Banner

Banner

Wednesday, July 25, 2012

Week in HordesMachine

I played some games this week! It was good times. I played pretty badly in the first game and lost terribly.

I played pHaley with Stormwall and Storm Strider. My opponent played eVayl for the first time and top of 2 he feated and managed to triple Obliterate Haley for the win. It was actually pretty terrible play on my part.

In hindsight I think legion's shooting is just too good to play pHaley and keep her safe. Maybe with a sentinel. Anyway. Bad play by me. Good by Brandon and a good win.

I also took some pics of Brandon losing badly to Harbinger who then managing to get assassinated by incubi in a last ditch effort by Kallus. It was sweet as well.














I then played two games in Chicago at Unique Games and Gifts. My opponent was relatively new to the game. I spent a lot of time explaining things, and since I always play scenario that was another thing to try and explain. I think I did alright but I felt that it wasn't sticking. It takes some repetition.



He was a retribution player. In game one he played Kaelyssa, Shady Lady
Hydra
Daemon
Full Sentinels and UA
Full Strike Force and UA
Arcanist
Mage hunter assassin

I decided to play Nemo3, mainly because my other 'caster was Caine2, and I felt that the latter isn't very newbie friendly. I just painted up Caine2 and i was anxious to put him on the table. However, I also wanted to get some shots in with Nemo3.

Specifically I wanted to play Rowdy with him, because Rowdy is good. Rowdy with Failsafe is real good. Rowdy with Lightning Shroud kills things. Rowdy with a free focus from Finch is dope.

Rowdy is a baws.

My list was
Mid life crisis Nemo with new Stepmom
Rowdy
Thunderhead
Black 13th gun Mage toolbox
Gorman di Wulfe, Froke as Buck
Arlan Strangewayese
Rangers
Journeyman
Reinholdt



My opponent and I played Process of Elimination. We largely ignored the scenario. It's a tough one to win by a scenario. He won the roll to go first and went first.

He advanced a bit but was cautious. I almost bit. I decided to delay engagement as well. I shifted stuff around and put Failsafe on Rowdy and Lightning Shroud on Thunderhead. Arcane Shield went on Nemo.

He moved up again and missed a bunch of shots and whiffed damage rolls. He feated.

Gorman put the oil to the daemon. Rangers killed a bunch of strike force. Black 13th killed more. Thunderhead pulsed and killed nothing, but then crit disrupted the hydra and broke its shield.

I feated with Nemo and used lightning to kill like 5 sentinels. It was weak. Not a great feat. I didn't play it well.

My opponent crushed the thunderhead. He killed a few rangers. Kaelyssa killed Gorman. A player on another table convinced him to go to for my journeyman, but I felt that wasn't a good idea. The newer player listened and his Mage hunters did not kill Jr needing 8s to hit and dice -4 to damage.

It was a non-shocking non-turn of events.

I was losing a flank to the sentinels but my opponent couldn't kill Ryan. Ryan killed a ton of sentinels with a gunfighter mage storm.

Nemo killed all but one sentinel. Rowdy wrecked the Daemon in precisely the same way a Baws might. The rangers killed some more Mage hunters and they failed their command check.



I was winning on attrition but I'd left Nemo a bit vulnerable. My opponent was too green to see it, but the hydra and Kaelyssa could have shot at 14/16/14 Nemo and probably ended the game.

They didn't. Rowdy wrecked the hydra as well. I wound up winning on scenario because he had no non-fleeing models in the second zone. Reinholdt ftw!

There wasn't anyone else to play so we played again. I pulled out my first Caine2 list.

Caine 2, who has all the shots
Ol rowdy
Squire
Reinholdt
Rangers
Boomhowler and Co
Journeywomans
Black 13th
Gorman di Wulfe, Kung Lao Impersonator
Epic Elf



My opponent played

Vyros of the Bird
Hyperion (ruh roh raggy!)
Full sentinels and UA
Two Mage hunter assassins
And some other stuff? It seems light. I must be missing something.

I ran up. He advanced and killed 3 rangers with aoes and strafe. His mage hunters and sentinels moved too far forward.

