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Subject: Skorne War Journal - 6 Month Journeyman League Sessions rss

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Zack Stackurski
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Mankato
Minnesota
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Some friends of mine opened a new game store in my home town last month and started up a Warmachine/Hordes Journeyman league to introduce the Mankato gaming community to miniature's gaming. I am an ex-Warhammer Fantasy player so it wasn't all that hard to get me hooked... and I wasn't the only one as we now have over 30 people signed up for the league! The first games were played this past Monday and I got my first game in today. I thought it would be a fun project to write up a session report on each of my games so I'll post be posting them on this thread for the duration of our 6 month slow grow league...

Jouneyman League Game 1
Battlebox against Joe Huber's Legion
Tooth and Claw scenario


Terrain was a couple of flanking forests and hills in deployment zones. I chose the less forested side and let Joe set up first. He went refused flank behind a forest on my left side so I set up left of center next to a big obstacally hill. Joe advanced into the forest on his first turn and I used my movement spells to not quite all out run toward the center of the board while gaining a bit of ground on the forest.

Angled movement tends to mess with newer player's distance judging and this was no different as Joe advanced a bit too far out of the cover of the woods hoping to draw me into a bad charge or two, and he was positioned so my big ol' Titan couldn't reach his troops... but he was grouped too closely for me to not take the bait anyway.

Between Morghoul and my Gladiator I was able to make both Cyclopses faster and hit harder while putting Admonition on the Titan and moving it up to make sure anything moving past my Savages would let me get in the best possible position for my next turn. I thought I kept Morghoul a bit too far back to keep LOS on my rightmost cyclops to fully boost him but after measuring I was in range of all of Joe's monsters so I activated my feat to protect my cyclopses!

The charges went great. Left Savage engaged two of the shredders, popped one with his charge attack and then knocked the body aspect off the other after forcing for an additional attack. Right cyclops tried to engage both remaining Shredders while engaging the Carnivean, but I erred on the side of caution on the Shredder with a charge lane on Morghoul and left the central Shredder free of engagement. The Savage then had two big hits on the Carnivian and though he failed to knock off any aspects he did only leave about half its health boxes unmarked.

Joe's retaliation was blunted by Morghoul's feat so he started with his hunter Warlock and used her feat to improve the chances of all her creatures hitting. He then used up most of his fury points firing her bow at my nearest (left) cyclops. The first hit left him with only 9 damage left... but they were spread out on all his aspects so he was still a serious threat... so the Warlock fired again... and this time hit her own shredder with the bow leaving it with only two damage boxes on its spirit aspect. She then used her bushwhack ability to hide more fully behind the woods. The engaged shredder couldn't actually roll high enough to hurt my wounded left cyclops so Joe used he free shredder to charge (as a free action due to his caster's ability) and scored a solid hit... but my Cyclops still had 4 damage left and all his aspects available! Right cyclops should have been dead meat... but the Carnivean was kind enough to miss with one of its claw attacks and the engaged shredder couldn't penetrate the cyclop's armor so my Savage survived with two damage boxes left on its mind aspect! To add injury to insult Joe needed to move the shredder closer to actually attack and it ended its movement just close enough to my Gladiator to trigger admonition and those extra three inches put Gladis in easy walking distance of the Carnivean...

There were a lot of models left on the board that probably shouldn't have been there at the start of my turn and I wanted to make the most of them... but first I had to make a frenzy check on the very damaged right cyclops and he obligingly failed and frenzied making him much more effective than he would have been otherwise! He had a mighty blow on the shredder but left it with a handful of damage boxes unmarked.

My fully functioning left cyclops then activated and destroyed the full strength shredder that charged the prior turn. It then took two swings to hit and kill the other very damaged shredder... but so far so good! Then deciding to go all or nothing Morghoul buffed the Titan with Abuse and Precience then walked up and started cutting up the last shredder. He got hit after hit, but rolled low on damage over and over so it took all his remaining fury to finaly nick the little bugger to death... This meant Gladis had to finish the Carnivean to end the game or Joe was going to have one last chance to kill my caster with his! Gladis trundled up to the Carnivean and promptly missed with her first attack... so I forced her using precience for the hit and then couldn't miss as she smashed the big ugly dragon! She fury to spare when she was done... winning me my first league game!

Summary - Joe and I chatted a little bit about how the game went at the end and decided it was a rough matchup. With my spells I could move a little faster and hit a little harder than he could so he might have been a bit better off hiding behind the woods a bit longer and making me come to him. It also would have been a good idea for him to spread out a little more so I couldn't pin so many guys with my cyclopes or catch his whole battle group with my feat. Joe also has only played about half as many games as me at this point and much of his experience is against shooty armies... I think we'll have many closer games in the future!

Current Record: 1-0
Currently Painted: Master Tormentor Morghoul, 1 Cyclops Savage
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Ryan Powers
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Keep the reports coming. I'd love to see how the league progresses.
 
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Zack Stackurski
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Will do! We can play up to 8 league games a month so this should be a mighty pile of session reports by the time its over.
 
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Zack Stackurski
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Mankato
Minnesota
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I was able to make it out on league night for part of the night (and stayed about a half hour later than I should… but my wife seems willing to forgive me…) and got two games in against people I played in the weeks leading up to the league. Both were good, close fun rematches!

Both games were played on the same table and I was on the same side for each. There was a forest on my center left and a half building about 8 inches away from that. Neither was quite halfway across the table. Running across the table left to right over halfway to my opponents was a river and on my left just outside my opponent’s deployment zone there was another half building.

Game 2
Battlebox against Nate Rosenburg’s Retribution
Tooth and Claw Scenario


Nate deployed first with his warjacks pretty much dead center on the board and his caster hiding behind the building. I set up a bit to the left of the gap between the forest and the building on my side shielded by the forest. Nate headed his jacks straight for the gap not quite as fast as they could go and moved his caster into the inside corner of the building since she has the ability to shoot through solid walls! I didn’t want any part of that so I simply ran my army to the right to cover the gap and charge any of his models that got closer… Nate moved his heavy up past the river and dropped some covering fire into the gap and then moved up his arc node into charge range in front of it. Then his caster moved and tried to drop a rift spell on my Gladiator through the arc node but it deviated into the woods making the rough terrain redundantly rough. He then used his feat to deny me charges. Then his spear and shield jack moved up behind the building where I couldn’t see it.

I took the arc node bait with both of my Cyclops’ using some rush and abuse to get around not being able to charge (and fortunately took no damage running through the covering fire template)… but without those extra three inches from charging Gladis wasn’t going to make it to the enemy this round and had to hang back. The Cyclops with admonition was closer to the spear and shield guy and I hoped the woods with protect the Cyclops on my left from his heavy jack. Unfortunately my Cyclops must have gotten in each other’s way as they did not roll particularly well and the arc node was in far too good a shape after they took their chops. Nate took a couple of swings at the Cyclops in the woods with his arc node and knocked out his spirit aspect then charged the admonition Cyclops with this spear jack. He positioned himself so that the forest prevented admonition from getting my Cyclops out of range of his spear that way… so I moved up toward his caster and heavy jack to hopefully hold them up for a turn or so. Nate’s caster had a very nice first hit with her bow and took about a third of his damage boxes out… and then his big heavy jack showed me the power of a huge combo strike taking out all the rest with one blow! So much for holding anything up.

Fortunately I wasn’t outnumbered for long. I powered up Gladis with abuse and admonition and healed up the spirit aspect on my Cyclops. Then despite some poor rolling (Gladis is my only unpainted battlebox model at this point and she is grumpy about it…) my Titan managed to smash the spear and shield warjack to bits. The remaining Cyclops then finished the job on the arc node warjack and I was feeling much better. Until his Heavy charged my remaining Cyclops (which did trigger Gladis’s admonition so she could get in walking distance for next turn). Fortunately his damage rolls weren’t quite so high but I had very few damage boxes left on that beast when he was done and I was again missing that spirit aspect. His caster then shot up Gladis with a couple of very nice damage rolls and stole enough fury with her special powers that Morghoul would be short handed on fury the next turn.

But he boosted Gladis as much as he could but she and the beat up Cyclops only managed to knock a single arm off that Heavy (at least there would be no more combo strikes!) and I was sure it was over as the 8 remaining boxes on that big guy left it all too formidable. Nate started his turn by charging my Cyclops with his caster and finishing it off and then pummeling Gladis with his Heavy… but when the smoke cleared she still had one damage box left!!! I activated Morghoul and used two of his fury to heal up Gladis’s two missing aspects… and then checked range to his caster and was a bit out of charge range when Nate said “Well… you could use your range spell…” I did the math and figured on a good roll I could actually kill her with it… but it was a long shot… when he suggested I should do it just for fun. I should have asked “Fun for whom?” but I obliged… missed his caster… and triggered a special ability I had forgotten about that let her move and attack when targeted by a spell :-/. She stepped up to Gladis and rolled exactly the 3 points of damaged needed to put down my last beast and win the game for Nate!

Game 3
Battlebox against Jake Yenish’s Cygnar
Tooth and Claw Scenario


I won the roll for sides and decided to keep the woods available on my side rather than go first. Jake set up next to the building on his side while I set up entirely behind “my” forest. Jakes first turn showed a larger advance than I’ve come to expect from him but his very dangerous and sniped Charger warjack held back more than I would have liked as I had a new tactic I wanted to try to shut it down. So I used my rush animus a bit to simply advance into the woods. One Cyclops was set up with Admonition for next turn and the other was behind the woods rather than in them so there was no line of site to my wargroup.

Jake commented about me making him come to me and did move up his arc node and heavy up a bit, but the charger was still hanging back… but I was pretty sure I had moved up enough and pumped as many movement bonuses as I could onto my Cyclops Savage in the woods… riled him up then forced him to run a mighty 18 inches right toward Jake’s Charger (this was my new shiny tactic!). Thanks to reach on the Cyclops’s weapon he was engaging the charger by a whole half an inch to prevent it from shooting! My other troops then moved up out of the woods to be ready to engage on my next turn.

Jake read the wording on my Admonition spell twice to find a way to deal with my now very annoying Cyclops… and cast Earthquake with Stryker to knock him down. He missed the attack, but there was only a minor deviation and he knocked down both the Cyclops and his Charger. Since the Cyclops was down he couldn’t move out of the way with the spell when Jake’s big Ironclad Heavy came over and auto hit him repeatedly… But even after the charger stood up and popped the Cyclops as well he still had 2 damage boxes left! More importantly he had 3 fury on him and he promptly failed his frenzy check on my turn, jumped up and took most of an arm off of the Charger. I was one fury short to power up both Gladis and my undamaged Cyclops to cross the river (fast follow up is an important part of the Cyclops slingshot trick…) so when in doubt send the big guy! Gladis made up for those low rolls last game and took the quake hammer arm right off the Ironclad! It was still in entirely too good a shape though and made her pay for it with its open fist. Then the Arc node put a bit more of a hurt on her but she still had all her aspects left. Jake also accepted the free strike from my wounded Cyclops with his charger (who actually hit and did a bit more damaged) so it could step back and put the poor Savage out of its misery with its gun (point blank assassination style I’m sure) and cover my one charge lane on Stryker… And of course Stryker used his feat to give his guys a huge armor bonus.

I was going to need all of Morg’s fury to get the Cyclops across that river so Gladis was on her own. I decided the undamaged Arc Node was the bigger threat. I didn’t have enough swings to beat all that armor so I decided to try the two handed throw power attack for the first time! I hit… I won the strength rolloff by a country mile… then read about how to aim and realized I couldn’t drop it on Stryker the way I originally envisioned… so I did something even better and aimed for the river! The deviation roll went beautifully and the Arc Node landed in the river, took a little damage from the throw, and was deactivated as a knocked down Warjack in a water feature’s steam fire goes out! Gladis still had plenty of fury left and wailed on the high armor Ironclad… and rolled her best damage rolls of the night to scrap the big guy. The Cyclops then rushed forward with all the move boosts and took a swipe at the Charger, disabling its gun arm.

Jake was in a hard spot and tried to use Earthquake to knock down my guys to buy him time to get Stryker over to his downed Jack to reactivate it… but he rolled triple one’s and a big deviation and then realized he couldn’t run Stryker to reach the jack and reactivate on the same turn. He conceded rather than make me beat Stryker into the turf.

Summary

What can I say about game one other than I always lose when I do something incredibly stupid. I’m getting better at asking about special abilities in game but I obviously need to do it more often… Lesson learned: If your opponent suggests something repeatedly you should probably not do it! (Tricksie elf trickery… grumble… mumble…)

Game 2 mostly came down to dice in the end. If my first Cyclops didn’t hang around long enough to wear down the Charger a bit or the Arc Node missed the river Jake could have easily turned things around. However I was pleased with how the Cyclops slingshot effectively stopped his Charger from firing at anything important all game. It certainly effected his plans negatively as I closed with my other guys and I can think of a couple of other shooting units it might be effective against. So I might pull it out again in the next few weeks until adequate support units in lists turn it into a very fast way to kill a Savage.

Current Record: 2-1
Newly Painted: The other Cyclops Savage

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Zack Stackurski
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I’m writing this a day after the games, so I may have gotten more details wrong than usual… but I think the flow of the battles is accurate enough!

Game 4
Battlebox against Josie Lust’s Menoth (Battlebox Group with the Arc Node)
Tooth and Claw Scenario


A building on Josie’s side which she deployed mostly behind and some trees about halfway across the table (which were more or less in front of my deployment) were the key scenery components. I moved my forces up pretty quickly to start and had both Gladis and a Cyclops in those woods thanks to Rush on my first turn. On Josie’s first turn she ran up both her light Jacks, the Arc Node directly toward me and the flamethrower jack as a flanker while Kreoss advanced a bit into the building and the big fighty guy only walked forward (as Josie had forgotten to give him any focus…). Since the Arc Node Jack’s repulser shield made it a poor target for Gladis I used my feat to protect Morghoul, boosted up both of my cyclopses and charged in since if they both hit twice (and get pushed back 1” each time by the shield) they would still be exactly 2” away and engaging the Arc node so it couldn’t cast spells. They did pretty well hitting it three times and knocking off both of its arms while Gladis and Morghoul milled around near the woods deciding whether to go right after the flanker and Kreoss or left after the big Crusader Jack.

They needn’t have thought about it as on Josie’s turn she moved up her flamer and shot at Gladis (missing him) and was just short of range to get a crack and Morghoul too… then she moved Kreoss up just outside of Morghoul’s command range and used her feat to knock down all my models! She then cast a big fireball through the now unengaged Arc Node right at Morg. He an easy target laying on the ground and had burned all but three damage boxes off of him. The resulting continuous fire did not expire on my turn and Morghoul burned to death winning Josie the game!

Game 5
Battlebox against Matt Lust’s Trollkin
Tooth and Claw Scenario


Matt is the cagey old veteran in our group and everyone learns some nuances of the game or shores up certain rules when playing him… and I haven’t played him since my very first game ever with my Skorne battlebox… so I was pleased when we finally got to the table again for the league!

Our terrain had a scattering of ruined buildings, little L shaped walls and a river running across the middle. I opted to go first and in a gambit to lure Matt close enough to charge early set up only 8” from the board edge instead of the usual 10”. I then made a full advance to the river with everyone. Gladis actually entered the river a little and as she wasn’t rushed was slowed down an inch… and of course Morghoul was a bit behind everyone. Matt countered with a sniped, rushed spear hurler moving up near one of the L walls. He came about a half inch short of hitting Gladis with his spear (I had forgotten Rush when calculating my setup… so slowing down that inch in the water helped me out!). His other troops had either boosted the thrower or moved up a little to provide some counter charge support.

I considered throwing both cyclopses at the forward spear troll but felt Morghoul would be too exposed moving up to support them so I kept him by Gladis and a cyclops in the river after boosting the other Cyclops. I sent the boosted Cyclops in to cause trouble with admonition, but after the charge he was about a half inch outside of Morghoul’s control range and couldn’t force to do more damage after his decent charge chop. Matt jabbed back with his damaged thrower and then moved his other thrower into position behind the wall to take a shot at either Gladis or Morghoul… but he moved close enough to the melee that my Cyclops could admonition to engage him and stop the throw! He responded by taking a couple jabs at the Cyclops… but after he was done I still had four damage boxes left! Matt opted to hold his Axer back and finish the job with Madrak himself, which very effectively killed my Cyclops… but also meant Madrak was in the strange position of putting himself between my remaining forces and his beasts!

In retrospect I may have been better off charging Gladis over the wall to thrash the spear guys… but two beasts on a caster (even a caster as beefy as Madrak) was too good to pass up. Madrak was easily in the Cyclops’s range simply with abuse and had I paid attention to my measure with the Cyclops I would have seen that Gladis was as well… instead I spent some of her precious fury adding rush just to be sure… the end result was mostly a bunch of 9’s when I needed 10’s and one less swing… but a big hit did get through so Madrak ended up losing his scroll of ignore one hit. At least I had remembered to activate Morghoul’s feat to blunt the counter attack… and it was indeed blunted. Madrak spent one fury… but I don’t remember on what… then Matt said that was it for Madrak. I asked are you sure? He said yes and camped 4 fury for transfers! (though I think he also forgot to take a swing at Gladis or the Cyclops, or possibly just rolled abysmally on the attack). The undamaged spear thrower and axer jumped on the Cyclops and did some damage, but not enough to remove an aspect while the damaged thrower moved up almost to the wall and jabbed Gladis… I think missing the hit.

I knew I would be wasting my time on Madrak as even if I did get a hit or two through his defense as he could simply transfer to his very healthy beasts… so the Cyclops put some damage on the nearest thrower taking out its body aspect. We then measured the distance from the thrower attacking Gladis to her side of the intervening wall… and it was exactly a half inch away! So Gladis was able to move to striking distance (taking minimal damage on a free strike from the hurt thrower) and killed off her thrower. Matt was well and truly stuck in and started off with his remaining trolls trying to take down my Cyclops… and having awful rolls to hit with both… which kept them forcing and swinging until they could swing no more… and the Cyclops was still standing! So Madrak used his feat, then killed the Cyclops and gained an extra attack from his feat just for Gladis… but his dice were against him and after a couple poor damage rolls decided to camp some fury to finish me the next round.

I considered going all out with Gladis to kill the two troll beasts for scenario win… but that Axer was totally undamaged and I would end up taking a free strike from Madrak to make it happen… so Gladis simply edged over to give Morghoul a lane for a desperation finish up and started wailing. The tusks missed… the first fist missed… the second fist connected for something like 14 damage! Matt picked up a fury to transfer… then informed me that all his beasts were full of fury preventing a transfer (which we had both overlooked)! He resigned the game rather than make me papercut him to death with Morghoul’s scissor hands.


Game 6
Battlebox against Nathan Reynold’s Khador
Tooth and Claw Scenario


There was scenery on the board but the only bit of it that mattered was a partial building on the center left in front of my deployment zone (which was right where I wanted to deploy…). Nathan went first and deployed quite a bit to my left of center so I went full refused flank to the left of the building with one Cyclops hugging the board edge, the Gladiator next to him, then Morghoul and the other Cyclops. I had played a single game against Khador in my learning battle before the league and I was very worried about that big gun that didn’t need LOS and Sorcha’s assassination run which had combined to knock out Morghoul last time…

Nathan simply ran his jacks up 8 inches with Sorcha following behind. He didn’t slant much so I was hoping I could get close enough with a fully boosted Cyclops (18” run!) to tie up his shooting Jack… but his little bit of slanty movement plus my little bit of slanty movement left me a half inch away and pretty sure I had just given up a Cyclops for nothing… until he focused up his combat jack all the way and charged my Cyclops… who admonitioned out of the way and engaged the shooty jack! Nathan then moved up with the shooting jack and used it’s one focus to boost the attack roll… and rolled triple 1’s (unfortunately for Khador this was a sign of things to come for the game…)

Surprised by his good luck my Cyclops frenzied… and scratched the shooter for 1 whole point of damage! While the rest of my forces cautiously advanced to keep Sorcha at the edge of her range. I also put Admonition on Gladis. This led to Nathan charging my Cyclops with his Juggernaut instead, though it was carrying next to no focus on that charge… more importantly his angle of attack meant that when Gladis advanced with admonition she was a hair inside his back arc! My Cyclops did take two decent hits but was still standing with two aspects while the shooty Jack still couldn’t land a blow on the forward Cyclops!

Morghoul put abuse on Gladis and healed the closer cyclop’s mind and camped a pair of focus in case things went wrong and the Juggernaut got any closer… but I needn’t have worried as a strength buffed Titan hitting on anything but double 1’s makes short work of even a Khador Jack (though it didn’t hurt that my first two damage rolls were 12 and 11 on two dice each…). The forward Cyclops scratched the paint on the shooting jack a little more… though he really should have moved a little closer to Sorcha first… as the dead jack was now simply rough terrain and she had LOS to Morghoul! Wind rush, freezy feat and a charge later she was sandwiched between the Cyclops and Titan popsicles next to Morghoul and just in reach of my caster! The auto hits rained down… but my first damage transfer killed my near Cyclops letting me pull his fury back giving me plenty to dump damage on Gladis leaving Morghoul unscathed! I think Nathan may have forgotten to activate his shooty Jack in the excitement but Morghoul still had fury to dump off any damage it would have done and Gladis still had about half her damage boxes left and room for one more fury…

Regardless, I started my turn with Gladis in Sorcha’s back arc! Morghoul took a couple of swings for good show and then Gladis made an ice queen pancake to end the game.

Summary:

I had heard of the Kreoss “pop and drop” before and for some reason assumed you fell down and then were stomped by jacks in charge range. I now know better having seen what it’s really all about! Games 2 and 3 really came down to dice once we were stuck in with me rolling above average and my opponents rolling below (in the case of Nathan *way below!*). Still, I think I’m minimizing my mistakes (or at least generally not making more mistakes than my opponents) and am looking forward to the next two battlebox games to end the month!


Current Record: 4-2
Newly Painted: Titan Gladiator (Gladis is finally painted and the Battlebox is finished!
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Zack Stackurski
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Game 7
Battlebox against Greg Fenske’s Mercenaries
Four Star Syndicate: Magnus the Traitor, Mangler, Renegade, Talon
Tooth and Claw Scenario


Scenery was a big 16” diameter three level open terrain hill in the middle of the board (which I just finished earlier in the day mostly to be used as the Mosh Pit in Mosh Pit scenarios…) A woods on the left of the hill and a patch of rough terrain on the right. Also a half building on the left just outside my deployment zone.

Greg deployed first with his forces on my left behind the forest, so I set up a bit to the right of the big hill to give me cover from his rocket launcher on the Renegade. On Greg’s first turn he mostly ran forward toward the woods. So I put Admonition on a Cyclops and advanced mostly onto the first step of the hill. Greg then did something I really didn’t expect from an army with no access to pathfinder… he moved his big guy and his Renegade into the woods! I probably should have advanced more cautiously but I really wanted to tie up that rocket, so I loaded up the admonitioned Cyclops and slingshot him into the woods to engage the renegade while Gladis and co ran over the hill to be on the side nearest the woods.

Greg then used what I expect is the best defense against the engaging Cyclops and simply accepted the free strike on the renegade to back it up out of the woods. The free strike went very well for me and I cut a 9 point chunk out of the renegade’s middle, but it didn’t lose any systems. I was worried about getting double teamed by the other warjacks so I did not use admonition. Then the Talon moved up and I made a mistake activating admonition to reengage the Renegade thinking the woods would keep me out of range of the Mangler. I was wrong as the big jack had me by about half and inch after crashing through the forest and my Cyclops only had a couple of damage boxes left when it was done swinging. That forward Cyclops responded by frenzying and doing minor damage to the Mangler (though in retrospect I really should have swung at the Renegade…) while my other beasts advanced to about 6 inches away from the forest leaving Morghoul behind them on the hill.

Greg started his turn simply moving up the talon and killing off the Cyclops in the woods. He then pulled both his other jacks back out of the woods to join up with Magnus and move in the general direction of the hill keeping the woods between him and my beasts. I was torn between regrouping a bit and trying to all out attack through the woods… so I split the difference and advanced Gladis nearer the woods after casting rush and the Cyclops then had Morghoul advance up behind Gladis, Abuse the Cyclops, put Admontion on Gladis and send the Cyclops up to fight the Talon. It wasn’t the most spectacular attack sequence I’ve seen out of a Cyclops (he probably slipped on the corpse of his brother Cyclops at his feet…) but he did manage to do just enough damage to disable the talon’s big nasty spear.

On Greg’s turn he again decided to accept the free strike from the angry Cyclops engaging his Talon, and I either missed the swing or did inconsequential damage. Greg ran all his stuff back toward the center of the board… and then used his feat to get another whole movement afterward! His plan was apparently to move into position to drop a big spell on my caster… and I’m not entirely sure what went wrong in his movement order… though since he couldn’t cast immediately after his feat movement its possible he was simply hoping I’d stay where I was on my turn. Regardless, after all that moving his Talon ran all the way around the woods to engage both Gladis and Morghoul while his remaining jacks and Magnus himself took the hill! My Cyclops who was supposed to be engaged with the Talon frenzied and ran over to stab Gladis in the back for decent damage (the first time somebody has turned my intentionally loading up the cyclops’s on fury against me…) Then Morghoul used his perfect balance ability to ignore the Talon’s free strikes and strolled into the woods, boosted up Gladis then activated his feat. Gladis then took the free strikes from the Talon (who failed to damage due to his bum weapon) and rushed up to the Mangler for a nice one turn wrecking.

Greg responded by piling on to Gladis... though he had forgotten my feat was active despite the bright green marker I use to remind people so he had allocated focus to the Renegade that he couldn’t use. His Renegade shot her with its rocket launcher for solid damage and knocked her down, then Magnus arc noded a spell through the rengade for additional damage and to make her stationary. Finally the talon came over and got some auto hits on her while she was down, but again wasn’t able to actually get past her armor with it’s weapons. Gladis shook both effects. Morghoul boosted her and the Cyclops while keeping a bit of fury for transfers just in case… then the Cyclops moved up and trashed the Talon’s shield while Gladis moved up the hill to wreck the renegade.

Magnus opened up with as much spell power and shotgun blast as he could right in Gladis’s face, but she weathered the storm and only was down one aspect when it was over. The talon rubbed ineffectually against the Cyclops. I couldn’t pull back all my fury so there was a chance Gladis would frenzy on Magnus which would have been neat… but she passed her roll and lumbered down the hill to smash the Talon in the back and win me the game on scenario.

Game 8
Battlebox against Jon Koel’s Legion
Tooth and Claw Scenario


Same table as last game and I had the same side. Jon deployed first right smack dab in the center of his deployment zone with Lylyth a bit to my left in the line… so I went refused flank on the rough terrain side of the field away from her.

Jon’s opening turn was a fairly cautious advance with minimal running, so I countered with nearly full advances with everyone toward the rough terrain patch except Morghoul who advanced a little more cautiously after putting Admonition on the Cyclops nearest the board edge.

