Today's list was:
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Blitzer (9pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 3 Kriel Warrior Caber Thrower (3pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Troll Whelps (2pts)
and I played vs Kyle who brought:
Dawnlord Vyros (*6pts)
* Aspis (4pts)
* Griffon (4pts)
* Banshee (10pts)
* Phoenix (10pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Dawnguard Invictors (Leader and 5 Grunts) (6pts)
* Dawnguard Invictor Officer & Standard (2pts)
Houseguard Halberdiers (Leader and 9 Grunts) (7pts)
* Houseguard Halberdiers Officer & Standard (2pts)
Stormfall Archers (Leader and 3 Grunts) (5pts)
Arcanist (1pts)
Arcanist (1pts)
House Shyeel Magister (2pts)
Don abandoned us for the motherland so we went straight up caster kill. (spoiler alert, not a great idea)
Turn 1:
I win the roll and blaze up the field with my beasts on one side heading towards his halbadiers and his phoenix and my burrowers run into a central location. The kriels get mirage and run like hell towards the center and everything else saunters up.
He moves up everything attempting a few long range shots, but doesn't hit anything.
Turn 2:
I burrow the burrowers to prepare for secret spy stuff. The kriels run and jam up his lies and give me some mark the target options I end up popping feat and between the blitzer and the bomber most of the phoenix is dead. A few other model get out of the way, but it wasn't a massive attrition push.
He pops feat. The majority of his actions are focused at clearing out most of the kriels and makes a run at the repaired phoenix at my bomber but fails to kill it. Muggs dies to an arrow to the knee.
Turn 3:
as foretold in the prophecy, the burrowers arrived to get behind the phoenix, the Halberdiers and try to jam in the griffin. Troll moses sticks mortality to the Halberdiers and the burrowers go and fail to kill the phoenix at 1 boxer left, the rest of the blasted into the infantry dropped a more than half the unit. The impaler decided to unleash the fury and put the phoenix out of it's misery. The blitzer and bomber are relegated to infantry clear up duty and 4 more of the invictors are gone.
He moves up and tries to kill the burrowers, and gets about 2, with 4 making tough checks, he tries to apply some pressure to the blitzer, but fails to kill it. He drops me down to 2 kriel warriors left and engaged grim and my fellcaller with an aspis, but fails to kill the caller. vyros moves up camping full focus.
Turn 4:
The bomber and impaler lose their shit and try to kill burrowers, but fail, leaving me only the blitzer to do work. The burrowers go fucking nuts and basically kill off the rest of his infantry. Krump drops a trap to give the survivors a reason to hold off engaging. The grim and the fell caller fail to kill the aspis and the blitzer clears out the back field of some support pieces.
He tries to kill some stuff tough says no, he decides to camp focus and run at grim through the trap, which did 0 damage, and engaged krump.
Turn 5:
armor 23 is a bitch, even with a mortality it's rough. I cast mirage on grim after the fell caller drops the aspis and move grim back, killing a stormfall archer on the way. I bring back my beasts to closer in on grim and krump keeps his trap up and gains hero's tragedy.
He says ok and runs vyros through a bunch of free strikes and makes it there with 2 damage on him, just in reach of grim. his banshee runs up so he has a flank buddy for the end game.
Turn 6:
I'm really at a loss how to handle arm 23, even arm 21 with mortality is hard for my list to punch through easy enough. I can jam him with beasts, but he'll either kill the beasts or just keep running away with crazy high armor. So it's decided it's time to do this. To get the rube goldberg machine running I needed to knock him down. I move the impaler into position and headbutt, missing by 1. So this is pretty much fucked from the get go, but if trolls are known for one thing it's blind conviction and hope for many successful tough checks. Grim gets charge of the trolls and charges in putting up mortality before the hit resolves and connecting for a few points of damage at dice minus 7. I buy and boost and put 2 more into him. Because he ran through my wall of dudes, he was now behind my beasts, only leaving trampling as a viable option to get him. I trample up the bomber who puts 8 into him, but misses his last attack. The fellcaller steps up and tries his luck and the end of it vyros is left at 4.
Vyros brings up the banshee and flanks on grim and it takes him all 6 focus to bring grim down after a failed tough check.
Conclusion:
Due to a lack of scenario, I don't really have an answer for an arm 23 caster who just does what he wants. In a two list format, I'm probably going to be running borka's family reunion which can handle infantry and normal jacks just fine. So i'm thinking about re-looking at what my second list is. I'm not sure if grim with mulg is a better choice vs just going beast wild with E doomy, but in this current incarnation I think this list still needs work. The kriel stone was a welcome addition back to the list and the whelps made somethings easier.
Sunday, June 30, 2013
Tuesday, June 25, 2013
Area 51 6/25
I decided to give the list from sunday another try and why not run into the beast that is Epic Morvahna or the lady goat if that is your cup of tea. He was playing one of Will Pagani's Worldwrath party lists.
Scenario: Incursion
Opponent: Bret
Turn 1:
He moves everything forward having his skinwalkers leading the charge with Reeves behind, the dogs flanking the sides and his woldwrath heading for my right flag. He thows up fog of war and waits to see what I do.
Burrowers dig there way to a central location between the middle and my left flag. The kriels run up behind jocking for position for either flag, while my sluggers clump up in the middle able to go either way. My beasts and Grim head towards my right flag. I throw mirage on the sluggers snipe and take a shot at the wolf, but miss on damage. I throw hero's tragedy on the kriels and have krump drop a trap and the team of hunters hide behind a wall.
Turn 2;
My right flag disappears
Morvana upkeeps all her spells and sends the woldwrath up to shoot it's gun at my homber with ended up leaping to poor krump leaving him at 1 box. The pile of kriels and scatter gunners gave an appealing death knell. The gallows grove ports up into range of my kriels and he needs to move up morvahna up to get the tree into arcing range. he moves up and arcs killing 5 models making another tough and did some damage to the impaler. He runs the dogs up again into charge position. The skin walkers charge / run and take out two kriels giving me two knocked down skinwalkers one within troll moses range of sticking a mortality. He finally brings up the reeves who shoot my impaler and send two puppies at him leaving him at 3 boxes with mind and spirit out.