Ryan dropped a Mage storm on the Mage hunters.
The rangers mugged his sentinels and then Caine himself moved up and killed 4 before casting Blur on himself and gatecrashing back (read gatecrash for the first time tonight OMG teleport good!).

Boomhowler called out super tough and then they ran up around the Hyperion, not engaging it but taking up real estate. The sentinels killed two trolls and Hyperion killed 5 more. No tough rolls for me.

However the sentinels were bunched up for defensive line and rangers and Ryan finished them. I repositioned and had Boomie rage howl. Eiryss tried to shoot vyros and died for it next turn. Caine and his retinue repositioned.

God rage howl is good against colossals. -2 to hit hurts so much!

Hyperion killed Gorman and Ryan with a well-placed sunburst cannon. Vyros killed elf.

I went for an assassination run, charged squire in the back and killed it, then bought shots on Hyperion to ramp up damage and never stopped. I almost went for some shots on Vyros, but I wound up doing over 30 damage to Hyperion and breaking both it's arms instead.

Boomie howled again.

Hyperion needed to hit a 14 on his sunburst cannon shot for the win, and didn't. Vyros charged rowdy and scratched the paint. Rowdy finished the game.


We played Close Quarters, but we didn't really go for scenario. It was a decent game, but sometimes newer players get too much advice in a single game. I'd never played Caine, and my boy Tmage showed up to kibitz during my feat. He walked away from the table while I was considering shooting vyros instead of Hyperion and only offered some advice after the game: "always buy, never boost".

Which was good advice. Rowdy did some serious work this evening. My first game with thunderhead and Nemo3 has convinced me that it's not so good a combo. Energizer and Locomotion are way good for that 'jack.

Good games at least. Nice opponents all.

-Merlin out
- Posted using BlogPress from my iPhone

Sunday, July 22, 2012

Arkham Horror Breakdowns

I played two more solitaire games of AH! Yesterday. This was mainly to say I'd played or seen played all the investigators and against all the ancient ones.

I lost both games, but I had 5 seals on the board, so pretty close to winning the game on oth counts. Gloria, the author investigator is pretty awesome despite looking ho-hum, while the flashy Drake the magician is nowhere near as cool as he looks.

I want to give some general ratings to these idiots who delve too deep and the creatures they strive to prevent eating reality. I'm going to break them down into some categories:

Bruisers:

All of these characters start the game with good stamina scores and guns. They kill cultists and zombies like nothing else, but struggle against top-end otherworld squiggle-heads because their maximum sanity and will aren't as good. They're min-maxed fighters. They are all lots of fun to play, with good starting equipment and money to burn.

Mike McGlen, the Gangster starts with a Tommy Gun and rarely loses stamina. He's a lot of fun to play because he gets to bully low-level mooks, but his game isn't too deep. Points for having the best Fight skill in the game. Rating 3.0.

Monterey Jack, the Archaeologist has a strong stamina, is good at finding relics, and begins the game with a .38 and a bullwhip. Awesome. One of my favorite games was with Monterey. Low sanity can be crippling. Rating 3.5.

Joe Diamond, the Private Eye begins with a .45 and a lot of clues, which is good. Joe's also got the best speed skill in the game which can be terribly important for evading monsters or getting to the right gate to close it. My game with Joe was short but he seems pretty strong. He also has the best maximum sanity of any of the Bruisers. Rating 3.0.

Explorers:

The explorer characters are good at choosing their fights more carefully than others, and when the stakes are as high as they are in Arkham and worlds beyond, choosing fights is way good. They tend to have some money, which is necessary at times for sanity and stamina regeneration, or for picking up a useful item. They're all fun to play.

Darrell Simmons, the Photographer doesn't start with much, but he has a steady if unstable income that can go a long way. He gets to draw two encounters at locations in town and choose the one he likes, which is amazing. Other than that he's a bit blah. Robb actually played him in a game we won, so I haven't had the pleasure but he looks good if not great. Rating 2.5.

