance and/or willpower to write it up in one go.
But anyway, it was a 25 point game.
I played with:
Kaya the Wildborne
- Warpwolf Stalker
- Gnarlhorn Satyr
- Scarsfell Griffon
Lord of the Feast Druid Wilder
Blackclad Wayfarer
Opponent had:
Magnus the Traitor
- Mangler
- Renegade
Minimum unit of Croe's Cutthroats
Minimum unit of Kayazy Assassins
Epic Eiryss
Gorman diWulfe
Circle got to start again, though this time it was my own choice. I didn't want to give Magnus such a huge head-start, though scenario was Destruction.
Again the threat of very troublesome AoE's made Kaya cast Occultation on herself. First picture is taken from the end of Mercenary turn 1.
I proceeded in trying to shoot Lord of the Feast's raven to Renegade on a hill and scored a lucky hit. Lord of the Feast didn't want to balance right, so his back arc is actually his front arc. He managed to thresher all of the Croe's Cutthroats in his melee range and did some damage even to Renegade.
Then Warpwolf Stalker charged the Renegade and wrecked it. Good thing: The warjack was destroyed before it got time to shoot the horrible knockdown template of doom. Bad thing: my 10 point beast, along with 4 point solo, were just standing there, waiting to die.
And die they did.
Mangler obviously made minced meat out of Warpwolf Stalker, Def 14 wasn't enough to save it. However Magnus was left in a bad position after killing Lord of the Feast, as it left a clear charge line for Gnarlhorn Satyr to Magnus. Surely a heavy warbeast would take a focusless warcaster down?
Druid Wilder cast the Gnarlhorn animus on Gnarlhorn itself, and then it charged Magnus. I was wondering if I should have done a grand slam instead, but hey... it was def 14 arm 17 target with 17 damage boxes. What could go wrong?
Charge attack scored a good, solid hit that dealt 10 points in. Claw attack that had its damage roll boosted was a little less inspiring, dealing only 5 points in. Well, I still had one initial attack and two Fury left.
Third initial missed, though it needed only 6+ to hit. Not a big deal, still two Fury left. Gnarlhorn buys another attack and I decide not to boost attack roll, because this way I'd boost damage or if I failed to hit I would still have yet another 6+ chance to hit. Ah well, the bought attack was a miss. But I still got one chance, and if Gnarlhorn manages to score a hit Magnus would be dead on 4+ with two dice. You guessed it. Miss.
Well... Now situation looked a bit difficult. But I still got one random chance to do an attack to Magnus, and that was with Blackclad Wayfarer. He went and positioned itself so he could spray Magnus. I forgot Magnus had upkept Blur, so I needed something like 10+ to hit, so it was a miss. Gnarlhorn happened to be under the spray template, so I needed to make an attack roll against it. But not a biggie, it's only pow 12...
Blackclad Wayfarer rolls doubles. Gnarlhorn Satyr is rewarded for his miserable performance by being knocked down on top of everything.
This is not the first time Gnarlhorn Satyr has failed me horribly like this. In fact it does that on a pretty regular basis. And it's not that the model would be bad or anything, I think its rules are awesome, but when it comes to important rolls and activations it's a guaranteed failure.
Next turn Mangler stomps another heavy warbeast (it had destroyed now 18 points worth of models. Not bad?) and remaining Croe's Cutthroats execute the Blackclad Wayfarer. Magnus backs up and heals himself a little. Then Gorman activates and throws black oil to Scarsfell Griffon. It's a miss, but luckily the template doesn't deviate so that Kaya would be blinded.
Then some Kayazy assassins charge, but they don't too terribly much, except kill Scarsfell Griffon to 5 boxes left or something like that. But Kaya evades Kayazy assassins, and that's whats important.
My turn started with Kaya, Druid Wilder and a blind griffon. There was, however, a possibility for a lucky assassination. Kaya advanced and cast boosted Spirit Fang on Magnus who was sitting on def 17 arm 17 and 4-5 hit boxes remaining.
Kaya needs 11+ to hit on 3 dice. She misses... twice. Now Kaya is in a better place and doesn't need to hit any longer.
I still find Kaya's defiant pose hilarious in situations like these.
But anyway, it was a 25 point game.
I played with:
Kaya the Wildborne
- Warpwolf Stalker
- Gnarlhorn Satyr
- Scarsfell Griffon
Lord of the Feast Druid Wilder
Blackclad Wayfarer
Opponent had:
Magnus the Traitor
- Mangler
- Renegade
Minimum unit of Croe's Cutthroats
Minimum unit of Kayazy Assassins
Epic Eiryss
Gorman diWulfe
Circle got to start again, though this time it was my own choice. I didn't want to give Magnus such a huge head-start, though scenario was Destruction.
Again the threat of very troublesome AoE's made Kaya cast Occultation on herself. First picture is taken from the end of Mercenary turn 1.
I proceeded in trying to shoot Lord of the Feast's raven to Renegade on a hill and scored a lucky hit. Lord of the Feast didn't want to balance right, so his back arc is actually his front arc. He managed to thresher all of the Croe's Cutthroats in his melee range and did some damage even to Renegade.
Then Warpwolf Stalker charged the Renegade and wrecked it. Good thing: The warjack was destroyed before it got time to shoot the horrible knockdown template of doom. Bad thing: my 10 point beast, along with 4 point solo, were just standing there, waiting to die.
And die they did.
Mangler obviously made minced meat out of Warpwolf Stalker, Def 14 wasn't enough to save it. However Magnus was left in a bad position after killing Lord of the Feast, as it left a clear charge line for Gnarlhorn Satyr to Magnus. Surely a heavy warbeast would take a focusless warcaster down?
Druid Wilder cast the Gnarlhorn animus on Gnarlhorn itself, and then it charged Magnus. I was wondering if I should have done a grand slam instead, but hey... it was def 14 arm 17 target with 17 damage boxes. What could go wrong?
Charge attack scored a good, solid hit that dealt 10 points in. Claw attack that had its damage roll boosted was a little less inspiring, dealing only 5 points in. Well, I still had one initial attack and two Fury left.
Third initial missed, though it needed only 6+ to hit. Not a big deal, still two Fury left. Gnarlhorn buys another attack and I decide not to boost attack roll, because this way I'd boost damage or if I failed to hit I would still have yet another 6+ chance to hit. Ah well, the bought attack was a miss. But I still got one chance, and if Gnarlhorn manages to score a hit Magnus would be dead on 4+ with two dice. You guessed it. Miss.