I have a pretty decent attrition round available, but eyeing morvahna I think she's in range of of getting shot by all of hunters grim + my bomber and blitzer and she's only camping 1 fury. I start by having the remaining sluggers clear a path for the blitzer to move through. Grim walks up with the team and pops feat. The knockdown gun misses, Grim shoots her and it gets sheild garded to a near by stone buddy and the last one misses. Then I launch mortality up, which probably should have been done first. The bomber walks up and blasts her which she is forced to transfer and hits her again for another decent amount being at dice +2. the Blitzer walks up and rolls 2 shots and throws 14 more damage into her and knocks her off her goat.
after looking at the game afterwards, if he remembers to light cav move, it takes the assination off the table. We roll it out and the burrowers clear the skinwalkers off the tables and the bomber and blitzer clear about half of the reeves and 1 tree and grim sitting behind his wall at 4 fury and scoring 1 control point from the kriels running to take over the left flag.
Conclusion:
This list can do some work when it whats to. It has a very interesting switch between assassination or attrittion if it wants to. I think the extra ranged option in the sluggers is better spent on a min kriel stone + UA, and adding a UA to the Kriel warriors leaving us with 2 points to either put into whelps or bone grinders
Scenario: Incursion
Opponent: Bret
Turn 1:
He moves everything forward having his skinwalkers leading the charge with Reeves behind, the dogs flanking the sides and his woldwrath heading for my right flag. He thows up fog of war and waits to see what I do.
Burrowers dig there way to a central location between the middle and my left flag. The kriels run up behind jocking for position for either flag, while my sluggers clump up in the middle able to go either way. My beasts and Grim head towards my right flag. I throw mirage on the sluggers snipe and take a shot at the wolf, but miss on damage. I throw hero's tragedy on the kriels and have krump drop a trap and the team of hunters hide behind a wall.
Turn 2;
My right flag disappears
Morvana upkeeps all her spells and sends the woldwrath up to shoot it's gun at my homber with ended up leaping to poor krump leaving him at 1 box. The pile of kriels and scatter gunners gave an appealing death knell. The gallows grove ports up into range of my kriels and he needs to move up morvahna up to get the tree into arcing range. he moves up and arcs killing 5 models making another tough and did some damage to the impaler. He runs the dogs up again into charge position. The skin walkers charge / run and take out two kriels giving me two knocked down skinwalkers one within troll moses range of sticking a mortality. He finally brings up the reeves who shoot my impaler and send two puppies at him leaving him at 3 boxes with mind and spirit out.
I have a pretty decent attrition round available, but eyeing morvahna I think she's in range of of getting shot by all of hunters grim + my bomber and blitzer and she's only camping 1 fury. I start by having the remaining sluggers clear a path for the blitzer to move through. Grim walks up with the team and pops feat. The knockdown gun misses, Grim shoots her and it gets sheild garded to a near by stone buddy and the last one misses. Then I launch mortality up, which probably should have been done first. The bomber walks up and blasts her which she is forced to transfer and hits her again for another decent amount being at dice +2. the Blitzer walks up and rolls 2 shots and throws 14 more damage into her and knocks her off her goat.
after looking at the game afterwards, if he remembers to light cav move, it takes the assination off the table. We roll it out and the burrowers clear the skinwalkers off the tables and the bomber and blitzer clear about half of the reeves and 1 tree and grim sitting behind his wall at 4 fury and scoring 1 control point from the kriels running to take over the left flag.
Conclusion:
This list can do some work when it whats to. It has a very interesting switch between assassination or attrittion if it wants to. I think the extra ranged option in the sluggers is better spent on a min kriel stone + UA, and adding a UA to the Kriel warriors leaving us with 2 points to either put into whelps or bone grinders
Sunday, June 23, 2013
Madness 6/23
So in another attempt to understand the great hat wearing buddy system that is the Hunters grim I redesigned my list again to:
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Blitzer (9pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 3 Kriel Warrior Caber Thrower (3pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Sluggers (Leader and 4 Grunts) (8pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Today's match up was against Epic Hexeris (Don):
Lord Arbiter Hexeris (*6pts)
* Cyclops Savage (5pts)
* Bronzeback Titan (10pts)
* Titan Gladiator (8pts)
* Titan Sentry (9pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 5 Grunts) (3pts)
Tyrant Commander & Standard Bearer (3pts)
Venators Slingers (Leader and 9 Grunts) (6pts)
Agonizer (2pts)
Extoler Soulward (2pts)
Scenario: Close Quarters
Turn 1:
He runs everyone up having the sentry head towards his flag and sending the rest of his beasts to the middle. He runs up the slingers and Nihilators to my Right side and throws ashen vale on the slingers.
I have the burrowers tunnel forward and have everything run with my kriels in the middle-ish, but more focused to my left. I put snipe on the bomber, but the deviation gods were not in my favor. The sluggers got Mirage and rand forward to prepare for round 2. My beasts stay sort of central ready to move either way if I need to. I throw down a bear trap and pass the turn.
Turn 2:
He comes up and kills a few kriels and moves up his force to strike next turn. There is a house in the middle of the map and he sends his sentry on one side and the bronze back on the other. The Savage stays in the middle with hexeris heading for his own flag. The nihilators move closer to charge next turn.
The burrowers pop up and group up to be able to take on the sentry under the fear. The runebearer moves up and uses his once per game to stick mortality to his sentry. Grim activates pops feats, misses the mortality, but does manage to knock down the bronze back. pushing some damage into the bronze back. The burrowers activated and took a great chunk out of the sentry. The blitzer moves up and takes out sentry. The bomber chucks a few bombs into the bronze back. The sluggers go to work on the slingers and nihilators. The dice didn't work out well in my favor and at the end he's down a few nihilators and and slingers and a sentry.
