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Thursday, September 27, 2012

Ride the Lightning

I played a game with triple Nemo v the legion of doom this week. I worry about Nemo whenever my enemy has a decent gun (read: boostable).

However, things went pretty well for much of the game.

I played Nemo and new Stepmom
Stormclad
Storm Strider
Full Ponies
Full Stormguard
Epic Elf
Gorman di Wulfe, Kung Lao impersonator
Black 13th
Jr
Goblin

Brandon played
Rhyas
Angel
Scythean
Seraph
Bolt Thrower
Nephilim Soldier
Forsaken
Shepherd
Full Heck hunters with Bayal
Black frost shard

We played the scenario Guidons, which seems winnable but which Brandon and I always ignore.



I lost the roll and he went first. He ran stuff forward. I ran my ponies up and arced lightning off of the front one into his Heck Hunters, getting good bounces and killing 10.

He retaliated by sending in the Scythean to kill 3 ponies and jamming everything else forward. He didn't get much from Rhyas' feat.



I counter feat with Nemo and obliterated most of his force, leaving like 8 models on the table and leaving Rhyas at 2 health with no transfers (my Stormcaller missed his storm call to seal the deal and Nemo missed a boosted gun shot at the angel to fish for bounces at Rhyas as well).

Then Rhyas manages to kill everything between Nemo and the Scythean with Bayal alone. The bolt thrower crit-kds the old man and the Scythean gets it done.

I probably shouldn't have gone for assassination, or perhaps should have done it differently. Ah well. Good game by Brandon and well done closing it out.

-Merlin out


- Posted using BlogPress from my iPhone

Sunday, September 16, 2012

Look I Know The Supernatural is Something That Isn't Supposed to Happen

I managed two games of Warmahordes this last Monday. I was playing around with Cygnar models and wanted to give a couple warcasters another try. Game 1 was V Brice and his Trolls in the scenario Overrun.

I played
Commander Douche McWeen
Sylas Wishnalalalalala
Ol' Rowdy
Full Sword Knights w UA marshalling a Centurion
Arlan Strangewayes
Gun Mages w UA marshalling two Hunters
Journeywoman Warcaster
Archduck Runewood

Bruce took
Borka Kegslayer and Keg Carrier
Mauler
Earthborn
Axer
Whelps
Full Champions
Min Long Riders with Horthol
Fell Caller
Champ Hero

I won the die roll and advanced menacingly. Rowdy and the Centy got arc shields and the gun mages got Snipe. Brice counter advanced and put Iron Flesh on the Champs.




I alpha-struck by killing two Long Riders and knocking down a bunch of stuff with earthquake. I also pushed a lot of the right flank around with rune shots from the gun mages. The Centy put up Polarity Shield and the Sword Knights hid behind it. Stryker feated for immense armor on my heavies.

Brice wasn't sure he could crack much so he just repositioned and waited out my feat.

I knocked down a bunch of stuff with Earthquake so my Hunters could assassinate the Fell Caller. Rowdy killed two Champs. Centy repositioned with Shield up. Sword Knights charged it and killed more Champs. Gun mages pushed Horthol way back and knocked him down.

Brice got some serious revenge, mauling my unit of Sword Knights and having the Mauler try to manhandle the Centurion (ARM 24 won out mostly over his pow 19s tho). He didn't dent Rowdy much. The Hero engaged a bunch of stuff. Whelps screened the Mauler.




The Hunters killed a Long Rider engaging my gun mages, which allowed them to push the Champ Hero away from their friends, which allowed them to kill the screening Whelps. Then Runewood stood up the Centy with Revielle and shot poorly. Stryker knocked down the Mauler with EQ. Arlan powerboosted the Centy. Centy moved up and autohit the downed Mauler. JR put a nice bullet in it, and my last remaining SK rolled 11 on his flank damage roll to remove it from the table.