Well... Now situation looked a bit difficult. But I still got one random chance to do an attack to Magnus, and that was with Blackclad Wayfarer. He went and positioned itself so he could spray Magnus. I forgot Magnus had upkept Blur, so I needed something like 10+ to hit, so it was a miss. Gnarlhorn happened to be under the spray template, so I needed to make an attack roll against it. But not a biggie, it's only pow 12...
Blackclad Wayfarer rolls doubles. Gnarlhorn Satyr is rewarded for his miserable performance by being knocked down on top of everything.
This is not the first time Gnarlhorn Satyr has failed me horribly like this. In fact it does that on a pretty regular basis. And it's not that the model would be bad or anything, I think its rules are awesome, but when it comes to important rolls and activations it's a guaranteed failure.
Next turn Mangler stomps another heavy warbeast (it had destroyed now 18 points worth of models. Not bad?) and remaining Croe's Cutthroats execute the Blackclad Wayfarer. Magnus backs up and heals himself a little. Then Gorman activates and throws black oil to Scarsfell Griffon. It's a miss, but luckily the template doesn't deviate so that Kaya would be blinded.
Then some Kayazy assassins charge, but they don't too terribly much, except kill Scarsfell Griffon to 5 boxes left or something like that. But Kaya evades Kayazy assassins, and that's whats important.
My turn started with Kaya, Druid Wilder and a blind griffon. There was, however, a possibility for a lucky assassination. Kaya advanced and cast boosted Spirit Fang on Magnus who was sitting on def 17 arm 17 and 4-5 hit boxes remaining.
Kaya needs 11+ to hit on 3 dice. She misses... twice. Now Kaya is in a better place and doesn't need to hit any longer.
I still find Kaya's defiant pose hilarious in situations like these.
Labels:
circle,
fail,
failhorn_satyr,
kaya,
mercenaries,
warmachine
Tuesday, September 10, 2013
Has it been a week already?
Yeah, looks like.
Exactly a week ago I played two games of Warmachine.
First game was against Khador, and it was a 35 point game.
I played with Circle of Orboros after a while.
My list was:
Kaya the Wildborne
- Warpwolf Stalker
- Gnarlhorn Satyr
- Scarsfell Griffon
- Gorax
Tharn Bloodweavers Druid Wilder
Blackclad Wayfarer
Lord of the Feast
Opponent had:
Epic Irusk
- Juggernaut
Maximum unit of Assault Kommandos + at least 1 flame thrower
Minimum unit of Kayazy Assassins + Underboss
2x Winter Guard Mortar Crew
Epic Eiryss
Gorman diWulfe
+1 point I can't figure out.
Circle got to start the game. Megalith and Wurmwood act as objective markers for scenario, which was Incoming from Steamroller 2013. First picture is taken from the end of Khadoran first turn.
Eiryss had ran to block any crazy shenanigans Lord of the Feast would try to pull off. Gnarlhorn Satyr tried to counter-slam the elf away, but without a boost her amazing Defense was too much.
Kaya had cast Occultation on her, since the threat of a succesful hit from winter guard mortar was rather discouraging...
Then it looks like I've skipped one whole round from taking pictures. Anyway, what happened on Circle's turn: Warpwolf Stalker came to smash Eiryss and finally succeeded. Even with Kaya's Pack Hunter special ability didn't give guaranteed hits on Eiryss. But she was gone at last and with remaining two Fury Stalker put Lightning Strike on Lord of the Feast.
Lord of the Feast advanced and threw the raven to Juggernaut. A hit was scored, and Lord killed two or three Assault Kommandos and sprinted right next to mortars.
Army itself advanced in midfield so I'd be able to bring whole army to either zone, if needed.
But then it was opponents turn. It took lots of manpower to dislodge Lord of the Feast. Assault Kommandos, Gorman diWulfe and Irusk himself spent their activations in getting rid of him. I think Gorman had failed its command check, when Lord of the Feast sprinted next to mortars.
Then mortars take a couple of hits on Gorax... if memory serves, at least one of them scored a direct hit, and encouraged by that Kayazy Assassins charged all over the map, trying to kill Gorax. The warbeast was left alive with 1-3 damage boxes due to slightly less than average rolls. One assassin that got a charge off to Scarsfell Griffon missed. The other assassin had just ran to give gang bonuses.
On Circle's next turn I started wondering if I could actually try to win by scenario. I decided to try, because I would fairly surely lose any attrition game, because Battle Lust would turn even mortar crew a melee threat capable of destroying my warbeasts.
So, first Warpwolf Stalker started bashing Kayazy Assassins. Then Druid Wilder did a full advance and cast Gnarlhorns own animus on the beast itself. Satyr then charged objective (since it was first players third turn) and it was just within 11" charge range with only half an inch to spare. There was very little room for wiggle for Gnarlhorn to charge and stay within Kaya's control range. However, it succeeded and with last possible attack Gnarlhorn managed to break the objective.
Then Scarsfell Griffon casts its own animus and flies past Kayazy Assassins.
Finally Kaya activates, advances, heals Gorax, uses her feat and teleports to Griffon. And now she dominated the enemy zone. After this move Gnarlhorn was way out of control range, but the beast would be dead meat anyway.
Opponent plays pretty good turn next, where Irusk cast Tactical Supremacy on himself and charged around and used his feat. Feat caught all but Bloodweavers inside.
When my turn began again, there were four enemy models on enemy control zone and five models in my friendly zone. By dominating either of these I would win by scenario. So, Scarsfell Griffon started beaking Kayazy Assassins that were tying up Kaya. Oh my, this is horrible, I just realised... Kayazy Assassins engaging Kaya? This is such a bad play on words, I know...
Anyway, Griffon manages to destroy the two happy campers thanks to Pack Hunters. Kaya then advances 5" and with Reach on her weapon she manages to engage both remaining enemy models in the zone. The question would be, however, if MAT 6 and 6 Fury would be enough to kill Gorman diWulfe and Kommando Flamethrower?
Yes, it was. But it was far from easy, and if she had missed the last boosted attack against Kommando Flamethrower, the game would have most probably had a very different ending. But here and now, Kaya won by scenario.
I think I'll actually write the second game a bit later, I'm getting tired.
Exactly a week ago I played two games of Warmachine.
First game was against Khador, and it was a 35 point game.