Jon boosted the Shredder nearest me and ran it right at Gladis in his version of the slingshot annoyance move (actually I had gotten the idea to use my cyclopses on full run as a diversion from the first game I had played with Jon before the league!). I responded by moving my admonitioned Cyclops into striking range with it’s reach hoping to lure more sacrificial shredders its way now that it was closer, but Jon did not take the bait and moved up to the edge of the hill with the rest of his force. The Cyclops in reach of the diversion shredder killed it in two hits to let Gladis move up a bit unmolested. I then put abuse and admonition on the other Cyclops and ran it forward in a mirror of Jon’s move and it engaged both his Carnivean and one of the shredders hoping to lock the Carnivean more or less in place so Gladis could charge it the next round… or at least not let it wander forward unopposed and breath fire on the rest of my battle group.

It worked pretty well as the Cyclops survived some pretty serious gnawing from the two nearest shredders (he was down two aspects despite his high armor and their low strength) and then the carnivean advanced to finish the job. The Cyclops responded by admonitioning onto the lip of the hill, but still in reach of the carnivean. That engagement was pretty important as it kept the carnivean from breathing fire to finish my Cyclops off. Lylyth then decided to open fire on my Cyclops with her bow but as he was engaged she needed 10’s to hit, and could only roll 8’s. She did manage to put a little bit of damage on the shredder my Cyclops was still engaged with though as the arrows deviated in combat… The final shredder then ran full speed to zip around my left flank all the way to engage Gladis in the back!

My setup on the turn was pretty good… but there were two shredders between Gladis and the Carnivean. After a bit of thought and a measure of the upfront cyclop’s melee range I finally decided to try to clear a path for Gladis with my cyclopses. Morghoul started by moving up into the rough terrain then rushing the near Cyclops, abusing Gladis and activating his feat! The rushed Cyclops charged up to engage the shredder Lylyth shot at max reach and managed to kill it with one blow. Then the maimed Cyclops circled to the left of the carnivean to give Gladis a lane and chopped ineffectually at the big dragon spawn. I had a tough choice with Gladis though… Lylyth was in a line right behind the carnivean making it almost too good a slam target to pass up… but slamming would knock the carnivean out of Morg’s feat range so I settled for a traditional charge (taking no damage from the free striking Shredder behind her). Gladis put some pretty serious hurt on the Carnivean, but only knocked off the mind aspect off the big beast.

Jon’s turn started with the Shredder behind me frenzying on Morghoul but failing to hit. This also meant Morg was engaged, driving his defense up to 21 against Lylyth’s shooting! So she simply popped her feat and fired her bow into the big messy melee in front of her mostly missing or rolling low damage on whoever did get hit (though the damaged Cyclops was down to only 4 hit boxes left when she was done). She cast spiny growth on the carnivean then dropped back with bushwhack to end her activation. The carnivean more than made up for it with some big body blows to Gladis leaving her with only 7 boxes left and her spirit aspect removed… and would have easily killed her had it been able to force for more attacks!

That spiny growth was a big deal as a good roll could knock more aspects off of Gladis leaving her possibly too crippled to finish the job… but the damaged Cyclops had a good frenzy and about halved the Carnivean’s remaining damage boxes while only taking two more damage and staying alive! After measuring Morghoul’s control range toward Lylyth and deciding I couldn’t get there with him even with rush and a charge to finish the job that way, I had him move up behind Gladis (ignoring the shredder’s free strike per his special ability), give her prescience and heal three damage off her spirit, then use another ability to pull a fury off the other cyclops (who had passed his frenzy test) to give him two fury for damage transfers. Then Gladis swung… and took all but one of the carnivean’s remaining damage with the first hit, only taking two damage and not losing an aspect in return! Another swing and it was over for the big guy and the undamaged Cyclops whacked the second to last shredder.

Jon saw the writing on the wall, but took one last shot as killing that engaged shredder gave Lylyth line of sight to Morghoul and the final shredder was still in charge range… if they all hit I probably wouldn’t survive even with those two damage transfers saved up… but Lylyth needed to advance to get in range which meant she got no aiming bonus… and Jon rolled 8’s when he needed 10’s on both his shots then conceded the game.

Summary
That was an intense pair of games that managed to take up pretty much all of a four hour game night. Greg has the best defensive game I’ve seen yet and if he had been able to go on the offensive as he intended with his feat turn I might not have been able to recover. Jon played into my hands a little bit accepting the bait of my admonitioned Cyclops but honestly had he been rolling higher than 8’s with Lylyth’s shooting all game it might not have even mattered.

So that’s a wrap on month one of our Journeyman league and my 6-2 record and completely painted battlegroup puts me near the top of the journeyman scoring (the other Skorne player went 7-1 and is in first place all alone… is out battlebox that good or are we? We’ll find out…). I really enjoyed learning and utilizing the tactics available in the battlebox, and like everyone else in the league am really looking forward to 15 point battles next month!

Current Record: 6-2
 
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Zack Stackurski
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Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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So we begin month 2! I’m pretty happy with my list choices adding 4 more points to the battlebox… but I am a little worried about playing straight assassination scenarios. I’m pretty good at trashing the other army but when it comes to getting after the opposing caster something usually breaks down for me. Oh well… the only way to get good at something is practice!

Game 9
15 Points against Phil Girratana’s Khador
Scenario – Ancient Relic (Summer Rampage 2012 Scenario)

My List – Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Agonizer, min unit (4) Beastmasters
Phil’s List – Prime Sorcha, Juggernaut, Destroyer, 2 Manhunters

Phil and I were planning to play a larger battle, but based on list restrictions at the rampage event (fight club meant more jacks and less other stuff) he only could legally get a 15 pointer on the table… so we decided to double up and count our rampage game for the league as well (as allowed by the league organizers… though I’m not sure if we played the correct scenario as a few other folks were playing killbox for league… shrugs)

Anyway… the table had a forked river running mostly across Phil’s side of the table in front of his deployment and forking through my whole left flank. There were also some sandbag barricades on that flank in front of Phil’s deployment zone and a large square tower with no entrance to the right of table center. Phil set up behind the sandbags with his Jack’s and caster while his manhunters started behind the tower. I set up just to the right of the center of my deployment zone. Our first turns involved Phil moving up his jacks right behind the sandbags and his manhunters running behind the tower. I admonitioned a Cyclops and loaded up the agonizer with 3 fury and advanced much of the way toward the tower, keeping one Cyclops a bit back to give the manhunters something to think about.

Phil responded by running his manhunters way out on my right flank almost to the table edge, then moving up his Juggetnaut past the sandbags a bit then firing his Destroyer’s big gun hoping for a good scatter to make up for short range and not getting it. I then loaded up and slingshot the admonitioned Cyclops to engage his Destroyer across the barricade. I then moved the rest of the battlegroup up looking to engage those big jacks as soon as possible though it would leave my lagging beastmasters vulnerable to the manhunters… eventually.

Phil ran the manhunters after my battlergroup then surprised me by not charging, but just walking his Juggetnaut up to attack my Cyclops. It looked a little far, but I used my admonition anyway… after measuring it turned out I shouldn’t have bothered as the juggernaut was too far away to attack even before I moved! Regardless, the Destroyer was still engaged so it moved a bit to the right of the sandbags and had some very poor rolls leaving my high on fury Cyclops with all of his aspects and a bit of damage. On my turn the Cyclops failed his frenzy check and did a whopping 1 damage to the Destroyer. I really wanted to rush up some support… but was too far away and didn’t have enough spell power to get both other beasts there… so I used the Agonizer instead! He cried the spiritual affliction agony to deny focus to warjacks and ran up to get both the Khador jacks in his range. The rest of the battlegroup moved up into charge range for next round…

Phil ran the manhunters again and they were getting dangerously close to my beastmasters. He then moved the focusless Juggetnaut over to attack my Cyclops and didn’t kill it… then the Devastator missed its attack! So Sorscha had to move up and finish the Cyclops off herself. This did leave her standing a few inches directly behind her juggernaut in what looked like a straight line from Gladis! So after moving the agonizer up behind the sandbags to watch (and cry the agony again) I buffed Gladis with the beastmasters (a few of whom moved back to slow up the Manhunters… and even caused a little damage!) and used Morghoul’s feat to lock up Sorscha the next round… then slammed the Juggernaut with Gladis and rolled a solid hit and plenty of slam distance. Phil and I were both pretty sure Sorcha was about to get squished, but Matt Lust happened by about then and pointed out that the Juggernaut would probably clip the Devastator stopping the movement… So we took it slowly and sure enough the jacks bumped first… but the bases couldn’t quite touch because of the poses of the models involved (something that happens with far too much regularity for my tastes… but I really like how the cool poses look so I guess it’s a wash). Looking closer it seemed the gap between the jacks was about the same as the gap between the Juggie and Sorscha so she might have been hit as well. Rather than quibble over millimeters we diced for it and Sorscha was safe. At least both big jacks were on the ground and Gladis proceeded to pound the Devastator down to only a couple of damage boxes to boot.

On Phil’s turn the manhunters made short work of the speedbump beastmasters and fortunately the rest of the unit passed its morale test. The juggernaut stood up and did a bit of damage to Gladis, then the Devastator stood up and took a pot shot at the annoying agonizer which took no damage from the blast damage when the attack missed. Sorscha decided to high tail it for the nearest corner of the board (too bad we weren’t playing the usual league killbox scenario…) and also took a pot shot at the agnozier who she didn’t hit thanks to the cover from the sandbags. Well… Sorsha got away for now… so I loaded up Gladis and the Cyclops with buffs and took it out on the Jacks (the game also counted for the rampage and those things had bounties on their heads!). With abuse and the beastmaster’s enrage ability the Cyclops was hitting at strength 17 and made short work of the injured Juggernaut (crushing its cortex and doing a little damage to Sorscha as a ramage bonus!). This freed up Gladis to walk over its wreckage and smash the Devastator to bits (and rip off its head and chuck it at Sorscha as a rampage bonus! It of course missed by a country mile…)

Phil ran his manhunters right up close to the back of my group then contemplated what to do with Sorscha and seemed to be seriously considering some sort of flanking maneuver. I of course had to foolishly speak up and say “She’s not going to take a run at Morghoul?” Phil reconsidered and Sorscha did her thing. Wind rush… Morg popsicle… charge… dead Morghoul and a win for Phil!


Summary – This one was a lot of fun with loud exclamations and laughing on both sides along with some good natured dicing for those millimeter measurements that sometimes matter so much (Phil happens to be an excellent sportsman!). I scored more bounty points from this one than Phil did for the rampage so all in all it a win for both of us! ;-) I really like the agonizer against warjacks and will probably be taking this list against most warmachine players at the 15 point level. Now if only I can figure out a way to get to enemy warcasters that doesn’t involve using my own flimsy leader as bait…

Current Record: 6-3
Newly Painted: Agonizer, Minimum Unit of 4 Beastmasters
 
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Zack Stackurski
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Game 10
15 Points Against Kasey Burkel’s Khador
Scenario – Killbox Assassination

My List – Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Basilisk Drake
Kasey’s List – Prime Sorcha, Juggernaut, Destroyer, 2 Manhunters

Going up against Khador again and this time I was sure I’d be seeing the widowmakers since Kasey showed me his paintjob on them at the Rampage, so I took my newly painted Drake along to give them no easy targets… so I was pretty surprised when he pulled out the manhunters! But you just can’t not play a newly painted model so I stuck with my Drake.

Scenery was an obstacle edged hill (with two “access ramps”) on my left, a jaggy wall just over an inch tall more or less in the middle (pesky obstacle instead of something I could pathfinder over…) and a patch of rough terrain on my right. While on Kasey’s side there was a large building on my left and a decent sized forest on my right. Kasey deployed near the center closer to the woods than the building and I set up quite a bit left of center with the wall between my forces and his big gun. Then his manhunters advance deployed with one behind the building and the other just inside the forest.

Kasey ran up his jacks on his first turn and put Sorscha behind them at the edge of the forest. The manhunter near the battlegroup crept up in the forest while the one behind the building took off at a full run toward the hill. I slid the basilisk and a cyclops to the right of the wall and moved Morghoul up to get cover behind the wall and put Admonition on the Basilisk. Then Gladis moved up to the right side of the wall and the other Cyclops stayed with her to dissuade the closest manhunter from coming on too quickly.

Kasey moved his Destroyer up and took a shot at the nearest Cyclops (who was uncomfortably close to Morg if it hit…) but he was about a half an inch shy and had a poor deviation all the way over into the rough terrain. Sorscha, her manhunter and the juggernaut all pretty much held position while the flanking manhunter ran up and on to the hill with an obstacle edge between him and the nearest Cyclops. That destroyer shot had been just what I needed to know I could successfully charge with the Cyclops rather than use my running “slingshot” to engage and tie up the gun… but I had the Admonition I wanted on the wrong light beast and Gladis couldn’t get in front of the wall and get close enough to cast rush herself. So I was going to have to use all of Morg’s fury and leave him without transfer protection in the case of a lucky destroyer shot if tying it up didn’t work (this took me a while to properly deduce… leading to one of several apologies for slow play throughout the game… I am getting faster though!) . So I had Gladis rush herself and move to the front of the wall, then Morg stripped a fury from her and used all 6 he had to Rush, Abuse and Admonition the near Cyclops. Morg then moved over between and a bit ahead of the Cyclops and the Drake to put his control range right where the Cyclops was planning to end his charge. The Cyclops charged in and maxed his fury taking chops at the big shooty jack doing okay damage on average dice. I then moved the Basilisk up in front of Morg and moved the left Cyclops right next to Gladis.

Kasey went right to work on the Cyclops, moving Sorscha up a bit to get line of sight around the destroyer and then casting tempest into the combat. Kasey rolled well and actually hit with the spell, and since the Cyclops was at the edge of its reach range from the Destroyer it was the only thing hit and was promptly knocked down. Kasey used the one focus on his Destroyer to boost damage hitting the downed Cyclops rather than fire on my advancing troops and the manhunter charged out of the woods to finish off my beast (I did not reeve fury as it would have left my other beasts running a little hot and they were in too good a position for a frenzy!). The other manhunter moved up a little, but didn’t want to get too close to the Cyclops holding my left flank. Morg only had three fury available to leech so he cut himself for two points to go to full (I really hadn’t expected my poor Cyclops to get taken down so easily… pesky knockdown spells…). He rushed the basilisk, abused Gladis, moved up toward Sorscha and co then popped his feat. The basilisk went next using the pathfinder from rush to go right over the rough terrain, stopped about an inch or so shy of the manhunter and unleashed his gaze… which made it all the way to Sorscha! A big hit and a big damage roll put 12 damage on the caster and another good roll killed the manhunter! I considered slamming with Gladis in hopes of bowling the destroyer back and finishing Sorscha in one turn… but I was pretty sure I couldn’t get base contact so I charged instead… and of course had enough range for the slam after all… oh well. Gladis had some nice swings and disabled the Destroyer’s Axe. The remaining Cyclops then ran over to play bodyguard for Morg.

My feat slowed down Kasey’s retaliation as he couldn’t focus his jacks much or likely succeed on a Sorscha assassination run… but he was now worried about that basilisk so he moved Sorscha to the edge of Morg’s control range and sent a tempest at the Drake… but missed the shot. It deviated onto the Cyclops knocking it down and doing minimal damage (and falling just short of Morghoul himself…). The destroyer then moved around in Gladis’s front arc to engage the Basilisk as well but missed the attack due to a damaged weapon and no focus. The juggernaut was outside Morghoul’s command range so was able to use focus to charge in and did some decent damge to Gladis. While the manhunter on the hill finally advanced off the hill and behind the wall. Since I had held some fury on Morg in case of Sorcha and/or the Destroyer coming/shooting his way I couldn’t leech all the focus from my beasts and Gladis frenzied (I think that’s a first for me…) She hit the Destroyer hard enough to knock out its movement system but I would have much preferred to do other things with her this turn. Morg abused the Cyclops, pulled a fury from Gladis, then moved to the far side of the rough terrain closer to the forest (and still leaving a good four inches to the killbox line…) and put rush on the Basilisk. The Cyclops moved up to the very edge of reach range on the Destroyer and I hoped the strength bonus from abuse would let it take out the big jack, but the hit rolls were unnecessarily high while the damage rolls were very average and it had four hit boxes left when I was all done swinging. So the basilisk had to take a free strike to move through the gap between the jack and my Cyclops… and the Destroyer scored a nice hit… but failed to take out an aspect… so the Drake got another shot at Sorscha… and rolled a 10 to hit when it needed an 11…

Kasey knew it was time to go on the offensive, but between the woods on her left and all the bodies in front of her Sorscha didn’t have a clean line on Morghoul. So Kasey moved her up into the scrum just out of the basilisk’s reach and popped her feat, which after using a straight edge and finding a hairline LOS to my Cyclops around the destroyer, froze every one of my models except for Morghoul. Kasey then tried to advance another inch… which led to a rules discussion about “at any time” abilities… and after looking in the rulebook found that using a feat does indeed stop movement. So he took the inch back and pondered… as without it he didn’t have a charge lane on the Cyclops despite being able to see it. Rather than vent her frustration on the Drake Sorscha used her wind rush spell to high tail it out of Morg and the cyclop’s threat range back toward the big building. She then used most of her remaining focus to send a razor wind at the basilisk… and rolled a mighty 4 to hit on three dice missing the sneaky lizard! The Juggernaut pounded the now defenseless Gladis to death and the Destroyer turned around and used its focus to lay a solid hit on the Drake, taking away the basilisk’s mind aspect. The manhunter sprinted around the wall and into charge range of Morghoul for the next turn.

I saw two choices for the turn. The more tempting was to move Morghoul up into the woods away from the manunter and totally undamaged Juggernaut to possibly drag out the game… or take one last all out run at Sorscha… so I pulled all the fury off the Drake and all but one from the frozen Cyclops who obligingly passed his frenzy check. Both beasts shook the frozen effect. Then Morg pulled a fury off the Cyclops, abused the one-eye and healed up the Drake’s mind. He then moved full speed toward Sorscha and ended up right between the manhunter and the Juggie. Morg then targeted his rarely seen Torment spell at Sorscha… had the range… rolled a hit! He then failed to roll high enough to wound… but I had one last chance. The Cyclops advanced and stabbed the Destroyer in the back finally putting it out of commission. This freed up the Drake to freely move up on Sorscha… boost to hit since I need an 11… roll a 12!!! My boosted roll to wound wasn’t spectacular, but Sorscha was only camping one fury and I had one more damage than I needed to take her out and win the game.

Summary: And I almost didn’t take the Basilisk… I think this just became my go to list against highly mobile casters! That was a very close game that was touch and go for both of us over the last couple turns and once again came down to dice as a miss for me or a hit for Kasey easily would have turned the tide. Kasey was a great opponent and very fun to play… I’m looking forward to the rematch!

As for the game in general… I seem to be getting better at maneuvering for success, but my fury management is slipping. Something important to work on as I have more and more beasts to manage!

Current Record: 7-3
Newly Painted: Basilisk Drake

 
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Zack Stackurski
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Game 11
15 Points Against Jake Yenish’s Cygnar
Scenario – Killbox Assassination

My list – Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Min Beasthandlers, Agonizer
Jake’s List – Prime Stryker, Ironclad, Charger, Lancer, Black 13th

Our table had a fair amount of scenery with partial buildings marking the killbox corner on my near left and on my far right. Our main feature was a big old bridge to nowhere set up slanty in the middle of the field that blocked sight on small models and medium models near the middle. There was also a patch of rough terrain on my near right, a forest on my far left and a small unenterable (thus impassable) building on the center right. I set up more or less dead center and Jake spread out a bit with Striker and the Black 13th near the woods and his jacks spread toward the center.

I was pretty sure I should go the long way around the bridge to decrease shooting… but I knew Jake was fond of camping his caster in the woods and wanted to bait some of his units into it to divide his forces. So I ran up on of my Cyclops a bit towards the woods, cast admonition on the other, loaded up the Agonizers (who glories in the name Wilbur!) and moved everyone else more or less straight toward the bridge. Jake obligingly moved Stryker and the Black 13th into the woods… but when he moved up the charger and opened fire on my bait Cyclops I was surprised to see that I’d miscalculated and had moved up too far by half an inch. Even worse Jake scored great damage on his hits and knocked out all but that cyclops’s mind aspect! He then moved his other Jacks toward the bridge.

I’d all but lost my lead Cyclops… I considered hiding him behind the bridge and trying to heal him for a round our two with the beast handlers… but that would cede all the initiative to Jake. So wishing I had cast admonition on him after all (and perhaps I should have simply spent the fury to send it along with him anyway…) I boosted him up and slingshot him into the woods to engage a pair of the black 13h. The rest of my force mostly moved up to take cover behind the bridge, but the admonition Cyclops moved out fairly far on my right to have full sight on anything coming around the bridge that way. Jake decided to start by moving Stryker deeper into the woods to finish off my badly injured Cyclops. Thanks to cover and engagement he missed… but then rolled quite well on the reallocation roll and popped one of his own Black 13th! After a discussion on how gunfighter works and the best way to use unit to finish the job he was able to take three shots at the Cyclops with his remaining troopers and felled the beast. His Lancer then moved up next to the building apparently as bait and the other two jacks moved up to support with the charger opening fire on the Cyclops it could see over the bridge and doing some damage but not removing any aspects.

I obligingly took the bait with my admonitioned Cyclops fully boosted by abuse and enrage and did decent damage disabling the Lancer’s spear. Gladis moved up to by in position to support the next turn and then Wilbur cried his spiritual affliction agony and ran up to the bridge to catch the Charger and Ironclad in his aura and prevent them from receiving focus! On Jake’s turn the Lancer turned out to be out of Stryker’s control range so he had to keep all his focus. I know he cast an armor buff on the Ironclad but I honestly don’t remember where the rest ended up (though he did use Stryker’s feat this turn). The Lancer moved up and shield bashed my Cyclops, then the Ironclad moved up and I activated admonition to leave it standing there with nothing to swing at. The unboosted charger missed its shot at the Cyclops.

I moved the beat up Cyclops back a bit as I didn’t need him in Gladis’s way and he couldn’t do much against all that armor without boosts he was out of position to receive. The handlers healed him a bit and boosted Gladis then Morghoul boosted Gladis as well and she slammed the Ironclad! Her slam was pretty strong and sent him flying back through the lancer knocking it down as well. Gladis followed up as far as the lancer and beat it into scrap. The agnoizer then cried and ran forward again, but farther than I would have liked as it had to leave the cover of the bridge to keep the ironclad in its aura. Jake decided Wilbur had to go and since his Black 13th were finally clear of the woods they got the job… and it killed off poor Wilbur in one shot on double 6’s! The other trooper opened up on Gladis and did a bit of damage with the extra die shot. Stryker then moved to the edge of the woods and earthquaked Gladis and I think popped her with a damaging spell as well and was followed by another hit from the focusless Charger. Then the downed Ironclad sacrificed its movement to stand up and walk over between Gladis and Stryker.

Then began one of the most fumbled turns on my short Hordes career. It started with me uncertain if I should force Gladis to stand or not. I wanted the Ironclad dead and figured if I could take it slow there I should be able to sweep through whatever was left and through to the woods into Stryker the next turn… so I left Gladis on the ground. I then moved up my beasthandlers to enrage the Cyclops and Gladis… then remembered that she was required to charge if enraged… and she was on the ground so couldn’t charge. This led to a discussion on the rules… and since we couldn’t agree on the interpretation (it turned out we were both wrong and she would have had to give up her turn entirely in that case!) I simply healed her to get on with the game. I then moved up Morghoul to give her a strength boost… and boosted the Cyclops… then took a good look at the board and realized the Charger had a clean line of sight on Morg! No problem… I’ll just move the Cyclops in the way… except he needs to charge because he’s enraged… and he can’t charge on that side because the beasthandlers who needlessly moved up to Gladis were in the way. So in a last ditch effort he charged on the far side of Gladis and put some hurt on the Ironclad. Then Gladis stood up and forced to throw the Ironclad at the Charger… but was just a tad short of the mark and the deviation did not go my way. On Jake’s turn he sent the Ironclad back in and whopped Gladis pretty nicely… then the black 13th opened up on her backside (since she hadn’t been able to move last turn and cover it… I may never not force to stand again…) and brought her down with some nice damage rolls. So Morg had no where to dump damage with his fury as the Cyclops was all filled up and the Charger shot him down like a dog.

Game 12
15 Points Against Korey Burkel’s Cygnar
Scenario – Killbox Assassination

My list – Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Min Beasthandlers, Agonizer
Korey’s List – Prime Stryker, Ironclad, Charger, Lancer, Black 13th

Another game against the same list on the same table? This meant when I rolled higher for table sides I picked the side with the woods to change it up! Korey set up pretty spread out with his Charger behind the rough terrain, Stryker in the middle with the other two jacks, and the Black 13th way over on my right behind a building. I set up a bit behind the impassable building on my left.

Korey started out by casting upkeeps on his jacks (I tried to convince him he didn’t need Blur on his Lancer… but he wanted it there just in case Morghoul tried his short ranged low powered spell…) then moving the Charger up into the rough terrain while his other jacks and the black 13th all walked forward. I swarmed my guys up around the impassable building, pumped up Wilbur on fury and put Admonition on a Cyclops for the next turn.

Korey moved his charger further into the rough terrain and took a shot at my nearest Cyclops but was an inch or so short even with snipe. His lancer ran up to hide behind the bridge with the ironclad trailing a bit, while the Black 13th ran toward the forest… but I think with the angle they took they were even further from my troops than when they had started the turn. That Charger was in a perfect position for my slingshot to have maximum effect so I buffed up the lead Cyclops and ran him to engage while Wilbur cried and ran onto the bridge to lock down the other two jacks. The rest of my force moved up, not quite clearing the bridge but clearly threatening the forward jacks.

Korey was not thrilled about the Cyclops engaging his jack but opted not to try an Earthquake to nullify the Admontion, instead just moving up the charger which I admonitioned away from but not far enough to disengage. Stryker then used his arcane bolt and took a gunshot into the melee but didn’t hit either combatant. The ironclad moved up a bit while the Black 13th ran clear to the other side of the woods far away from the action… I encouraged Korey to move his Lancer up to stab Wilbur across the wall of the bridge, but he decided he was happy where it was and decided not to activate it. My turn started with the Cyclops engaging the charger missing its frenzy check… then cutting off the Charger’s gun arm with the frenzy attack! I wanted to move upfield to put the pressure on Stryker so Wilbur left the bridge and sprinted toward the charger then I buffed up the rear Cyclops and Gladis then went after the Ironclad. The Cyclops got in a couple of decent chops then Gladis slammed it halfway back to Stryker and followed up to put more of a pounding on the downed jack ruining its fist.