Kate Winthrop, the Scientist actually possesses most of the tools to be a great spellcaster: starts with spells, a decent Lore skill, and a good maximum sanity. Gates can't open on a space she is at either, which can be an amazing ability in the late game. She starts the game off with a wide variety of items, some decent cash and 2 clues as well, so she's got a leg up on some. It's also nice that she can't be jumped by gates or monsters, which is a concern many investigators have to deal with. Rating 3.0.

Gloria Goldberg, the Author also has the tools to be a great spellcaster, but her Lore skill isn't as good as Kate's. She gets to draw two other world encounter cards while adventuring on other planes and choose her encounter, which is huge. H U G E. The other world encounters run the gamut from pointless to game-breaking (in a good or bad way), and getting a pick of two is nuts. In my game with her all my other world adventures had positive or nil outcomes, which is awesome when the possibilities include being Lose in Time and Space, Devoured, or Cursed. She's way good. Maybe the best in the game. Rating 4.0.

Wizards:

The three wizard characters excel at spellcasting in one or more ways, though I'm not too big on one of them. They all have some cash at the beginning of the game, and either start with lots of spells or have ways around the sanity loss good spells incur. They're fun to play, but spells are actually a bit random in their usefulness, so it can be challenging.

Dexter Drake, the Magician is a bit of a trap. He starts the game with a powerful attack spell, two random spells, and a good Lore skill. However, his maximum sanity is only 5. Unless he can mitigate the sanity loss of casting his awesome spells he's going to have trouble. Find a healing stone or some whiskey and you might be all right, but it's an uphill climb. And hope you get good spells or you're in trouble. Rating 1.5.

Carolyn Fern, the Psychologist doesn't seem to be a spellcaster on the surface: she doesn't start with any spells. However, she has an amazing sanity-restoring special ability and a Lore skill as good as Dexter's. Buy her some spells with her $7 and get 'casting. She's terribly slow, so try to get her a map or something ASAP as well. Rating 2.5.

Harvey Walters, The Professor has the best Lore skill in the game. He reduces all sanity loss by one. He starts with two random spells. If you want to play a wizard character, play Harvey. He's really good at it. He might be one of the best characters in the game, but for the randomness of bad spell draws. Rating 3.5.

Materialists
:

These three characters all either manipulate items decks or have tons of cash to throw around, or both. All of them are fun to play because of how well equipped they can be, but being subject to the randomness of the items decks can sometimes suck.

Bob Jenkins the Salesman is pretty straightforward. He's got money and starts with a bunch of stuff. Depending on what he gets he can be pretty amazing, and since he starts in the store, with money and a common item special he can dial in some more goodies. Robb played as Bob and bought a gun straight away in one game, and it paid dividends. Points for having the highest possible Will skill in the game. Rating 3.5.


Jenny Barnes the Dilettante starts with the most money and gets more every turn. She also has a little of everything from the items decks, but aside from raw materials she's a bit bland. She can get a lot done with her cash but she's a bit slow and doesn't have a specialty. Rating 2.0.

Ashcan Pete the Drifter only has a dollar at the start, but he's the only investigator to start with an Ally, his dog Duke. Pete has a lot of clue tokens. He has a special that allows him to look at the bottom of several items decks and draw from them when he would draw. That's pretty amazing. He's got the best Sneak skill in the game. He's slow, and being poor isn't great in this game, but he's got some chops. Rating 3.0.

Jacks of All Trades/Support Characters:

The next two characters don't do much particularly well themselves but instead support awesome characters well. This can be important. These characters are great in a support role but aren't super great by themselves.

Vincent Lee, the Doctor regenerates his own or another character's stamina each turn. That's good but his own fight stat is so terrible that he's not a great combatant despite this advantage. He has some spellcaster traits with spells and a decent Lore, but his will is low and his maximum sanity is only average. He's rich, which is sweet. But overall he supports other characters better than running solo. Rating 2.0.

Mandy Thompson, the Researcher is an average investigator with middling skills who has an amazing special. Once per turn she can allow a reroll of all failed dice for a particular roll, whether her own or an ally's. That's nuts good. Aside from that she's not inspiring or particularly adept, though her basic stats allow her to succeed at many things. She is good, but not great. Rating 3.0.