I played with Circle of Orboros after a while.
My list was:
Kaya the Wildborne
- Warpwolf Stalker
- Gnarlhorn Satyr
- Scarsfell Griffon
- Gorax
Tharn Bloodweavers Druid Wilder
Blackclad Wayfarer
Lord of the Feast
Opponent had:
Epic Irusk
- Juggernaut
Maximum unit of Assault Kommandos + at least 1 flame thrower
Minimum unit of Kayazy Assassins + Underboss
2x Winter Guard Mortar Crew
Epic Eiryss
Gorman diWulfe
+1 point I can't figure out.
Circle got to start the game. Megalith and Wurmwood act as objective markers for scenario, which was Incoming from Steamroller 2013. First picture is taken from the end of Khadoran first turn.
Eiryss had ran to block any crazy shenanigans Lord of the Feast would try to pull off. Gnarlhorn Satyr tried to counter-slam the elf away, but without a boost her amazing Defense was too much.
Kaya had cast Occultation on her, since the threat of a succesful hit from winter guard mortar was rather discouraging...
Then it looks like I've skipped one whole round from taking pictures. Anyway, what happened on Circle's turn: Warpwolf Stalker came to smash Eiryss and finally succeeded. Even with Kaya's Pack Hunter special ability didn't give guaranteed hits on Eiryss. But she was gone at last and with remaining two Fury Stalker put Lightning Strike on Lord of the Feast.
Lord of the Feast advanced and threw the raven to Juggernaut. A hit was scored, and Lord killed two or three Assault Kommandos and sprinted right next to mortars.
Army itself advanced in midfield so I'd be able to bring whole army to either zone, if needed.
But then it was opponents turn. It took lots of manpower to dislodge Lord of the Feast. Assault Kommandos, Gorman diWulfe and Irusk himself spent their activations in getting rid of him. I think Gorman had failed its command check, when Lord of the Feast sprinted next to mortars.
Then mortars take a couple of hits on Gorax... if memory serves, at least one of them scored a direct hit, and encouraged by that Kayazy Assassins charged all over the map, trying to kill Gorax. The warbeast was left alive with 1-3 damage boxes due to slightly less than average rolls. One assassin that got a charge off to Scarsfell Griffon missed. The other assassin had just ran to give gang bonuses.
On Circle's next turn I started wondering if I could actually try to win by scenario. I decided to try, because I would fairly surely lose any attrition game, because Battle Lust would turn even mortar crew a melee threat capable of destroying my warbeasts.
So, first Warpwolf Stalker started bashing Kayazy Assassins. Then Druid Wilder did a full advance and cast Gnarlhorns own animus on the beast itself. Satyr then charged objective (since it was first players third turn) and it was just within 11" charge range with only half an inch to spare. There was very little room for wiggle for Gnarlhorn to charge and stay within Kaya's control range. However, it succeeded and with last possible attack Gnarlhorn managed to break the objective.
Then Scarsfell Griffon casts its own animus and flies past Kayazy Assassins.
Finally Kaya activates, advances, heals Gorax, uses her feat and teleports to Griffon. And now she dominated the enemy zone. After this move Gnarlhorn was way out of control range, but the beast would be dead meat anyway.
Opponent plays pretty good turn next, where Irusk cast Tactical Supremacy on himself and charged around and used his feat. Feat caught all but Bloodweavers inside.
When my turn began again, there were four enemy models on enemy control zone and five models in my friendly zone. By dominating either of these I would win by scenario. So, Scarsfell Griffon started beaking Kayazy Assassins that were tying up Kaya. Oh my, this is horrible, I just realised... Kayazy Assassins engaging Kaya? This is such a bad play on words, I know...
Anyway, Griffon manages to destroy the two happy campers thanks to Pack Hunters. Kaya then advances 5" and with Reach on her weapon she manages to engage both remaining enemy models in the zone. The question would be, however, if MAT 6 and 6 Fury would be enough to kill Gorman diWulfe and Kommando Flamethrower?
Yes, it was. But it was far from easy, and if she had missed the last boosted attack against Kommando Flamethrower, the game would have most probably had a very different ending. But here and now, Kaya won by scenario.
I think I'll actually write the second game a bit later, I'm getting tired.
Tuesday, August 20, 2013
Yahtzee without re-rolls (Warmachine)
A little while ago I played two games of Warmachine.
They were 35 point games with Steamroller scenarios, and I played following list in both of the games:
Goreshade the Bastard & Deathwalker
- Nightmare
- Seether
- Cankerworm
Maximum unit of Satyxis Raiders + Sea Witch
Bane Lord Tartarus
Satyxis Captain
Necrotech & Scrap Thrall
First game was against:
Karchev the Terrible - 2x Juggernauts
2x Kayazy Eliminators
Maximum unit of Man-o-War Shocktroopers
Minimum unit of Battle Mechaniks + Officer
2x Manhunters
Epic Eiryss
Khador got the first turn, and picture is taken from the end of Cryx's first turn. And, uh. Second turn shows the ridiculousness that Tow is. Karchev took additional movement and ran. Though juggernauts had run way ahead of Karchev, he still managed somehow to tow them even further by taking additional movement from turbine and running.
If I'd only been just a little more careless, it'd easily been a caster kill, again.
Anyway, I lost my cankerworm, and kayazy eliminators on the leftern flank started to rapidly diminish satyxis' ranks.
It was about this time when I realised that six points from opponent (eliminators + Eiryss) were tying up 19 points there. And the 19 points didn't manage to get rid of them! At least not in a timely manner.
I was thinking that I'd probably lose to attrition already because of that weird blunder of throwing more than half of my list to one flank. I tried to do some kind of assassination, which turned out to become just an ordinary wrecking day.
First Necrotech went and build a scrap thrall from the wreck of Cankerworm. Then Goreshade cast Shadowmancer and charged the juggernaut that dared to destroy Asphyxious' precious little toy. Goreshade would have a lot to explain...
Anyway, with last focus Goreshade bought additional attack and hit scrap thrall. Resulting blast killed both eliminators, which was way more than I had hoped for.
Then Goreshade uses his feat. Then his feat charges awkwardly, to not get into way of Nightmare. First Bane Lord Tartarus had activated and charged a lone Manhunter to curse Karchev or something.