To start Korey’s turn I measured Wilbur’s aura expecting to have locked down all three jacks to find that I had run him too far and left the Lancer a quarter inch outside the effect! This wouldn’t have been so bad… but it had a direct line of sight on Morghoul! I was pretty worried about that and as Korey loaded it up with focus I expected the worst… but he took his time and used the charger to miss my Cyclops with its axe… then opened up with Stryker… with arcane bolts and gunfire… at Wilbur!? He took two shot needing 7’s to hit and rolled 6’s leaving the little Titan unscathed. The Ironclad stood up and took a chunk out of Gladis while the Black 13th finally made it around the woods and came running back toward the bridge. Korey then declared that charge with the Lancer… and moved it too attack Wilbur (and killed him in one mighty blow)! He had figured Morghoul was a bit out of range… though we both had to know and when we measured found he could have stabbed my caster after all. I knew I’d dodged a bullet that last turn and wanted to make the most of this one… but all my beasts were engaged with all Korey’s jacks (the rear Cyclops had been standing right next to poor Wilbur) so the best I could do was scrap as many as I could… so I buffed what beasts I could reach and went to town bringing down the Ironclad and the charger and leaving the Lancer shy a weapon and only holding a handful of damage boxes. Korey decided that was a good point to call it a game and conceded.

Game 13
15 Points Against Kasey Burkel’s Khador
Scenario – Killbox Assassination

My list – Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Min Beasthandlers, Agonizer
Kasey’s List – Prime Sorscha, Juggernaut, Destroyer, Widowmaker Marksmen

Kasey really wanted a rematch after our last game and this worked out to be a good day to get it in… and unlike last month we can replay opponents as much as we want so long as we each get at least one match inbetween games… so he took his brother’s place at the table to help me wind down my game day. I ended up on the same side as last game and our setups were eerily similar as he set up toward the middle with his caster and jacks (nobody right behind the rough terrain) and the marksmen on my far right. I responded by aiming for the same gap between the bridge and the ruined building I ran my army through last time.

Kasey ran his jacks straight forward on his first turn and followed up with Sorscha while the Marksmen ran off in a trajectory toward the far forest. I moved Gladis and a Cyclops up between the impassable building and the bridge while holding back a Cyclops to make those marksmen wary of moving too close, while arranging my troops behind the beasts a bit more spread out than usual in case of devastator deviations. Then Morghoul loaded up Wilbur and put Admonition on Gladis.

The marksmen moved up a few inches on the flank knowing that if they got in range to shoot then I could charge them with the Cyclops. Kasey then moved up the Devastator and scored a hit on my lead Cyclops doing moderate damage, then ran his juggernaut to the bridge and followed up with Sorscha. I responded by moving up Wilbur to the spot he had held on the bridge last game to lock down both big jacks, then buffed the lead Cyclops and charged the Devastator… and a strength 17 cyclops who hits on all his swings can do some solid damage even to a Khador jack! The rest of my models moseyed up a bit a little away from the juggernaut on the bridge so nobody was quite clear of it into the open field beyond.

Kasey really didn’t like Wilbur at this point so moved the Marksmen back toward the bridge and opened fire on the little guy. I had made their job easier as I had faced him toward the jacks (who couldn’t reach him across the inch thick wall) for some dumb reason instead of over toward the shooty threat and all but one of the marksmen in range got a back shot. Even with three hits Wilbur was still alive thanks to some unspectacular damage rolls… so Sorscha moved on up toward the bridge to get line of sight and brought him down with an attack spell then put boundless charge on the Juggie so he could charge despite having no focus. The Destroyer swung at the Cyclops and missed. Then the juggernaut decided not to go after Gladis because of the admonition and charged the Cyclops engaging the Destroyer… and wasn’t pleased when he found out Admonition isn’t just good for avoiding charges when Gladis activated the spell to move up past the bridge and get a good charge lane right on Sorscha! The juggernaut pummeled the Cyclops all the same and left it with just two damage boxes left.

I had a golden opportunity on this turn… but Gladis was going to have to take a free strike from the Juggie to get to Sorscha… and either a critical freeze or a missing aspect would ruin the assassination run and leave me in a rough position… Morghoul couldn’t quite pull back all the fury on the table and the nearly dead Cyclops frenzied and scratched the juggernaut’s paint. Morg buffed his beasts, used his feat, moved up by Gladis, then used his ability to pull back that last fury from the lead Cyclops and killed it with the ability’s damage… which amused Kasey greatly… until I pointed out that it cleared up a charge lane for the other Cyclops (who would have loved to slam the juggie out of the way, but didn’t have the right angle). The charge went well and the Cyclops dealt out some serious pain… but when the smoke cleared the Juggernaut still had a fully functional ice axe… by one box! I nearly held back for a turn but it was too good an opportunity not to try… so Gladis charged! The juggie swung… and rolled a 7… so a solid hit but no freezing crit. It then wailed out 12 damage… but they were across two aspects! So a fully functional Gladiator barreled into Sorscha. She missed with her tusks… and then connected with a huge hit from her fist and killed the enemy caster in one blow!

Summary – Game one was a lesson on the dangers of lacking focus in your battle plan and included an excellent example of why you don’t try to change up the turn you had planned midway. Bad things happen. I couldn’t help feeling sorry for Korey after game two. He’s clearly not thrilled with his battlebox and its going to be frustrating for him to hold on for the rest of the league… hopefully some more points at the next level will let him play the game he wants to play with them… or show him that a different faction might fit his play style better. And the final game came down to Kasey not understanding how Admonition worked and putting Sorscha in danger when he really didn’t have too… though his last rolls to see if Gladis would make it through the free strike in any sort of shape to finish her assassination run were pretty intense!

Current Record: 9-4
Newly Painted: Minimum unit of 6 Praetorian Swordsmen (they didn’t see the table as I wasn’t up against a number heavy opponent… but they were ready if Legion would have reared its ugly head!)
 
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Zack Stackurski
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 14
15 Points Against Brandon’s Circle of Orboros
Scenario – Killbox Assassination

My List – Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Basilisk Drake
Brandon’s List – Primal Kaya, Feral Warpwolf, 2 Argus, Gorax

The table was relatively bare of scenery with a obstacle edged hill in the middle, a patch or rough terrain on my near right and a woods on my far left. Brandon set his battlegroup up in a clump smack dab in the middle of his deployment zone and I had a similar formation a bit right of center on my side.

Brandon started off with a run to my right at an angle to the hill with the Arguses leading the Warpwolf and the Gorax hanging back a bit by Kaya. I countered with a mostly slow advance toward him but with a Cyclops and the Basilisk hanging back more toward the center hill. Morghoul put Admonition on the Drake.

Brandon was wary of my long charge ranges so only moved his forward beasts up a little bit and let Kaya and the Gorax catch up a bit, though the caster and the angry light beast were quite a bit closer to the hill than the doggies. Even with 6 fury on her Kaya made a tempting target so I abused and rushed my Drake to get him far up on the hill… then took another look at all that fury after the move and decided to take my shot at the much easier to hit (but slightly better armored) Gorax instead and took out its mind aspect with the shot. Gladis and the cyclopses withdrew a bit to the edge of the hill to be in nice countercharge range if Brandon came after the Drake.

And come after it he did. He hemmed and hawed a bit sensing the danger he would be putting his beasts in…but sent in an Argus anyway and I triggered admonition and moved the Drake as far back from the Gorax as I could (I really shouldn’t have moved up so far… but I had originally planned to zap his caster), but he was just in range when he charged by an eighth of an inch and a couple of nice hit (no mind on the Gorax remember…) and damage rolls took down my Drake far too easily. I was still pretty happy that there were two light beasts standing pretty much next too each other right in front of Gladis, when Kaya activated, scooted over next to the Warpwolf and used all her focus to spirit door the Argus and Gorax back into a loose battle line on the other side of the hill from my guys. But the hill wasn’t all that big and when I see a caster with no fury I know I’ve got a shot. Gladis put rush on the Cyclops nearest her and charged toward the Gorax despite clearly being well outside range just to get extra movement. Then Morghoul pulled a fury from the Gladiator and used all he had to abuse both cyclopses and give rush to the one nearest him. He then moved up right behind Gladis and activated his feat. Then the left Cyclops declared a charge on Kaya! Brandon had forgotten about reach and left her a bit too close to the front line and I had LOS and reach right through a gap between the Warpwolf and an Argus. I rolled to hit and got a 6… needing a 10 gave me a 50-50 chance of the charge swipe hitting home… I took the chance… and rolled a 3. I boosted for another attack on hope… and rolled a natural 9, missing by 1 again. The other Cyclops did much better on his charge taking out the Gorax with one swipe and putting a bit of damage on the Argus nearest the other Cyclops.

Morghoul’s feat was rough for Brandon as I had gotten all his beasts in range… but the unforced warpwolf still managed to take out the Cyclops engaging Kaya very easily thanks to Kaya’s to hit bonus and its own Strength bonus. The Argus engaging the other Cyclops took a couple bites but did no serious damage and the middle Argus decided to go engage Gladis… but the free strike from the remaining Cyclops left it with only 1 damage box when it got there! Kaya decided to move to the other side of the Warpwolf further away from my Beasts and once again held 6 fury. My turn started with the Cyclops frenzying and doing enough damage to take out the Argus’s mind. Then Morghoul pulled a fury from the Cyclops (doing 3 damage to its mind…), boosted Gladis and moved around her to finish off the Argus, boosting the second attack to make sure it hit. With the Argus out of the way Gladis had a clear charge lane over to Kaya and the Warpwolf. I figured that pounding on Kaya would be fun and all, but that with her high defense and all that fury I’d at best be severely wounding her beasts when I could just focus on taking one out… so Gladis killed the Warpwolf with two whacks from her fists (on very nice damage rolls) then managed to hit Kaya with her tusks as well for very little damage which Kaya transferred to the Argus.

Brandon knew he was in serious trouble… but after surveying the board for a bit came up with a plan and executed. First he moved Kaya out for LOS to Morghoul (and I rolled a 7 when I needed an 8 on the free strike!) and cast her Spirit Fang at Morghoul easily hitting with a huge attack roll but not killing him with the damage, so I didn’t use his one transfer. Kaya then healed the Argus’s mind… and used Kaya’s feat to generate 3 more fury which she used for another Spirit Fang that Morg needed to transfer. Gladis was full on fury so the Cyclops took the hit… and lost its mind aspect by one box! (just couldn’t do one damage there earlier could you Morg…) The Argus trotted (with the Cyclops missing the free strike on one die) over to Morg and tore him down with its teeth for the win.

Summary – This was really a great game, and it’s hard to complain about dice in a game where we were both rolling so well… but man… a pip here or there would have changed everything! More importantly perhaps (I remembered the next morning over breakfast), I forgot that Morghoul has Sprint in his three paragraphs of special abilities and I should have moved him to a safer position after cutting down that Argus. Losing a game on that sort of flub is an excellent way to help cement that ability into my brain for next time!

Current Record: 9-5
 
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Zack Stackurski
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 15
15 Points against Chris Kennedy’s Retribution
Scenario – Killbox Assassination

My List – Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Min Beasthandlers, Agonizer
Chris’s List – Kaelyssa, Chimera, Griffon, Manticore, Lady Arianna & Master Holt

Scenery was pretty basic for this one with four pieces more or less at the corners of the killbox. I had rough terrain on my right and a forest on my left while across the table there was a mostly impassable hill with two ramps on my right and another patch of rough terrain on the left. Chris set up tight with his caster in the middle, Jacks on my right and the Mercenaries on my left. I set up only a little looser with Gladis on the left, both Cyclopses on the right and all my squishy stuff in the middle.

First turn Chris ran right at me just short of as fast as he could go. I countered by moving up a bit to tempt him into a possible turn two charge, loaded up Wilbur and slapped admonition on the most forward Cyclops.

Chris chose to not launch into my line but opened up with his Manticore’s triple fire gun at the nearest Cyclops and did a solid bit of damage. His light jacks shuffled forward a little with the Griffon hanging back a bit and Kaelyssa channeled some more spells at the injured Cyclops and removed his spirit aspect then used her feat to prevent me from charging. Arianna and Holt held back behind the jacks but in front of the caster.

That feat was nice for Chris as I wasn’t able to move Gladis into his jacks without the extra charge distance, but the cyclopses needed just a little spellpower to walk up, so I dropped Admonition to make sure I didn’t run short on fury and had Gladis put rush on the further back Cyclops. She then moved forward a bit herself. Morg abused both Cyclopses to give them more speed and hitting power then moved up out of the killbox danger zone a bit behind and to the right of Gladis after ripping a little fury from her for any unforeseen transfers. A couple beastmasters moved up to screen Morghoul and then they handed out healing all around on my beasts (curing the spirit aspect on the forward Cyclops). That Cyclops then moved up into swinging range on the arc noded Chimera and smashed right through its force field and on nice damage rolls took out its generator and arc node! The number two Cyclops then moved up and had a pitiful turn against the Manticore only taking a few boxes off its forcefield. Lastly Wilbur cried his agony and ran up hoping to catch all the jacks in his aura but stop short of getting stabbed by the Griffon.

To start Chris’s turn I measured Wilbor’s effect area and found the Griffon was a quarter inch out of range to be affected… so he loaded it up with a bit of focus and used it to dispatch Wilbur on the charge then shield bashed the spirit aspect back off the lead Cyclops. The Chimera missed on the combo strike, but the Manticore hit its Cyclops doing solid damage and halving two aspects. Arianna and Holt moved up and combo’d their abilities to put some boxes on Gladis. Then Kaelyssa opened fire and killed my most damaged Cyclops, but then Chris had a case of the wrong dice at the wrong time shooting into the combat the other Cyclops was in and managed to mostly knock the shields off both the Manticore and the Griffon for me! I started my turn failing my frenzy check on the Cyclops and he took the Manticore’s force field down to almost nothing. Then I deliberated a bit… and decided not to overextend myself closing on Kaelyssa when I had such a nice slam set up for Gladis on the light jacks. Morghoul did some buffing on Gladis (including Admonition) then moved back right into the rough terrain, then activated his feat. The Beastmasters shuffled to give Morg a new screen and then Enraged Gladis and healed the Cyclops a bit. Then Gladis had the slam of her career! She hit the Griffon solidly and propelled it back into the Chimera… got solid damage on the griffon… then double sixes on the collateral damage roll, wrecking the Chimera! She then boosted for a free hit on the downed Griffon… and rolled double 6’s again to take it out too!

Then Chris answered my great dice… with garbage. The Manticore hit the combo strike on the Cyclops but rolled garbage for damage. Arianna put her extra damage spell on Gladis, then Holt and Kaelyssa both opened up on the unengaged Gladiator with a total of seven shots and spells… Only four of which hit (needing mostly 3’s or 5’s…) and they didn’t even do enough damage to trash an aspect. I saw I could make an opening for an assassination run if things went well, so I moved the Beastmasters around to create a new screen for Morg in the middle while one Paingiver moved full speed toward Holt and Arianna and engaged them with his whip (which I forgot to attack with… I’m still getting used to doing all moves then activations for whole units…). The other beastmasters did remember to heal up the Cyclops a little and use fury manipulation to put a fury on Gladis. Morg then moved up behind his screen, pulled a fury from Gladis, abused her (one damage on each so her aspects were still quite safe) and put rush on the Cyclops. Gladis walked over the rubble in front of her and still had plenty of movement left to engage the Manticore. She then proceeded to wreck it with some nice hit and damage rolls, though she fully loaded on fury to do it. That gave the Cyclops the opening he needed and with rush he could ignore the pile of Manticore parts in front of him. So he strolled up to Kaelyssa and had a solid swing that hit on two dice! He boosted damage and left her with only 4 damage boxes left. He rolled well on the next hit, but still needed the boost for it to land… and on two dice for damage did exactly the four he needed to kill the caster and win me the game!

Summary – Chris got diced in this one. Hard. His dice tended low to average all game while I had some really hot turns, and its hard to win a game when that happens. Otherwise, with the exception of not protecting Wilbur better I was very pleased with my maneuvering in this one as I didn’t leave Morg open to getting shot up (though if Chris had moved up Kaelyssa he could have used her Ghost Shot spell to come after him at range anyway…) and my beastmasters were able to support my beasts without getting in the way. I feel like I’m getting a good handle on this list… must be almost time to add more to it!

Current Record: 10-5
 
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Zack Stackurski
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Game 16
15 Points Against Matt Lust’s Trollbloods
Scenario: Killbox Assassination

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Minimum Beasthandlers, Saxon Orrick
Matt’s List: Primal Madrak, Troll Axer, 2 Troll Impalers, Janissa Stonetide, Runebearer Warlock

So… Matt asked for a game a while ago and we finally got around to it to end month two. This also meant that I had a long time to vacillate between lists. I really wanted to bring the 6 Swordsmen to counter the unit I expected Matt to bring with his 5 points over battlebox… but between the Axer’s Thresher and Madrak’s feat they seemed like they might be a liability… the agonizer wasn’t going to do much against him either… so I tried out a new solo with the beasthandlers hoping Saxon’s Take Down ability to deny tough would be of use.

Scenery was a river running across the middle of the table with a jog toward Matt’s side on the far left and a woods on my side in front of the jog in the river and jutting a good six inches into the killbox. There was also a big wall sided bridge about two heavies wide spanning the river a bit right of center. I selected the side with the woods to deny Matt the opportunity to hide in them and he was quite gleeful as he set up to go first as I had “given him the bridge,” and with Janissa that turned out to be significant. Matt deployed in a clump right behind the bridge and I was a bit more spread out smack dab in the middle of the table with Orrick advance deploying more or less at table center.

Matt’s first turn consisted of running the impalers right to the edge of the bridge and bringing everyone but the Axer up behind them. The Axer stayed a bit toward table center to dissuade Orrick from trying to flank on that side. I moved everyone I bit more cautiously toward my side of the bridge, making sure both cyclopses were in position to charge over it if the opportunity presented itself (one had Admonition on it). Saxon took a shot with his rifle but was short.

Matt advanced his trolls onto the bridge and took some impaler throws at the admonitioned Cyclops which damage him, but there was no crit slam and he still had all his aspects. Then Janissa moved up and popped a wall in front of the impalers on the bridge. The Axer ran around to the other side of the bridge rather than move up and try on Gladis on the central side. Matt had held back a bit from the wall so I wasn’t entirely convinced reach would get to the impalers, so I only abused and enraged one Cyclops (the admonitioned one) and sent it charging up the bridge. It did have reach and landed a solid hit on the left impaler on the charge, but between the wall defense and Madrak’s sure foot defense nearby I didn’t land another hit. The rest of my force spread out near the bridge entrance and Saxon ran to across the formation to counter the troll axer.

On Matt’s next turn I learned a couple of things. He moved Janissa up and I declined to let that trigger admonition figuring I could use the pathfinder from rush to hop over her wall when the time came… only that Cyclops didn’t have rush in its pile of tokens! Furthermore Matt pointed out that Rush lasts “a turn” rather than “a round” and would have expired by then anyway. The distinction between a turn and a round (turn ends when I’m done… round ends after my opponent is done) is rather important and I’ll be making sure my spells are expiring at the right time from now on! Regardless, this meant my Cyclops was trapped. I used admonition anyway to try to keep Matt’s guys further up the bridge but it didn’t work so well when Madrak himself stepped up and whacked my Cyclops leaving plenty of room for the other impaler to move up and hit Gladis for a couple points of damage. The Axer moved up about to the edge of the river next to the bridge. Now that I knew what I was up against on the bridge I pulled Orrick back a bit and took a shot at the nearest Impaler. It was just in range and took four damage from the shot after I rolled a double 6 to hit! I then admonitioned, abused and enraged the remaining Cyclops and charged him up the bridge to reach across to that impaler since he was too far forward to be covered by Madrak’s surefoot. Two hits later it was down to two hit boxes. There was more shuffling of the rest of my forces to prevent collateral slams.

Matt started by moving Janissa again, but she couldn’t go very far with the bridge jammed up in front of her… so this time I admonitioned straight back and kept the Cyclops from being trapped, though she did once again put up a wall on the bridge. One impaler crit hit Gladis with a spear and sent her back a bit and then the other hit the Cyclops but did not slam, though there was a decent damage roll. The Axer moved along the outside of the bridge and into the water while Madrak took a shot at a beasthandler who had moved up a bit too much, but he missed. Both impalers were finally in a position that I could try to hit both of them with the Cyclops… so I once again tossed admonition on him and boosted him up. Madrak had gotten closer so only one hit landed, but it took out the less damaged impaler! I though Matt might be getting impatient, so rather than take a charge, everyone but Gladis headed back toward the center of the board… the Gladiator stayed near enough to the bridge to threaten the Axer and anyone who actually stepped off the bridge on my side of the river.

Matt had his Axer cross the river and head out a bit further on my right flank. Then Janissa moved up into the spot vacated by the dead impaler but not close enough to force lock my Cyclops so I admonitioned back off the bridge again and she popped up another wall right on the edge of the bridge. The remaining impaler nailed the Cyclops with a crit slam and pushed him back a bit and took out the Cyclops’s mind aspect. Madrak then took out the furthest forward beasthandler with his thrown axe. I was getting mighty sick of that wall… and Janissa’s force lock meant I couldn’t hop the wall and take a shot at now forceless Madrak… so I boosted the Cyclops a little and healed his mind. He then moved over to the edge of the bridge instead of across Janissa’s wall and took her out with its first hit! But she passed her tough test… and then the next one… and the next one too! So the annoying stonesinger was still alive. Next Saxon tried to take out the very damaged troll impaler who was finally far enough back from the wall not to gain cover… so Saxon hit, but didn’t do enough damage to bring it down.

Jannissa stood up which once again triggered admonition and my Cyclops backed off to gain some room and options. Then the impaler hit Gladis and crit slammed her back out of my line again. Madrak dropped the beastmaster that had moved up to boost the Cyclops. Lastly, the Troll Axer finally charged Saxon Orrick… and rolled an 8 when he needed a 9 to hit! My turn started with the Cyclops just barely passing his frenzy check (Morghoul might have been the closest model so this was important…). After debating whether I could get Saxon free to go after Ms. Tough Janissa I decided to take it slow and had him stab the Axer a couple of times and he pulled a fury off of it with his skinning knife. Then Gladis charged and took out the Axer in one blow with her tusks. That left the rushed and abused Cyclops to move to the foot of the bridge, hop Janissa’s wall and take out the remaining impaler!

Madrak had to cut himself a tad since Saxon had pulled a fury from the Axer. Then Janissa started her turn with a charge at the Cyclops, but she was only about two and a quarter inches away and without that extra damage die did not take out the Cyclops! So Madrak had to move up and finish the job. So my turn started with Saxon Orrick charging Janissa and taking her out by denying her a tough roll thanks to his take down ability. A beasthandler moved up to cover a possible charge lane on Morghoul while the unit leader moved up to enrage Gladis. She charged up and laid a solid smack on Madrak, but he used his scroll to negate it and the remaining swings all missed.

Madrak had no beasts so he cut for max fury, used his feat, then killed the beasthandler and took a free swing at Gladis… which missed! His next hit was solid… but then Matt’s dice turned and he missed two of the next three swings. The final swing connected… but Gladis still had two boxes left! The beastmaster failed his leadership test though and wouldn’t be able to heal her up… so Morghoul used two fury to give the Gladiator full aspects and charged in himself! Eight attacks later I hit once for one damage… then Gladis opened up and put a huge hit on Madrak taking out all his boxes exactly! Matt said “Good Game.” And I responded “Make your tough roll.” Of course Madrak survived and Gladis didn’t touch him again. Orrick did his best but missed both take down attacks (I rerolled a cocked die at this point which had landed in my token pile and it gave me a hit… but I didn’t ask Matt first in the excitement (and we hadn’t been rerolling partially cocked dice in the river all game) so he took one more roll of his own to see if it mattered)

Madrak could not cut for fury so he took one unboosted swing at Morghoul… missed… and rather than make me take a bunch of swings again Matt called it a game.

Summary – Wow. That bridge was the story of this game until the end, and if it hadn’t been for Madrak missing big ol’ Gladis on those last key swings I would not have held on to win this one. So much like my first league game against Matt this once came down to dice once we were stuck in. As it was, without reach and admonition to counter Janissa’s fortress I don’t think I could have done any damage this game at all. Scenery is so key and Matt is a master at taking advantage of it. I need to start seeing the repercussions of weird terrain like that bridge before I decide to go first or second from now on!

Also… that wraps up month two of the league! I’m one of the top scorers for painting and am in the running for battle score… so I’m strongly in the running for the Journeyman award if I can keep it up! I also have a firm handle on how my army runs at 15 points and I’m very excited to see how things go at 25. More beasts… units of dedicated combat troops… a lot more to work with and against… its going to be a blast!

Current Record: 11-5
Newly Painted: Saxon Orrick

 
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Zack Stackurski
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Mankato
Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Month 3 means 25 points! I’m pretty excited about my options this month as I can get the big bad Titan Bronzeback on the field… or the Archidon which is a great assassination tool. I also have a unit of fighting infantry to get some variety from the all beast lists we’ve been running. I missed the kickoff night for the month with a conflict, but Chris and I have been waiting patiently for this month and he met me on an off night for a game. We are the most active Skorne players in the group and have both been doing well in the league (He is at the top of the battle ladder for active players… I’m in the top third)… but found our mirror matchups practicing for the league, while instructive, not as satisfying as having different forces… and this month we could finally field something a bit different! Still… we both expected the other to take the Bronzeback and so surprised each other with quite different lists!

Game 17
25 Points Against Chris Adam’s Skorne
Scenario: Killbox Assassination

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Archidon, Basilisk Drake, Max Unit (6) Beastmasters
Chris’s List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Min Unit (4) Cetrati, Tyrant Vorkesh (Cetrati Unit Attachment), Totem Hunter

Scenery: A river running across the board down the middle with a large bridge crossing it to the right of center. There were clumps of trees on my near right and far right and a hill with a spikey wall on it on my near left. I won the roll and chose my side to deny the Cetrati the wall to hide behind. Chris set up with his Cetrati at centerfield, Morghoul next to them on my left and his three beasts clumped together next to Morg. The Hunter split off more toward my far left. My setup had the basilisk in the middle with the Titan on the left, the Archidon on the right and the Savages on the ends of the line. Morghoul and the beasthandlers spread out right behind. The totem hunter picked my leftmost Cyclops as its prey.

Chris Turn 1: Chris used Morghoul to put Rush on his Titan and ran his whole force into the river with his Gladiator in the lead. There were a pair of Cetrati lagging behind the main group and stayed out of the river. The totem hunter ran full speed just about to the base of the hill with the wall.

My Turn 1: I started by running Gladis a bit toward center field but well out of charge range of the other Titan. Then Morghoul pulled a fury from Gladis and put Admonition on the basilisk expecting it to head out for some early sprays and need the protection. He then put Abuse and Rush on the prey Cyclops and followed the Gladiator to the right. The boosted Cyclops ran to the base of the bridge away from the Hunter to deny it any prey bonuses. The other Cyclops moved up a bit to join it and the Archidon and Basilisk shifted a bit to cover the Totem hunter’s approach. Beast handlers moved to support and healed up beast’s damaged by Morg’s abilities/spells.

Chris Turn 2: Chris knew I had a bit more speed on the field than he did so he played cautiously only moving his beasts up out of the river at a trot into a triangle formation with his Gladiator in the lead. His Morg moved out of the river into the center of the triangle while the Cetrati formed shield wall and stumbled into the middle of the river (presumably in case I was interested in any crazy long charges…). Lastly the Totem hunter jumped the wall and stood on the hill surveying my forces.