Turn 3:
He moves up hexeris to come base to base with his flag and throws black spot on my burrowers and feats throwing a ton of ashes to ashes into the burrowers. The slingers go to work and make pretty much all of my stuff covered in corrosion. The bronze back saunters up and the nihilators charge the sluggers, but due to tough, they are ready and willing to party next round. The gladiator moves over to fill in the sentry's roll as beast on my left side and the savage steps up and cleaves through the rest of the burrowers thanks to blackspot.
I go and stick mortality on to the bronze back and shoot him for 1, he hyper aggressives forward and locks me down for a counter charge. The bomber saddles up for the task and takes the charge, but the damage spreads out enough. The bomber and blitzer finish off the bronze back and I throw whats left of the kriels into his flag. The sluggers break free from the nihilators and shoot up what they can.
Turn 4:
The nihilators and slingers converge in on grim trying to tie him up as the gladiator comes over to play. Hexeris clears up the area around the flag and kills Muggs, scoring 2 control points from dominating the flag.
I use repulsion to break free from the nihilators and stick mortality on the sentry. The bomber and blitzer Drop him and the fell caller runs to hold off the dominate. The sluggers continue their assault on the slingers, but they really suck it up dice wise. I am within charge range of hexeris, so he charges in, attempts a black spot, but fails, throws up another and succeeds, and dealing 7 points to grim. The savage moves up and puts grim out of his misery.
Conclusion:
The blitzer has still been a rock star for me and his animus really opens a bunch of doors for movement. The sluggers probably would have been great if not for bad dice. The problem is was partially terrain, but this list feels like it has a hard time projecting force. I know that sounds funny considering I dropped a heavy every turn from range without any sort of counter attack, but it just feels like I can't get everything where I want it. It feels slow and less flexible, plus I really like the extra damage from charging. We'll have to see
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Blitzer (9pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 3 Kriel Warrior Caber Thrower (3pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Sluggers (Leader and 4 Grunts) (8pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Today's match up was against Epic Hexeris (Don):
Lord Arbiter Hexeris (*6pts)
* Cyclops Savage (5pts)
* Bronzeback Titan (10pts)
* Titan Gladiator (8pts)
* Titan Sentry (9pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 5 Grunts) (3pts)
Tyrant Commander & Standard Bearer (3pts)
Venators Slingers (Leader and 9 Grunts) (6pts)
Agonizer (2pts)
Extoler Soulward (2pts)
Scenario: Close Quarters
Turn 1:
He runs everyone up having the sentry head towards his flag and sending the rest of his beasts to the middle. He runs up the slingers and Nihilators to my Right side and throws ashen vale on the slingers.
I have the burrowers tunnel forward and have everything run with my kriels in the middle-ish, but more focused to my left. I put snipe on the bomber, but the deviation gods were not in my favor. The sluggers got Mirage and rand forward to prepare for round 2. My beasts stay sort of central ready to move either way if I need to. I throw down a bear trap and pass the turn.
Turn 2:
He comes up and kills a few kriels and moves up his force to strike next turn. There is a house in the middle of the map and he sends his sentry on one side and the bronze back on the other. The Savage stays in the middle with hexeris heading for his own flag. The nihilators move closer to charge next turn.
The burrowers pop up and group up to be able to take on the sentry under the fear. The runebearer moves up and uses his once per game to stick mortality to his sentry. Grim activates pops feats, misses the mortality, but does manage to knock down the bronze back. pushing some damage into the bronze back. The burrowers activated and took a great chunk out of the sentry. The blitzer moves up and takes out sentry. The bomber chucks a few bombs into the bronze back. The sluggers go to work on the slingers and nihilators. The dice didn't work out well in my favor and at the end he's down a few nihilators and and slingers and a sentry.
Turn 3:
He moves up hexeris to come base to base with his flag and throws black spot on my burrowers and feats throwing a ton of ashes to ashes into the burrowers. The slingers go to work and make pretty much all of my stuff covered in corrosion. The bronze back saunters up and the nihilators charge the sluggers, but due to tough, they are ready and willing to party next round. The gladiator moves over to fill in the sentry's roll as beast on my left side and the savage steps up and cleaves through the rest of the burrowers thanks to blackspot.
I go and stick mortality on to the bronze back and shoot him for 1, he hyper aggressives forward and locks me down for a counter charge. The bomber saddles up for the task and takes the charge, but the damage spreads out enough. The bomber and blitzer finish off the bronze back and I throw whats left of the kriels into his flag. The sluggers break free from the nihilators and shoot up what they can.
Turn 4:
The nihilators and slingers converge in on grim trying to tie him up as the gladiator comes over to play. Hexeris clears up the area around the flag and kills Muggs, scoring 2 control points from dominating the flag.
I use repulsion to break free from the nihilators and stick mortality on the sentry. The bomber and blitzer Drop him and the fell caller runs to hold off the dominate. The sluggers continue their assault on the slingers, but they really suck it up dice wise. I am within charge range of hexeris, so he charges in, attempts a black spot, but fails, throws up another and succeeds, and dealing 7 points to grim. The savage moves up and puts grim out of his misery.
Conclusion:
The blitzer has still been a rock star for me and his animus really opens a bunch of doors for movement. The sluggers probably would have been great if not for bad dice. The problem is was partially terrain, but this list feels like it has a hard time projecting force. I know that sounds funny considering I dropped a heavy every turn from range without any sort of counter attack, but it just feels like I can't get everything where I want it. It feels slow and less flexible, plus I really like the extra damage from charging. We'll have to see
Saturday, June 22, 2013
Gunslinger 6/22
Today I was playing my modified E Grim list:
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Blitzer (9pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 5 Grunts) (4pts)
* 3 Kriel Warrior Caber Thrower (3pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Scattergunners (Leader and 9 Grunts) (8pts)
* Trollkin Scattergunner Officer & Drummer (2pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Scenario: Destruction
Vs John M
Turn 1
The first match of the day was against Nemo3, a Stormwall, Storm Knights, and several other things that go with storms. I win the roll to go first and advance forward putting my kriel warriors into harms way with the scatter gunners behind. The bomber and blitzer head up the left side of the field matching up vs his infantry.