Three bane thralls that were dedicated to the juggernaut in melee with Goreshade didn't destroy the khadoran warjack, despite initial softening up by Goreshade. This is where I had to change my plans. Nightmare charging at Karchev would've been too unsure, and if Khador would start its turn with a warjack next to focusless Goreshade... no, not good. Nightmare just walked up, getting both warjacks within his reach. Three focus were more than enough to reduce both jacks to scrap.
But still... I felt outnumbered.
Next turn Karchev single-handedly gets rid of one particular Nightmare, and afterward everything runs to block as much potential threats to Karchev as possible. One manhunter charges Goreshade and removes about half of Goreshade's hit boxes.
And then... I was outnumbered.
It was all or nothing now, everything had to be geared towards an assassination. I measured Goreshade's control range so that I knew he'd have enough threat to charge Karchev if I could get a mechanik, possibly a man-o-war and one of my bane thralls away.
Things started looking bad when bane thralls failed to do anything, though the one I mentioned moved away from Goreshade's charge lane.
However, Bane Lord Tartarus saved the situation and charged so that the mechanik and man-o-war died, thanks to a ridiculous damage roll. Shame that thresher attack didn't do much to Karchev himself.
Anyway, now Karchev was inside Dark Shroud and Goreshade had full 7 focus, and even Deathwalker was in position to debuff Karchev.
Goreshade charged and unloaded full 7 focus to the man in the machine, and it was last possible attack that finally destroyed the metal hulk, and it wasn't even an excessive destruction - only two points over Karchev's remaining hit boxes.
Somehow I suspect things would have been a little different if I wouldn't have moved most of my troops to contest my own zone... What the heck was I thinking?
Game 2:
Second game was against a following list:
Epic Irusk - Destroyer
Maximum unit of Assault Kommandos + 1 Flame Thrower
Great Bears of Gallowswood
Greylord Ternion
Widowmakers
Epic Eiryss
Gorman diWulfe
Orin Midwinter
I actually felt quite good about this match-up. My whole list was protected against shooting pretty damn well, and opponent had lots of shooting. I did, however, underestimate how fast Assault Kommandos with Tactical Supremacy would be.
First picture is taken from the end of Khador's first turn. This time Cryx got the start... and since Irusk had come so far forward, I decided to launch Satyxis all over the place. Literally they spread everywhere on the board.
I did a slight mental fart with Nightmare, though. I counted up it's threat range of 11" and then added Reach on top of it. So... I tried to charge Juggernaut with it. Charge fell so short that I had to stop and wonder what on earth just happened. I had planned that I would charge in and then yank Nightmare right back with Soul Gate, but situation turned so that I had to cover my mistake with that spell.
Anyway, then it's opponent's turn and something happened that gave the title for this post.
Great Bears of Gallowswood charged Cankerworm, and Volkov did... Uh, I can't even say it... I'm still in the stage of denial. No, let's face it... he rolled five sixes in one go. True, one of the dice was for location, but still. Five sixes? I guess I should be happy that it didn't happen on actually important pieces such as Nightmare.
Irusk used his feat and cast Rift on Seether. Suddenly... just suddenly things looked really bad. Random shooting and melee attacks all but cleared my infantry, and then I realised that two heavy warjacks wouldn't be able to destroy them all. And even further, Cryxian standards of ARM 17 and the damage grid of a light warjack on heavies started to worry me. Assault Kommandos with Battle Lust would most probably just destroy Seether on next turn, and Nightmare was inside Irusk's feat, so it'd probably end up just getting charged next turn without being able to reach anything useful.
First Bane Lord Tartarus attempts to get rid of Great Bears and fails miserably. He completely misses one and kills two, but Yarovich passes a Tough roll. So... 2/3 of Bears still standing. I think that sealed the deal here - I would try to go for assassination, again. Goreshade wasn't in Irusk's feat, so he charged as far as possible, camped all focus and used feat.
Two of the feated thralls manage to walk up to Irusk. Two attempts to finish Irusk who had already taken in a horrible amount of damage from a lucky hit by Satyxis last turn. Both missed, though.
Then I realise I hadn't moved Deathwalker yet. Luckily her movement isn't enough to bring Irusk to the debuff aura. Would have sucked quite a bit if a successful desperate assassination would have been undone just because of that...
Anyway, then I just had to hope for low rolls next turn.
First Gorman goes and throws the oil on Goreshade. Mmkay, well, he still has def 11, arm 23. I still might survive.
Eiryss, however, is so stealthy that she isn't seen in any of the pictures. That's because she has been residing just out of picture, on the hill to the right.
Suddenly it was def 11 arm 16 situation. I guess I should have spent the focus for Shadowmancer, but I was quite sure Eiryss wouldn't be able to bring Goreshade to her range.
Greylord Ternion shoots Goreshade with their spray attacks and do some damage in. Then Assault Kommandos fail their Terror check against Goreshade and situation became... interesting. Juggernaut trampled over a bane thrall that luckily had survived, and Juggernaut rolls damage very badly against Goreshade. He is left with one hit box and almost everything had activated.
All, but Widowmakers.
All, but Widowmakers with Sniper to deal exactly one point of damage. Finally one of them scores a hit, and it's game over.
They were 35 point games with Steamroller scenarios, and I played following list in both of the games:
Goreshade the Bastard & Deathwalker
- Nightmare
- Seether
- Cankerworm
Maximum unit of Satyxis Raiders + Sea Witch
Bane Lord Tartarus
Satyxis Captain
Necrotech & Scrap Thrall
First game was against:
Karchev the Terrible - 2x Juggernauts
2x Kayazy Eliminators
Maximum unit of Man-o-War Shocktroopers
Minimum unit of Battle Mechaniks + Officer
2x Manhunters
Epic Eiryss
Khador got the first turn, and picture is taken from the end of Cryx's first turn. And, uh. Second turn shows the ridiculousness that Tow is. Karchev took additional movement and ran. Though juggernauts had run way ahead of Karchev, he still managed somehow to tow them even further by taking additional movement from turbine and running.
If I'd only been just a little more careless, it'd easily been a caster kill, again.
Anyway, I lost my cankerworm, and kayazy eliminators on the leftern flank started to rapidly diminish satyxis' ranks.
It was about this time when I realised that six points from opponent (eliminators + Eiryss) were tying up 19 points there. And the 19 points didn't manage to get rid of them! At least not in a timely manner.
I was thinking that I'd probably lose to attrition already because of that weird blunder of throwing more than half of my list to one flank. I tried to do some kind of assassination, which turned out to become just an ordinary wrecking day.