My Turn 2: I liked those Cetrati foundering in the river so I shifted the Archidon to the right flanked by the Cyclopses to give them a major charge to think about. I moved Gladis up a bit to join the line hoping to be just out of slam range of Chris’s Titan. I bunched up some beasthandlers behind Gladis to make the bait more tempting then sent the Drake out toward the Totem Hunter and zapped it for 6 damage leaving two on it… Chris was not pleased to find out sprays ignore stealth but knew he was lucky he hadn’t lost his solo… this was the beginning of a game of lackluster damage rolls on both sides.

Chris Turn 3: Chris had misplayed his fury on the prior turn when his beasts didn’t run and he had forgotten to rile, so he had to cut for two points to get full fury. He then upkept admonition on his Titan, boosted her with Abuse and Rush and headed straight forward by himself to the edge of the hill. It turned out I had moved Gladis up too far by half an inch and Chris knew it and enjoyed a solid slam which even clipped Morghoul! Three dead Beasthandlers (the rest of the unit passed their morale check) and a damage transfer to the furthest Cyclops later I was still kicking myself for messing that up… Chris then moved to cover his exposed caster as best he could by running both his cyclopses. One to engage my Archidon and my Cyclops nearest his Warlock and the other about halfway between my fast beasts and his Morghoul. The Cetrati opted to stay in shield wall in the river though two had enough movement to clear it thanks to a bend. Then the Totem Hunter moved up to engage my Drake… which admonitioned away… but then the Hunter used his jump ability to enage anyway and he scuffed its scales with his sword.

My Turn 3: So… my bait worked… but I hadn’t expected to take that hit… still I saw a chance for an assassination run on a furyless caster and decided to take it! Gladis shook her knock down and Morg stood up for free thanks to his perfect balance ability… but Morg was in Gladis’s way if I wanted to slam Chris’s Titan back away from my caster… so Morg Abused the nearest Cyclops, put Prescience on the Archidon, pulled a fury from Gladis and moved to the left to get other Morg in his control range… which activated Admonition on Chris’s Titan (which I had forgotten about…). That three inches was just enough movement for it to engage my Morghoul so I simply cast Admonition on my caster and saved a fury for any just in case transfers. My remaining beasthandlers moved around a bit to enrage Gladis and the Archidon then Gladis (who still had a straight line on Chris’s Titan) slammed it 3 inches away from Morg and followed up to pummel it a bit once it was on the ground. Then my unengaged Cyclops moved up and headbutted the Cyclops engaging the Archidon… and Chris wasn’t too pleased when he found out there is no strength rolloff for Headbutt knockdowns. I forced for two strikes on the downed Cyclops doing minimal damage. I then walked my abused Cyclops to the one he had standing halfway and repeated to get Chris’s other Cyclops on the ground and bleeding a bit. This freed up Archie to charge Chris’s Morghoul as he could ignore intervening models due to flight and didn’t have to take any free strikes! The charge roll was close… so I used prescience to boost my hit… and it struck home! For a roll of 1-2-3 on the damage dice… only coming to 10 damage and leaving Chris’s caster with 3 points left! Then my remaining attacks all came in too low to hit and the run failed. I should have probably taken the free strike to take one last shot with the Basilisk… but that would have left my Morghoul all alone with the hunter and free strike damage would have had too good a chance of knocking out a key aspect… so I decided to bide my time and it took the Totem Hunter down with the Drake’s teeth instead.

Chris Turn 4: Chris summed up the field nicely: “Well… you left me a mess…” He started by moving Morghoul (who ignores free strikes) back toward the river both to protect him and get him out of the Cetrati’s way… but not too far to get a lot of my forces in range when he activated his feat. His Cyclops nearest the Archidon then got up and sacrificed its attack to also get out of the cetrati’s way by moving within my Cyclops’s attack arc. Chris then charged the Cetrati onto the Archidon and got them all in range to swing… and then to my amazement called for a combined melee attack which easily hit, but only did 14 damage. We discussed this after it happened and I pointed out how much more effective a bunch of swings should have been in that situation… Chris took it as a learning experience and I was glad my beast wasn’t dead! Chris’s other Cyclops took a chunk out of my further Savage then his Gladiator stood up and he measured and found that I had moved my basilisk too close when it took out the Totem Hunter and proceeded to pound it down to 2 hit points…

My Turn 4: Unfortunately I had way too much fury on the board after going all out on my assassination run and both the Archidon and the furthest Cyclops failed their frenzy checks. The Cyclops put a few points of damage on the Savage facing it… but poor Archie had to move to engage which drew two free strikes and left the beast down body and spirit. The attack struck home but didn’t drop the nearest Cetrati. The nearby Cyclops tried to finish off the damaged cetrati but being unable to boost it missed the attack… My beastmasters moved around a bit to do a little healing then Morg Abused Gladis and healed up the Drake a bit. Gladis took a swing at the other titan and did solid damage… then missed with the other fist… then hit with her tusks… and rolled double 6 for damage bringing the other heavy beast down on Morg’s feat turn! Then I advanced my Drake to take a shot right down a line of three of the cetrati engaging Archie hoping to put a couple down and save the flying assassin… but the Drake missed the damaged one, did minimal damage to the healthy ones it did hit, and did not roll the double 6’s it needed to hit Morghoul again…

Chris Turn 5: Losing the Titan hurt… but I had a whole bunch of seriously injured beasts very close to Chris’s fighting forces and he was ready to take advantage. His cetrati moved to reengage the Archidon and the nearest Cyclops and rolled well to bring them both down. Then Chris’s Cyclops near the cetrati moved up and cut down the Drake (who in retrospect shouldn’t have been held in reserve for a more reasonable assassination attempt as the game was winding down…). Finally his remaining Cyclops went full fury and killed off my last light beast. His Morg cast Admonition on himself and found a cozy safe spot behind the cetrati to hang out.

My Turn 5: Four beasts down in one turn… ouch. Still… my heavy was still up and only about a third injured so maybe I could still stick it out. Even better, with abuse and rush on Gladis I could walk right up in smacking range of both Chris’s cyclopses to deny his Morg any transfer targets if I should be able to pin him down. Unfortunately without another beast to draw an extra fury from I couldn’t get Admonition on Gladis as well and charging would have left her facing the wrong way to get both cyclopses in her attack arc. Gladis did me proud and brought down Chris’s last beasts without any trouble.

Chris Turn 6: Chris brought us to a close by charging his whole cetrati unit on to Gladis and this time he made individual attacks instead of a combined attack. He rolled some very nice hits and brought her down on the fourth attack (while I kind of wished I had waited until after the game to point out how ineffective combined attacks are in comparison…). With only a couple Beasthandlers left vs a full unit of heavy infantry I conceded.

Summary: I hate seeing a well set up assassination run ruined by low die rolls… but that was the turning point of the game and I never recovered after extending to make the attack. Obviously at this point level keeping a strategic reserve for when things go wrong might be more possible than before… and learning that lesson by throwing the Drake away to try to save the doomed Archidon is a good way to make it stick! Also, those Cetrati were pretty impressive. I won’t be using them at this level… but I’m looking forward to getting mine assembled soon all the same!

Current Record: 11-6
Newly Painted: Archidon
 
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Zack Stackurski
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Mankato
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 18
25 Points Against Jeff Preuss’s Trollbloods
Scenario: Killbox Assassination

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Archidon, Min Unit (6) Nihilators, Min Unit (4) Paingiver Beasthandlers
Jeff’s List: Primal Madrak, Troll Axer, 2 Troll Impalers, Krielstone Bearer and Scribes plus the Elder UA, 2 Units of Runeshapers

Scenery: Another river table (can you tell my local shop has a bunch of river pieces?) This one ran the length of the board with a sharp bend toward the center of my deployment zone then back to its original course. On the left side the large, walled bridge spanned the river and on my right near my deployment there was a woods. On Jeff’s side there was a large hill made of uneven rock in the center just outside his deployment zone… which Jeff requested be made impassable so our models weren’t precarious on it (which is why I chose sides after winning the rolloff instead of dealing with the bottlenecks that would create). There was also a small impassable building on the far right of his zone.

Setup: Jeff bunched almost all his guys on the left corner of his deployment zone to have a run on the bridge over the river. One unit of Shapers were in the lead followed by the Beasts then Madrak in the midst of the Krielstone unit. The other unit of Runeshapers deployed on the far side of the big stone hill from the rest of the army. I probably should have matched his deployment to go fight on the bridge… but there was only a three inch gap between the bridge and the big hill and I was hoping bottlenecking Jeff’s troops would give me an advantage. So I set up midfield with the cyclopses closest to the bridge, Gladis in the middle and Archie next to her on the right. The Nihilators clumped up between the Archidon and the woods to take on the flanking Runeshapers while Morghoul set up between the Gladiator and the cyclopses and the Beasthandlers spread out to cover the beasts.

Jeff Turn 1: Trolls ran. The lead runeshapers made it about to the foot of the bridge and the flankers got clear of the big hill and the building to be in the open field. Madrak shifted fury around with the krielstone and put Surefoot on the Axer.

My Turn 1: Hoping to draw Jeff centerfield through the gap I advanced Gladis along the bend in the river and kept her on dry ground between the river and the bridge. One Cyclops advanced between the Gladiator and the bridge while another received admonition and rush and advanced up into the river with a nice look at the gap. Archie flew up next to the lead Cyclops while the Nihilators ran and spread out in the river on the right. The Beasthandlers moved up to the edge of the river and healed damage from Morg’s abilities.

Jeff Turn 2: The flanking Runeshapers moved up cautiously hoping the river would slow down the Nihilators enough to keep them unengaged and the other Runeshaper unit ran through the gap between the rock and the bridge to support them. The big trolls all made it up to the foot of the bridge closely followed by Madrak and the Krielstone bearers.

My Turn 2: I couldn’t get many Nihilators on the flanking Runeshapers due to the river but I charged anyway and four of the unit made it to engage thanks to the reach of their swords. The first hit took down a shaper… but Jeff promptly made the first of many tough checks of the game. My next nihilator then went nuts chopping down two Runebearers… and then continuing his berserk swings and taking out two members of his own unit. Those losses meant no attack on the final flanking shaper (I obviously will need a lot of practice with the Nihilators to keep them safer from each other…) I then put rush on the lead Cyclops with Gladis and moved her up to the edge of the river along the outside of the bridge. Morghoul moved up just past the river to get his control radius up where I needed it and he buffed the lead Cyclops and archie a bit. The handlers enraged the fast beasts and then the Cyclops charged the runeshapers in front of the gap. The charge dropped the lead runeshaper… but the leader of the unit made both tough checks the Cyclops laid on him. Then Archie charged the lone runeshaper from the flanking unit and bit at him twice… but missed both attacks. I decided to hold Archie low on fury though as I didn’t want an overload next turn. The final Cyclops ran into the river to get close to Morg and play bodyguard.

Jeff Turn 3: The runeshaper facing Archie moved around to get closer to a couple more nihilators then used his knockdown spell… but rolled two low to effect anybody. The runeshapers nearest the Cyclops moved around to try something similar. The Cyclops tried to use admonition to keep out of range of their spell, but as he couldn’t move straight back with the river behind him he didn’t quite get two inches away… luckily Jeff rolled low on the magic attack again. He then moved his lead impaler through the gap to get line of sight on the Cyclops and took a risky throw into combat… and boy did it pay off with a crit hit on a high roll! The Cyclops got slammed all the way back into my other Cyclops in the river and they both went down. The Axer was encouraged by the toughness of the runebearers and moved up behind them while the remaining trollbloods milled about at the base of the bridge as they couldn’t get through the gap with the Axer in the way…

My Turn 3: Well… that full fury Cyclops wasn’t supposed to be anywhere near my line so I suddenly had a fury problem. I was able to clear the full Cyclops and Gladis… but the other Cyclops and Archie both frenzied. The rear Cyclops jumped up and whacked the downed savage in front of him and removed his twin’s spirit aspect. Archie then rolled a crit throw on the runeshaper and tossed him all the way into the lead troll impaler… and rolled quadruple 1’s on the damage roll so it didn’t even need to take a tough test. Well… that made a mess of my turn. Since the lead Cyclops couldn’t shake effect to stand up without spirit it couldn’t charge back in to clear a path for Gladis to the trolls. So I shifted around to regroup my battleline for next turn with the damaged Cyclops getting up and getting out of the river and Gladis rushing over the river to join him to make a wall for Morghoul. Morg put admonition on Archie in case the trolls came charging that way. A pair of Nihilators were in position to charge the runeshapers, engaged all three and giving Jeff an opportunity to pass another pair of tough checks. A pair of beasthandlers got in the river while the others could stay on the near shore and still use their abilities and did some healing.

Jeff Turn 4: The lead runeshaper started by using his spell to knock down both nihilators and the other shapers shifted a little and each took out one downed trooper. Unfortunately for Jeff this also meant they were still in the big troll’s way… and even blocking line of sight on anything for the lead impaler. Madrak and the other Impaler finally decided it was time to take the bridge and headed up taking cover behind the wall with Madrak staying back a little to stay within three inches of the Surefooted Axer. The Impaler hit but did not slam the Cyclops in the river and Madrak used his stranglehold spell to down the leader of the Nihilators… but I finally made my own tough check and the leader survived! The krielstone bearers stayed at the foot of the bridge.

My Turn 4: While I was glad my nihilator survived he was also directly between Gladis and the trolls… so it looked the like the cyclopses were going to need to lead the way! First the remaining Nihilator trooper charged and missed the Runeshaper Archie had thrown earlier. Then Gladis rushed the Cyclops in the river and moved up right behind the Nihilator leader. Morg buffed both cylopses and moved behind Gladis then a Beasthandler moved right in front of Morg between him and the Impaler on the bridge then that unit buffed the cyclopses as well. The cyclopses launched themselves at the runeshapers and between them and five fury manage to overcome two more successful tough checks to finally bring down all the shapers (one hit even landed on the axer to do minor damage). I was pretty sure Archie’s base couldn’t quite squeeze into the space left to engage the impaler so I held him back by Gladis and Morg.

Jeff Turn 5: Jeff decided to start his turn by cautiously entering the gap with his Krielstone officer but didn’t have room for the rest of the unit to do much more than bunch up behind him (he used the armor ability and the leader’s strength buff again). Jeff’s lead impaler was still engaged by the Nihilator trooper so it attacked and missed while the Axer made pretty quick work of his Cyclops. Then both the Impaler and Madrak threw stuff at Gladis for a bit of damage (but no crit slam) and Madrak also hit with Stranglehold… but failed to wound so Gladis had her full activation available next turn!

My Turn 5: I started my turn by charging the Nihilator leader out of Gladis’s way to attack the lead impaler… but he missed and the trooper didn’t roll high enough to damage. Morghoul pulled a fury from the remaining Cyclops and buffed the heck out of Gladis then moved up to centerfield to cover more of the fight with his control area (and stay out of un-sniped range of the shooters on the bridge). I moved the beasthandlers for move buffing and to screen Morghoul. The Cyclops moved around in the Axer’s arc to engage the krielstone UA but yet another passed tough check kept it alive. Then Gladis charged up field and took out the Axer with a couple of hard swings! Two more landed on the impaler… but it still had one damage box left when she was full on fury. Archie again couldn’t fit to finish it off, so he simply flew into the river to threaten the stuff on the bridge.

Jeff Turn 6: The krielstone guys finally come through the gap to attack the Cyclops engaging their warcaster and did a bit of damage, but they also activated admonition on Gladis so she backed off from the impaler to get a better line on the unit. Madrak then chopped down the Cyclops despite the defensive bonus from the wall and managed to hurt Gladis with stranglehold! (admonition backfire there…) The hurt impaler regenerated two points to become fully functional but failed to hit the nihilators engaging it. Then the Impaler on the bridge slammed the beasthandler screening Morg, killing the handler but only managing 1 point of collateral damage on my warlock.

My Turn 6: Due to stranglehold Gladis can only move or attack… and since she isn’t in swinging range of anybody she simply backs off to better shield Morghoul. The nihilators both miss the very hurt impaler. The beasthandlers move to heal Gladis, enrage archie… and the final one moves up to whip the Krielstone officer… but misses the attack. Morghoul moved up behind his titan then buffed and admonitioned Archie… and my flyer finally got back into the action by charging the impaler on the bridge! The first hit was a crit… and it was tempting to try to bowl over Madrak with his own troll… but that would have left Archie out of range for more bites so I simply chomped on the impaler where it stood doing significant damage but failing to remove any aspects.

Jeff Turn 7: Jeff’s lead impaler came out swinging and finally killed my last two nihilators… then the krielstoners came charging through the gap to bunch up on my forward beasthander and killed him easily. Then Madrak moved up the bridge a bit to get better range on my Gladiator which triggered Archie’s admonition… 3” was just enough to fly over the wall of the bridge away from any attacks. The impaler and Madrak hit Gladis and though she wasn’t slammed Madrak got a crit with his Axe so she could not be healed the next round.

My Turn 7: A bunched up unit within walking distance of Morghoul is too good to pass up! So the beasthandler leader moved out of his way while the other tried to recross the river to get in buffing range of Archie, but failed to make it. Morghoul strolled over to the Krielstone officer and encountered his only passed tough check of the run. His next swing brought the strength buffing leader down and then he used his overtake ability and anatomical precision to good effect killing every trooper in the unit! But the krieldstone bearer had held back a bit from his unit and was too far for Morg to rake with his claws. So my caster used his final overtake to back off and then triggered his sprint ability for killing something in combat to stroll back to the river near Gladis, and still had enough fury left over to put admonition back on Archie. (in retrospect this would have been a really good time to use his feat… but I was still saving it to deny transfers to Madrak on my attack run for some reason…). Archie jumped up on the bridge and took out the impaler in two bites. I really wanted to take out the other impaler with Gladis… but based on how I moved Morg he was a sitting duck for Madrak and one crit hit from that thrown axe would lose me the game… so Gladis rushed herself into the river instead to cover my warlock.

Jeff Turn 8: Jeff had very short range with his krielstone bearer without its unit to hold fury so he moved it up to coverboth Madrak and the impaler. The impaler then stepped up and threw at Morghoul… rolled just what he needed to hit… and came up with 17 damage! Morghoul transferred right to Gladis… leaving her with only one point left! But she was still a living wall between Madrak and Morghoul. The troll leader tried to take her down with stranglehold but failed to damage. But thrown rathrock hit home and took out my titan.

My Turn 8: We are running out of models on both sides now… My beasthandlers charge the krielstone bearer. The first one hits but he passes his tough roll… so the second autohits the downed troll and he fails tough and dies. Morghoul then charges the troll impaler and guts it with his charge damage on a nice roll… then he sprints back toward the bridge to put admonition on Archie (if I lose the beast at this point I don’t know if I can take down an uninjured Madrak with just Morgoul). Archie flies forward and gets a crit throw and Madrak! I try to bash him into the impassable rock but he deviates into open field… trusting his good luck Jeff does not use his scroll of protection to avoid damage… and takes 14 points of damage when he lands!

Jeff Turn 9: Jeff contemplated his last gasp chance to win… and I pointed out he could take some damage for a little extra fury to help make it possible (he hadn’t known about this useful mechanic before… and despite the risk I certainly didn’t mind Madrak getting closer to dead!) So he left himself a couple of hit boxes and got a little more fury for the throw. Without snipe available due to the missing impaler he couldn’t get back on the bridge and in range without being engaged by Archie… so Madrak strolled past the foot of the bridge to get as close as he could to Morghoul to be sure he was in range. He declared his shot… but I stopped him and checked reach range on the lead beasthandler’s whip. Sure enough he was engaged with the whip by an eighth of an inch and couldn’t throw his axe. Madrak took out the offending beasthandler since he had reach too… and that ended Jeff’s turn.

My Turn 9: I wasted no time and moved Morghoul up to Madrak and started cutting. Madrak scrolled the first hit… then passed his first tough check… and his second… and finally failed the third, winning me the game as I wiped Jeff’s last model off the field.

Game 19
25 Points Against Dave Stegora’s Khador
Scenario: Killbox Assassination

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Bronzeback Titan, Agonizer, Min Unit (4) Beasthandlers
Dave’s List: Prime Sorscha, Juggernaut, Destroyer, Maurader, Wardog, Gorman di Wulfe, Kell Bailoch, Alton Ashley

Scenery: The board had quite a bit of ruined city scenery scattered around outside the killbox that didn’t come into play. The main pieces of scenery that mattered were a large ruined building centered on the board about ten inches in front of my deployment zone and a river just over halfway across the board that only extended 2/3’s through the board. Dave selected the side with the river and had me set up and go first.

Setup: I set up pretty much right behind the big building in the middle with Morg midfield, the cyclop’s to his right and the titans to his left. The Agonizer was behind the titans and the beasthandlers were spread out to cover everybody. Dave responded with his solos clumped in the middle of the field with both fighty Jacks shoulder to shoulder right behind the advance deployers. Sorscha and the dog were next to the big jacks and the Devastator was split out on my far right flank.

My Turn 1: Gladiator rushes the Bronzeback and charges toward the only solo she can see around the building. Then Morghoul pulls a fury from her and abuses the bronzeback and dumps the remaining fury on Wilbur and advances into the cover of the building. Big Brutus the Bronzeback ran past Gladis and made it halfway to the river and the cyclopses ran over into the gap between the titans. The Beasthanders ran to keep up with the beasts and Wilbur ran right next to Morg behind the building.

Dave Turn 1: His solos and the two close combat jacks ran toward the truncated end of the river with the advance deploying Ashley and Bailoch almost making it past. The Destroyer ran up the flank a bit and then slanted in toward the other jacks, then Sorscha and the dog moved up between the big jacks.

My Turn 2: Gladis again rushed Brutus and then walked up about half the length of the big building. Morghoul moved up behind her and put Admonition on the bronzeback and dumped one more fury onto Wilbur. Brutus moved up to clear the building and was a few inches from the river while the cyclopses again advanced to fill the gap. The beast handlers healed up beasts injured from fury pulling and abuse spells and Wilbur ran behind the cyclopses to take cover from shooting and have a clear run on the open part of the board.

Dave Turn 2: Dave started his turn by running the Juggernaut and Marauder to get a clear line on the field between the river and the building then opening up with Alton Ashley on the Bronzeback… and rolling quite low on the damage roll and not doing anything. He was then bummed when I pointed out that Ashley doesn’t have bushwhack and couldn’t move after shooting… So Dave moved Bailoch next to Ashley and also shot the Bronzeback nicking him with a sniper ability… and triggering Hyper Aggressive so Brutus could move along the river closer to his advancing models. Dave then moved Gorman up and threw his ink bomb at the Bronzeback. He was short on range, but had a perfect deviation roll right onto Brutus to blind him. The destroyer advanced up next to Sorscha and she and the dog stayed put.

My Turn 3: Poor Brutus… all positioned to wreak havock in his first league game and he has mud in his eyes… so I dropped Admonition and moved him the last couple of inches to make contact with the river and clear a charge lane for the Cyclopses. Gladis put rush on the Cyclops with the best angle at the foe and she moved up to the corner of the building and peeked out into the open field. Wilbur then cried his Agony and ran back into the ruined building to lock down the two closest jacks the next turn… then Morghoul put a fury back on Wilbur to extend his range, placed admonition and abuse on the rushed Cyclops and moved up behind Gladis to get the screening solos in his control range. The beasthandlers did some healing, fury management and Enraged the boosted Cyclops. That Cyclops then charged Alton Ashley who was in the middle of the solo line and engaged all three due to reach. The charge killed Ashley dead after boosting to hit… and then another forced attack with a boosted hit cut Gorman down as well. The final Cyclops moved up next to Brutus.

Dave Turn 3: Dave hadn’t expected my cyclopses to be able to reach out quite that far despite my pre-game warning and was not at all pleased that his two best jacks had no focus to retaliate… so he started by moving Bailoch upfield in hopes of a low roll on the Cyclops free strike so he could go hunt down Wilbur. The Cyclops did not oblige and took out the sniper with one swipe. Not deterred Dave opened fire on the Cyclops with his Destroyer and scored a nice hit. He then moved Sorscha up and put boundless charge on both combat jacks (she probably should have shot the Cyclops too, but we all tend to forget she’s carrying a gun…). The juggernaut charged Gladis… which triggered admonition on the Cyclops so he hopped out of the river to get between the Marauder and the rest of my forces (and should have triggered Brutus’s countercharge had I remembered it…). He did decent damage to Gladis with the ice axe, but did not get a crit freeze of remove and aspect. The Marauder then moved up and smacked the cylops around a little bit but my solo-killer had four boxes left when he was done.

My Turn 4: The beat up Cyclops fighting the Marauder obligingly passed his frenzy check and then moved around the Marauder’s attack arc to get out of Brutus’s way (doing no damage on his unboosted swipe at the shovel-handed jack). Morg was just close enough to get spells on both titans and boosted Gladis with Abuse then put rush and admonition on Brutus (after drawing a fury from the very hurt forward Cyclops). He then backed off a bit to be sure he was definitely out of Sorscha’s attack run range since he was out of fury. Wilbur cried his agony the Gladis opened up on the Juggernaut to trash his ice axe and smash his cortex. The beasthandlers then moved up to strip her of fury and put enrage on the uninjured Cyclops and Brutus. Brutus charged the Marauder and though he started slow with some low damage rolls pretty easily wrecked the big jack only expending three fury. The final Cyclops then charged the Juggernaut and did a couple more pips of damage, then chose not to force so I wouldn’t go over my fury on the next turn. Dave took a long look at the board and chose to concede.

Summary: The match against Jeff was an epic slugfest that we both really enjoyed (even if it did clock in as the longest game either of us have played to date…). I learned my lesson from my first game at 25 of not over-committing and that gave me the pieces I needed at the end of the game to hold on for the win! (or I was just lucky Jeff didn’t have a more attack oriented list to take advantage of all those turns I was bogged down…) As for game two… if Dave was as skilled as he is enthusiastic he would be unbeatable. He is bound and determined to make Jack heavy Khador work and is very excited about next month when he can get a better jack caster! Honestly, my Bronzeback/Agonizer list is really nasty against battlebox required Khador and once the support hunting solos were removed it was only a matter of time before I could grind him down.

Current Record: 13-6
Newly Painted: Min Unit of Nihilators, Titan Bronzeback
 
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Zack Stackurski
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Mankato
Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 20
25 Points Against Richie Kammer’s Khador
Scenario: Killbox Assassination

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Bronzeback Titan, Agonizer, Min Unit (4) Beasthandlers
Richie’s List: Prime Sorscha, Juggernaut, Destroyer, Wardog, Min Unit (3) Uhlan Knights, Drakhun the Dragoon (no dismount), Kell Bailoch

Scenery: Another board with a river diving it around midfield and the big walled bridged crossing it at a slant right at the center of the board (I think I need to talk to someone about changing up that river layout when they setup the tables…). There was a wood on my left flank and an impassable building on my right just outside my deployment zone and matching features on the other side with an impassable building on my far left and a wood on my far right.

Setup: Richie set his Jacks at centerfield with Sorscha and Sir Barksalot behind them with a straight shot at the bridge. The Uhlans all set up on my left flank with the Dragoon closest to centerfield. I set my titans more or less opposite the big jacks and had my cyclopses to the left of them. Morg was between the titans and Wilbur was behind him while the handlers spread out to cover all the beasts. Kell Bailoch advance deployed in the woods on my right flank.