On his turn he advances forward and mages to kill a 5 kriels with some guns from the stormwall and some good chain lightnings. He keeps his infantry back in fear of what a bomber and a blitzer can do.
Turn 2:
On my turn the burrowers pop up and some get within aiming range of his lancer arc node and the rest jockey for position on the stormwall. Grim moves up and pops feat putting plenty of shots into the lancer killing it and putting minimal damage on to the stormwall.
He moves up popping feat and lightning goes nuts killing a ton of stuff while I did make a fair number of tough rolls, it was on the wrong models, blocking my lanes to strike back next turn. he brings up his infantry more to the front to prepare for a counter charge.
Turn 3:
I need to clear some things back. Troll Moses sticks mortality on the stormwall and after everything is said and done, he's at 3 boxes left with no more ways to get it down. I have to keep feeding models to his stormclad to keep it tied up.
He throws fail safe on the stormwall and he's sort of back in action. He cuts through the fed models with the stormclad and uses stormwalls guns to great effect blowing up my impaler and leaving him almost dead. his infantry comes in and charges whats left of my kriels and ties up the bomber and blitzer
Turn 4:
I'm running out of models and time, He has Nemo on 1 focus and a clear shot. I move up and try to knock nemo down twice and miss once from an impaler and another from one of the pygs. I end up killing the stormwall and leaving nemo with 7, with grim in a shitty spot.
He moves over nemo, force hammers an impaler into grim and the stormclad ends the party.
Conclusion:
Overally, I went in on a pretty shoddy assassination attempt, which was only made necessary due to early game positioning.
Game 2:
Before the game starts, I swap to
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Blitzer (9pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 2 Kriel Warrior Caber Thrower (2pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Scattergunners (Leader and 5 Grunts) (5pts)
* Trollkin Scattergunner Officer & Drummer (2pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
The second game was with P Morgul with too many lizard hounds, bronzeback, gladiator, krea, and a savage followed by slingers and pain givers.
I win the roll to go first.
Scenario: Destruction (I was too lazy to set up another one)
Vs Don
Turn 1:
Everything runs forward.
All of his stuff runs forward except for an over zealous hound, who charges.
Turn 2:
I burrow and send the digmies to the middle. The rest of the models move up, jockeying for position. and hitting the bronze back for 10 damage from a blitzer shot.
He sends in more hounds and diverts the gladiator and bronze back towards the middle and the slingers drop a couple kriels. Finally healing the bronze back for a few points and kill boxing himself
Turn 3:
I bring up the burrowers to try and make a run at the bronze back, but between hyper aggressive and admonition, i was only able to stick 3 on him with minimal damage done. I kill a few hounds and jam up the zone.
He moves forward kills a bunch of burrowers with Morgul before sprinting back to safety, now inside the kill box. The slingers have a field day due to my troll pile up and clear out a ton of guys, with the krea's help. Gladiator and bronze back advance into the cleared space, waiting for my next turn.
Turn 4:
I knock down both titans and after it's all said and done, 2 hounds are left, the gladiator is seriously wounded and the bronze back bites the dust, but I'm now dangerously close to morgul. He moves forward pops feat and a seriously wounded gladiator is still enough to kill a warlock dead without the ability to transfer.
Conclusion:
The blitzer hates the bronzeback and I again cluster fucked myself into not being flexible with my army and the traffic jam of medium bases was the main issue. The scatter gunners have proven themselves good in certain situations, but I think it's time to see how the sluggers fit.
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Blitzer (9pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 5 Grunts) (4pts)
* 3 Kriel Warrior Caber Thrower (3pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Scattergunners (Leader and 9 Grunts) (8pts)
* Trollkin Scattergunner Officer & Drummer (2pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Scenario: Destruction
Vs John M
Turn 1
The first match of the day was against Nemo3, a Stormwall, Storm Knights, and several other things that go with storms. I win the roll to go first and advance forward putting my kriel warriors into harms way with the scatter gunners behind. The bomber and blitzer head up the left side of the field matching up vs his infantry.
On his turn he advances forward and mages to kill a 5 kriels with some guns from the stormwall and some good chain lightnings. He keeps his infantry back in fear of what a bomber and a blitzer can do.
Turn 2:
On my turn the burrowers pop up and some get within aiming range of his lancer arc node and the rest jockey for position on the stormwall. Grim moves up and pops feat putting plenty of shots into the lancer killing it and putting minimal damage on to the stormwall.
He moves up popping feat and lightning goes nuts killing a ton of stuff while I did make a fair number of tough rolls, it was on the wrong models, blocking my lanes to strike back next turn. he brings up his infantry more to the front to prepare for a counter charge.
Turn 3:
I need to clear some things back. Troll Moses sticks mortality on the stormwall and after everything is said and done, he's at 3 boxes left with no more ways to get it down. I have to keep feeding models to his stormclad to keep it tied up.
He throws fail safe on the stormwall and he's sort of back in action. He cuts through the fed models with the stormclad and uses stormwalls guns to great effect blowing up my impaler and leaving him almost dead. his infantry comes in and charges whats left of my kriels and ties up the bomber and blitzer
Turn 4:
I'm running out of models and time, He has Nemo on 1 focus and a clear shot. I move up and try to knock nemo down twice and miss once from an impaler and another from one of the pygs. I end up killing the stormwall and leaving nemo with 7, with grim in a shitty spot.
He moves over nemo, force hammers an impaler into grim and the stormclad ends the party.
Conclusion:
Overally, I went in on a pretty shoddy assassination attempt, which was only made necessary due to early game positioning.