First Necrotech went and build a scrap thrall from the wreck of Cankerworm. Then Goreshade cast Shadowmancer and charged the juggernaut that dared to destroy Asphyxious' precious little toy. Goreshade would have a lot to explain...
Anyway, with last focus Goreshade bought additional attack and hit scrap thrall. Resulting blast killed both eliminators, which was way more than I had hoped for.
Then Goreshade uses his feat. Then his feat charges awkwardly, to not get into way of Nightmare. First Bane Lord Tartarus had activated and charged a lone Manhunter to curse Karchev or something.
Three bane thralls that were dedicated to the juggernaut in melee with Goreshade didn't destroy the khadoran warjack, despite initial softening up by Goreshade. This is where I had to change my plans. Nightmare charging at Karchev would've been too unsure, and if Khador would start its turn with a warjack next to focusless Goreshade... no, not good. Nightmare just walked up, getting both warjacks within his reach. Three focus were more than enough to reduce both jacks to scrap.
But still... I felt outnumbered.
Next turn Karchev single-handedly gets rid of one particular Nightmare, and afterward everything runs to block as much potential threats to Karchev as possible. One manhunter charges Goreshade and removes about half of Goreshade's hit boxes.
And then... I was outnumbered.
It was all or nothing now, everything had to be geared towards an assassination. I measured Goreshade's control range so that I knew he'd have enough threat to charge Karchev if I could get a mechanik, possibly a man-o-war and one of my bane thralls away.
Things started looking bad when bane thralls failed to do anything, though the one I mentioned moved away from Goreshade's charge lane.
However, Bane Lord Tartarus saved the situation and charged so that the mechanik and man-o-war died, thanks to a ridiculous damage roll. Shame that thresher attack didn't do much to Karchev himself.
Anyway, now Karchev was inside Dark Shroud and Goreshade had full 7 focus, and even Deathwalker was in position to debuff Karchev.
Goreshade charged and unloaded full 7 focus to the man in the machine, and it was last possible attack that finally destroyed the metal hulk, and it wasn't even an excessive destruction - only two points over Karchev's remaining hit boxes.
Somehow I suspect things would have been a little different if I wouldn't have moved most of my troops to contest my own zone... What the heck was I thinking?
Game 2:
Second game was against a following list:
Epic Irusk - Destroyer
Maximum unit of Assault Kommandos + 1 Flame Thrower
Great Bears of Gallowswood
Greylord Ternion
Widowmakers
Epic Eiryss
Gorman diWulfe
Orin Midwinter
I actually felt quite good about this match-up. My whole list was protected against shooting pretty damn well, and opponent had lots of shooting. I did, however, underestimate how fast Assault Kommandos with Tactical Supremacy would be.
First picture is taken from the end of Khador's first turn. This time Cryx got the start... and since Irusk had come so far forward, I decided to launch Satyxis all over the place. Literally they spread everywhere on the board.
I did a slight mental fart with Nightmare, though. I counted up it's threat range of 11" and then added Reach on top of it. So... I tried to charge Juggernaut with it. Charge fell so short that I had to stop and wonder what on earth just happened. I had planned that I would charge in and then yank Nightmare right back with Soul Gate, but situation turned so that I had to cover my mistake with that spell.
Anyway, then it's opponent's turn and something happened that gave the title for this post.
Great Bears of Gallowswood charged Cankerworm, and Volkov did... Uh, I can't even say it... I'm still in the stage of denial. No, let's face it... he rolled five sixes in one go. True, one of the dice was for location, but still. Five sixes? I guess I should be happy that it didn't happen on actually important pieces such as Nightmare.
Irusk used his feat and cast Rift on Seether. Suddenly... just suddenly things looked really bad. Random shooting and melee attacks all but cleared my infantry, and then I realised that two heavy warjacks wouldn't be able to destroy them all. And even further, Cryxian standards of ARM 17 and the damage grid of a light warjack on heavies started to worry me. Assault Kommandos with Battle Lust would most probably just destroy Seether on next turn, and Nightmare was inside Irusk's feat, so it'd probably end up just getting charged next turn without being able to reach anything useful.
First Bane Lord Tartarus attempts to get rid of Great Bears and fails miserably. He completely misses one and kills two, but Yarovich passes a Tough roll. So... 2/3 of Bears still standing. I think that sealed the deal here - I would try to go for assassination, again. Goreshade wasn't in Irusk's feat, so he charged as far as possible, camped all focus and used feat.
Two of the feated thralls manage to walk up to Irusk. Two attempts to finish Irusk who had already taken in a horrible amount of damage from a lucky hit by Satyxis last turn. Both missed, though.
Then I realise I hadn't moved Deathwalker yet. Luckily her movement isn't enough to bring Irusk to the debuff aura. Would have sucked quite a bit if a successful desperate assassination would have been undone just because of that...
Anyway, then I just had to hope for low rolls next turn.
First Gorman goes and throws the oil on Goreshade. Mmkay, well, he still has def 11, arm 23. I still might survive.
Eiryss, however, is so stealthy that she isn't seen in any of the pictures. That's because she has been residing just out of picture, on the hill to the right.
Suddenly it was def 11 arm 16 situation. I guess I should have spent the focus for Shadowmancer, but I was quite sure Eiryss wouldn't be able to bring Goreshade to her range.
Greylord Ternion shoots Goreshade with their spray attacks and do some damage in. Then Assault Kommandos fail their Terror check against Goreshade and situation became... interesting. Juggernaut trampled over a bane thrall that luckily had survived, and Juggernaut rolls damage very badly against Goreshade. He is left with one hit box and almost everything had activated.
All, but Widowmakers.
All, but Widowmakers with Sniper to deal exactly one point of damage. Finally one of them scores a hit, and it's game over.
Tuesday, August 13, 2013
Defying Fate (not)
I just realised that I had a fifteen month pause at playing against Khador.
Anyway, some time ago I had the pleasure of playing against the big red machine again, this time at my home town.
It was a 35 point game, and I played with following list:
Lord Exhumator Scaverous
- 2x Nightwretch
- Erebus
- Seether
Maximum unit of Mechanithralls + 1 Brute Thrall
Necrosurgeon & Stitch Thralls
Necrotech & Scrap Thrall
Skarlock
2x Warwitch Siren
Opponent had a list something like:
Strakhov
- 2x Juggernaut
Maximum unit of Assault Kommandos + 1 Flame Thrower
Minimum unit of Kayazy Assassins + Underboss
2x Kayazy Eliminators
Epic Eiryss
Gorman diWulfe
Scenario was randomised to be Close Quarters.