The Masters of None
:

These last two characters don't really have awesome special abilities, and in my experience they struggle a bit because of it. They aren't terrible, but they aren't particularly good either. One of their worst traits is that they are both poor, starting with $1 or $0, which can make sanity and stamina recovery difficult.

Amanda Sharpe, the Student is a skill monkey. She starts with 2 skills, which is more than many characters. Skills tend to give flat buffs to whole skill areas. They're good. In addition she draws extra skills when drawing from the skill deck (which rarely happens in-game unless you have the money for classes, which Amanda doesn't). Overall her special doesn't come into play often, and she's not particularly good at any skill trees without skill buffs. Rating 1.5.

Sister Mary, the Nun is an anomaly. She plays differently than all other characters. She can't get lost in time and space. She starts with a cross and holy water (the cross is best against undead and not great versus anything else). She has the best Luck skill in the game. She starts the game blessed. She has two spells, a decent Lore, and a high sanity.

Yet, she doesn't quite gel in my experience. Her awful will and fight stats hurt her abilities to thwart monsters. She's not fast or sneaky. And she's broke. So when things go south she can't pick herself up. Rating 1.5.

The mythos entities at work in the game range from tough to ridiculous, as any good CoC antagonist should be.

I'm going to rate them based on how tough they are to beat in AH!

Nyarlathotep is actually easy to deal with if you game for the final battle. A single investigator with a tommy gun and a dozen clue tokens practically can't lose in the final battle with him. He's flavorful and fun but he's a bit of a pushover. On the upside, playing against him allows for a lot of expiration not allowed against more stressful ancient ones. Rating 2.0.

Cthulhu
is ridiculous. He makes cultists more difficult. He reduces all investigator sanity and stamina maximums by 1. He regenerates doom tokens during the final battle, meaning single investigators can't win. He's nuts. Rating 4.0.

Shub-niggurath
is pretty nuts. All monsters are tougher. In the final battle investigators without monster trophies die. Not many investigators will have enough monsters to fight her for her 12 turns of doom tokens. Rating 3.5.

Yig
is one of the lowest-doom ancient ones. Cultists are fierce. The final battle comes quicker but it's easier. Rating 2.0.

Ithaqua
is middling. Cultists are tougher, and investigators need to be wary of their movement. High stamina investigators should win the final battle without much planning. Rating 2.0.

Yog-Sothoth
makes gates harder to close and seal. Further, Yog eats gate trophies which are hard to accumulate in mass. It's an uphill battle for the good guys. Rating 3.5.

Azathoth
is pretty straightforward. Not a lot of specials here. If the final battle begins the investigators simply lose. Nothing to game for there, but Azathoth sleeps deeper than the rest. Rating 2.5.

Hastur
is off the chain. While the antagonist gates cost 8 clues to seal (which is A W F U L). During the final battle the difficulty of combat against him is equal to the terror level, which is bad. Cultists become harder to fight. He eats sanity during the final battle, so maybe Harvey could hang, but most everyone else is boned. Rating 4.0.

Arkham Horror is a fun game. I'm still enjoying it. Probably done with recaps. Maybe some house rules to follow. . .

-Merlin out


- Posted using BlogPress from my iPhone

Wednesday, July 18, 2012

Arkham Horror Explosion

So I played some Arkham horror at the beginning of the year, but I haven't played in a while. The wife and I invited Robb and Alayna over for dinner and after decided to give it a go.

The ladies didn't particularly enjoy themselves, but Robb, being an old Call of Chthulu stalwart, liked it enough to want to play again over the weekend. And again.

So, we played a four-player Thursday and won handily. Robb and I then played a two-player and were doing okay, then Alayna joined us as she returned from work and we won quite handily. Then Robb and I played a two-player and lost terribly.

Then it was already out so I played two single-player games Sunday. I lost the first by just a hair, and "won" the second (though I think I was playing the Final Battoe incorrectly). Then due to the texts I was sending Robb on my single player games he came over for another shot at the title. We won that two-player handily.