Game 2:
Before the game starts, I swap to
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Blitzer (9pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 2 Kriel Warrior Caber Thrower (2pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Scattergunners (Leader and 5 Grunts) (5pts)
* Trollkin Scattergunner Officer & Drummer (2pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
The second game was with P Morgul with too many lizard hounds, bronzeback, gladiator, krea, and a savage followed by slingers and pain givers.
I win the roll to go first.
Scenario: Destruction (I was too lazy to set up another one)
Vs Don
Turn 1:
Everything runs forward.
All of his stuff runs forward except for an over zealous hound, who charges.
Turn 2:
I burrow and send the digmies to the middle. The rest of the models move up, jockeying for position. and hitting the bronze back for 10 damage from a blitzer shot.
He sends in more hounds and diverts the gladiator and bronze back towards the middle and the slingers drop a couple kriels. Finally healing the bronze back for a few points and kill boxing himself
Turn 3:
I bring up the burrowers to try and make a run at the bronze back, but between hyper aggressive and admonition, i was only able to stick 3 on him with minimal damage done. I kill a few hounds and jam up the zone.
He moves forward kills a bunch of burrowers with Morgul before sprinting back to safety, now inside the kill box. The slingers have a field day due to my troll pile up and clear out a ton of guys, with the krea's help. Gladiator and bronze back advance into the cleared space, waiting for my next turn.
Turn 4:
I knock down both titans and after it's all said and done, 2 hounds are left, the gladiator is seriously wounded and the bronze back bites the dust, but I'm now dangerously close to morgul. He moves forward pops feat and a seriously wounded gladiator is still enough to kill a warlock dead without the ability to transfer.
Conclusion:
The blitzer hates the bronzeback and I again cluster fucked myself into not being flexible with my army and the traffic jam of medium bases was the main issue. The scatter gunners have proven themselves good in certain situations, but I think it's time to see how the sluggers fit.
Sunday, June 16, 2013
Madness June 16th : The battle before the traitor
So I played my E Grim list from the previous article which is:
Hunters Grim
Bomber
Impaler
Mauler
RuneBearer
Max burrowers
Max Kriel warriors with Fixin's
Min Kriel Stone
stone scribe Chronicler
Fell Caller
Whelps
My opponent was playing a E Stryker list with storm knights, blades, and lances ol' rowdy and a centurion and some random support
He wins the roll to go first and advances up the field commiting only the lances to my zone and sending the rest of his forces forward to block up his own zone.
I start my turn and have the burrowers burrow and head to the promised land of the zone. I move my forces committing pretty much everything to his zone, but allowing some stuff like my whelps to be able to run and contest my zone to stop him from scoring.
His turn he keeps advancing forward craming his zone full of stormblades ol' rowdy and stryker, while starting to try and cut me off from being able to get back to my own zone. he throws up arcane shield on his sword knights and ends up rebuking my kriel warriors. At the end of it he has rowdy at the end of the zone with stryker in base to base behind him camping on zero.
My burrowers pop up and end up pretty close to stryker. I have my kriel warriors advance and get out of the way for some shooting and to provide good mark the target positions. I then activate grim pop feat and do some moving around. I have muggs knock down ol' rowdy and then grim boosts a shot into stryker for 10 damage. I end my combat activation an reform foward just short of getting mortality on him. The bomber walks up and drops two bombs on him and stryker falls over.
My lesson learned here is tha I should have had my kriels much more centrally located so he couldn't just cut me off with his knights and allow him free control points. I also think I need to take this list back to the dojo and really figure out what I want to accomplish. The mauler is cute with the rage on some targets, but i think in the long run, a second bomber might be just as good with mortality boosting it up to a mat 7 power 17 effectively.
Monday, June 10, 2013
The Journey Begins: Wargames Con 2013
After some discussion over Gin based drinks and fine Mexican food, I decided to set up this blog to keep a living record of my games and in hopes if someone should read this they get a much value as I do out of it. Prior to playing the following games I had only played 7 games since gencon 2012, so I was expecting to be rusty and it would be the first time I play all 3 of the lists I played this weekend.
So without further delay, I present to you.... Wargames Con 2013!
Hardcore:
My List:
Hardcore:
System: Hordes
Faction: Trollblood
Casters: 1/1
Points: 50/50
Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Pyre Troll (5pts)
* Earthborn Dire Troll (10pts)
* Mountain King (20pts)
* Mulg the Ancient (12pts)
* Trollkin Runebearer (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Janissa Stonetide (3pts)
This list was inspired by that I thought won Lock n' Load 2013's Hardcore event. But instead of playing the pyre troll he had included a set of whelps, feralgiest, and Lanyssa Ryssyll, Nyss Sorceress. I didn't discover that the list existed until the night before when I wouldn't be able to pick one up and paint one. I've played E Doomy in 3 Hardcore events so I have a pretty good idea how he works, and I really really wanted to play my mountain king. While he's not the greatest gargantuan, I have a pretty awesome one:
Round 1: Vs Ben (Makeda2)
Ben has a pretty stock E Makeda list with a beast lay out of Karn, Tiberion, Gladiator, Archidon, and a Krea and some praetorian swordsmen. He advances up the board, spreading out his praetorian swordsmen to fill up most of the zone and shuffling his beasts up behind. I brick up my beasts and advance forward making my trolls armored up for the incoming onslaught. He jams me first with swordsmen and the does the paingiver buffs and sends in Tiberion on the Mountain King. He fully loads up Tiberion, and the mountain king still lives. He decides to send in Karn, but after one missed charge and a medicore itinital he decides to side step outside of the mountain kings reach and casts fatewalker. He moves some other pieces around and his clock expires before another attack can be made. I take a look at Doomshaper's control area and Makeda is just inside of it and well within trample range for Mulg. I activate Doomshaper and pop Feat, cast wild aggression and the pyre troll animus on him and send Mulg on his way. He takes out 5 models on the way over and after 4 attacks and 2 transfers, Mulg puts Makeda down. After the game, I find out that Ben was the winner of the WGC 2012 Hardcore, So that was sort of a morale boost.