Cryx got the start and first picture is from the end of Khadoran first turn.
Scaverous popped his feat right in the second turn. I did have a grand plan of getting rid of Eiryss and Kayazy in one fell sweep (they were things that frightened me most) but things didn't quite work that way.
First I did forget all about "no channeling" thingy from Eiryss. The elf obviously survived, then. Eiryss had, by the way, shot Seether into disruption last round, so the helljack wasn't able to go and get rid of that life-threatening nuisance. Though I'm not sure if trading a 9 point warjack to 3 point solo would have been worth it...
Anyway.
Scaverous's feat cast a succesful Feast of Worms that killed two Kayazy Eliminators and one Assassin and Underboss... except that he passed a tough roll. He isn't in the picture because we didn't remember if he had Tough right away, and picture is also missing a Mechanithrall that came into play via Excarnating a Kayazy Eliminator.
Last focus was used to cast Icy Grip on Kayazy Assassins, and suddenly board looked a lot more survivable.
Khadorans shot down most of mechanithralls and nailed Necrotech, too, but those losses were quite acceptable. What wasn't acceptable, however, was the fact that I lost both of my arc nodes. Technically Nightwretch on the right is still functional, having only lost its head, but it's being engaged with a Juggernaut with Superiority on. Not gonna risk a free strike, not today. (Semi-opaque dark circles are 50mm in diameter and represent the warjacks' actual position on the board.)
Eiryss shot Erebus into disruption, which was a bummer, because I would have wanted it to go on a little killing spree. The AoE on Erebus is Rift spell from Strakhov.
On my next turn I tried to charge Eiryss' back arc with Warwitch Siren, but missed. So it did rest on Seether's shoulders to go and punch the most hated elf of Iron Kingdoms in the face. And she died. It'd been better if Seether could have gone and do a full amount of initial attacks against Juggernaut that was engaging Nightwretch and throw the jack away with Chain Attack, but that Arm 11 model is just too scary to be left alive.
Erebus did go to rake in some souls for Scaverous, but it drained a lot of resources and wasn't done in full potential even then.
First Skarlock casts Ghost Walk on Erebus. Then Warwitch Siren uses Power Booster on it. And then Erebus finally advances and rolls astonishing attack rolls. Well okay, it needed only 7+ to hit on Kayazy Assassins thanks to Icy Grip and even less to the one Assault Kommando, but still I would have expected some attacks to miss. But they didn't, so Scaverous took 3 souls.
Necrosurgeon advanced and placed 3 Mechanithralls, two of them to back arcs of Kayazy Assassins.
Mechanithralls then advanced and rolled dozens of missed attacks, but then there were the few lucky hits, which were enough. There was only the Underboss alive now.
Scrap Thrall ran to engage Gorman diWulfe. That was probably best thing it has ever done.
Then it's opponents turn and I see that I have made a nice little line of my Mechanithralls and Assault Kommandos are sporting a flame thrower... Let's just say that the air smelled foul for the rest of the fight and there were no more Mechanithralls.
Assault Kommandos explode all over the place then, after Assault & Battery. They kill Necrosurgeon, Skarlock Thrall and Warwitch Siren on right. There is one Warwitch Siren still alive, but it's just out of picture on left.
I don't remember how badly Seether was beaten up, but I remember it wasn't completely wrecked. Useless maybe, but not a wreck just yet.
Another Juggernaut charged Erebus but missed its attack roll. Poltergeist pushed the warjack full 3" away.
Strakhov himself charged some remaining Mechanithrall and Sprinted away, and there was a tough choice of either going outside of Killbox and getting behind a wall or remaining inside Killbox without the benefit of cover. Cryx was not given Control Points.
Well, there was a possibility to assassinate Strakhov now, so of course I jumped at it. Erebus was allocated full 3 Focus.
Strakhov had been upkeeping Occultation on himself, so there would be no way to cast Telekinesis on him. But Mechanithralls could easily go away from Scaverous' charge lane and then the Lord Exhumator would be able to charge any and all models that were engaging Erebus, and then casting Telekinesis on Erebus and hoping Strakhov would be in Erebus' charge range.
First, however, there was a problem called Kayazy Eliminator in Scaverous' back arc.
Cryx applied somewhat unorthodox methods in getting rid of her. Warwitch Siren came in base to base contact with the Eliminator and used Seduction ability on her. Let's not go crazy over this one, shan't we?
After that everything proceeded as planned and Erebus was easily within charge range to Strakhov.
Erebus is an uncomfortable assassination jack. MAT 7 and two initial attacks and no extra focus management abilities mean only boosted charge attack roll and attack roll boost on second initial attack. But this time it was luckily enough and...
...and ...
My Scaverous won?! It was just too good to be true. Things like that just don't happen. Something was amiss...
Later during that same day I visited a friend, and her cat peed on my mobile phone, wrecking it with that particular source of corrosion. If these two events are somehow linked (as I believe they are) I will be afraid to win with Scaverous in the future. Fate is not to be defied. If Scaverous doesn't lose a great tragedy will fall upon me.
Anyway, some time ago I had the pleasure of playing against the big red machine again, this time at my home town.
It was a 35 point game, and I played with following list:
Lord Exhumator Scaverous
- 2x Nightwretch
- Erebus
- Seether
Maximum unit of Mechanithralls + 1 Brute Thrall
Necrosurgeon & Stitch Thralls
Necrotech & Scrap Thrall
Skarlock
2x Warwitch Siren
Opponent had a list something like:
Strakhov
- 2x Juggernaut
Maximum unit of Assault Kommandos + 1 Flame Thrower
Minimum unit of Kayazy Assassins + Underboss
2x Kayazy Eliminators
Epic Eiryss
Gorman diWulfe
Scenario was randomised to be Close Quarters.
Cryx got the start and first picture is from the end of Khadoran first turn.
Scaverous popped his feat right in the second turn. I did have a grand plan of getting rid of Eiryss and Kayazy in one fell sweep (they were things that frightened me most) but things didn't quite work that way.