Brice saw an assassination run and went for it, but Ol Rowdy left a trusty wreck marker, and Borka doesn't have pathfinder. He was left drunk and flapping in the breeze. I surrounded him with gun mages so he couldn't stumble away and hit him with attacks until he stopped moving. Stryker himself delivered the killing stroke.




Wreck Marker FTW.

Game MVP: probably the twin Hunters. They killed two long riders and the fell caller before hitting Borka for 7 to start my assassination run.

Game LVP: Almost everyone did some work. Maybe Arlan wasn't great until the last couple turns

Game 2 was v Brandon's Legion
I played
Kara Sloan
Squire
Two Hunters
Thunderhead
Storm Spider
Full Stormguard
Rupert the Bard
Journeywoman
Gorman di Wulfe, Kung Lao Impersonator
Black 13th Strike Team

I won the roll and went first. Playing a gun line it's important to take as much table as possible. I put Refuge on Kara, ran all my jacks, and positioned for a bullet-storm second turn feat.

The scenario was Restoration, and to score you must destroy the objective on your opponents side of he board and control a zone in the center.

Brandon played
Aabsylonia, Freak of Nature
Angelius
Scythean
Ravagore
Carnivean
2 Forsaken
2 Shredders
Min Hex Hunters
Shepherd
Strider Deathstalker

He moved up and managed to do some ranged damage to a hunter but failed to cripple any systems. The Angelius got Forced Evolution.

I feated second turn and attempted to remove two of her heavies from the board but I didn't roll very well. I wound up leaving the Scythean with 6 hp and killing the Carni. I hid Sloan behind the Objective and Strider. My black 13th and Strider killed a LOT of hex hunters and I ran the Stormguard to engage the rest of that flank.

I was hoping the Scythean would be dead, so. . .Thunderhead was kinda flapping in the breeze. The Scythean hurt him and the Angel finished him. The
Deathstalker and hex hunters killed 6 stormguard with their remaining 3 models. (every attack hits and kills). The Ravagore drops a bomb on my lead hunter and wrecks its gun.

Brandon did NOT feat. I see that I can remove the Scythean from the table and hurt the angel, and blind the Angel with Gorman. My remaining two Stormguard kill the final Hex Hunters and Deathstalker and finish a Shredder. The Stormspider lobs two shots and the Ravagore, hurting it and bouncing to other support models. The Scythean is killed by a double boosted hunter shot. The angel is blind. Kara slides back to hide after putting two meek bullets into the Angel.




Abby feats, but she's left with two heavies and a shepherd. She kills the last black 13th and a stormguard. The angel engages Gorman. The Ravagore misses a Hunter and drifts away. . .

The Stormspider drops more bombs on the Ravagore and leaps to Abby and the shepherd, killing the latter and doing damage to the former. The Angel misses the free strike on Gorman and he blinds again. Kara puts two more bullets in the angel. The final stormguard charges in and hurts the Scythean more. The eleap hurts Abby again.




Abby kills Rupert who ran to engage. The Angel engages Gorman again. The Ravagore kills the Stormguard.

The Storm Spider finishes the Ravagore and the leaps hurt Abby a bit. Kara scoots out and puts a weapon master bullet into Abby and while she transfers the blowback is just enough to kill her.

Game MVP: Storm Strider

Game LVP: Rupert. Tough did nothing. Ah well.

-Merlin out

- Posted using BlogPress from my iPhone

Sunday, September 2, 2012

TrollSkorne

Brice and I got a 50 point game of Hordes in on Monday. We played some Skorne v Trolls, in the radial scenario Command and Control. There is a zone in the middle of the board and four equidistant flags on the center lines of the four sides of the board. To score the warlock must be contesting a flag (be within 4") and you must control the zone.