Richie Turn 1: Richie almost didn’t assign focus to his Jacks, then though better of it and gave them each one. Sorscha wind rushed and ran herself all the way up onto the bridge by about an inch with her running jacks and her doge behind her at its foot. Drakhun ran all the way over to support the jacks while the other Uhlans ran straight ahead and had just enough movement to clear the river. Looking back Richie forgot to activate Kell.

My Turn 1: Gladis started us off by casting rush on Brutus and charging forward toward the Warjacks. Morghoul then pulled a fury from her, put Admonition on the Bronzeback, dumped 3 fury on Wilbur (keeping on in case of errant Destroyer shots) and followed up close behind Gladis. Brutus ran up to the foot of the bridge and the cyclopses hung back a bit covering both of his flanks with one presenting an obvious threat to the Uhlans and the other in position to go over the bridge if needed. Beasthandlers moved up (but forgot to heal Gladis…) while Wilbur got caught up with no good running lane and stayed behind the rightmost Cyclops.

Richie Turn 2: The Uhlans decided not to tempt the cyclopses and Bronzeback and instead ran out to my far left flank. The juggernaut moved out past the foot of the bridge near the forest to counter Gladis’s approach. Sorsha moved back off the bridge a little bit to make room for the destroyer and her dog moved up a bit… and then over a bit… and then back a bit… until Richie stopped dancing him and decided he was in a good spot… Until he moved Drakhun and realized the dog was in the way and the Dragoon had to stay back behind the battleline. Bailoch moved up in the woods to stand next to the Juggie. Then the Destroyer moved up and took a pot shot at my rightmost Cyclops and was a bit short… but the shot deviated onto Brutus who took one damage from boosted blast damage… which triggered hyper aggressive putting him well onto the bridge (and surprised the heck out of Richie!)

My Turn 2: This looks like a golden opportunity for Brutus to win me the game! But the Destroyer is in my way… so Gladis runs up an just barely enters the river. Morg pulls a fury from her and moves up to cast Abuse and Trainwreck on Brutus then dumped a fury on Wilbur. The beasthandlers move up and heal Gladis and Enrage Brutus… the Brutus charges the Destroyer! His first attack misses… but the second hits and the shooty jack is pushed off the bridge while Brutus follows up. He is still just shy of Sorscha so he hits the big jack again and trashes its gun and pushes it back a bit more then moves up on Sorscha… which triggers the Wardog’s countercharge (it was pretty iffy if it was close enough to provide Sorscha her bonus before it moved…) It actually did a couple pips of damage (which on top of the damage from abuse was starting to add up on the spirit aspect) and then was able to move back just out of reach to snuggle in next to Sorscha. I took two swing boosted swings at that ridiculous defense 20 (wind rush and dog is a great combo) and rolled two 12’s when I needed 13’s! The cyclopses moved up to take cover from the Uhlans behind the bridge’s walls (one on the bridge, the other to the right of the bridge next to Morghoul) and Wilbur was again stuck behind traffic though he cried his agony anyway and ran as close to the action he he could. He would be about two inches short of effecting any jacks the next turn… but he was helping shield Morg from Kell.

Richie Turn 3: Richie allocated focus on his jacks by placing tokens on his cards (but I wasn’t paying attention as I was bummed about Sorscha being unscathed). He then moved the Destroyer up to attack the Bronzeback… so I triggered admonition and moved back up on the bridge… then glanced at the Destoyer and seeing no focus next to it decided to countercharge back in and did decent damage taking out movement but leaving one box on its Cortex. Richie was about to move Sorscha when I pointed out he hadn’t actually attacked with his Destroyer (my out of turn movement having distracted him) Richie thanked me then pointed out the focus on its card and proceeded to land four hits on Brutus with the final one taking him off the table (I did not reave fury as that would leave Morg full and Gladis might then Frenzy…). Luckily this meant the Juggernaut’s three focus was wasted as without a spell from Sorscha it couldn’t get to Gladis across the river, so Sorscha and the dog backed off to give Juggie room to move over next to the maimed destroyer. Drakhun moved over next to the woods to cover Gladis and Bailoch opened fire killing one Beasthandler and putting a few pips of damage on Wilbur. Richie was about to end his turn when I pointed out he hadn’t moved his flanking cavalry. He took a good look at them and opted to leave them where they were rather than move up to possible threat range of my Cyclops.

My Turn 3: Bah. Pay more attention Zack! Oh well… at least Richie did me a favor and left his expensive cavalry as a distant threat… and Drakhun was mighty close to Gladis’s charge range! I checked Morg’s control range that way twice and decided to take a chance. I pulled fury from Gladis and Wilbur to go to full and cast Admonition and Abuse on Gladis then moved Morg up along the bridge and activated his feat since he was awfully close to Sorscha attack run range. Beasthandlers moved up and Enraged the Gladiator and the Cylops on the bridge. Then Gladis gave herself rush and charged! She had a whole quarter inch to spare when she hit the Dragoon and knocked him off the table with her charge attack! Encouraged by Gladis’s success the Cyclops on the bridge charged the wounded destroyer and landed a mighty charge hit that left only a few boxes left and the next swing wrecked the big jack. Wilbur and the other Cyclops moved up to screen Morg from Kell.

Richie Turn 4: I think Richie was tempted to freeze Gladis in place but under feat hie Juggie couldn’t do much to her even stationary… so Sorcha moved back out of Morg’s feat range, cast boundless charge on the jugger, then windrushed herself as far away from my approaching battlegroup as she could get with her wardog on her heels. The Jugger then surprised me by charging the Uhlans and making it all the way into the river to gain some distance as well! The Uhlans ran as close to the foot of the bridge on my side of the table as they could get. Then Kell moved free of the woods so he wouldn’t trigger Gladis’s admonition and put a few more boxes on Wilbur. I had Richie measure killbox and he had left Sorscha about two inches of breathing room in either direction…

My Turn 4: I took a look at Gladis and thought she might have LOS on the retreating Juggernaut. We got a piece of paper and Richie conceded that she could see his back by just a hair… but the angle of the charge wasn’t going to be ideal because of the bridge’s wall. Still… I had to try so Admontion, Abuse and Rush later she was on her way… and was just an eighth of an inch shy of hammering the big jack in the back! The Cyclopses ran upfield to have a clear line of sight on Sorscha and the left side of the river while Wilbur ran up to join them and the Beasthandlers ran to get clear of the river and the lead Handler getting between Morg and Sorscha.

Richie Turn 5: With Morghoul as exposed as he has been all game and with only one fury on him for a transfer Richie decides its time for Sorcha’s attack run. He starts with Kell who kills the lead beasthandler but misses Morghoul. Then Sorscha wind rushes to get a line on Morghoul… and triggers Admontion on Gladis who trundles over to stand between her caster and the Ice queen and engages the enemy caster! With boundless charge cut off Sorscha moves around in Gladis’s attack arc then pops feat freezing everyone except the two handlers behind the bridge. She then fires on Morg with her gun and does five damage… then casts a spell for five more… then uses her last two focus on one last spell… and rolls double one’s on the hit! The Uhlans try to charge Morg over the bridge but are woefully short and the juggie tries to come back out of the river but can’t quite engage gladis. Lastly Richie runs his Dog to Sorchsa’s aid and positions the mutt perfectly to make killing it off very difficult for my forces. I have Richie measure killbox and while Sorscha is mostly in the deathzone the lip of her base is in the safe area and the game goes on.

My Turn 5: If Sorscha didn’t have reach I could easily get a Cyclops on the dog… as it is I don’t want to waste the fury and attacks to go all the way around with a good possibility of coming up short. Morg and the beasts all shook the freeze effect then the Beasthandlers charge and take out Kell so he stops being a nuisance. Attack run time. So Gladis starts us off, shifts over to make room for everyone (Richie chose not to countercharge as moving back toward Sorscha would have left the dog in melee range) and her final boosted swing puts 11 damage on Sorscha! That damage meant the rest of the attacks were worth trying and Morghoul charged in (though looking back afterward I totally forgot to use his ability to take a fury off a Cyclops… which cost me two boosted attacks in the end). He scored one solid hit and left Sorscha with two health boxes unmarked when he was done. The cyclopses both moved up and took their shots as well (though I think I boosted attacks straight away rather then use their prescience ability… another error on the attack run) and neither one scored a hit.

Richie Turn 6: Sorscha keeps all her focus and beats Morg into the turf winning Richie the game!

Game 21
25 Points Against Matt Lust’s Trollbloods
Scenario: Killbox Assassination

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Bronzeback Titan, Saxon Orrick, Min Unit (4) Beasthandlers
Matt’s List: Primal Madrak, 2 Impalers, Axer, Dire Troll Mauler, Janessa, Min Krielstone Bearers

I was sure Matt would take Horthol and the Long Riders to out threat range me… but when I saw him pulling out his Mauler I stopped reaching for my Archidon and reverted to my Bronzeback list… perhaps I would have been better off sticking with Archie as I didn’t see Janessa behind that big dire troll…

Scenery: Same table as last game and I was on the same side. I had a chance to move off the table but the only one that was free had quite a few boxes and stuff to clean up so we could get playing faster on the one I was already on… so I’ll be seeing the Janessa fortress bridge again…

Setup: Matt couldn’t have grouped his guys any closer together without setting them on top of each other and they were lined up to go get on that bridge with the Light Trolls in the lead. I set up nearly identical to last time with the cyclopses looking down the bridge and the titans lined up to go up the right side. Saxon advance deployed out in front of the building on my right.

Matt Turn 1: Matt took it a little slow and only moved his force up to about the foot of the bridge with Janessa popping a wall up just for show. Sure Foot on Madrak and plenty of fury on the Krielstone Bearer.

My Turn 1: Saxon probably should have run clear across the river… but I wasn’t sure quite how I wanted to proceed and only walked him up. Then Gladis put rush on the Bronzeback and charged toward the trolls, then Brutus ran up a bit in front of her. Morg put Admonition and rush on the closest Cyclops and moved himself up to cover the beasts. The boosted Cyclops ran itself onto the bridge while the other Cyclops moved up to be able to either join it on the bridge next round or run up the right side with the titans. Beasthandlers moved up to cover everyone and healed up Gladis a bit.

Matt Turn 2: The Axer put rush on the lead impaler then wandered to the edge of the bridge. The lead impaler walked up the bridge, put farstrike on itself and got a crit on my lead Cyclops knocking him back a mighty 5 inches and killing the beasthandler behind the one eye. Janessa moved up and put her wall on the bridge. Most of the other trolls milled around at the foot of the bridge but the Mauler hung back a bit and the rear impaler walked over to the edge of the forest, but was too far away to hit anything with its spear.

My Turn 2: The Cyclops yoyo worked well last time I played Matt… but the Cyclops was no longer in position to get boosted by Morg. Rather than abandon the bridge I kept admonition on the damaged Cyclops and forced him to stand up (I really shouldn’t have been trying to replay last game as it turned out I really needed admonition elsewhere…). The titans ran into the river closely followed by Morg and the undamaged Cyclops and the beasthandlers followed up and did some healing. The damaged Cyclops was too far for a charge so he simply ran up to engage the impaler across the wall.

Matt Turn 3: Janessa moved first and I didn’t want to get trapped behind her wall so I admonitioned back. She kept her wall close enough to not provide cover bonus to my Cyclops (though it was a near thing). Then Madrack boosted both Impaler’s strength with the Dire Troll’s animus. The one on the bridge managed another crit strike at an angle that knocked my Cyclops back into the wall and my Cyclops only had two boxes left on his spirit when he landed. Then the other impaler moved up to attack… which triggered the Bronzeback’s countercharge! Unfortunately getting clear of the river cost most of his movement and he only managed to get engaged by the impaler (he would have made it easily with Admonition… live and learn… at least no crit slams!). The impaler opened up on Brutus and a couple of monstrous hits later my Bronzeback is down below half health. The Axer also takes a swing over the bridge but misses and the Mauler drew back a bit to set up for Matt’s next turn.

My Turn 3: I really wanted to clear that impaler off of Brutus with Gladis or the Cyclops… but I didn’t think I’d be able to finish off the Mauler after a free strike from the axer if I moved up and decided to just have Brutus trash the impaler, which he did easily then Gladis trundled up fully into the river. The beasthandlers moved up and did some healing, but the Cyclops on the bridge was still missing an aspect, so Morg healed up his other one, put rush on the undamaged Cyclops and foolishly camped some fury instead of getting admonition back on the board. Even worse… I considered using my feat but figured the added defense from the wall would keep me safe enough… The Cyclops on the bridge tried to charge over Janessa’s wall, but it turns out you can’t charge over obstacles (the group plays with a lot of obstructions… so I’m not very familiar with the rules for small walls..) so the Cyclops tried to walk up and kill Janessa instead… but was about a quarter inch shy of clearing the wall and ended his movement on the wrong side and just out of reach with his sword. So the other Cyclops moved up and attacked her from the far side of the bridge’s wall but only scored three damage. Saxon ran through the woods to get LOS on the single wound trolls for next turn.

Matt Turn 4: Madrak boosted the impaler and Axer then the impaler with the Mauler’s added strength animus then the impaler finished off my very damaged Cyclops with one easy swipe. The axer threshed on the other Cyclops and my bronzeback and did nearly max damage on the Cyclops (but only nicked the BB). Another big swing dropped my previously undamaged Cyclops like a ragdoll. Then Janessa used one of her abilities to push my Bronzeback toward a board edge to give his mauler a clear line to walk up on my big beast. The mauler did so and chose to make a two handed throw power attack. Brutus tied on the strength rolloff… so we got out the rulebook and found out that ties go to the attacker and he was thrown right onto Gladis. Even worse the Mauler managed to roll 12 damage (despite being dice minus seven) to kill off Brutus.

My Turn 4: Three beasts down in one turn meant I should have called it a game… but killing the Mauler for pride seemed like a good idea, so I pumped up Gladis and she took the huge troll down. Then Saxon picked off one of the krielstone bearers. Maybe I can attrition this down a bit to a more satisfying endgame after all.

Matt Turn 5: The Impaler snipes then hits Gladis with its spear… and of course scores another crit slam (3 for 3 from that guy this game). Madrak rushed the Axer then moves up to hit Gladis with thrown Rathrok while she’s down. Then Axer walks out and is just in range to auto hit the heck out of Gladis leaving only her body aspect intact. The other trolls mill around and make rude jestures at Saxon Orrick. I concede the game.

Summary: I feel like I had Richie on his heels from turn two onward. I’d like to blame the dice as one more pip or two on any number of rolls would have won me the game… but honestly I was looking at a lot of longshot rolls. It was really my misuse of countercharge and messing up my fury management on the final attack run that cost me this one. The game against Matt I was unfocused and his dice were red hot… which is a bad combination. I’ll try to bring my A game next time!

As a side note, I am getting a little tired of rivers cutting the table. They are interesting tactically once in a while… dealing with them every game is getting old. Hopefully I can get in my last couple of games on more open tables… we’ll see.

Current Record: 13-8
 
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Zack Stackurski
United States
Mankato
Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 22
25 Points Against Nate Rosenburg’s Retribution
Scenario: Killbox Assassination

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Archidon, Basilisk Drake, Max (6) Paingiver Beasthandlers
Nate’s List: Kaelyssa, Manticore, Griffon, Chimera, Banshee, Ghost Sniper, 2 Arcanists

Scenery: I mentioned (complained? whined?) about the horizontal rivers on our group forum and the table setters took mercy and showed some creativity with their river placement this week! Our table had a river running from my right deployment corner slantywise toward about the center front of the opposing deployment zone then curving back a bit toward the far right in the other deployment area. There was a low walled bridge crossing the river over halfway across the table and an impassable tall tower to the right of that. Finally there was a forest in the left near corner of the killbox safety zone.

Setup: I won the rolloff and took the side with the forest to deny it to Kaelyssa as a hiding spot (though in retrospect giving her the tower to hide behind might not have been wise). Nate set up with his big jacks behind the gap between the bridge and the tower while his light jacks were centerfield with a good run on the bridge. The sniper and Kaelyssa set on my right more or less behind the tower while the Arcanists set up to be near the big jacks. I set up with the drake on my right nearest the tower, the cyclopses next to each other in the middle and Gladis on the left looking at the bridge. Morg and Archie set up behind the cyclopses and the handlers spread out to cover all the beasts.

Nate Turn 1: Kaelyssa allocated one focus each to the light jacks and they used it to run up the board. The pathfinder endowed Griffon up into the river behind the bridge and the Chimera up onto the bridge itself. The arcanists each gave a big jack a focus then the big jacks ran up to the gap with the Mantocore leading a little bit. Kaelyssa gaver herself her ghost shot spell then moved up behind the tower and then sent her rift spell through the arc node in the general direction of my army. It scattered back toward the bridge to put some more rough terrain on the board for a round. The Ghost Sniper ran to the far edge of the tower.

My Turn 1: Gladis ran up toward the bridge a bit to give Morg someplace to move. He pulled a fury back from her and used it to rush the drake then moved up and put admonition on Gladis keeping two fury for transfers. Archie flew over to block LOS to Morg while the light beasts moved up to threaten anything that got too close to the river with the Drake moving out the furthest to the right into the river itself. The beasthandlers moved up to be in range of their beasties for the next turn (but I of course forgot to heal Gladis before ending my turn… :-/ )

Nate Turn 2: Big jacks get a fair amount of focus from Kaelyssa and the Griffon gets one. The griffon ran across the river and ended at the foot of the bridge behind a low wall on my side of the board while the Chimera just moved up about to the center of the bridge. The ghost sniper moved out past the tower a bit and was just in range to pick off the beasthandler closest to the drake. The arcanists activated and powered up the big jacks again one hanging out by the tower and the other moving over near the bridge. Then the Manticore walked up a little and opened fire on the drake hitting once and doing minor damage. The Banshee the moved up as well and hit one of the cyclopses, slamming it back into another beasthandler and killing the support trooper and taking about a third of the boxes off the Cyclops. Then Kaelyssa activated and moved up a bit on the left side of the tower and tried to take a shot at the basilisk but was out of range. She then used her feat so I could not charge next round.

My Turn 2: Normally I don’t mind Kaelyssa’s feat much, but thanks to that slam I can probably at best get one Cyclops and the drake in walking range of anything… Still… a spray run with the drake on Kaelyssa is tempting… though I don’t know if I can get close enough without walking into the Banshee’s reach range. So instead I reposition for next turn after upkeep admonition on Gladis. Morg puts abuse and rush on the titan the moves over a bit forward and to the left. Archie flies over to keep cover on Morg while the downed Cyclops gets up and flanks Archie on the right while the other Cyclops runs to flank Archie on the left. The Basilisk runs out of the river to join the battleline to the right of the right Cyclops though still a bit forward to be in longshot range of the tower. The handlers spread out into the gaps in the line instead of standing behind stuff this time (and remember to heal up Gladis and the other beasts a little) then Gladis ran to engage the Griffon at the foot of the bridge.

Nate Turn 3: The light jacks get most of the focus this turn. The arcanist on the bridge gives the Chimera a strength boost while the other puts a focus on the Banshee. The Banshee moves up to about the edge of the river to be sure it has range on Gladis then shoots at her… and I forget about her engagement bonus to defense until after the dice are cleared (we couldn’t remember the exact roll but it was at least close to enough…) so she was knocked down. The griffon charged up and pummeled her a bit, then the Griffon took some whacks but she still had all her aspects when they were done. Then the Manticore moved up near the river and missed a shot at the basilisk, though the ghost sniper stood still and hit the googly eyed beast. Finally Kaelyssa moved away from the tower to the foot of the bridge to get better coverage of the field but was just short of range to shoot the beasthandler nearest Gladis.

My Turn 3: Now I can charge! Gladis forces to stand up and the beasthandlers shift around to be sure they are out of the way and enrage both Cyclopes, archie and Gladis. The basilisk runs toward the bridge but is careful to stay out of the cyclopses charge lanes. Then Morg pulls a fury from the drake and gives both Cyclopes rush and the less injured one gets abuse. Morg then moves up near the bridge but does his best to stay out of bow range of Kaelyssa so she’ll have to move to hit him. He then activates his feat since all enemy jacks will be affected. Unfortunately his placement leaves something to be desired as both Cyclopes will be unable to team up on the Banshee so they instead each take on one and do significant damage though the only system lost is the Banshee’s movement. Then Archie charges the chimera on the bridge (and is convieniently located to once again block LOS from Kaelyssa to Morg) and bites the arc node almost to scrap. Gladis finishes the job with her first swing and manages to knock the shield and movement off the light jack but that is good enough as I have plenty of fury on the field already.

Nate Turn 4: With the jacks locked down by Kaelyssa’s feat she keeps all her focus and upkeeps Ghost Shot so she can actually see Morghoul behind his big winged beast. The Arcanist on the bridge gives the Banshee as strength boost while the other repairs the big noisy jack’s movement system. Then it takes a few big chunks out of the Cyclops in front of it while the Manticore lands a combo strike on its Cyclops and all but kills it. The Ghost sniper then moves up to put some more hurt on the Basilisk but starts a string of bad luck for Nate by missing. The Griffon hits Gladis but fails to damage. Then Kaelyssa is up. She moves up a bit and checks her control toward Morghoul to find she’s in range to shoot and out of range of his feat. Her first shot comes up an impressive triple one’s! Her next shot hits home but only takes Morg down to half strength despite boosted damged… and her final shot is another miss.

My Turn 4: I survived the Kaelyssa ghost assassination and am in good position for one of my own! One of the cyclopses frenzies and puts a solid whack on the Banshee while the other one passes his test. Then the basilisk advances up near the bridge and manages to land a strong gaze on Kaelyssa to knock off 11 of her life! Then Morg abuses and Presciences Archie followed by the beasthandlers enraging Archie and healing what other beasts they can reach. Then Archie charges Kaelyssa (with the intervening Arcanist missing its free strike)… and rolls double one’s on his charge attack :-/ Force for another attack… decent roll so I boost to hit using prescience needing a 4… and get a 5! A boosted damage roll later and Kaelyssa is Archie chow for the win!

Game 23
25 Points Against Brandon’s Circle of Orboros
Scenario: Killbox Assassination

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Archidon, Basilisk Drake, Max (6) Paingiver Beasthandlers
Brandon’s List: Primal Kaya, 2 Argus, Feral Warpwolf, Gorax, WoldWatcher, Wolf Lord Morriag

Scenery: Same table as last game… I get the same side (no use giving Circle the trees on their side…)

Setup: Brandon likes clumping his fast guys together to start the game. He puts Kaya centerfield flanked by her Arguses with the Werewolf on my right looking at the bridge and the Gorax on the left of the line. Morraig sets up wide on the left flank looking at the woods on my side. I counter with a brick of my own with Gladis dead center, both cyclopses between her and the woods on the left, Drake on her right and Archie on the far right next to him. Morg is right behind Gladis and the handlers snuggle all around the formation to have easy access to all the beasts. Finally Brandon advance deploys his Woldwatcher right in front of Kaya.

Brandon Turn 1: Brandon was worried about this game turning into ‘dance around the bridge” the same way our last game was “dance around the hill” in the early stages… so I encouraged him to just run right at me as fast as he could. So he obliged by showing off Morraig’s 21” fast cav run! Morraig ended his movement on the far side of the woods from my forces but with clear line of sight to centerfield. Brandon’s light beasts then ran up to the edge of the river with the WoldWatcher out in front in the river and closest to the bridge with the arguses in the middle and the Gorax lagging behind a bit. Kaya followed up behind these guys then the Warpwolf ran all the way up onto the foot of the bridge.

My Turn 1: Well… for some dumb reason I boxed in Morghoul with the handlers leaving him nowhere to move if he activated first. So I moved out the Drake and Archie toward the river keeping the bridge between them and Brandon’s forces then ran Gladis toward to foot of the bridge but keeping the wall of the bridge between her and the Warpwolf to prevent charging. At this point I took another look at Morraig and realized I could cause him some trouble… but it didn’t occur to me I could actually attack him. So I rushed one of the cyclopses then moved Morg upfield to put Admonition on Gladis. The rushed Cyclops ran through the woods to engage the Wolflord and deny the midfield charge lane (and on measuring the run showed me that if he had been abused too he could have walked up and taken one swing… oh well). The other Cyclops ran up to flank Gladis and the beasthandlers spread out to reach all the beasts.

Brandon Turn 2: Brandon was pleased that his mistake hadn’t cost him Morraig and the Wolfrider put some hurt on my Cyclops but did not remove any aspects. After some hemming and hawing Brandon decided to fully cross the river with his battle line. The Woldwatcher moving up to the foot of the bridge with a wall between it and Gladis then used its armor boosting ability. An argus moved up next to the living rock and the Gorax ran up next to it. One argus held back a bit at the far end of the line toward the left of the board and the Feral boosted speed to run back off the bridge and into the river behind the line of light beasts. Kaya ended her turn behind the far end of the line behind the Gorax and far Argus.

My Turn 2: My Cyclops engaging Morraig frenzied to start the turn and put 7 damage boxes on the Dragoon and dropped his fury. There was a lot I wanted to do with my turn but not much fury to go around so I started with the Archie who ran up onto the bridge to have a good view of Brandon’t battleline. I then pulled the fury from him with Morg and put Abuse on the near Cyclops and after long consideration rushed the basilik instead of abusing Gladis. Then Morg moved up near the foot of the bridge with its wall between him and the circle beasts and activated his feat. The Drake moved up onto the foot of the bridge and gazed down the line… coming just and half inch shy of covering the final Argus and Kaya herself. He hit but did not damage the WoldWatcher, missed the Argus, but laid a solid hit on the Gorax knocking out its mind. Then the handlers moved up and enraged the near Cyclops and Gladis and swarmed around Morg in case anything decided to run his way. Gladis gave herself rush and tried to charge the nearest Argus (the WoldWatcher was clearly in range but I didn’t want to hit him over the wall as I had forgotten how low his def was… and I wanted to be sure to tie up the Argus as well). Unfortunately there was some bumping while measuring and we decided it was too close to call and I failed the dice off for the successful charge leaving Gladis in striking range of the Wold and unable to do anything about it. So the Cyclops charged up into the line hoping to do better and managed to kill the Gorax with a mighty chop then failed to hit the furthest Argus… he was now at least engaged with both two headed puppies.

Brandon Turn 3: Brandon started off with Morraig again who between himself and his wolf knocked the engaging Cyclops down to only two boxes on his spirit. Morraig then used his fast cav movement to swing around closer to midfield in the cyclops’s attack arc. Then the Woldwatcher put a couple boxes of damage on Gladis despite not being able to force. The Arguses both missed their combo-bite attacks on the Cyclops, but had moved around in his arc to give the Feral room to engage both the Cyclops and Gladis. Gladis activated admonition to back off and the Feral tore up the Cyclops leaving only his body aspect intact. Then Brandon took a long look at Kaya and the board situation… and decided to try an attack run on Morg (who only had one fury for transfer). She started by spirit dooring the WoldWatcher out of the way (and right in front of Gladis to protect the Warpwolf if the run failed) and then moved into its spot on the field opposite the bridge from Morghoul. Morg had cover from the bridge… but the first spell attack came up triple ones so it didn’t matter yet! Kaya then used her feat (and after checking to make sure no forcing was involved) had six new shiny fury on her to keep going (after the game Brandon realized he should have put more fury on his beasts so he’d have something to leech next turn). He had a fine roll on his next spell attack for a hit… but only did 7 damage which Morg did not transfer. Realizing one more hit wouldn’t be enough to kill Morg Kaya simply spirit doored back near the farthest Argus as far away from Archie as she could get.