First I did forget all about "no channeling" thingy from Eiryss. The elf obviously survived, then. Eiryss had, by the way, shot Seether into disruption last round, so the helljack wasn't able to go and get rid of that life-threatening nuisance. Though I'm not sure if trading a 9 point warjack to 3 point solo would have been worth it...
Anyway.
Scaverous's feat cast a succesful Feast of Worms that killed two Kayazy Eliminators and one Assassin and Underboss... except that he passed a tough roll. He isn't in the picture because we didn't remember if he had Tough right away, and picture is also missing a Mechanithrall that came into play via Excarnating a Kayazy Eliminator.
Last focus was used to cast Icy Grip on Kayazy Assassins, and suddenly board looked a lot more survivable.
Khadorans shot down most of mechanithralls and nailed Necrotech, too, but those losses were quite acceptable. What wasn't acceptable, however, was the fact that I lost both of my arc nodes. Technically Nightwretch on the right is still functional, having only lost its head, but it's being engaged with a Juggernaut with Superiority on. Not gonna risk a free strike, not today. (Semi-opaque dark circles are 50mm in diameter and represent the warjacks' actual position on the board.)
Eiryss shot Erebus into disruption, which was a bummer, because I would have wanted it to go on a little killing spree. The AoE on Erebus is Rift spell from Strakhov.
On my next turn I tried to charge Eiryss' back arc with Warwitch Siren, but missed. So it did rest on Seether's shoulders to go and punch the most hated elf of Iron Kingdoms in the face. And she died. It'd been better if Seether could have gone and do a full amount of initial attacks against Juggernaut that was engaging Nightwretch and throw the jack away with Chain Attack, but that Arm 11 model is just too scary to be left alive.
Erebus did go to rake in some souls for Scaverous, but it drained a lot of resources and wasn't done in full potential even then.
First Skarlock casts Ghost Walk on Erebus. Then Warwitch Siren uses Power Booster on it. And then Erebus finally advances and rolls astonishing attack rolls. Well okay, it needed only 7+ to hit on Kayazy Assassins thanks to Icy Grip and even less to the one Assault Kommando, but still I would have expected some attacks to miss. But they didn't, so Scaverous took 3 souls.
Necrosurgeon advanced and placed 3 Mechanithralls, two of them to back arcs of Kayazy Assassins.
Mechanithralls then advanced and rolled dozens of missed attacks, but then there were the few lucky hits, which were enough. There was only the Underboss alive now.
Scrap Thrall ran to engage Gorman diWulfe. That was probably best thing it has ever done.
Then it's opponents turn and I see that I have made a nice little line of my Mechanithralls and Assault Kommandos are sporting a flame thrower... Let's just say that the air smelled foul for the rest of the fight and there were no more Mechanithralls.
Assault Kommandos explode all over the place then, after Assault & Battery. They kill Necrosurgeon, Skarlock Thrall and Warwitch Siren on right. There is one Warwitch Siren still alive, but it's just out of picture on left.
I don't remember how badly Seether was beaten up, but I remember it wasn't completely wrecked. Useless maybe, but not a wreck just yet.
Another Juggernaut charged Erebus but missed its attack roll. Poltergeist pushed the warjack full 3" away.
Strakhov himself charged some remaining Mechanithrall and Sprinted away, and there was a tough choice of either going outside of Killbox and getting behind a wall or remaining inside Killbox without the benefit of cover. Cryx was not given Control Points.
Well, there was a possibility to assassinate Strakhov now, so of course I jumped at it. Erebus was allocated full 3 Focus.
Strakhov had been upkeeping Occultation on himself, so there would be no way to cast Telekinesis on him. But Mechanithralls could easily go away from Scaverous' charge lane and then the Lord Exhumator would be able to charge any and all models that were engaging Erebus, and then casting Telekinesis on Erebus and hoping Strakhov would be in Erebus' charge range.
First, however, there was a problem called Kayazy Eliminator in Scaverous' back arc.
Cryx applied somewhat unorthodox methods in getting rid of her. Warwitch Siren came in base to base contact with the Eliminator and used Seduction ability on her. Let's not go crazy over this one, shan't we?
After that everything proceeded as planned and Erebus was easily within charge range to Strakhov.
Erebus is an uncomfortable assassination jack. MAT 7 and two initial attacks and no extra focus management abilities mean only boosted charge attack roll and attack roll boost on second initial attack. But this time it was luckily enough and...
...and ...
My Scaverous won?! It was just too good to be true. Things like that just don't happen. Something was amiss...
Later during that same day I visited a friend, and her cat peed on my mobile phone, wrecking it with that particular source of corrosion. If these two events are somehow linked (as I believe they are) I will be afraid to win with Scaverous in the future. Fate is not to be defied. If Scaverous doesn't lose a great tragedy will fall upon me.
Friday, August 9, 2013
A nameless game
Uh.
This is a bit embarrassing, again.
I met a person and we hanged around a little, and she had brought a weird word game thingy with her.
It looked like a baby toy, but it had dice with letters in their faces on them. Then you had to roll those dice, or mix them or something to get an assortment of letters on an even surface.
Then within a certain time limit (we took 5 minutes) you had to come up with as many words as possible from the given set of letters.
The name of this game had been long lost to dusty pages of moldy books of history. The actual play reminded me a lot of Razzle.
Anyway.
The results? Uh, how do you count up any results with games like these? How do you write an exciting "report"?
I'll just say that we played six rounds, me winning two of them and the owner of the game winning four.
This is a bit embarrassing, again.
I met a person and we hanged around a little, and she had brought a weird word game thingy with her.
It looked like a baby toy, but it had dice with letters in their faces on them. Then you had to roll those dice, or mix them or something to get an assortment of letters on an even surface.
Then within a certain time limit (we took 5 minutes) you had to come up with as many words as possible from the given set of letters.
The name of this game had been long lost to dusty pages of moldy books of history. The actual play reminded me a lot of Razzle.
Anyway.
The results? Uh, how do you count up any results with games like these? How do you write an exciting "report"?
I'll just say that we played six rounds, me winning two of them and the owner of the game winning four.
Aftermath vol2: The CURSE
Second game I played was against Protectorate of Menoth. It was 35 points again with no scenario.