I won the roll and went first. Brice brought some of Charlie's Skorne for me to play. Which was sweet. My list was:

Naaresh
Marketh of the Pillow Pants
Titan Gladiator
Tiberion
Archidon
Cyclops Brute
Immodium Pu-36 Explosive Space Nihilators (full)
2 min Paingiver Beast Whippers
Swamp Goblins
Agonizer
Saxon Orrik
Skorine Midwinter
Tyrant Commander and Standard

I deployed in a hot mess at the center of my deployment zone. The plan was to push the Nihilators out to feed the trolls. Then my caster can kill some infantry and hide behind a wall of beef.


Brice played:
Grim Angus, who Shot First
Dire Troll Mauler
Axer
Impaler
Full Champs
Full Burrowers
Full Kriel Warriors w UA and a Caber Tosser
Min Krielstone with Elder
Fell Caller
Champ Hero
Swamp Goblins

Brice deployed in a wider arc. The extra 3" is a big deal in radial scenarios.



Turn 1 I ran most everything and put Iron Flesh on the Nihilators. My stuff was still packed up pretty serious.



Brice Burrowed his burrowers. Then everything else advanced. The Champs hid behind a building.



I had a decision to make: throw the Nihilators into the meat grinder past the burrowing marker, or keep them in front of the marker and only offer a few to Brice. The first option played more to scenario. The second was riskier as Brice would have an opportunity to score if he killed the few I offered him, and he had a pile of possible attacks.



I decided to go with option 2. Iron Flesh Nihilators have a chance to live, and I'd placed them in such a way that one was screened by two others with their reach blades, so Brice would have to use Grim and/or the Impaler to finish him.

Brice isn't happy with his choices. He unburrowed his Pygs and then ran them out of the way, laterally 12". So then they were flanking my force. His Fell Caller moved up to spray a Nihilator (needing a 10 to hit; this move cost him big) but misses. Then Grim put a bullet in my hard-to-reach Nihilator but I made the tough check. The impaler finished him off unfortunately.

The Kriels smash into the Nihilators and kill 3 more, but the Caber misses his 7 crucially and one survives the attack in the zone, meaning my gambit has worked. I don't lose a point and Brice shuffles the Krielstone and Champs for the next round.

I drop Iron Flesh so my Nihilators can charge. They Manage to kill a couple Kriel Warriors but they miss the burrowers. I punch Brice hard this turn. My warlock gets 2" of movement from the Tyrant Commander and whipped by his beast handlers for +4 strength. The Archidon casts Lightning Strike on Naaresh as well. Then the Archidon kills two burrowers.

Naaresh is as buffed as he's going to get. I have him advance to two Kriel Warriors and he killed them but one made a tough check. I killed it again with a Fury. Then I cast Cyclone and moved to some other screening troops and kill them. I then cast Bleed and managed to hurt the Fell Caller but don't kill it. Naaresh then Sprinted away. I looked at the table and I realized that now Tiberion may be able to walk up to the Fell Caller and squish him with the war club. But it needed rush from the Gladiator. I have the Gladiator cast rush and the Brute put Safeguard on Naaresh to give him knockdown immunity. Then the beast handlers whip off most of my excess fury but can't get to the Archidon.



Tiberion walked 6" and had about a quarter of a inch distance for his reach club. He mushed the Fell Caller into paste. This was a bad spot for Brice. Then Tiberion tried to crit slam a Kriel Warrior but didn't get the crit. With his last fury he murdered a burrower and they'd lost enough dudes for a command check, which they failed.

I had also killed 5 Kriel Warriors, so killing 2 more would force a command check from them and Brice was having some epic dice fail so I thought i should go for that. Marketh had 4 souls from deceased Nihilators and charged a Kriel Warrior, missing it. Then he bought an attack and killed it. Then he bought another attack and killed another. They failed their command check.

Which was super bad for Brice.

He killed another couple Nihilators and my support solos with Champs. I had left Tiberion hanging a bit and he got the Mauler to him, but first he had to run the Krielstone up to tarpit and the Kriel warriors away to make room. The Mauler rolled poorly and did not kill Tiberion. Marketh died as well this turn.