That's a crapton of Arkham Horror. General observations:

Each character plays very differently. Physical combatants like Mike the Gangster are awesome at killing Cultists but their sanity maximum makes it impossible for them to fight, say, The Hound of Tindalos or Shoggoths. Magical characters do great as long as they get good spells, which is a coin toss at best. Utility characters can be great at either but rarely excel without work.

Get a weapon early. During one game on turn one Robb's salesman character went to the general store and bought a .45. Totally worth it. Also it's an interesting beginning to a story: scene one, salesman walks into an army surplus and buys a gun. That was cool on a few levels.

Fishing for items from the stores in general is good. The unique items deck has some ridiculous stuff in it and it should be rifled through whenever possible (curiositie shoppe for those). The healing stone and elder signs are fantastic, potentially game-breakingly good items.

Always sealing gates instead of merely closing them is a good policy to adopt.

Rumors are terrible. Get rid of them.

Starting with 3 clues is way better than starting with none. One of our worst losses was with two characters who begin the game clueless.

You can game for the final battle sometimes. For instance, Nyarlathotep eats clue tokens and then investigators without them. So an investigator with 11+ clue tokens and a decent weapon (say a Tommy Gun) almost can't lose to Nyarlathotep. Most Ancient Ones are tougher. . .

I haven't played all the characters or against all the ancient ones. Maybe I'll try to get in a few more games and rate both sets according to the ancient method.

-Merlin out

- Posted using BlogPress from my iPhone

Location:My House

Bad Seeds!

I finally got my Bad Seeds epic Magnus tier list painted up after diecon, but I've been having so much fun playing storm wall I haven't gotten around to playing it. I got the chance this week.

Brandon (our league Legion player) wanted to try his hand at Circle, and so we were both playing lists we've never played before. Both were a bit pillowfisted too, I think.

I played
Magnus the warlord
Defender
2x renegade
Min Trencher commandos w/ one scattergunner
Min Sword Knights
Rangers
Saxon Orrik
Kell Bailoch
Orin Midwinter




Brandon dropped
Kromac the Ravenous
Gnarlhorn Satyr
Shadow horn Satyr
Feral Warpwolf
Full Tharn Ravagers with Shaman
Tharn whitemane




He got to go first. Scenario was Overrun. Big box in the center for control. He ran. Put two upkeeps out.

I advanced, tried to stay out of threat, mis-played the threat of the ravager's cannibal rush, and moved a bit.

Brandon's cannibals killed two rangers (which I thought were safe, thought the Ravagers were speed 5 and not 6, my bad) and using warpath managed to move up two beasts as well. They killed more rangers and mugged a renegade.

My super-shooty list didn't get to shoot much before engagement. Ah well. I had my good renegade fire his knockdown rocket into a satyr and catch the feral Warpwolf as well. Magnus himself charged in and murdered the wolf with his armor piercing strike. I had him feat to try and stay safe afterward; this was probably a mistake.

The defender charged in and hit the knocked down satyr hard. My infantry killed a couple cannibals. I shuffled some stuff around and my biggest mistake was probably firing the obliterater rocket on my mostly dead renegade. It missed and deviated poorly, killing some of my own stuff. I didn't need to shoot it and it's a powerful effect to waste.

Brandon retaliated, but my feat kept him from a lot of juicy targets. The defender passed a strength check to resist a two-handed throw from a satyr. A bunch of sword knights and rangers died. Orin died.

My next turn most of my troops whiffed attacking the savages which was bad since a single one can kill several models in retaliation. They did manage to kill two more of them, but there were still two more and the solo as well.

My defender got a full load of focus and killed the wounded satyr while mugging the last satyr pretty well. Magnus moved away from Kromac (dude is serious business).

Kromac and the last satyr killed the defender and one of the last savages tied up my good renegade.

The infantry failed to kill Ravagers a bunch, but volume of attacks finally paid off and all but one were removed. Magnus ran away a bit.

Kromac moved up to finish the renegade that was superhurt. The last ravager got into my last renegade again.




I decided it was now or never for an assassination. Kromac was in beast form, but with zero fury and his only beast was full. Magnus hit with his scattergun and Convection (boosted attack and damage), but came up 5 damage short of winning the game.

Kromac ate him next turn.