My Turn 3: I took one look at Kaya and knew she hadn’t gotten far enough away from the Archidon! The lead Cyclops kicked us off by frenzying and knocking the mind aspect of the Argus between Archie and Kaya. Then I activated my handlers who moved up to enrage Gladis and Archie and spread out a bit between the battle and Morraig. Gladis played whack-a-mole with the Wold who had just popped up in front of her then the Drake moved through the spot it vacated to zap the uninjured Argus and Kaya. The boosted attack at Kaya missed but he blew the mind off the puppy. Morg pulled a fury off the Drake and advanced onto the bridge to give Archie rush and abuse then cast Admonition on himself. Finally Archie made his attack run! The 14 inch charge left him room to spare and he was close enough to the Argus whose arc he had entered to not even trigger the longshot free strike. Unfortunately he missed his charge attack by one pip… but his second attack hit home! Even with boosted damage and damage at +6 Kaya still had 3 pips left and Archie missed his final desperate attack (I would have been better off not boosting the damage, but saving to boost one last attack I expect… I’m still getting the hang of how to manage fury on the attack run obviously…). Since he hadn’t done anything yet the very damaged Cyclops fighting Morraig moved around in the Wolf Lord’s arc to get closer to the battle too.

Brandon Turn 4: Brandon was not pleased with the board state or his furyless caster but decided Morraig finally charging would make him feel better. So Morraig charge out of combat (and I missed the free strike from the beat up Cyclops with a 5 when he needed a 6…) and into the drake who took a lot of damage but did not go down (he couldn’t get close enough for an impact hit or he would take free strikes from a couple beasthandlers on the way in). One of the Argus tried landing both its initial attacks on my lead Cyclops with one die each but did not roll the required sixes. So Brandon forced it for one more attack which he boosted and easily hit and the boosted damage dropped my beast (who I had left one fury on after his frenzy which Morg now reaved). With one fury and admonition Brandon decided Morg was not a tempting target for his remaining beasts and backed off the Feral to attack Archie who he easily killed freeing up Kaya to do something. Brandon was still worried about the Basilisk’s spray so he moved the other argus up and not having learned his lesson last time went full fury for five attacks looking for a 6 on one die and not getting it. This frustrated him enough that he decided to send Kaya in to finish the job… he wanted to cut her for the two points of fury she could get and wasn’t pleased to find out that had to happen when he leeched fury instead of on activation… but decided to go through with the attack anyway! Kaya moved up and smacked the Basilisk… but only did 4 damage leaving two health left on his spirit!

My Turn 4: What a terrible place for Kaya to end up. I did need to cut Morg for one health to go full fury just in case but left admonition on him (also just in case). Then the handlers moved up to heal all aspects on the Basilisk and the mind of the Cyclops Morraig had freed up (who had also had a clear line of sight on Kaya). The remaining handlers cracked their whips at Morraig for show and managed to put one more damage on him. Then the Basilisk moved around in Morraig and the Argus’s arcs to engage Kaya and took her out with boosted hits and damage rolls for the win! Brandon was right… he was the most dangerous beast after all!

Summary: Well… I finally got to turn the tables on some folks after their failed assassination attempts! I hate using Morg as bait but I can’t complain about the results when it works (even if it did require some average and below average rolling from my opponents…). I am getting the hang of using Drake and Archie in tandem when I go after the opposing Caster which is good… but I’m finding Gladis has been taking the role of distraction and backup in my battleplan lately and I’d like to get her in the mix a bit more forcefully in future games. One more game with Morg before I hang him up for a month when we get our alternate caster!

Current Record: 15-8
 
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Zack Stackurski
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 24
25 Points against Joe Huber’s Legion
Scenario: Killbox Assassination

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Archidon, Min unit (6) Nihilators, Min Unit (4) Paingiver Beasthandlers
Joe’s List: Primal Lylyth, Carnivean, 4 Shredders, Angelius, Stinger, Shepherd

Scenery: A large hill was placed in the middle of the board. This hill had a wall running along one long side and curving around both short sides and the entrance was pointed toward my side of the board (Joe did himself a disservice choosing the other side of the board in my opinion). To the left of that there was a big rocky cliff laden hill and on the far right just outside of Joe’s deployment zone there was a big patch of rough terrain.

Setup: I set up Gladis a bit left of centerfield so she had a straight line to the opening on the walled hill and the cyclopses were to her left looking at the gap between the hill and the cliff. Archie set up to the far left in case I needed him flying around on the rocks while the Nihilators were to the right of Gladis, more or less centerfield so they could run wherever needed. Morg set up a bit behind the cyclopses so he could see all the beasts for turn one buffs and the Handlers spread out one to each beast.

Joe set up most of his force over behind the patch or rough terrain with Lylyth between her big beasts, the Stinger a bit more centerfield and on Shredder right behind Lylyth. The other three shredders and the shepherd set up over on my left flank behind the cliff.

My Turn 1: I need to rearrange a bit after that setup! So one Cyclops runs a bit toward the hill but stays in Morg’s control range. Morg pulled the fury, abused Gladis, put admonition on the Cyclops who had not moved and rush on Archie. He then advanced toward the hill after the first Cyclops. The admonitioned Cyclops ran full speed right toward the hill and almost was standing on it, then Archie ran over to my right and landed a few inches in front of the Nihilators. The Handlers activated to move up and heal Gladis and the Cyclops who had had a fury pulled from it. Then Gladis ran up behind the admonitioned Cyclops and the Nihilators ran behind my battlegroup and over to my left to line up against the shredder swarm.

Joe Turn 1: Joe started off cautiously just walking forward with his shredder swarm to get some lines of his own on the opening in the hill’s wall. His stinger flew over centerfield a few inches from the wall and hidden from LOS by the elevation and the wall to prevent charges while his big beasts moved up my right flank with Angelius in the lead and Carnivean lagging only a couple inches behind. Lylyth followed them toward the flank but stopped short of leaving the safe zone of the killbox and her shredder followed her up into the rough.

My Turn 2: I can’t charge that Stinger… but it might be in walking distance of the admonitioned Cyclops with the right boosts! So I upkeep admonition and move Gladis up to rush the lead Cyclops. Morg then moves up to touch the cyclops’s base, pulls a fury from Gladis and puts abuse on the lead Cyclops. The admonitioned one eye then walks forward 10” right toward the stinger and the reach on his weapon is just enough to hit the flying lesser beast! A good hit roll followed by a great damage roll (and a boost) killed the little flyer in one blow. The other Cyclops ran up on to the hill to have a good view of the advancing forces (and get a hard save from the wall against shooting) while Archie flew up next to Morg to be between him and the big Legion beasts. The handlers moved up to heal Gladis and the Nihilators ran up and spread out in the gap between the cliffs and the hill to deny charge/running lanes to the shredder swarm.

Joe Turn 2: Lylyth started Joe off with a shot at the admonitioned Cyclops that had just killed the Stinger… and missed. So she took another… and missed that too. She then bushwhacked closer to my cylops (couldn’t go further left or back up much or she’d be out of killbox) and tried to cast an offensive spell on the dodgy beast and completed her triple miss hat trick (lots of one’s for Joe this turn… at least two of those rolls were on triple dice…). So the shredder on her side of the board powered up and charged the Cyclops who triggered admonition to moved a bit to the left and a bit upfield and was getting very close to Lylyth. More importantly it had moved up out of LOS of the flanking Carnivean. So the big Dragonspawn could only walk toward the Cyclops threatening its caster and unleash its flame doing significant damage to my Cyclops and the shredder who failed the charge. Then one of the shredders near the shepherd powered up and charged my Cyclops in the back doing another solid hit and leaving on two boxes undamaged! So the other two shredders just moved up to make sure my Nihilators couldn’t come running upfield through the gap toward the action and the Shepherd decided to charge the Cyclops herself… and came about a half inch short even with reach.

My Turn 3: Since the lead Cyclops had moved forward it was no longer in Morg’s control range, kept its fury and failed its frenzy check which forced it to obligingly kill the shredder the Carnivean had burned. This opened up a nice charge lane for the other Cyclops on Lylyth so Gladis moved up and put Rush on the Cyclops. Morg put Abuse on the Archidon, moved up on to the hill, pulled a fury from Gladis and put abuse on the Cyclops… then after a little consideration activated his feat defensively and put admonition on himself in case both the big dragonspawn came over the wall after him (though this also meant he had no fury left for transfers…) The handlers then moved up to heal Gladis and Enrage Archie, but were just shy of being able to enrage the assassin Cyclops. It walked over the wall and into swinging distance of Lylyth anyway and laid a solid whack on her bringing her all the way down a couple health. Nobody else was in position to follow up… so I activated the Nihilators who charged out to engage the two nearby shredders and one even had a line to attack the shredder engaging the badly damaged Cyclops without taking a free strike! I positioned everybody well so when the swinging was done there were two less shredders on the board (including the one engaging the Cyclops) and the remaining shredder was missing two aspects and I didn’t lose any of my own troops to Berserk rolls! The Archie charged the Angelius and took it down to half health on the first hit. The second hit resulted in a crit throw and Archie hurled the enemy flier into the Carnivean and rolled just high enough to kill the Angelius though it did very little damage to the carnivean.

Joe Turn 3: Its looking ugly for Joe… but where there is a warlock without fury there is hope and Joe went about planning his last gasp assassination run. His carnivean wanted to shake effect, but was just within Morg’s control range and was locked down by the feat… which also meant that he would be just inside range to use his 10” breath weapon without moving! So Lylyth popped her feat and moved up next to the Carnivean and took a 4 die shot at Morghoul… and missed. She did hit with the second shot but only did minor damage and was short of fury to cast a spell… so the Carnivean sacrificed its movement to stand up and breathed fire at Morg… and missed. So Joe conceded the match.

Summary: I took my list to counter Joe’s numbers… and he commented afterward that he’s never been outnumbered before. That messing up Joe’s usual tactics combined with his terrible rolling made this a pretty easy win… though I was sweating that last ditch run on Morghoul (last time I count on Admonition for protection against anything with a ranged attack! Though when I cast that I didn’t expect Archie to do so well and pictured a Carnivean charge in Morg’s near future…)

So that’s a wrap on Month 3! I feel I’ve done well so far with 2 wins to every loss and have grown rather fond of Tormentor Morghoul (which is particularly nice as I wasn’t excited about him when I first got the battlebox…). I feel like I have more to learn about using him effectively… but am excited to change up casters next month all the same!

Current Record: 16-8
 
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Zack Stackurski
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We finally get our alternate caster this month. A large part of my selection of Skorne as my faction had to do with magical movement so I know I want to try a Makeda, and have been collecting models that should work well with her. I’ve been using Primal Makeda quite a bit in non-league games and really like her as a caster… but I haven’t been able to come up with lists I like for her with the Cyclops savages since you can’t take advantage of Enrage and Savagery at the same time… so I’ll be learning to use Epic Makeda in the league! I’ll be playing my first game with her against Matt. I was planning to use my Archidon list but when he started talking Gatormen and Pigs I switched over to my list with a unit of Nihilators in it hoping to even up the numbers a bit… this was probably my first mistake…

Game 25
25 Points Against Matt Lust’s Trollbloods
Scenario: Killbox Assassination

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Min (4) Paingiver Beasthandlers, Min (6) Nihilators, Tyrant Rhadiem
Matt’s List: Jarl, Troll Axer, 2 Troll Impalers, Max (5) Gatorman Posse, Slaughterhousers

Scenery: A small impassable building on my near right and a long patch of rough terrain on my near left with 2 forests mirroring those pieces of terrain on the far side of the board.

Setup: Matt won the rolloff and chose the side with the trees. I set up Makeda centerfield with Gladis on her right and both cyclopses on her left with a straight run on the gap in the woods. The Nihilators were to the left of the cyclopses and Rhadiem was on the far right of the line near the building. Lastly the handlers lined up alongside their beasts. Matt deployed Jarl and his trolls in a clump a bit to my right of center behind the woods on that side, with the gatormen posse to the right of them and a tad further forward. The slaughterhousers set up off to the left behind the other woods.

My Turn 1: Well… I have all this speed. I’m going to use it! But I also misunderstand Jarl’s feat and think he can give LOS through the woods to his impalers… so I don’t go as far forward as possible with everyone or all my beasts and Rhadiem would have been in the woods. Still, with road to war and a leashed Gladiator everyone but Makeda herself is halfway across the board at the end of the turn with Rhadiem on the right behind the woods with a Cyclops next to him, then Gladis and the other Cyclops on her left. The Nihilators had a nice charge set up if anything ran up into the gap in the woods and the Nihilators were next to their beasts so they couldn’t get smooshed by crit slams.

Matt Turn 1: Jarl starts off with quicken on the Gators and Tactical Superiority on himself. He then moves up a bit and picks off the lead two Nihilators with his pistols (no tough checks made all game by these guys…). The slaughterhousers run over behind the leftmost woods and the Gatormen run up right next to the woods my beasts are positioned behind with a pair in front and the other three lagging behind. The troll beasts rile and move up a bit to support the gators but are plenty far enough away to not be in walking threat range of my beasts. Then I remind Matt to use Tactical Superiority and he moves Jarl a bit further away from the Gatorman woods and back into his deployment zone.

My Turn 2: This is where I should have withdrawn a bit to make Matt come through the woods one way or another once he was committed. Instead I took a long look at Jarl with no fury and the angle Rhadeim had on him and decided to put some hurt on the trolls. Makeda used Road to War and then moved up to put Rush on Rhadiem… and Matt pointed out Rush can only be used on beasts (how can I have gone three months without that coming up before?). Those two inches lost meant I wasn’t going to be able to make it to Jarl with Mr. Jumpycat… but I had already moved Makeda forward so could not withdraw… and those quickened Gators could probably make it to my caster with pathfinder so I had to hold them up. Since I hadn’t moved fully forward last turn I couldn’t get everybody through the woods and into the gators and should have simply formed a line in front of Makeda and hoped for the best. Instead Makeda put Rush on Gladis and the big beast walked through the woods to engage the first two gatormen and knocked them off the board. However her front edge had to leave the woods to do that so she couldn’t claim cover against the impalers. To protect her I sent Rhadiem through the woods and jumped toward the trolls and engaged both impalers and knocked the spirit off the closest one. The cyclopses enter the woods to be in position to support Gladis next turn and the beasthandlers move up to do the same. Lastly the Nihilators move up threaten the slaughterhousers should they come centerfield.

Matt Turn 2: Jarl starts off by dropping his upkeeps and standing still to take a shot at Rhadiem… which hits hard and almost knocks him off his cat! His second shot misses a nihilator that is just in range. He heals the spirit on the wounded impaler and puts quicken on the slaughterhousers (ut oh… I forgot about that when I placed Rhadiem…) then Matt realizes how far back Jarl is. He measures and Jarl has just the front of his base in the safe zone of the killbox so he uses his last two fury on something other than tactical superiority (though I forget what…). The gatormen then charge forward and have just enough movement to get the charge bonus on Gladis (great unit formation Matt!) and I moved up the right cyclops a bit too far and he could just be seen through the woods so he got charged by a gator too). That gator laid 13 points of damage on the Cyclops with his first blow and trashed everything but the body aspect with its next. The gatormen on Gladis weren’t as lucky but still took a few points off of her. With quicken the lead couple of slaughterhousers make it in striking distance of Rhadiem while one of the ones further back still has just enough of a line past the woods to make it to one of my lead nihilators. Rhadiem and the nihilator are killed. The freed up impaler stands still to aim and boosts the hid on Gladis… and of course rolls up a crit slam. Gladis doesn’t go far due to the woods, but she is knocked down and moved out of melee range of one of the gators. The other impaler moves up and takes out Gladis’s spirit with a boosted damage roll from its thrown spear… and then the Axer puts rush on itself and forces to charge. I’m not fast enough to question the line of charge before Matt picks up and moves it so I’m not sure how in the way the impaler that moved was or how in the way the further gatorman should have been based on the line needed… but I think it merely would have made things close instead of automatic (I just get grumpy about sloppy measuring in tight circumstances I guess…) Regardless, the axe hit home and Gladis lost her mind and a big chunk of her body. At least she was still alive!

My Turn 3: I’ve put my head in the noose now… but Jarl once again has no focus and I again think I can put a hit on him with one of the Nihilators! However I think salvaging the action in the woods is going to take a couple of rushes so I don’t cast Road to War with Makeda first… and the Nihilator is a quarter inch short of taking a swing at Matt’s caster (the other Nihilarors take out the Slaughterhouser who came their way last turn). Even worse… after considering my options in the woods I realize the beastmasters can’t make it to Gladis to heal without the spell :-/ So Makeda casts it too late and rushes the Cyclops who is still near enough then moves up near the woods herself. The Cyclops already engaging a gator kills it and Gladis stands up and double handed throws the gator she can engage into the troll axer and manages to kill the gator (this was well and good, but looking back a push from the Cyclops would have left the Axer out of range of Jarl and perhaps frenzying on the final Gator…). The rushed Cyclops moves up and pummels the knocked down Axer but spreads the damage out so only the Axer’s spirit is gone.

Matt Turn 3: Matt’s turn starts off well with his last gator charging my injured Cyclops in the woods and rolling a big couple hits to kill it off. Then Jarl moves up and pops his feat to bath the battlefield in 6 big clouds then picks off the nihilators he can see. The trolls use the clouds to move through each other a bit so one impaler can charge and between it and the Axer Gladis is removed from the table. The slaughterhousers mosey up into the woods and lay some smacks on my remaining Cyclops. Then Matt wonders out loud what he should do with his final impaler… so I suggest “End its activation so I can concede.”

Summary: Bleh. That game was an excellent example of how not to play Hordes. If there was a wrong decision to be made… I made it. Though I think a lot of the problem had to do with how I went about using the Supreme Archdomina. She is clearly not interchangeable with her Primal incarnation and will probably do better with a slightly different list (though I’ll probably use this one again to see if it works better with less user error). Also, unlike Morghoul and pMakeda who I have experience with and use as back line buffers for my front line troops I should be looking for ways to get eMakeda into the mix to maximize her potential. I’ve definitely given myself a good learning challenge with this caster and I’m looking forward to finding ways to use her effectively!

Current Record: 16-9
 
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Zack Stackurski
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Mankato
Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 26
25 Points Against Nate Rosenburg’s Retribution
Scenario: Killbox Assassination

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Archidon, Min (4) Paingiver Beasthandlers, Totem Hunter
Nate’s List: Ravyn, Manticore, Griffon, Chimera, Arcanist, Ghost Sniper, Max (10) Mage Hunter Strike Force, MHSF Officer (UA)

Scenery: This board felt a little tight with two impassable partial buildings just outside my deployment zone on both flanks in the killbox, a big old forest midfield just over the halfway point of the board and an impassable whole building off to its right. Lastly a little bent river cut off the far left corner of the board. Nate won the rolloff to start and chose the side with the woods (surprise, surprise…).

Setup: All that scenery and nowhere to hide from the Magehunters… so I set up to get across the field quickly with the cyclopses in the center with Makeda between them, Gladis on their right with a straight line past the nearest building and Archie on the left. Beasthandlers spread out one to a beast and the Totem Hunter set up on the right flank on the other side of the building from Gladis. Nate responded with Ravyn centerfield with the two light jacks between her and the river and the Maticore right next to her on the other side. The Arcanist and Gobber flanked her while the Ghost Sniper set up a bit to my right toward the Totem Hunter. Then the Magehunters advance deployed in a double line smack dab in the middle in front of Ravyn. The Totem Hunter chose the Ghost Sniper for his prey and we were ready to rumble!

My Turn 1: We’re both obviously set up for feat turn assassination attempts… but I can’t set up for mine unless I tie up those Magehunters for a bit. So Gladis puts rush on the Cyclops nearest her then charges forward toward the Magehunter she can see around the edge of the forest. Then Makeda puts Leash on that Cyclops, moves upfield her full movement and pulls it along for 3” thanks to the leash then casts Road to War (I could have gotten Gladis a little more movement and still rushed the Cyclops had I done that first… I need to work on my order of activation a bit more it seems). The leashed Cyclops then activated and ran 16” straight forward through the woods hoping to engage the Strikeforce… but even with a reach weapon was 1” short. Had I done the math ahead of time I would have realized that was going to happen… At least he was sitting right in the Magehuntes’ way on the most direct path to my caster! The other Cyclops ran up and over to my left to peek around the woods on that side while Archie flew up centerfield to end a bit ahead and to the left of Makeda, but in position to take advantage of leash should I need it next turn. Lastly, the Handlers ran up to be near their beasts and the Totem Hunter ran up to stand behind the furthest building.

Nate’s Turn 1: Nate started his turn by parting his Magehunter Strikeforce into two groups that moved right and left and a bit forward to open up a lane on the forward Cyclops for his close combat force behind them. Unfortunately he spread a bit too far and a couple of the rightmost Magehunters were out of the Officer’s command range and could not shoot… The rest all opened fire on the nearby Cyclops but after an impressive display of below average shooting and damage rolls only managed to land four damage on the beast. Ravyn then activated, put her close combat boosting spell up, and to my surprise charged my Cyclops! She landed a solid whack with her close combat weapon and then shot the Cyclops but he was still standing (Nate was a bit bummed as he had been hoping to use swift hunter to pull her back a bit…). She used her last focus to land one more smack on the Cyclops but he had three damage boxes left when she was done. So the arcanist boosted the Manticore and the big jack charged up and finished him off. The light jacks moved up a bit to support the Strikeforce group on their side and the Ghost Sniper ran up and behind the Magehunters on his side (being careful to stay out of the Totem Hunter’s bonus speed range).

My Turn 2: Somehow Ravyn is the most advanced model in Nate’s force and the nearest model to her in my force is Archie… its like Christmas come early! I check my control range toward Ravyn and am pretty sure I’m good to go. Gladis puts rush on the flyer then moves up without charging as she doesn’t want to get too close to the Manticore should something go wrong. Then the beasthandlers have to move to get out of Makeda’s way as she wants to come left a little and I don’t think I need leash for Archie. The handlers run and the two leftmost Paingivers manage to engage most of the left contingent of magehunters with their whips, the rightmost one gets over near Gladis and the leader runs up near the woods to keep everyone in command range. Then Makeda casts Road to War, moves up past Archie on his left, casts rush on the Cyclops should he be needed as a finisher then activates her feat. Between Road to War and Rush Archie has all the movement he needs with and inch to spare and engages Ravyn. The first boosted attack hits and takes out half her health. The second misses… but the third hits home and a big 11 point damage roll finishes the game.

Game 27
25 Points Against David Stegora’s Khador
Scenario: Killbox Assassination

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Bronzeback Titan, Min (4) Paingiver Beasthandlers
Dave’s List: Karchev, Destroyer, Juggernaut, Widomakers, Min (6) Winterguard Infantry, Widowmaker Sniper Solo, WarDog, Kell Bailoch, Gobber Speculator

Scenery: An obstacle edged hill smack dab in the middle of the board with paths up on each rightmost side pointed toward our deployment zones (if that makes sense…) I had a forest close on my right flank and a big rough terrain rocky hill on my left, both squeezing my deployment zone. There was another wood on the far left and a patch of rough terrain on the far right. I won the rolloff and chose my side despite the tighter clear deployment area as I liked the approach to the ramp up the hill better.

Setup: Another tight board… though this one is more deceptive as the hill in the middle looks pretty open and I have to remember the sides are just tall enough to count as impassable obstacles (I’m already missing Archie… but I knew David chose Karchev as his caster and I knew I needed more hitting power than mobility!). David chose to deploy his jacks and caster off to my left just about in the woods to try to get a good line on his path up the hill and the wardog and gobber joined them. The winterguard were on the right close to the rough terrain. I set up Makeda with a straight line on the path up the hill with both Cyclopses on her right toward the woods and both Titans on her left toward the rough terrain with the Bronzeback furthest away. Beasthandlers line up next to their beasts as usual. Then David’s mob of advance deployment guys get placed with the widowmakers in the woods near Karchev and the two sniper solos on the right out in front of the rough terrain near the winterguard.

David Turn 1: Both snipers on my right took off running toward my side of the board and ended in the woods and out of sight of my cyclopses, while the widowmaker unit walked forward and opened fire on the Bronzeback but found themselves a few inches short. Then the winterguard ran to my right of the hill but stopped well out of Cyclops charge range. Karchev then cast his tow spell then tried to run upfield (David wasn’t thrilled when he learned you can’t cast then run on the same turn…) but at least got far enough to turn around and pop his big jacks out of the woods and up near the hill. The destroyer moved up and fired a longshot toward Gladis hoping to deviate onto Makeda, but instead the shot landed on Brutus and a good blast roll put 5 damage on the Bronzeback, who used Hyperaggressive to move upfield. The juggernaut moved up a bit behind the destroyer and the wardog and gobber ran up to be near Karchev.

My Turn 1: There is no great direct way to get after Karchev… and I really don’t want to have those snipers shooting up Makeda’ skirt… so I have her cast rush and leash on the rightmost Cyclops and then move up toward the hill. The leash movement on the Cyclops brings it out to an angle where the length of the woods is no longer between it and the snipers, so it can see to charge! It does and engages both solos killing Bailoch on the charge but missing the Khadoran sniper with a second boosted attack. Gladis puts rush on Brutus then moves up next to Makeda then Brutus runs up onto the path up the hill (you’d think after playing all those Morghoul games I’d remember to heal up beasts with the handlers before they run… oh well). The rear Cyclops moved up to shield Makeda from the winterguard and the beasthandlers moved around to be near the beasts.

David Turn 2: David was bummed his snipers didn’t even get a shot off before being engaged so he thought about how he could use the winterguard to free up the Widowmaker Solo… but since you can’t combined range attack into melee he gave it up and simply moved up to miss the Cyclops shielding Makeda instead (the short range on the shotguns kept most of the unit out of range). The marksman then tried his luck with a free strike to get a shot and died on the move. The widowmaker unit then moved up, took out the beasthandler nearest Brutus and put some damage on Gladis’s mind aspect. Finally the battlegroup got moving starting with the destroyer which moved up the path onto the hill and fired at Makeda. The shot missed but didn’t deviate much scoring blast damage on Makeda and the bodyguarding Cyclops (Makeda dumped her minor damage to the Cyclops to help manage fury for the next turn). Then Karchev ran up on to the hill and after measuring was just short of activating the Bronzeback’s countercharge. The Tow move on the juggernaut didn’t activate it either (since it’s a ‘placement’ not an ‘advance’) and the fighty jack charged across the hill and into my Bronzeback. Luckily he only was only toting two focus (one to charge, one to make sure the charge swing hit) so didn’t even manage to knock an aspect off my big beast. The wardog and gobber followed Karchev up the hill.