My list was:
Lord Exhumator Scaverous
- Slayer
- 2x Nightwretch
Minimum unit of Bane Thralls + Unit Attachment
2x Warwitch Siren
Iron Lich Overseer
- Reaper
Skarlock
Orin Midwinter
And opponent had:
Harbinger of Menoth
- Crusader
- Vanquisher
Maximum unit of Exemplar Bastions
Knights Exemplar
2x Paladins
Vilmon
Hierophant
Vassal of Menoth
It was a disturbing list to face, because Martyrdom trumps both Excarnate and drag from Reaper's harpoon. Also Impervious Wall made dragging impossible.
We didn't change the board setup, but this time around the bottleneck with impassable building and linear obstacle didn't look nearly as intimidating as in last game, since there were no Mage Hunter Strike Force around.
I think I won starting roll again, since picture 2 shows Protectorate closing in. Vanquisher scored a lucky deviation and burned way too many bane thralls alive. Unlive, alive? How should that be said?
Anyway, this is where I started missing Bile Thralls.
Mostly everything I did failed miserably, but at least I killed one paladin with a single shot from Orin Midwinter. I didn't want to kill the paladin yet, only soften up him enough for Scaverous to cast Excarnate on it and create one more bane thrall for charging.
Reaper did some little damage in to bastions, but a charging bane thrall either missed or rolled abysmal damage roll.
Next turn Harbinger obviously uses her feat. I was somewhat happy that my whole army didn't just dissolve to charging warjacks and weapon masters. In fact, I pretty much lost only bane thralls, though almost everything else was on fire.
I saw a potential assassination here.
First I'd have to remove Bastions from Scaverous' way and he'd be able to cast Telekinesis on himself and either charge Vanquisher or Harbinger herself (if within range. If not, Telekinesis on her too before Thresher.)
But as it happened, every attack deflected away from Bastions. No, not from their Armor stat... but from their Defense stat! And the attacks that did hit scored next to no damage. I unloaded on them two Venom sprays, full melee capability of Reaper and its marshal, the Iron Lich Overseer plus whatever Slayer was able to do (it had lost one of its arms.) Also Orin Midwinter threw full 4 bolts at them.
After all of this there was still an Exemplar Bastion standing in-between Scaverous and Harbinger. But all the damage and Martyring of dying Bastions had dealt some 8-9 points in to Harbinger thanks to plenty of 5-6 rolls on d3.
I thought that maybe I might kill her with a few well-placed Excarnates.
Scaverous charges and threshers bastions, missing and not-killing them. He did, however, wreck his own Reaper with a damage roll of 5,6.
Using his feat he starts landing Excarnates on Harbinger and first one hits just fine and after a damage roll Harbinger had 3 hit boxes left. She was camping 5 focus, though, so she had at least some defense.
Well, then Scaverous launches his assassinating Excarnate. Attack hits and on 11+ on three dice Harbinger would be dead. Damage roll came out as 1,1,2 or 1,2,2. One focus left Scaverous pulls Harbinger just a little closer with Telekinesis and Skarlock tries to shoot yet another lucky Excarnate on Harbinger. But 11+ on just two dice just doesn't do it.
Next turn Vanquisher and Scaverous have a little chat.
That chat didn't end well for Scaverous. I don't know why it is, but my Scaverous is just destined to lose. Or is he? I played one more game with him, but that's different battle report altogether...
My list was:
Lord Exhumator Scaverous
- Slayer
- 2x Nightwretch
Minimum unit of Bane Thralls + Unit Attachment
2x Warwitch Siren
Iron Lich Overseer
- Reaper
Skarlock
Orin Midwinter
And opponent had:
Harbinger of Menoth
- Crusader
- Vanquisher
Maximum unit of Exemplar Bastions
Knights Exemplar
2x Paladins
Vilmon
Hierophant
Vassal of Menoth
It was a disturbing list to face, because Martyrdom trumps both Excarnate and drag from Reaper's harpoon. Also Impervious Wall made dragging impossible.
We didn't change the board setup, but this time around the bottleneck with impassable building and linear obstacle didn't look nearly as intimidating as in last game, since there were no Mage Hunter Strike Force around.
I think I won starting roll again, since picture 2 shows Protectorate closing in. Vanquisher scored a lucky deviation and burned way too many bane thralls alive. Unlive, alive? How should that be said?
Anyway, this is where I started missing Bile Thralls.
Mostly everything I did failed miserably, but at least I killed one paladin with a single shot from Orin Midwinter. I didn't want to kill the paladin yet, only soften up him enough for Scaverous to cast Excarnate on it and create one more bane thrall for charging.
Reaper did some little damage in to bastions, but a charging bane thrall either missed or rolled abysmal damage roll.
Next turn Harbinger obviously uses her feat. I was somewhat happy that my whole army didn't just dissolve to charging warjacks and weapon masters. In fact, I pretty much lost only bane thralls, though almost everything else was on fire.
I saw a potential assassination here.
First I'd have to remove Bastions from Scaverous' way and he'd be able to cast Telekinesis on himself and either charge Vanquisher or Harbinger herself (if within range. If not, Telekinesis on her too before Thresher.)
But as it happened, every attack deflected away from Bastions. No, not from their Armor stat... but from their Defense stat! And the attacks that did hit scored next to no damage. I unloaded on them two Venom sprays, full melee capability of Reaper and its marshal, the Iron Lich Overseer plus whatever Slayer was able to do (it had lost one of its arms.) Also Orin Midwinter threw full 4 bolts at them.
After all of this there was still an Exemplar Bastion standing in-between Scaverous and Harbinger. But all the damage and Martyring of dying Bastions had dealt some 8-9 points in to Harbinger thanks to plenty of 5-6 rolls on d3.
I thought that maybe I might kill her with a few well-placed Excarnates.
Scaverous charges and threshers bastions, missing and not-killing them. He did, however, wreck his own Reaper with a damage roll of 5,6.
Using his feat he starts landing Excarnates on Harbinger and first one hits just fine and after a damage roll Harbinger had 3 hit boxes left. She was camping 5 focus, though, so she had at least some defense.
Well, then Scaverous launches his assassinating Excarnate. Attack hits and on 11+ on three dice Harbinger would be dead. Damage roll came out as 1,1,2 or 1,2,2. One focus left Scaverous pulls Harbinger just a little closer with Telekinesis and Skarlock tries to shoot yet another lucky Excarnate on Harbinger. But 11+ on just two dice just doesn't do it.
Next turn Vanquisher and Scaverous have a little chat.
That chat didn't end well for Scaverous. I don't know why it is, but my Scaverous is just destined to lose. Or is he? I played one more game with him, but that's different battle report altogether...
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