In hindsight perhaps I should have cast Bullet Dodger instead as tried to weather an assassination run with some camp.

Next time, gadget.

As an added bonus here's a shot of Brice's fully-painted proxy-tastic trolls on the next table. I would have taken a shot of Charlie's Menoth but it's still a work in progress.





-Merlin out

- Posted using BlogPress from my iPhone

Monday, July 16, 2012

Blue Vs Blue

More accurately, Blue Vs Purple/Green/Ochre. In the background of the Warmahordes setting both Cygnar and Trollbloods have a blue standard color scheme, and my partner from the league and I realized recently we've never actually played against one another. So we decided on some trolls v Cygnar.

My Cygnar has a lot of standard colors for the faction, while Brice's trolls are an amalgam of his own green trolls, my ochre trolls, and a bunch of our friend Charlie's purple trolls.

Still, it was a fully painted 50 pt match, so it looked amazingly sweet on the tabletop.

I played a tier list, anxious to play my favorite warcaster with my new Stormwall colossal toy.

Constance Blaize, Knight of Stabbing Face
Gallant (Advance Move from tier)
Stormwall
Journeyman Warcaster
Min Sword Knights
2 x Min Precusor Knights with UAs (one UA free from tier)
Archduck Runewood (grants Knights +2 speed on first turn, which is crazysauce tier bonus)
Harlan Versh, Dude in Floppy Hat
Min Field Mechanics

Brice rocked
Green Grim Angus
Green Impaler
Green Earthborn modded to be wrecking a Cygnar warjack(!)
Purple Slag Troll
Max Purple Champs
Purple Fell Caller
Purple Horthol
Min Purple Long Riders
Max Ochre Burrowers
Min Purple Krielstone Bearer and UA

It was sweet. The scenario was Diversion, a radial scenario that's eminently scoreable while not an auto win for either side. Each player is attempting to control a flag on their right and contest a zone on the opposite side of the board.

I won the roll to go first and went first. Brice took the side of the table with the forests, leaving me the walls. I ran everything. Jr put arcane shield on the stormwall. Brice ran a bunch and positioned. He put cross country on his long riders.




Harlan missed his shot on the long rider in the woods.
I gave my PKs pathfinder and Constance moved up, feated, and cast Crusader's Call. The PKs got to and killed two long riders. Another hit the slag for a few. The rest gummed up the works (I minifeated with the purple team). My sword knights repositioned and the other PKs and gallant advanced defensively. Stormwall shot two shots, hitting and nearly killing a long rider and missing with the big guns. He also dropped covering fire and a lightning pod to cover up burrower territory.





The burrowers killed a bunch of infantry, giving me some souls. The last long rider and horthol charged stormwall and did 20 ish damage. The champs charged a PK and ran to engage my lines. Grim didn't feat yet. The earthborn repositioned to get to Stormwall.





Gallant and the sword knights killed two champs engaging my second unit of PKs. Runewood gave a buff to that unit and they charged into the remaining champs, minifeating and killing the rest. Stormwall failed to kill horthol, but did un-bison him, and murdered the last long rider, though it took all its attacks due to dice and tough checks.

Blaize moved behind a wall and got arcane shield, as I felt I was going to lose stormwall next turn and was positioned to counter strike with Blaize. The mechanics put 6 boxes back on stormwall.




Brice spent his next turn feating and attempting to kill Stormwall on one side and PKs on the other. Both go poorly. The earthborn gets all the buffs but is still at dice -1 for 6 attacks (charge boosted). Brice got some bad dice and left 12 damage on the wall, and horthol didn't finish it. The burrowers popped up with nowhere to go and killed PKs.




Mechanics healed storm wall (reattaching its broken arm) and it tried to kill the earthborn but just failed. I repositioned my stuff and gave ground to the slag troll on the other side of the board. I put arcane shield back on stormwall.
Brice's earthborn frenzied but didn't kill stormwall. Horthol didn't either. Many PKs died.




These dudes all died.

Stormwall killed the earthborn and horthol. The slag troll manages to kill a nearly cherry gallant. I'm out of morrowans for flanks. Sad. Stormwall gets repaired and mugs the impaler. My sword knights remaining start working over the KSB.