Again Brice doesn't score because I have a tough Nihilator who stayed in the zone.

I decided that it's my feat turn and played accordingly. I spent a bunch of my turn killing the Krielstone to remove the armor buff. It took a LOT but I get it done. The Archidon becomes enraged by beast handlers and I kill the Mauler with a Fury to spare (rolled crazy talk). Then Tiberion is free to charge the Axerq who is screening Grim. However, in my zeal to kill the mauler and Krielstone I forgot to heal Tiberion at all and his aspects are mugged. He only has spirit. So he charged but did minimal damage.



I had the Gladiator with a big Strength buff Slam the hell out of a Champ and kill it. The collateral didn't kill the other though. The Brute kills another Champ.

On Brice's turn Grim feated and his stuff killed Tiberion, wounded the Gladiator, hit the Archidon a bit and killed another Nihilator. The Agonizer got killed by Grim.



I don't have a lot of movement options on Grim's feat so the Archidon runs away. The Brute and Gladiator kill the remaining champs. The game has gotten ugly. It's down to Grim and his battlegroup with a Champ Hero vs Naaresh with a heavily damaged battlegroup and a bunch of paingivers.



He kills the Gladiator but the Brute takes a lot of abuse without dropping. The Achidon kills the Axer and the Brute hurts the impaler. I put Naaresh in harm's way and he goes for a long shot assassination but falls way short and concedes.
It turned into a serious grind at the end but it was fun playing 50 pts of Skorne.



Brice said that my army was odd because of my weird Synergies whipping my own caster and beasts for fun and profit. But hey, it worked out for me in the end.

-Merlin out.


- Posted using BlogPress from my iPhone

Wednesday, August 22, 2012

Challenge Match: Cancelled!

I got the new War Room list building and battling app for my mobile device, and it's all right. I know that much of the WHM community reviles it because the older, free product iBodger was forced out of the market. And ibodger was better at list building.

It's true.

But hey, it's here and I wanted to test the battle functionality. Ibodger never tracked damage and helped me play my games. I challenged Brice to get the app and we'd play a battlebox game.

But it's not working for his iPhone. So we decided to throw down on a 35 pt game. Brice tried Jarl for the first time, and I played Nemo3.

The scenario was a flank scenario called entrapment. This scenario features reinforcements that come on to defend a zone instead of attack.

I won the roll but asked Brice to go first, because I wanted to choose the side. There was a bunch of terrain and I wanted the hill.

Brice played Jarl
Earthborn
Impaler
Axer
Fennblades full
Burrowers full
Troll Moses
Fell Caller
Swamp Gobber Bellows Crew



Reinforcements:
Runeshapers
Janissa Stonetide

I played Midlife Crisis Nemo with New Stepmom
Stormclad
Defender
Storm Strider
Stormblades with a Gunner
Journeyman Warcastress

Reinforcements:
Min Stormguard
Stormsmith Stormcaller



Jarl put Quicken on the fennblades and advanced super fast. The burrowers ran through the woods with pathfinder from the Fell Caller.

I was terrified. He was too far away to hit with my guns but he'd get to me next turn if I moved out too far. So I stayed pretty far back.

Brice burrowed with the burrowers. Which was terrifying. The Fennblades ran at my stuff and engaged a LOT of my stormblades. However he left most of his other stuff way back and feated with Jarl to get cloud cover. the Runeshapers ran onto the board.



I killed all the Fennblades but one with lightning and all my infantry. I used a couple stormblades to screen Nemo from the burrowers and moved my heavies to block some ground to burrowers.

The burrowers showed up but failed to really hurt my heavies. Brice moved his beasts closer. The Fell Caller killed a bunch of stuff with his spray.



I cleared off the burrowers from my stormclad and had it fully loaded walk to the axer and kill it. He had some left over to mug the impaler.