My Turn 2: We both got surprised by out of activation movement… but a fully functional BB on a Juggie? I should outnumber his heavies momentarily! Unfortunately none of the living beasthandlers are in position to enrage Brutus first… so he simply puts Trainwreck on himself and wades in. A remarkable show of 1’s follows (he’s apparently mad I forgot to heal him before he took the lead). A couple double one attacks and a bunch of 3’s to damage later (on dice minus 3…) my Bronzeback is full fury and has only put about 6 boxes of damage on the juggernaut… at least he trainwrecked the big jack clear across the hill back into Karchev’s lap. With the path open up the hill the rear Cyclops runs up to have a charge lane on whatever it wants next turn and Gladis follows up to the foot of the path. The Cyclops in the woods walks out and cuts down a pair of winterguard then Makeda heals up four boxes on Brutus in hopes of making him take a little longer for David to kill then charges the winterguard too! Unfortunately I’ve forgotten she doesn’t have sidestep like her primal version, so after she kills the closest guy she is no longer engaged with anyone and has lost the protection from shooting I was hoping for. The beasthandlers run with one making it far enough to engage the remaining winterguard to keep them from shooting Makeda while the other two hang out by Gladis to pump her and the Cyclops on the hill up next turn.

David Turn 3: David asks a couple times to be sure Makeda isn’t engaged since he can’t believe I left my caster so wide open (neither can I…). The widowmaker unit is still too far away to pick on Makeda so they open fire on Gladis again. Then the Destroyer makes a standing still shot on my Warlock and makes a direct hit! A poor damage roll spoils the moment and she dumps the five damage on the Cyclops on the hill, then uses her last fury to save the beasthandler engaging the winterguard from blast damage(I’ve forgotten about Karchev’s ranged attack…) The juggernaut takes a boosted swing with its ice axe on Brutus but fails to freeze him and does decent damage with his fist as well… but Brutus is still alive with six boxes on his body aspect! I’m expecting Karchev to finish him off… but instead the gobber activates and gives Karchev two shots! Karchev moves up as far as he can without getting engaged by Brutus and gets the Cyclops, Makeda and her beasthandler bodyguard with the blast! However he rolls like garbage on all the attack rolls and only hits the lead Cyclops once through all of it (taking his spirit aspect away and knocking him down). Demoralized, David tries to use the winterguard engaging the Cyclops to kill the Beasthandler and free up the remains of his unit to open up with their shotguns in Makeda’s face… but he fails to hit ending the turn.

My Turn 3: Whew. I was sweating when Dave said “10 inch knockdown spray” after all my fury was spent… but it worked out fine and she could leech all the fury from both Titans! The Cyclops engaging the winterguard frenzied and killed his guy while the Cyclops on the hill failed his test and remained prone (and couldn’t shake knockdown without his spirit aspect). Makeda led off casting Road to War then healing both of Brutus’s damaged aspects to bring him to full power. She finished by moving up a tad and cutting down the final two Winterguard and activating her feat. Then Brutus wheeled around in the Juggie’s front arc to get base to base with Karchev and free up a charge lane on the big metal caster for Gladis. However those boosted attacks from Makeda’s feat inspired my Bronzeback and his damage rolls came through. It took all five fury but he beat Karchev into scrap and won me the game!

Summary: Well… that went better. A week of theorymachining how to properly use Epic Makeda seems to have paid off… though I think I was also using better lists which helped a lot. The Makeda feat turn Archidon assassination was as nasty as advertised (though Nate helped me pull if off pretty easily…) and a Bronzeback on your caster during the feat is even meaner (though had David finished off Brutus when he had the chance I’m not sure I would have had enough left to seriously threaten Karchev protected by two nearly untouched Khador jacks…). I’m not sure how long a caster who simply gets across the field fast and does her best to win on feat turn will keep my interest… but for now I’m looking forward to learning more tricks with my speedy warlock.

Current Record: 18-9
Newly Painted: Supreme Archdomina Makeda
 
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Zack Stackurski
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Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 28
25 Points Against Richie Kammer’s Khador
Scenario: Killbox Assassination

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Archidon, Min (4) Paingiver Beasthandlers, Totem Hunter
Richie’s List: Prime Irusk, Juggernaut, Destroyer, Min Iron Fang Pikemen plus UA, Drakhun, Manhunter, Sylyss Wyshnalyer

Before the game as we were looking over cards for units we hadn’t played before. Richie commented about Epic Makeda that “The feat isn’t that great.” To which I simply replied “It has its moments…” Richie was the one to teach me about pSorscha’s assassination run in one of my learning games and I was pretty sure I was about to return the surprise.

Scenery: There was a long forest running north/south from the middle of my deployment zone to just short of midfield. There was a cliff sided hill on the right toward the center of the field and a rubble wall we deemed an obstacle on the left opposite that. On the far side of the cliff hill almost in the opposite deployment zone there was a long wood running east/west and on the left behind the rubblewall there was an impassable fountain a bit bigger than a heavy beast’s base.

Setup: Richie won the initiative roll and chose the side with a less cluttered deployment zone. I set up in a clump ready to run my force between the woods and the cliff. Though Archie started in the woods and the Totem Hunter started far off on my left flank set up to run past the wall. Richie set his Destroyer centerfield flanked by Drakhun toward the woods and Irusk close by along with Wysh and the Pikeman standard bearer. On the left of the fountain there was a Juggernaut and the rest of the pikemen all clumped together. Finally the manhunter advance deployed in front of the pikemen near the Totem Hunter. So my Totem Hunter selected the Manhunter as his prey and we were off.

My Turn 1: Makeda puts Rush on Gladis, casts Road to War and charges upfield toward the destroyer which is the only model she can see. Gladis and the cyclopses used about their full movement to get out in front of her while Archie flew up through the woods but stopped short of leaving their cover. Beasthandlers ran to keep up but spread out in case of lucky AOE scatters then the Totem Hunter ran upfield next to the wall to have a good view of everything on Richie’s side of the board.

Richie Turn 1: Irusk starts out putting Iron Flesh on the pikemen and casting Inhospitable ground. He then moves up a little to be just out of the killbox. The Destroyer moves up a bit and fires a longshot at my rightmost Cyclops and gets a good scatter which lands behind my front line and takes out a beasthandler. Drakhun moves up to flank the big jack and Wysh and the pikemen standard rearrange themselves near Irusk. Then the manhunter runs back toward the fountain (and away from my Totem Hunter) while the pikemen run toward the gap between the fountain and the wall. Lastly the juggernaut strolls forward to back up the pikes and stare menacingly at the Totem Hunter.

My Turn 2: Inhospitable Ground is going to make the setup for my run tricky as walking forward won’t get Makeda close enough, but charging forward will probably get her too close with Drakhun lurking so near… so instead one of the cyclopses runs forward and to the right a bit both to keep the woods between it and the dragoon and to get a feel for exactly where the rough terrain is. Makeda goes next, rushes Gladis and Leashes Archie then moves up and to the right out in front of the cliff staying out of the rough and also with the woods between her and the mounted man-o-war. Archie flies over next to the cliff and Makeda while Gladis just trundles forward a bit to keep the pikemen from comfortably running out past the wall and is close to threatening the Destroyer. The other Cyclops runs up to shield Makeda from the Destroyer’s Line of Sight. Handlers scramble to get near their beasts then the Totem Hunter moves up and leaps into the midst of the Pikemen engaging three of them. Unfortunately he is not able to hit them due to Iron Flesh and cannot sprint out to a better position without a kill…

Richie Turn 2: Richie starts his turn by measuring some things with Irusks control range. Gladis is just close enough to the Destroyer to try the Gladdy slam into a caster so Richie goes about defending against that vector. The Ironfangs go into shieldwall. Then the three engaged by the totem hunter bunch together and all face him while the rest of the unit moves up to extend the wall and threaten freestrikes on Gladis should she charge the Destroyer. The combined attack isn’t enough to bring down my solo so the Juggernaut trundles up… misses with its axe… but takes out my Hunter with his fist (diverting that much of Richie’s force seems like a win for the jumpy solo to me!). The Destroyer decides to stand still for an aiming bonus since it has range on Gladis and it scores a decent hit and takes out half her body aspect while Drakhun shifts over a bit to be sure of a good countercharge lane should anything make it to the destroyer. The manhunter takes off full speed across the back of Richie’s front line to end in the woods beyond Drakhun. Then Irusk moves up just a little (to bait me into the slam with Gladis?) and puts an offensive buff on the pikemen to make those freestrikes really hurt.

My Turn 3: The Gladdy slam is tempting… but requires that I roll decently on the slam distance… so I decide to focus on making Archie do his thing instead. The lead Cyclops is in Makeda’s way so he charges the Destroyer for the fun of it and manages to stay out of pikeman freestrike range by hugging the line closest to the forest. Drakhun countercharges but fails to remove and aspect so the Cyclops manages to take a few pips off the Destroyer then forces for an extra attack that nearly kills Drakhun! Makeda then rushes Archie and moves up until Irusk is just in her control range. Archie follows up thanks to leash and those three inches are just enough for him to see Irusk past the forest. I cast Road to War which clears Makeda of fury to make sure I have range… to which Richie says “You know flying things still take free strikes.” To which I respond “Not on feat turn.” And activate Makeda’s feat (the look on his face lets me know he now sees what’s coming). The handlers move up to enrage Archie and Gladis then Archie charges Irusk and wins me the game in two bites.

Game 29
25 Points Against Stephen Reynold’s Menoth
Scenario: Killbox Assassination

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Min (4) Beasthandlers, Agonizer, Totem Hunter, Tyrant Rhadiem
Stephen’s List: Harbringer, Crusader, Vanquisher, Redeemer, Max Errants plus the UA, Errant Seneschal, Min Choir

I have only played Menoth once before and it did not go well. My first instinct was to reach for my Bronzeback list, but I had read something about Rhadiem and the Totem Hunter being a pretty good team and I always like the Aggie against jacks (and Rhadiem is newly painted) so I decided to try something a little different. We were worried about being pressed for time so I only glanced over the errants’ cards and only verified Harby’s feat rather than glance over her actual spell list…

Scenery: There is a river running north/south up the board starting a third of the board over from the left side of the board. About 2/3’s of the way across it takes a sharp right and flows off the right side of the board. Just before the bend there is a walled bridge running east/west. There are two big chunky walls on either side of the river near my deployment zone and there is a bit impassable building on the far right of the board and a big rocky rough terrain hill on the far left. I won the roll and chose the side with the walls since I figured Harbinger will be hard enough to deal with without giving Stephen walls to hide her behind.

Setup: Stephen clumped his battlegroup with the choir in the gap between the rough terrain and the big building with the choir right behind (Vanquisher on my left, Crusader right and Redeemer in between). I placed all but the two solos in my force to the left of the river to run up the flank while Rhadiem and the Totem Hunter set up inside the arc of the river on either side of the wall. Then Stephen placed his advance deploying errants all on my left flank between the board edge and the rough terrain hill. The Totem Hunter selects the Choir’s leader as his prey.

Stephen Turn 1: Stephen sends his jacks running forward 8” and follows up with Harby and the Choir (the choir sing up the hymn that stops jacks from being targeted by shooting just to be a wiseass). Then the errants stroll forward a bit to get to draw even with the edge of the rough hill.

My Turn 1: My setup was either to allow me to run upfield unimpeded or try a refused flank. I knew it would take me too long to deal with the Errants to make running upfield worthwhile so we went for a swim. Makeda put rush on Gladis, cast Road to war, and dumped her last fury on Wilbur (my agonizer). She then moved herself forward a bit and to the edge of the river. Rhadiem used the extra movement on his run to get up into the river on a slanty run toward the right flank and the Totem Hunter joined him in the river but far enough away to not be too tempting targets for any AOE’s. The cyclopses and Gladis ran to the right and all cleared the river followed by the handlers and Wilbur stayed on Makeda’s side of the river but advanced right up behind the bridge.

Stephen Turn 2: The choir chant the hymn of battle for their jacks and they all walk up a bit. The vanquisher tries a longshot toward my battlegroup but it barely scatters and lands on the bridge. Harbringer activates her feat and moves up close to the vanquisher then the errant unit strolls forward along the board edge while the seneschal runs on a more direct path toward the bridge.

My Turn 2: With the exception of my flanking solos I’m not in much of a position to move forward so I shouldn’t be too inconvenienced by Harby’s feat. First the totem hunter moves up a bit past the river to set up a flanking run toward the choir… but despite my slanty movement I manage to get an inch closer to Harby and he takes a decent hit from the feat. I debate charging in with Rhadiem but am only assured of hitting the Crusader and I’d prefer either other jack or Harby herself so I only edge him over next to the Totem Hunter and manage not to take a hit this time. Gladis isn’t worried about a little damage so she runs forward to threaten anything that gets to close to the river and takes a solid wallop from the feat but no aspect is in danger. The cyclopses and handlers are more careful and run directly east/west or a little backward to back up Gladis from a safe distance. Makeda dumps four focus on Wilbur to bring him to full and they both run across the river to join the rest of the battlegroup.

Stephen Turn 3: Another hymn of battle from the choir, then the Vanquisher moves up and fires toward Gladis but is again short and gets another unhelpful deviation. The Redeemer moves up a little to flank the big shooting Jack but stays back a bit from the river to stay clear of Gladis’s charge range. Then Harbinger casts a spell on the Crusader and I’m a bit worried when I hear it’s a speed buff. The crusader charges right over at Rhadiem and is just in range to take a swing when he gets there. Rhadiem gets knocked off his steed but is no longer engaged thanks to his new smaller base and survives (I guess I should have charged the crusader last turn after all…). The seneschal runs to the foot of the bridge. The errant unit finally stops hugging the edge of the board but still are only moving at walking speed after the Seneschal.

My Turn 3: Rhadiem’s mounted form was expensive bait but I’m pretty sure that Crusader is comfortably inside Gladis’s full charge range. First Wilbur cries Spiritual Affliction and runs around onto the bridge to shut down Stephen’s shooting jacks. Then I move up both cyclopses to threaten the firejacks and clear a path for Makeda. She moves up and over toward the crusader and Gladis, checks control range then puts rush on Gladis and casts Road to War. The handlers enrage Gladis and she takes off like a shot connecting easily with the Crusader and scrapping it before even going full fury (so she riles to full to be sure Makeda will have enough next turn). The Totem Hunter moves up and jumps to spear the nearest choirboy then uses his sprint move to move up and engage two more of them. He is also is close enough to be engaging Harbinger with his spear and I figure making her spend some focus to deal with him might be okay. Rhadiem follows up along the edge of the big building to threaten the redeemer.

Stephen Turn 4: I measure Wilbur’s effect range and I’m just a bit shy to lock down the Redeemer (bah), though the vanquisher will get no focus this turn. Harbinger starts Stephen off by moving right up next to Totem Hunter and lighting off her “every enemy close to me dies” spell and killing off my hunter very easily. Then the freed up choir members move up to cast hymn of battle on their jacks. Vanquisher stands still and takes a shot at Wilbur… and the longshot hits directly and kills my Agonizer outright! The Redeember then turns back a bit and launches its flame at Rhadiem. Boost to barely hit… boost to wound and barely kill (what a quarter inch more from Wilbur could have done there…). The seneschal moves up a little along the far side of the bridge but doesn’t quite enter the water. He then takes a shot at Makeda but is a bit too far away. The errants start to walk forward again when I ask Stephen “I didn’t read all the paragraphs on the back of their card… but… can’t they run?” He reassess and decides to move them all the way to the foot of the bridge (their leisurely pace to this point has made my weak refused flank ploy work out better than expected… seeing them so close now makes me wonder why I opened my big mouth…)

My Turn 4: All my beasts are probably in charge range… but if I bunch them up too much Harby might just move up and flash fry them all so I decide to hold Gladis back a bit. Makeda puts rush on both cyclopses then moves up and to the right to both keep her control range where it needs to be for an effective charge and also get some distance between her and the bridge. The handlers move up to enrage both cyclopses though nobody is close enough to move up and heal Gladis much. The left Cyclops only has a charge lane on the redeemer and doesn’t have the best turn hitting the little jack thanks to Harby’s aura of reduced combat effectiveness so the second Cyclops charges the little jack as well but manages to engage the Vanquisher too thanks to reach. Its charge knocks both arms and the movement system off the light jack so the other blows land on the heavy jack but don’t damage any systems. Gladis mosies forward a couple inches to get out of the river.

Stephen Turn 5: Hymn of battle again! Harbringer moves up just a little to make sure she has enough models between her and Gladis to feel safe then cataclysms to do a few points of damage to both cyclopses. The beat up Redeemer actually lands a few points on the rightmost Cyclops as well. Then the vanquisher moves up a bit and uses a bunch of focus to take out the left Cyclops. The Seneschal moves over the river and hits Makeda with a crossbow bolt but she decides not to transfer the minor damage. Then the errant unit runs onto the bridge and stop just short of crossing it completely.

My Turn 5: Makeda leeches what she can but the remaining Cyclops still frenzies and scraps the Redeemer. That’s not a problem, but if he had been able to slide over a little first I might have been able to get Gladis onto a focusless Harby with a trample over the intervening choir member. Instead Makeda moves up into the river and puts Rush on Gladis and saves some fury to transfer anything the errants might land on her. Then the Beasthanders activate. The one closest to Gladis moves up into the river and enrages her while another moves up to engage the seneschal and the third engages the lead two errants on the bridge (neither attack actually hits…). The final paingiver moves up to be between the front line and Makeda. Then Gladis charges the Vanquisher and takes it off the table.

Stephen Turn 6: With no one left to sing for the choir takes some swings at my beasts… and one even lands a few points of damage on Gladis! Then the Harbringer ran full speed… back toward the rough hill. I commented “Oh great… you’re going to make me chase her down?” I’m still wondering if it would have been better for Stephen to move her up and fry my beasts and take her chances with a longish charge through part of the river and a dead jack by Makeda… Regardless, the seneschal charged my caster, though he took four damage on the free strike from the engaging paingiver. He landed a solid whack with his sword which Makeda transferred to the Cyclops (who was getting pretty beat up but still had all his aspects). The unit on the bridge then moved up a bit with the lead member cutting down the paingiver blocking the exit and the guy next to him killing the paingiver who hurt the seneschal. The rest of the unit mostly opened fire on the melee with Makeda and the dice were unkind as the Seneschal took two bolts in the back which forced him to martyr two of the errants while Makeda only took two pips of damage from all that shooting.

My Turn 6: Without Makeda in position to leash Gladis there is no way I’m reaching Harby this turn… so Gladis moves up just a little and kills the two choirboys she can reach. The paingivers nearest Makeda take swipes at the seneschal and one lands a blow that gets transferred to another errant. Then the Cyclops moves back toward Makeda (and doesn’t take a free strike from the newly promoted Choir leader). With reach he’s able to kill of the seneschal who decides to finally stop killing off the other errants and dies. Makeda slogs through the river a bit and saves plenty of fury for the inevitable crossbow bolts.

Stephen Turn 7: Harbinger must feel her errants could use her protection as she actually moves back toward the combat to get her densive aura over the unit… though she also camps all her focus for an impressive 24 armor. The errants decide they like their vantage point on the bridge and open fire on Makeda, but not quite all of them are in range with their crossbows and she only takes a couple more points of damage.

My Turn 7: High Armor? Who cares! I almost never pass up a Titan on a caster! Makeda slogs up through the river again as leaving it might leave her control range short of Harby. She then puts rush on Gladis, activates her feat and saves up her fury for the next round of crossbow bolts. One paingiver moves to block the exit from the bridge again while the other moves up just close enough to enrage Gladis. The Gladiator charges and lands a solid first blow on Harbinger getting 8 points of damage past the armor… but the next two initials miss. I buy another attack and it lands enough damage to leave only 2 points on the floating caster. Another blow lands and I use her last fury to boost damage… and only one point gets through leaving Harby alive. So the Cyclops moves out a little bit to get clear of any jack wreckage and my turn ends.

Stephen Turn 8: Harby throws all her fury into two cataclysms to kill off Gladis. Then the errants all take shots at Makeda but all either fail to hit or wound her.

My Turn 8: Makeda moves up and casts Road to War just to be sure the Cyclops can make the charge. Then the paingiver on the bridge moves up to engage as many errants as he can while the other enrages the Cyclops. The Cyclops charges and bats Harby out of the air like a piñata to win me the game.

Summary: I’ll never get that lucky on Richie with the Archidon assassination again now that he knows what it can do… but hopefully just the threat of it will help me out in future games! The game against Stephen was quite a mess. We both misplayed our last ten points with my flankers essentially getting thrown away for nothing more than distraction while the errants didn’t ever really force me to deal with them. Honestly if Stephen gets aggressive with Harby on the turn she runs away there’s a good chance I lose that one.

I think I should wait to try Rhadiem out again until 35 points as I’m not quite using him correctly (though a half inch here or there would have had him in perfect position I suppose). On the other hand I won’t get better at using him if I don’t get him on the field… we’ll see what the next three matchups look like before I totally give up on him at this level.

Current Record: 20-9

Newly Painted: Tyrant Rhadiem

 
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Zack Stackurski
United States
Mankato
Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 30
25 Points Against Phil Giarratana’s Khador
Scenario: Killbox Assassination

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Bronzeback Titan, Min (4) Paingiver Beasthandlers
Phil’s List: Prime Butcher, Juggernaut, Destroyer, Min (3) Uhlan Cavalry, Min (6) Steelhead Riflemen, Ogrun Bokur

Scenery: There were a couple of four inch wall/obstruction pieces (walls with high and low parts…) a few inches outside my deployment zone. On the left not quite halfway across the board there was a tall hill with impassable cliff sides and a way up a bit outside the killbox safety zone. Near that a bit more centerfield and closer to the far deployment zone there were some building ruins and on the far right of the board there was a long curvy wood running north/south up the flank. Lastly there was another little chunk of multi-height wall between the woods and the ruins.

Setup: I won the initiative rolloff and chose the less clutter deployment zone. Phil set up most of his force between the ruins and the forest with the Uhlans closest to the forest and Butcher, his big jacks and the Bokur (with Butcher as Client) at centerfield. The riflemen set up far on my left behind the ruins and the cliff. I wasn’t interested in getting shot up, so I set up in a clump between the two wall segments on my half of the field. The titans were on the right of my line and the Cyclops were to the left to cover the whole field. Makeda set up right in the middle of all the beasts and the handlers spread out one to a beast.

Phil Turn 1: Phil did his best not to get any closer to my forces than he needed to on my turn running his Juggernaut up a little bit and ove to my left hugging the building ruins. He was followed closely by the Bokur then the Destroyer. Butcher moved up to be between the ruins and the Destroyer. The Uhlans followed the line over but didn’t move as far forward as everyone else, but they did have a clear view of centerfield past the wall. Finally the Riflemen ran up next to the gap between the cliff and the ruins.

My Turn 1: Makeda casts Road to War and puts Leash on the Bronzeback. She moves up and a bit to the right and Brutus moves up his 3” toward her. He then activates and moves up past her and the wall segements, but stays close enough to benefit from Leash next round should I need it. Gladis runs up full speed past Makeda a bit to the right and ends closest to the forest. The two cyclopses run over to be on the left and right of the centerfield wall segment and the beasthandlers run to each be near a beast, with the two near the cyclopses taking cover behind the wall.

Phil Turn 2: Phil starts by running his Riflemen over to the path up the cliffs and they start up the hill with the lead few having a good view of the whole battlefield (nice defensive position that… maybe I should have gone with the Archidon list…). The Juggernaut runs over to the base of the cliff facing centerfield followed closely by the Bokur and they are both trailed by Butcher. The Devastator walks forward from its position and fires on the Bronzeback and is just in range. The hit does minimal damage, but does trigger Hyper Aggressive… however I don’t advance the full 4” as those Uhlans have not activated yet. The Uhlans move back toward the right with a nice view of my force over the shorter part of the uneven wall.

My Turn 2: I really want to sling Brutus into the Destroyer and launch both cyclopses at the juggernaut… but Makeda and Gladis aren’t in the right position to get everybody boosted speed and I don’t want to attack piecemeal… so I decided to be patient and form a new battleline instead and let Leash expire. Gladis puts Rush on Brutus then she moves up to stand next to the woods. Brutus then runs up into the woods far enough not to be seen by any of the Uhlans but with a view of centerfield thanks to the curve of the woods. The Beasthandlers move next to get out of the cyclopses way and are spread out between the forest and the center wall segment and the one closest to the Bronzeback heals him back to full health. The Cyclops furthest to the left runs up a little in front of the wall then all the way back to the right to be the lead for the battleline. Makeda puts Engine of Destruction on herself for a little more movement and rush on the Cyclops that is just in range then heads over near the Titans and is careful to stop just short of leaving the killbox safety zone. Lastly, the other Cyclops walks up next to the lead Cyclops.

Phil Turn 3: Phil starts be finishing his defensive formation with the riflemen all spread out along the top of the cliff and the Juggernaut, Bokur and Butcher running to stand with their backs up against the cliff. The Destroyer makes an angled move back toward the cliff and fires a shot the forward Cyclops that misses and scatters for no effect. Lastly the Uhlans move back over to the left near the ruins to be totally clear of the wall and be ready to charge anything that tries to cross the field toward the cliff.

My Turn 3: I’m tired of playing chicken with the Uhlans… so Gladis moves up and puts Rush on the forward Cyclops and Brutus runs out of the woods and next to Gladis. Makeda moves up and casts road to war then Leashes Gladis. The lead Cyclops takes off at a full run right at the Uhlans and manages to engage all three thanks to reach! The other Cyclops riles a little and moves up to be the lead member of my battlegroup and the beasthandlers fill in by the titans and move up the wall again for next turn.

Phil Turn 4: The Uhlans shuffle around a bit to all get in striking distance of my Cyclops but without the charge just don’t hit that hard and he still has all his aspects when they are done. The Destroyer fires a shot at the titans but it’s a miss. The short scatter only splashes the titans and the blast damage can’t beat their armor. Butcher carefully measure’s his control range and decides to move up a few inches to be closer to the Destroyer but outside of the Titan’s 11.5” threat range and casts Iron Flesh on himself. The Bokur moves up to join his boss and the Juggernaut moves up toward the centerfield wall segment to finish the battleline.

My Turn 4: Phil has left Butcher outside of normal Titan charge range… but he has forgotten about Leash! First the Cyclops holding up the Uhlans frenzies and puts a few points of damage on the rightmost Uhlan. Then Gladis puts rush on Brutus and charges toward the Bokur to give Makeda room to move brutus. The beasthandlers move up and enrage both Brutus and the Cyclops (just in case) then Makeda puts Leash on Brutus, moves up behind Gladis to pull the Bronzeback 3” upfield. She then checks her control range toward Butcher and finding everything satisfactory casts Road to War and activates her feat. Brutus then charges and makes contact with Butcher… and then has a magnificent display of below average attack dice rolling mostly 7’s and 8’s on three dice when he needed 9’s. After going full fury he only hit Butcher on 3 of 8 attacks and only landed about 9 damage in the process thanks to Butcher’s boosted powerfield. I’m glad I thought to enrage the Cyclops! He charges the Juggernaut and has enough movement to engage the Bokur as well in hopes of keeping them off the Bronzeback. He even does enough damage to cripple the Juggie’s open fist.