(1-0)
Round 2: vs MattieK (Kromac)
MattieK is the provider of most of the videos I watched in preparation for the Con. He has several examples of the Borka Family Reunion list I would be playing saturday up on his site, so I was a bit starstruck meeting him. He brought Kromac with Ghetorix, staker, feral, and a gorax and some wold shrimp and stones, but as we would find out he only really needed Ghetorix. He goes first and advances up the board. I do the same, bricking up. He scoots kromac up out of the kill box passes turn. I still don't have range for the alpha strike, so I'm forces to advance up and brick again. He then puts lightning strike on Ghetorix and double stone ports him into my Earthborn and proceeds to dice the shit out of him and then sprints back over a wall. I decided to send Mulg in to avenge him, but after some dispute about trample range we eventually have a judge come over and by the time it's resolved, I have just over a minute left on my clock and I have 4 tramples to resolve and I only end up getting 2 hits on the big bad wolf before the clock goes beep. Ghetorix gets primal and sends Mulg on to the troll afterlife. I now have a pyre that is being shot to hell from wold shrimp's E caine feat esque abilities, and the MK and Doomy, both are locked in by stones so I can't really every get an effective counter strike off. Ghetorix comes in again, dices the hell out of the MK and one shots doomy with primal. Ending the game. I could have done a better Job of hiding my Earthborn, but I keep feeling like with this list, circle really has my number.
(1-1)
Round 3: vs Quinn (Haley2)
Quin brought 2 stormwalls, E Haley and and some gunmages and the normal support. we both made our way to middle and nothing really happens in the early turns. Quinn's guns weren't really prepared to deal with armor 22 and 23 beasts. He feats to stop my advance and trys to get two turns of melee out of his stormwalls. His dice weren't very kind and my charged mountain kind face tanked 2 turns of stormwall attacks, disabling both in the process, giving me a clear primal shock at a focusless Haley. I got her down to 4 boxes before Mulg steps in and finishes her off.
(2-1)
Round 4 vs Jessie (Harbinger)
Jessie was playing The Harbinger and had the best of the faction and as i found later in the game a very deceptively painted gorman De Wolfe. I brick up so his weapon masters can't really get any real damage through and move into the middle. he moves the book up calling for spells then gorman comes around the side and blinds Mulg and the Mountain King taking 32 points of my army into crippled land. He brings a templar in to beat on my Mulg, but Mulg survives and with wild aggression still manages to scrap the templar. Earthborn trys to get himself some avatar pie, but is unable to roll super great and leaves him more or less intact only knocking out his shield. Avatar kills earth born, mulg and the king get blinded again and then purified. The book gets me in it's range and calls no spells and now my secret tech is shut offline. From there the avatar just takes out a beast a turn until he tables me. The lesson learned here is look at your opponents list and actually pay attention.
(2-2)
They call it there and have the top 4 play it out and I'm locked in at 17th place out of 35 people. I'm sort of indifferent about that result as it's not really bad, but it's not super great either. I was told by our traveling cohort Randy that I shouldn't be ashamed of 2-2, but I can't really help how I feel.
Team Event:
My two lists for this event were:
System: Hordes
Faction: Borka - Family Reunion (NQ38)
Casters: 1/1
Points: 50/50
Tiers: 4
Borka Kegslayer (*5pts)
* Pyre Troll (5pts)
* Slag Troll (6pts)
Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Champions (Leader and 4 Grunts) (9pts)
* Skaldi Bonehammer (3pts)
Trollkin Champions (Leader and 2 Grunts) (5pts)
Trollkin Champions (Leader and 2 Grunts) (5pts)
Stone Scribe Chronicler (2pts)
Trollkin Champion Hero (3pts)
Trollkin Champion Hero (3pts)
System: Hordes
Faction: Trollblood
Casters: 1/1
Points: 50/50
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Bomber (10pts)
* Dire Troll Mauler (9pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 3 Kriel Warrior Caber Thrower (3pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Troll Whelps (2pts)
Bret, Apollo and I came together to form team "What is Best in Life?" which was answered at the beginning of round 1 when were are forgotten and not paired against a team. We end up getting a Bye for the round which entails 9 control points and a bunch of models slain. This works out great as like 3 of our 6 casters are very assassination oriented. We get to enjoy food and the seminar from DC.
Round 2: vs Matt Lee (Doomshaper Tier)
Against trolls, my default list is Hunters Grim as mortality is just such a fixer for a lot of issues. He sends 3 of the 4 units of runeshapers at my zone and keeping his beasts pretty centrally located. I send my burrowers for his zone and send the kriel warriors up the middle, sending my bomber, imapler and grim to my zone. He comes up manages to kill a few of my kriels and jockey's for position. I clear out my zone and go for a control point. I'm just short of getting in the zone after reform and in retrospect should have just loaded the krielstone and ran. On his turn he clears his zone and dominates, while throwing a few more runeshapers in my zone. I pop up burrowers and even with the help of the fell caller, I roll crap and more or less just make him have to work harder in the zone to clear his up. I clear my zone and dominate, he clears my models from the zone and dominates, while throwing his last runeshaper into mine.I kill the shaper and start to unload on his objective to score the once per game from that and fall 2 points short. He realizes that if he can't contest my zone I will now his 5 before he does. On his turn he clears out his zone again so he can dominate and through a lot of maneuvering manganese to get mulg into charge range of my bomber. He crit smites it into a wall the bomber was hiding behind and rolls fire. I pop a whelp and he crushed the bomber, goading into the whelp. He crushes the whelp and goads into my zone, stopping my dominate. I kill the objective and before I can finish off mulg, dice down is called. we are tied at 3 and my whelp in his zone wasn't worth as many points as a mulg in mine. So I learned, don't always pop a whelp, and if someone is moving fast to get somewhere it's ok to ask them to slow down to make sure we see all the measurements.