Brice killed the stormclad (barely; the Impaler turned it UP with two 15s on damage rolls) and sent the earthborn at the strider. But he got terrible damage rolls and left it with 5 wounds. Things were looking bad.


I popped Nemo's feat. The lightning was devastating and killed everything but the swamp goblins. Jarl toughed it out. He made a last ditch attempt at the old man but couldn't get it done.



-Merlin

- Posted using BlogPress from my iPhone

Friday, August 17, 2012

Challenge Match: Colossal

Charlie had to own a colossal, so he picked up a Conquest and painted it up sweet. He challenged my Stormwall to a Cygnar/Khador giant-robot grudge match. It was on like the Donkey Kong.

I decided to play Nemo3, because Charlie loves him some winterguard and assassins, and Nemo3 can kill both those units himself with a little support.

The scenario was Overrun. Get a model into the big rectangle and keep it there. And kill all the enemy stuff in the rectangle.

I played
Midlife Crisis Nemo and New Stepmom
Stormwall
Thorn
Min Boomhowler with Murdoch
Rangers
Reinholdt the Reloader
Broke 13th
Epic Elf
Kung Lao, Rogue Alchemist

Charlie played
Vlad1
Conquest
Spriggan
Assassins max w UA
Winterguard max w UA and Greg
Manhunter
Piper of Ord

Charlie won the roll, wanted to go first, and I took the side with the hill to stand on. We ran at each other turn one, though I did kill a few WG with lightning gun shots. I put Failsafe on Stormwall.



Charlie moved up and killed 3 rangers but I'd left everything else out of engagement range. The assassins ran at my trolls but did not engage any of them.



I retaliated with lots of lightning. Thorn killed two assassins. Gorman killed two with an acid bomb. With chain lightning and two shots from nemo's gun at Thorn and a lightning pod I killed 6 assassins and 5 winterguard. Charlie didn't make a lot of tough rolls. The b13 killed the remaining assassins aside from the underboss, who made her tough check.



Stormwall didn't do much, but put a few points into the Spriggan. My coup de grace was running epic elf 14" to just stand near the Spriggan and Conquest. So no focus for them.



Charlie had lost most of his infantry at this point.
His jacks were denied focus. Vlad moved up, cast signs and portents, and feated. The Spriggan mauled Thorn, but left cortex and spear. The conquest moved toward Boomhowler and fired a buch of aoes, but he realized after moving that he needed to kill Gorman super bad. So he fired all guns at Kung Lao, needing a 16 to hit him on the hill. He of course missed a bunch but got good deviations and with s&p the blast damage finally killed that annoying bugger.

Spriggan and Thorn had an epic joust this game.



The mechanics charged Eiryss and failed.

I was way up on attrition and with Eiryss still around to keep Conquest non-awesome I killed the Spriggan with Thorn and Stormwall (with ease; Thorn's two boosted damage rolls were both 16s). Boomhowler howled rage at Conquest to make it innaccurate to boot. The b13 killed all the mechanics and lightning killed the underboss again, who was again tough.

Vlad charged the Stormwall with Blood of Kings but barely scratched the paint. He camped a bunch.



I went for an assassination run using a boosted storm pod (0 damage), a double boosted stormwall fist (9 damage, leaving Vlad on 6), and lots of 4d6 electroleaps. However, I didn't get the kill. Vlad lived to try a razor wind hail Mary on Nemo but failed. Stormwall finished him with a boosted lightning pod.



It was a pretty epic match. I feel like I metagamed Charlie a bit with Boomhowler, though Gorman and Eiryss are in a lot of my lists anyways. I also knew that Nemo eats high-def Khador infantry like a champ so bringing the old man was a good idea.



Stormwall is pretty sweet.