Burrowers failed to kill most of my backfield, and Sugar Ray killed the one on him. Runewood mauled the Slag Troll. Constance cast sunburst on the Fell caller. The sword knights kill the stone. Stormwall kills the impaler.

Grim stands alone.

He goes for Constance and manages to hit her twice but doesn't finish her, and Stormwall punches Grim into oblivion.
Sweet, epic game. We both gamed for scenario enough that no scenario points were scored while we destroyed each others armies. Nice attrition slugfest.

-Merlin out

- Posted using BlogPress from my iPhone

Friday, July 13, 2012

League Finale

My little home league came to a close with our final game being a team game. The "bad guys" (Khador and Legion) were in the lead by 3 points, so they had 70pts + WJ/WB points and some extra. We had the same but less extra due to league rules.

My partner and I decided that Grim was awesome, but I argued with him for a bit and we finally settled on two lists with some good combos. I played my shiny new Stormwall colossal and my battle engine with new triptych Nemo (mainly to play new stuff).



Nemo and Finch
Stormwall
Storm Strider
Reinholdt
Journeyman Warcaster
Stormsmith Stormcallers (3)
Gorman Di Wulfe
Arlan Strangeways

My partner rocked
Grim
Impaler
Earthborn
Full Champs
Full burrowers
Min KSB and elder
Fell caller
Troll champ hero

Our opponents played

Pvlad
Spriggan
Decimator
Gun Carriage (the player was trying to surprise us with a sweet new piece of tech in the battle engine, but he hadnt planned on me getting a stormwall. . .)
Full IFP w UA
Great bears
Eiryss

Epic Lylyth
Angelius
Seraph
Carnivean
Blighted Nyss Striders w UA
Strider Deathstalker
2 forsaken

I think? It's been a few weeks. There might have been a shredder or something else in there.

The scenario was supply and demand.

We won the roll and opted to go first. The burrowers burrowed. Stormwall trampled, put out a pod, and got Failsafe. Strider got electrify. Champs got arcane shield (!). KSB got full on fury and armored up. Grim advanced. We were careful to stay out of epic Lylyth's retarded threat range.

Our opponents didn't want to deal with a burrowers charge, so they played very conservative. For buff casters this might have worked okay, but Lylyth and vlad have no buffing upkeeps. So they just tried to stay out of the game another turn. Khador assumed we'd throw the burrowers at the IFP, and Legion assumed their warbeasts were safe. The enemy only moved 6 or 7 inches out of deployment, leaving only a few targets for the burrowers.

However, we had placed the burrow marker fairly central, and two of the legion beasts can't trample due to Serpentine, so I told my partner we should feat with Grim to lock down the enemy front line and send in the burrowers.

Before doing that I got my electroleap on, killing all but two of the Striders. They failed their command check.

Then Grim feated. He blocked off some LOS to himself w his Runeshapers. The burrowers charged in and managed to wreck two of the three legion heavies. Our legion friend was not super happy about this. The burrowers needed 8s to hit and never missed. It was pretty sweet.

Our opponents never recovered. We shuffled around outside the Khador charge ranges. The Khador player moved up a bit and the forsaken, Carnivean and Lylyth killed a pile of burrowers who failed their command check. They'd already killed three times their worth in points though.

Stormwall advanced and put a LOT of damage onto the Spriggan with its guns. Nemo feated and the Storm Strider wrecked the Spriggan more. Runeshapers clogged up the Carnivean. The Earthborn wrecked the decimator. We ran the ARM 23 champs in at the IFP and great bears.

We got a control point.

The IFP and great bears only managed to kill one champ and hurt the earthborn. Vlad couldn't finish the earthborn. Lylyth feated to kill our objective so we couldn't win on scenario.

The champs mauled a bunch of IFP and a great bear. The earthborn ate vlad and ate the gun carriage. The stormwall crushed the Carnivean. Our opponents conceded.

It was pretty epic. Burrowers won us the game super early. We are planning more team games in the future.

-Merlin out

- Posted using BlogPress from my iPhone

Location:Flint MI