Bret and Apollo had similar bad luck and we scrubbed out as a team
(1-1)
Round 3 vs Billy William Moses ( Raven)
Bill puts down Raven with a Hyperion, full strike force, desterthane and a unit of invictors. I decided it was time to unleash the family reunion and get down to it. I go first and move my army up in the normal way sending the boomhowlers into the zone with the champs broken into 3 man pods behind and the stone covering as much as I can. Borka saunters up and throws iron flesh on the boomhowlers. The strike force moves up and starts shooting. I knew they ignored the concealment granted from tale of mists, however I had forgot about the feign death part and he ends up taking out 5 boomhowlers after poor tough rolls. Hyperion shoots, but can't deal with the Def 17 Boomhowlers. His other infantry just moves forward, preparing the counter charge. I move my champions up and get behind the remaining howlers and I put Iron Flesh on Borka and put him on the near by Hill. He decides that the stone's armor buff is too valuable and dedicates the entire strike force to killing it. After several tough rolls and sacrifices, the stone finally goes down. he moves Hyperion into the zone and misses his ranged attacks. The invictors charge and tie up my champions near the flag, but don't manage to kill any. Raven decides it's time to party and charges in and threshers, hoping to kill one unit of champions and get skaldi out of the picture. Tough rolls save the day and my unit is intact leaving her on 2 focus. I get borka topped off and have him advance casting mosh pit and putting out 2 pyre troll buffs to champions and skaldi. The slag and pyre advance and do the same. I then surround raven and have skaldi start the party. He hits with his initial knocks here down and 2 attacks later we have a dead Raven. Billy was a cool guy and he had some bad experiences at the con, but he told me that I had reaffirmed his love of the game to play with people who are die hard assholes about stuff. we bullshitted for a while since he's a troll player too and he was even cool enough to give me his raffle ticket, and while I didn't win anything it was still a cool gesture.
Apollo and Bret also go the winning memo and we end up at 2-1 before they call the event allowing the two undefeated teams to duke it out.
So if you don't count the bye, I ended my weekend at 3-3, which is alright I guess. It motivated me to write this blog and start recording my games so I can hopefully learn from them.
So without further delay, I present to you.... Wargames Con 2013!
Hardcore:
My List:
Hardcore:
System: Hordes
Faction: Trollblood
Casters: 1/1
Points: 50/50
Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Pyre Troll (5pts)
* Earthborn Dire Troll (10pts)
* Mountain King (20pts)
* Mulg the Ancient (12pts)
* Trollkin Runebearer (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Janissa Stonetide (3pts)
This list was inspired by that I thought won Lock n' Load 2013's Hardcore event. But instead of playing the pyre troll he had included a set of whelps, feralgiest, and Lanyssa Ryssyll, Nyss Sorceress. I didn't discover that the list existed until the night before when I wouldn't be able to pick one up and paint one. I've played E Doomy in 3 Hardcore events so I have a pretty good idea how he works, and I really really wanted to play my mountain king. While he's not the greatest gargantuan, I have a pretty awesome one:
Round 1: Vs Ben (Makeda2)
Ben has a pretty stock E Makeda list with a beast lay out of Karn, Tiberion, Gladiator, Archidon, and a Krea and some praetorian swordsmen. He advances up the board, spreading out his praetorian swordsmen to fill up most of the zone and shuffling his beasts up behind. I brick up my beasts and advance forward making my trolls armored up for the incoming onslaught. He jams me first with swordsmen and the does the paingiver buffs and sends in Tiberion on the Mountain King. He fully loads up Tiberion, and the mountain king still lives. He decides to send in Karn, but after one missed charge and a medicore itinital he decides to side step outside of the mountain kings reach and casts fatewalker. He moves some other pieces around and his clock expires before another attack can be made. I take a look at Doomshaper's control area and Makeda is just inside of it and well within trample range for Mulg. I activate Doomshaper and pop Feat, cast wild aggression and the pyre troll animus on him and send Mulg on his way. He takes out 5 models on the way over and after 4 attacks and 2 transfers, Mulg puts Makeda down. After the game, I find out that Ben was the winner of the WGC 2012 Hardcore, So that was sort of a morale boost.
(1-0)
Round 2: vs MattieK (Kromac)
MattieK is the provider of most of the videos I watched in preparation for the Con. He has several examples of the Borka Family Reunion list I would be playing saturday up on his site, so I was a bit starstruck meeting him. He brought Kromac with Ghetorix, staker, feral, and a gorax and some wold shrimp and stones, but as we would find out he only really needed Ghetorix. He goes first and advances up the board. I do the same, bricking up. He scoots kromac up out of the kill box passes turn. I still don't have range for the alpha strike, so I'm forces to advance up and brick again. He then puts lightning strike on Ghetorix and double stone ports him into my Earthborn and proceeds to dice the shit out of him and then sprints back over a wall. I decided to send Mulg in to avenge him, but after some dispute about trample range we eventually have a judge come over and by the time it's resolved, I have just over a minute left on my clock and I have 4 tramples to resolve and I only end up getting 2 hits on the big bad wolf before the clock goes beep. Ghetorix gets primal and sends Mulg on to the troll afterlife. I now have a pyre that is being shot to hell from wold shrimp's E caine feat esque abilities, and the MK and Doomy, both are locked in by stones so I can't really every get an effective counter strike off. Ghetorix comes in again, dices the hell out of the MK and one shots doomy with primal. Ending the game. I could have done a better Job of hiding my Earthborn, but I keep feeling like with this list, circle really has my number.
(1-1)
Round 3: vs Quinn (Haley2)
Quin brought 2 stormwalls, E Haley and and some gunmages and the normal support. we both made our way to middle and nothing really happens in the early turns. Quinn's guns weren't really prepared to deal with armor 22 and 23 beasts. He feats to stop my advance and trys to get two turns of melee out of his stormwalls. His dice weren't very kind and my charged mountain kind face tanked 2 turns of stormwall attacks, disabling both in the process, giving me a clear primal shock at a focusless Haley. I got her down to 4 boxes before Mulg steps in and finishes her off.