-Merlin out



- Posted using BlogPress from my iPhone

Location:Mi hizzle

Saturday, August 4, 2012

Monday Night Skorne

So I picked up another hordes battlebox (or warpack as they are called) because I wanted to have two for demonstration purposes. I decided on Skorne because. . .they looked fun. The models are pretty gorgeous as well. I was planning on painting up a small Skorne force here and there, not playing a ton of the faction but just getting my toes wet.

However.

I also choose a new paint scheme, a tutorial from the pages of Privateer Press' No Quarter magazine. The tutorial is essentially a primer on how to paint troops with Black armor, which is a challenging thing to do with shades and highlights. PP's poster models are the Black Dragon Iron Fang pikemen from Khador. I used that tutorial and painted up the warlock in the Skorne warpack, Master Tormentor Morghoul.



And it's my best painting to date. Which is a little irritating. I didn't want to love the hell outta my Skorne. But I think I do. Holy crap am I happy with this stuff.

I just had to play morghoul after getting him painted. I borrowed some Skorne models from Charlie and played a 35 pt game with Brandon. My list is pretty bad. It's just the models I have available. There's not a lot of synergies here aside from obvious ones, and some of the models aren't pulling their weight.

I played:
Morghoul
Aptimus Marketh
Titan Gladiator (painting this week; another lovely model)
Tiberion, character clubber
2 x Cyclops Savage light warbeasts
Minimum pain giver beast handlers
Orin Midwinter
Swamp Gobbers
Agonizer
Extoller Soulward

Brandon played
Lylyth, Shadow (?) of Everblight (prime)
Carnivean
Scythean
2 x shredder
Striders w UA and Deathstalker
Blackfrost Shard

The scenario was Diversion, a winnable radial scenario. I won the roll and went first.

I had to decide whether to attack my flag or defend against him scoring. Morghoul has a tiny control area. I decided that the fight would happen on his flag, keeping him from scoring. I moved everything toward it.

He advanced and put some combined ranged attacks into my front beasts, rolling boxcars on two of his three damage rolls (ouch). Other than that not much happened.

I moved up my savages to jam him, forgetting to heal the mind of the one who'd taken the most hits. Tiberion killed three Striders.

Morghoul popped his feat to prevent enemy models being forced in his tiny control bubble. It should have kept my beasts safe from harm. The Agonizer used Gnawing Pain to keep the Carnivean and Scythean from advancing too far forward. I felt that I'd made a decent little defensive bubble, with the gobbers putting a cloud up on Morghoul as well.



But Lylyth can mark a target with her bow so that her beasts can charge without forcing. Luckily the Striders and shard didn't mug my jamming cyclops too much, though Lylyth herself cast Parasite on Tiberion and did some damage, and popped her feat. The shard did cast kiss of lyliss on Tiberion, debuffing his armor to 16. The Carnivean failed to kill the Cyclops. The Scythean failed to kill Tiberion by missing a 5 on 3 dice.

So things went better than expected. Morghoul abused Tiberion and healed him as well. He charged a shredder, killed it and then sprinted back to cast rush on the gladiator.



My savage jamming near the flag frenzied and did nothing important. He had a handful of hit boxes left. The gladiator charged the Scythean and killed it easy with enrage. I lost my right-hand savage to a free strike from the Carnivean. Then Tiberion murdered the Carnivean and had the fury left to buy and boost an attack to squash a blackfrost shard.

Losing two heavies and a shredder kicked Brandon in the pants pretty hard. He managed to get Tiberion, but the next turn the gladiator got rid of the shard and his last shredder, Morghoul killed all the Striders remaining with Anatomical Precision and Overtake, and my remaining savage got healed and managed to hit Lylyth for some damage. I also scored a scenario point.

I'd run out of time on my deathclock, but overall it was a strong performance. We decided we both won. Him on time and me by attrition.

Skorne is kinda fun. The gladiator is proving difficult to paint though. I hope I can keep the quality up.

-Merlin out
- Posted using BlogPress from my iPhone

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