(2-1)
Round 4 vs Jessie (Harbinger)
Jessie was playing The Harbinger and had the best of the faction and as i found later in the game a very deceptively painted gorman De Wolfe. I brick up so his weapon masters can't really get any real damage through and move into the middle. he moves the book up calling for spells then gorman comes around the side and blinds Mulg and the Mountain King taking 32 points of my army into crippled land. He brings a templar in to beat on my Mulg, but Mulg survives and with wild aggression still manages to scrap the templar. Earthborn trys to get himself some avatar pie, but is unable to roll super great and leaves him more or less intact only knocking out his shield. Avatar kills earth born, mulg and the king get blinded again and then purified. The book gets me in it's range and calls no spells and now my secret tech is shut offline. From there the avatar just takes out a beast a turn until he tables me. The lesson learned here is look at your opponents list and actually pay attention.
(2-2)
They call it there and have the top 4 play it out and I'm locked in at 17th place out of 35 people. I'm sort of indifferent about that result as it's not really bad, but it's not super great either. I was told by our traveling cohort Randy that I shouldn't be ashamed of 2-2, but I can't really help how I feel.
Team Event:
My two lists for this event were:
System: Hordes
Faction: Borka - Family Reunion (NQ38)
Casters: 1/1
Points: 50/50
Tiers: 4
Borka Kegslayer (*5pts)
* Pyre Troll (5pts)
* Slag Troll (6pts)
Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Champions (Leader and 4 Grunts) (9pts)
* Skaldi Bonehammer (3pts)
Trollkin Champions (Leader and 2 Grunts) (5pts)
Trollkin Champions (Leader and 2 Grunts) (5pts)
Stone Scribe Chronicler (2pts)
Trollkin Champion Hero (3pts)
Trollkin Champion Hero (3pts)
System: Hordes
Faction: Trollblood
Casters: 1/1
Points: 50/50
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Bomber (10pts)
* Dire Troll Mauler (9pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 3 Kriel Warrior Caber Thrower (3pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Troll Whelps (2pts)
Bret, Apollo and I came together to form team "What is Best in Life?" which was answered at the beginning of round 1 when were are forgotten and not paired against a team. We end up getting a Bye for the round which entails 9 control points and a bunch of models slain. This works out great as like 3 of our 6 casters are very assassination oriented. We get to enjoy food and the seminar from DC.
Round 2: vs Matt Lee (Doomshaper Tier)
Against trolls, my default list is Hunters Grim as mortality is just such a fixer for a lot of issues. He sends 3 of the 4 units of runeshapers at my zone and keeping his beasts pretty centrally located. I send my burrowers for his zone and send the kriel warriors up the middle, sending my bomber, imapler and grim to my zone. He comes up manages to kill a few of my kriels and jockey's for position. I clear out my zone and go for a control point. I'm just short of getting in the zone after reform and in retrospect should have just loaded the krielstone and ran. On his turn he clears his zone and dominates, while throwing a few more runeshapers in my zone. I pop up burrowers and even with the help of the fell caller, I roll crap and more or less just make him have to work harder in the zone to clear his up. I clear my zone and dominate, he clears my models from the zone and dominates, while throwing his last runeshaper into mine.I kill the shaper and start to unload on his objective to score the once per game from that and fall 2 points short. He realizes that if he can't contest my zone I will now his 5 before he does. On his turn he clears out his zone again so he can dominate and through a lot of maneuvering manganese to get mulg into charge range of my bomber. He crit smites it into a wall the bomber was hiding behind and rolls fire. I pop a whelp and he crushed the bomber, goading into the whelp. He crushes the whelp and goads into my zone, stopping my dominate. I kill the objective and before I can finish off mulg, dice down is called. we are tied at 3 and my whelp in his zone wasn't worth as many points as a mulg in mine. So I learned, don't always pop a whelp, and if someone is moving fast to get somewhere it's ok to ask them to slow down to make sure we see all the measurements.
Bret and Apollo had similar bad luck and we scrubbed out as a team
(1-1)
Round 3 vs Billy William Moses ( Raven)
Bill puts down Raven with a Hyperion, full strike force, desterthane and a unit of invictors. I decided it was time to unleash the family reunion and get down to it. I go first and move my army up in the normal way sending the boomhowlers into the zone with the champs broken into 3 man pods behind and the stone covering as much as I can. Borka saunters up and throws iron flesh on the boomhowlers. The strike force moves up and starts shooting. I knew they ignored the concealment granted from tale of mists, however I had forgot about the feign death part and he ends up taking out 5 boomhowlers after poor tough rolls. Hyperion shoots, but can't deal with the Def 17 Boomhowlers. His other infantry just moves forward, preparing the counter charge. I move my champions up and get behind the remaining howlers and I put Iron Flesh on Borka and put him on the near by Hill. He decides that the stone's armor buff is too valuable and dedicates the entire strike force to killing it. After several tough rolls and sacrifices, the stone finally goes down. he moves Hyperion into the zone and misses his ranged attacks. The invictors charge and tie up my champions near the flag, but don't manage to kill any. Raven decides it's time to party and charges in and threshers, hoping to kill one unit of champions and get skaldi out of the picture. Tough rolls save the day and my unit is intact leaving her on 2 focus. I get borka topped off and have him advance casting mosh pit and putting out 2 pyre troll buffs to champions and skaldi. The slag and pyre advance and do the same. I then surround raven and have skaldi start the party. He hits with his initial knocks here down and 2 attacks later we have a dead Raven. Billy was a cool guy and he had some bad experiences at the con, but he told me that I had reaffirmed his love of the game to play with people who are die hard assholes about stuff. we bullshitted for a while since he's a troll player too and he was even cool enough to give me his raffle ticket, and while I didn't win anything it was still a cool gesture.
Apollo and Bret also go the winning memo and we end up at 2-1 before they call the event allowing the two undefeated teams to duke it out.
So if you don't count the bye, I ended my weekend at 3-3, which is alright I guess. It motivated me to write this blog and start recording my games so I can hopefully learn from them.
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