Phil Turn 5: Butcher slides over in Brutus’s engagement zone enough to be sure the Uhlans are in control range and activates his feat. He then lays into Brutus and all but one of his focus later has killed my Bronzeback singlehandedly. The Uhlans go next, but Phil caught my case of the “no hits” and they only land a couple of blows and my cylops is still standing! The juggernaut does land a hit on his Cyclops, but the Bokur misses his attack and fails to finish him off. The destroyer stands still and fires a solid hit into Gladis but her aspects are all intact. Then the riflemen open fire as well but find themselves just short of range to hit my Gladiator.

My Turn 5: That could have gone worse. Usually a failed assassination attempt leaves me feeling overextended and doomed… but after measuring control range from Makeda I see both she and Gladis are in charge range of Butcher! So the beasthandlers move up. One enrages Gladis and the most forward one is just in range of the Cyclops engaging Juggie to heal him back up to regain full aspects. Then Gladis charges Butcher and two boosted fist hits later I have won.

Summary: Obviously if Phil doesn’t forget about Leash he wouldn’t have left Butcher so wide open… and with a better defensive formation (or better to hit rolls) there’s no way I come out so well after Butcher’s feat… but so long as the lead Cyclops was holding up those Uhlans I was going to be able to take centerfield and use my longer threat ranges to good advantage. I’m starting to realize just how useful those light beasts are even without Morghoul around to make them hit like heavies…

Current Record: 21-9
 
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Zack Stackurski
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Mankato
Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Game 31
25 Points Against Brian Harrington’s Cygnar
Scenario: Killbox Assassination

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Min (6) Nihilators, Totem Hunter, Agonizer
Brian’s List: Major (Epic) Haley, Ironclad, Charger, Lancer, Min (6) Arcane Tempest Gunmages, Victor Pendrake, Squire, Gobber Speculator

In my defense before we begin… every game I’ve seen Brian play this month he has used a max unit of Devil Dogs at the heart of his army... and he watched the end of my game against Richie so wouldn’t be caught by surprise with an Archidon assassination attempt… so I thought I’d change my list up a little to counter what I was expecting… and was pretty surprised (and apparently thrown off my game) when those gunmages hit the table…

Scenery: A smallish impassable building on the left just outside my deployment zone and another similar building a bit further upfield on the right. In the middle of the field was the obstacle sided hill with one path up on each side… the paths were more or less pointing toward our deployment zones. Lastly there was a long curved wood on the far left of the board. I won the initiative roll and chose to go first.

Setup: I set with a strong group on the left of the board to minimize distance to the woods should Brian want to camp out there. The Totem Hunter is on the far left along the board edge and both cyclopses are between him and the building. Makeda and the Agonizer set up a bit to the right of the building with Gladis to the right of them. Lastly the Nihilators spread out at centerfield so they can quickly access any of the three lanes across the board (left around the hill… right around the hill… or over the hill!). Brian sets Haley centerfield surrounded by the gunmages and support staff. Her Lancer is also in that group and the Ironclad is flanking it to my left. Lastly the Charger is placed just behind the woods on the left a bit split out from the rest of the Cygnaran force. The Totem Hunter selects the Charger as prey and Haley bonds to the Ironclad and we’re off!

My Turn 1: I think I need to force Haley to use her feat early so I can back off and get on with the game once its over… so Makeda starts us off with Road to War and dumps the rest of her fury on Wilbur. She then advances up past the small building. The Totem Hunter and both Cyclops run near full speed upfield and have a nice view of the gap between the hill and the woods. Gladis runs up past Makeda toward the same gap then the Nihilators run up to get hard cover behind the hill with a couple positioned to charge over it using the paths should the gunmages get close enough to shoot. Wilbur runs up to be amongst the Nihilators and the Beasthanderls run up to support their beasts.

Brian Turn 1: The lancer starts out simply walking forward. Then Haley activates, stays put, puts Deadeye on the gunmages and casts her AOE spell through the lancer dropping one Nihilator. The gunmages move up and with snipe shots have plenty of range to pick on my Nihilators and they laugh at my hard cover thanks to the boosted shots from dead eye… but I still have two Nils left when the shooting is over though only one of them is in position for a longshot charge over the hill. The Charger moves around the hill to cover the gap I’m aiming my force at. Pendrake move up to be with the gunmages while the rest of Haley’s support models move off to the right away from all my guys. Lastly the Ironclad stands behind Pendrake.

My Turn 2: I might be just in range for a leashed charge at the Charger… but Makeda isn’t in position to give him much leash movement so that’s probably asking a lot. Looking back I should have just overwhelmed the gap with my beasts and let it take a few shots… but instead Makeda puts up Road to War, puts 2 more fury on Wilbur and moves up toward the front. Gladis then rushes the furthest forward Cyclops and moves up to be in charge range of anything that comes my way. The rushed cyclops riles and runs to stand in the woods and engage the charger. The Totem Hunter follows up to stand in the woods nearby. The other Cyclops moves up to flank Gladis and the Nihilators run across the hill to engage as many gunmages as they can. Then since I’m not spread out and unsupported enough I have Wilbur cry Spiritual Affliction and run up on to the hill to lock down the lancer… and maybe the Charger if I’m lucky.

Brian’s Turn 2: I am not lucky and the Charger may be forced. Brian doesn’t bother and it simply wheels around in the cyclops’s arc to get out of the Ironclad’s way and it misses its attack with its weapon. The lancer then moves up between the gunmages and takes out the most forward Nihilator freeing up three of the four engaged infantry. Haley then activates and tried to deadeye the mages again… but when I ask the spell’s range Brian finds out it is only a 6” spell and he’s 8 inches away (this might have been the only thing that went right for me all game). He then cast a speed boost on the Ironclad, moved Haley up a few inches and activated her famous feat. The Mages move up a little to clear a charge lane for the Ironclad and open fire on Wilbur on the hill. The first mage uses a push shot and gets a full push which sends Wilbur over the edge and knocks him down. The rest of the mages hit but none get a crit so Wilbur survives! Then the Ironclad flies over to crush my Cyclops in the woods (that must be how everyone else felt learning about the range I can get out of my Titans…) The rest of the support staff mill around near Haley.

My Turn 3: Well… I drew out the feat… but I’ve taken a lot of damage doing it. I also learn that if you give up your activation you can’t run… so I can’t reposition as much as I’d like. Wilbur can at least cry the agony, both beasts back off from the gap (with Gladis using Rush on herself). The Totem Hunter moves back in the woods to at least still present some forward threat. The Beasthandlers can’t quite get back behind their beasts… so the forward one at least advances to engage the gunmages while Makeda puts two fury on Wilbur and takes cover behind Gladis. The one remaining Nihilator takes my only swing of the game at the gunmage he’s engaging but misses.

Brian’s Turn 3: Haley starts off by charging the last Nihilator who at least passes a few tough checks to make her waste a bit of fury on him. She then teleports my forward beasthandler out of engagement with the mages and puts Deadeye on the arcanes. They then move up the hill and are just a hair in range to kill off my furthest two beasthandlers and the further back ones mop up Wilbur and the forward handler. The charger walks up as far as it can into the woods and ends up just inside three inches of the Totem Hunter and blows him away. The Ironclad walks up a little to threaten anything that attacks the shooty jack and the support staff cluster around Haley.

My Turn 4: I could trash the charger with Gladis and sling the Cyclops into the Ironclad just for show… but doing so will leave Makeda in range of all the shooting and Haley’s spells with only one fury for a transfer. On top of that I’ve lost all but three models and haven’t done a pip of damage to the enemy and am totally discouraged. So I end my misery and concede.

Game 32
25 Points Against Spencer’s Khador
Scenario: Killbox Assassination

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Bronzeback Titan, Min (4) Paingiver Beasthandlers
Phil’s List: Prime Butcher, Juggernaut, Destroyer, Widowmakers, Widowmaker Marksman, Prime Eiyriss, Rogue Alchemist, Kell Bailoch, Wardog

Scenery: Same table as last game but I am on the other side after Spencer wins the roll and chooses to go first.

Setup: Spencer flanks the building on the right (across from the woods near on my right) with both Jacks while Butcher and the Dog start behind the building. The alchemist starts dead center field. I set up my titans right next to the woods with Gladis further to the right. Makeda stands next to Brutus and both cyclopses are on her left. Beasthandlers all start tight up behind their beasts. Spencer advance deploys his widowmakers just on edge of the hill on a part that juts closer to his board edge then the path up and the three shooting solos right in front of his path up the hill.

Spencer Turn 1: Spencer moves his widowmakers forward (and I need to have him try again and remeasure which pulls his guys back a full inch… he’s picked up some sloppy measuring habits from somewhere). He tries to fire one at Makeda and is surprised he’s short when I point out the math of how far apart we start the game (apparently that sloppy measuring has been allowing him to get opening shots into people’s deployment zones with those guys…) So he runs his solos up onto the hill (with Eiyriss in the lead) a bit in front of the unit to be sure he has range next turn should I stand still… The alchemist runs up to be ready to join the party on the hill while both jacks run straight forward with Butcher and his puppy not far behind.

My Turn 1: Spencer declined to look over Makeda’s card before the game… and apparently didn’t believe my warning that she makes my guys really fast… so it was time to show him. Makeda leashes the nearest Cyclops, moves up nearly full movement and casts Road to War giving that Cyclops a perfect line up the hill. After measuring Makeda’s control range I see he doesn’t even need to be rushed so the beasthandlers enrage both cyclopses and the other two move up to be in good position for the Titans next turn. The leashed Cyclops charges up the hill and takes out Kell Bailoch and though he misses his other swings he’s still engaging the Marksmen, Eiyriss and the closest Widowmaker. Gladis moves over near Makeda and puts rush on the other Cyclops who charges onto the path of the hill and cuts down Eiyriss.

Spencer Turn 2: The unengaged widowmakers kill a pair of beasthandlers while the engaged ones flail helplessly at the Cyclops. The Alchemist starts running the long way around the left side of the hill. Then the juggernaut runs forward again and the destroyer walks up to stand a few inches behind him and lob a shot at Makeda using arcing fire. It misses and deviates harmlessly. Lastly Butcher declares he’s running… and I talk Spencer out of running him up in front of his jacks by explaining the full effects of leash and my movement buffs on Brutus’s threat range… so Spencer puts him behind the destroyer instead and he is followed closely by his dog.

My Turn 2: Spencer was skeptical of the damage a Bronzeback can do… so its lesson time again. The beasthandler nearest Brutus enrages him and the other surviving handler enrages Gladis. Gladis rushes herself then charges forward just to get a little closer to the action for next turn then Makeda leashes and trainwrecks Brutus then puts Engine of Destruction on herself for some extra speed and follows up behind Gladis pulling the big guy along with her a little. Brutus charges the juggernaut and starts with his tusks. Then both fists hit and the big fighty jack has a crippled movement system. Since trainwreck has gotten Brutus engaged with the Destroyer he chooses to two handed throw the Juggernaut and a straight on scatter gets the jack all the way to the edge of the board (which knocks his axe off). Brutus then goes full fury on the Destroyer (who can’t be pushed back since the dog is in the way) and leaves it with only two hit boxes left. I realize I’ve gone a little overboard on fury to prove my point so the unengaged Cyclops on the hill runs over to be closer to Gladis than Makeda is just in case while the other Cyclops kills the Marksman after sliding around to engage one more widowmaker.

Spencer Turn 3: The Alchemist continues his lonely run around the hill while the widowmakers try to disengage past the cylops and get cut down for their trouble. This causes the remaining widowmakers to take a morale check which they fail and begin to flee. The destroyer takes a swing at Brutus with its damaged weapon then misses while the juggernaut gets up and starts its long slog back toward the battle with damaged movement. I try to encourage Spencer to take out Brutus with Butcher’s feat… but he decides to back off and runs toward the building instead. The wardog does charge Brutus though! But it rolls low on damage and does nothing before using an ability to follow Butcher back toward the other side of the board.

My Turn 3: This is over, but it seems Spencer wants me to chase him down. First a arrange fury so only the Cyclops and brutus have to take checks… but they both pass. The Cyclops gets enraged and charges forward to wreck the Destroyer. Then Gladis runs up to cover the left side of the building and get out of Makeda’s way. Makeda moves up and puts rush on Brutus and casts Road to War for good measure. Brutus charges the wardog and takes it out and is covering the right side of the building. Then the Cyclops on the hill runs down the path on Spencer’s side and has a clean view of centerfield.

Spencer Turn 4: Butcher can’t move any closer to the corner or he’s kill boxed… and moving forward at all will make him Titan Chow… so Spencer concedes the game.

Summary: The game against Brian was a disaster from the get go. On the other hand it was my first game against Epic Haley, Gun Mages or Brian… so hopefully I can learn from my misplays and actually give him a challenge next time. One clear take away is how dangerous it can be to build a list to counter your opponent when it’s so easy for them to bring along a different list too! Spencer is the youngest member of our group and he is learning… but his greatest weakness is an apparent total disregard for finding out what opponent’s models can do before it’s too late. If he learned something from our game then I feel okay about how it turned out… but there are wins and there are wins…

Regardless, that puts a wrap on month 4! I guess with a 6-2 record with the Supreme Archdomina my initial concern that I didn’t know what to do with her proved unfounded. I clearly had the most success when I brought along either the Bronzeback or the Archidon so I won’t be hitting the table without at least one of them as we roll into month 5 and 35 points… though we are finally entering real scenario play so those infantry might be worth more than they were this month… I’ll have to play around with my lists again to see what works!

Current Record: 22-10

 
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Zack Stackurski
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Mankato
Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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Month 5! Full sized games with objective based scenarios! (or at least an alternate available objective to killing the opposing caster). Sure we still need to have the battlebox in our list, but I kind of like my battlebox… and I’ve worked up a handful of lists that I think will do pretty well at spreading out and contesting the three control points in the killing fields scenario… Let’s see how it goes! (Note for Steamroller pros… the objective points in the rulebook are simpler than what you see in tournaments. You simply must be the only player with models on the objective point… but only score points at the end of your own turn. Worth mentioning when it seems like points should/shouldn’t be given out…)

Game 33
35 Points Against Greg Fenske’s Mercenaries
Scenario: Killing Fields

My List: Tormentor Morghoul, Titan Gladiator, 2 Cyclops Savages, Bronzeback Titan, Agonizer, 2 Units of Min Nihilators, Min Unit Paingiver Beasthandlers
Greg’s List: Prime Magnus, Mangler, 2 Renegades, Mule, Talon, Min Boomhowlers, Alton Ashley, Harlan Versh

Scenery: Very cluttered board tonight. There is a scattering of short wall segments on the right side of the board between my deployment zone and center and a big fat wood in front of my deployment zone and a bit left of center. Three small hills are in an equilateral triangle around the left objective point with one hill on my side and two toward Greg. The right objective has an impassable pile of crates and junk between it and the board edge. Finally there are two big forests more or less equidistant between the center of the board and the edges just outside of Greg’s deployment zone.

Setup: I win the initiative roll and elect to go first… I’m ready to go sit on some objectives! Greg picks the side with the woods (he likes hiding from slams in them… a leftover tactic from early battlebox fights…). My titans are placed in the gap between the near woods and the walls with one Cyclops on each side. Morg and Wilbur are right behind the titans and there are beasthandlers nearby. The two units of Nihilators split out on both flanks. Greg places the Boomhowlers and Versh behind the woods on my right with a Renegade between them and board center. The Mangler and Talon take dead center field with Magus right behind them and the Mule and other Renegade hang out behind the wood on my left. Alton Ashely advance deploys a bit in front of them.

My Turn 1: Gladis starts me off by rushing the Cyclops on her left and charging toward the Mangler (and right toward the center objective). Morg then admonitions and abuses Brutus, pulls a fury from Gladis and dumps a fury on Wilbur. He then moves up behind the Gladiator. The beasthandlers get a bit bunched up behind the beasts and the walls but heal some pips on both Titans, then Brutus runs up just short of full speed a bit to the right of the center objective and the right Cyclops flanks him… to the right. The other Cyclops runs up next to Gladis but ends short of leaving the woods. Wilbur runs over behind a wall and the two groups of Nihilators run up toward the flanking objectives but stop short of leaving the cover of the hill and the walls respectively.

Greg Turn 2: This is Greg’s first 35 point battle and he’s already questioning both his list choice and his choice of sides… The Boomhowlers and Versh run as far as they can into the woods between them and the right flank objective. The Mangler, Talon and Renegade nearest the Trollkin walk forward toward the center objective. The Mule moves up behind the Talon and takes a long shot at the titans. Greg gets a great deviation, but can’t beat their armor with blast damage (too bad… I would have liked Hyper Aggressive on Brutus there…). Magnus activates and puts Iron Aggression on the Mangler and Snipe on Ashley. Then Ashley moves up through the woods toward center… and fires on the Bronzeback! Because of his special ability he puts a few pips of damage on the big beast… and triggers a 6” Hyperaggression thanks to Abuse! Brutus is just in Morg’s control range and sitting more or less on top of the center objective marker… and Greg’s turn is over.

My Turn 2: Upkeep admonition and get ready to do some damage with Brutus! First, both units of Nihilators run to get a lead member onto their objectives while the rest of each unit spreads out to be in charge range of anything that tries to take the objectives away. Gladis moves up a bit and puts Rush on the Bronzeback but is short of the center objective by a bit. Morg moves up to extend his control range and after measuring I realize I don’t need abuse on Brutus… but I think I can get some lock down with Wilbur so I put all my fury on him then pull one from Gladis in case of a transfer. The Beasthandlers move up but can’t quite get to the Bronzeback for Enrage so they settle for healing Gladis a bit instead. Then Brutus charges the Mangler and is able to get the Talon in arm’s reach as well. Two big fist hits later the Mangler has two damaged arms so Brutus smash and grab’s him for a two handed throw at the right Renegade… but rolls double one’s on the to hit roll so the Mangler deviates off toward the back of the board. Brutus goes one shy of full fury one the talon from there and leaves it with only its movement system operable. Both cyclopses then ran to stand on the center objective and shield Morg from shooting while Wilbur cried his agony and ran around the wall to try to lock down the nearest Renegade… unfortunately he was about an inch or so short… I should have really saved that fury for Morg I fear… but I did score 3 control points!

Greg Turn 2: Greg’s kicking himself for not checking out Brutus’s card before the game as hyperaggressive has messed up his plans mightily… still… a squishy caster in range of all those AOE’s is hopeful. All the same Greg is a bit off his game and starts with Alton Ashley who moves up out of the woods to get LOS on Morg around the cyclopses… but misses his shot thanks to Morg’s high defense. Harland Versh then tries something similar by moving up and shooting a Cyclops (and doing no damage) and using his special ability to target something nearby to shoot at Morg… and again missed the longshot roll. The Mangler spent a fury to stand up and runs back to help engage Brutus. Finally the Renegage on the right stands still and is just in range to hit the right Cyclops… and catches the other Cyclops and Morghoul in the AOE! Damage is solid on the Cyclops, but non-existant on the blasts… but it still knocks down Morg and his protectors! (Greg should have waited to activate his shooty solos until after that happened…) The Renegade in the other forest moves up to the edge of the woods to be sure it can draw line of sight thought the woods. I measure for admonition and find its just inside 6 inches… so Brutus backs up out of engagement with the Talon and moves a bit left toward the woods… and then activates his countercharge (man that seems a bit broken… but its been confirmed on the rules forums a couple of times… so here we go!) and smashes into the Renegade hard enough to knock off both its arms! With that shot taken away I’m breathing easier about Morg. He still takes a direct hit from the Mule, but transfers the damage onto the Bronzeback. Magnus moves toward centerfield a bit away from Brutus but can’t do much with so much focus allocated to jacks… but he does activate his feat. Then the Boomhowlers run the rest of the way out of the woods and the lead couple engage my Nihilator on the objective marker… though they don’t quite get on it to contest. Then Magnus’s battlegroup runs thanks to the feat. The Mangler runs up to engage Gladis and the Talon runs up to contest the center control point. Magnus, the Mule and the unengaged Renegade run up to support the damaged jacks.

My Turn 3: Brutus smashes the jack engaging him. Then the left Cyclops stands up and kills the Talon. The beasthandlers move up and enrage Gladis and heal the Cyclops still on the ground. Then Gladis takes up the Mangler. The left Nihilators charge (while leaving one member on the objective point) and the lead guy runs far enough to engage the Mule while the second guy cuts down Alton Ashley. The right Nihilators charge one member into Boomhowlers to join the guy already engaging them while the rest of the unit spreads out for next turn. Greg can’t pass a tough test and there are only two Trollkin left when they are done hacking. When I declare I’m moving Morg away from center (and Magnus and the Mule) Greg decides he’s had enough and concedes.

Game 34
35 Points Against Brian Harrington’s Cygnar
Scenario: Killing Fields

My List: Supreme Archdomina Makeda, Titan Gladiator, Tiberion, 2 Cyclops Savages, Agonizer, Min Unit Nihilators, Saxon Orrick
Brian’s List: Major (Epic) Haley, Ironclad, Lancer, Charger, Hunter, Min Arcane Tempest Gun Mages plus UA, Journeyman Warcaster, Victor Pendrake, Gorman (Rougue Alchemist), Squire

Scenery: Same table as last game. I win the initiative roll and decide to go first again. Brian sends me to the side with the two woods.

Setup: Tiberion is dead center looking at the central objective. Gladis is on his right and there is a Cyclops to either side. Makeda is between the Titans with Wilbur right behind her. Beasthandlers are spread out but the Nihilators clump up right behind Tiberion. Brian puts the Charge on the Journeyman and Marshals the Hunter to the Gunmage Captain. The Charger, Journeyman and Lancer are off to my right. The (bonded) Ironclad, Haley and the Squire are dead center with the Alchemist behind the woods next to them. The gunmages spread out behind the walls on the left side of the board. I advance deploy Orrick a little but still in range to use his ability on the Nihilators then Brian advance deploys the Hunter behind one of the further forward walls.

My Turn 1: Makeda starts me off with Road to War, moves up almost full speed then dumps two fury on Wilbur. Both Titans rumble forward almost full speed while the Cyclopses move up each have a view around the forest on their side of the field. Wilbur runs up behind Tiberion and the Beasthandlers spread out to support the beasts. Finally Orrick puts pathfinder on the Nihilators and they run through the right forest toward the right objective.

Brian Turn 1: The Lancer runs up first past the wood and stares right at Tiberion. Then the Squire moves up near the closest wall, then Haley follows him, puts Deadeye on the gunmages and drops a TimeBomb on Tiberion through the Lancer’s Arc Node. It’s a hit and a great roll on blast damage all but kills Wilbur and he, Tiberion and the right Cyclops are slowed next turn. Then Pendrake moves up, looks back and gives the gunmages beast lore. They move up and the lead couple can snipe shots onto the left Cyclops and between them and the hunter knock off his body aspect and put a few more boxes on him besides. The Charger and Journeyman move up but are out of range to shoot anything.

My Turn 2: I should focus on those objective points… but a Cyclops in charge range of light infantry seems like too good a chance to pass up. So Gladis puts Rush on the left Cyclops and moves up to threaten centerfield all the way to the walls. Makeda then activates, moves up behind Gladis, puts Rush on Tiberion and Bump on Gladis. Wilbur moves up to take advantage of Tiberion’s shield guard while the beasthanderls move up and heal the left Cyclops (the rest are spread out to avoid time bomb AOE’s). Tiberion walks up onto the center objective and puts bump on himself. Then I take one last look at the left objective and decide to still charge the Cyclops into the gunmages and engage a pair and the hunter. Unfortunately the beast can’t hit defense 15 despite going full fury for swings/likely boosts. The Nihilators run and mostly hide behind a hill… but one runs up to claim the right objective and another runs up to engage the Lancer while Orrick follows through the forest for backup. Lastly the right Cyclops moves forward to also engage the lancer. I score 2 control points.

Brian Turn 2: The Ironclad starts by charging over and crushing my forward Cyclops (you’d think I would remember how far that thing can move after last game… I really should have taken that objective!) Haley then measures control range to the far objective and decides to move up quite a bit center field to be sure its in range. She deadeyes the gunmages again and teleports the lancer out of engagement toward the right objective then activates her feat. The squire follows her and the alchemist moves near center as well. The gunamages get beastlore from Pendrake again then move up and open fire on my beasthandlers, killing a few, Gladis, doing nothing, and Makeda doing a bit of damage that she transfers for fury control next turn. The Charger moves up onto the nearest hill and kills a pair of Nihilators (including the one on the objective) then the Lancer moves over to claim the objective. Brian scores one objective point.

My Turn 3: Haley is so close… and has no focus… but I can’t charge or run under feat… and have nothing ranged close enough… except Makeda’s Magic Missile!? My first instinct is to form a bump wall (since that’s what this list is for…) but smacking an opposing caster seems too good to pass up. So Tiberion just re-bumps himself (though bumping Gladis would have been wiser). Gladis moves over a little next to him but leaves a little space between bases for Makeda to see through. The last beasthander moves up behind Tiberion then the Nihilators run up so a pair can recontest the right objective and Orrick follows them that way. The Cyclops activates and moves up and left in Haley’s general direction then Makeda activates. I consider just bumping Gladis and saving fury for next turn… but I go with Stranglehold on Haley since hitting her on feat turn seems like more fun. The spell hits and 7 damage get through… I decide to hold the last fury instead of bumping Gladis after all and Haley’s feat and my turn are over. I score one objective point and am now up 3-1.

Brian Turn 3: Brian wants to try an assassination… but decides those 2 fury for transfers will keep it from happening… and he’s clearing winning the attrition battle. First the Alchemist moves up and throws oil on Tiberion… which splashes Makeda and Wilbur as well. Then Haley drops a time bomb on Tibbers and kills off Wilber and slows Makeda, Tiberion and Gladis. She then backs off toward the nearest wall and deadeyes the gunmages again. The squire moves back toward her and does his best to deny a charge lane to my Cyclops. The charger and Journeyman come off their hill toward my Cyclops and shoot him up pretty good… but he doesn’t lose any aspects. Pendrake puts beastlore on the gunmages again and manage to kill off the last beasthandler (Tiberion did catch one of the shots), and put a few pips on Makeda while the hunter took a nice chunk out of Gladis. The Lancer killed both Nihilators engaging him the Ironclad makes his charge on Gladis (luckily with only 3 focus allocated) Brian hits easily (except for one roll of double one’s!)… but rolls no better than average on damage and when he’s out of focus Gladis is still standing with 5 damage boxes left! Brian scores two scenario points and we’re tied 3-3.

My Turn 4: I can at least seriously maim the Ironclad with Gladis… but I don’t know if I can get my titans through the gunmages in time to stop Brian from winning easily on scenario… when I take another look at the line available to the Cyclops on Haley and decide to take my chances there. Tiberion moves forward a bit off of the objective to give Makeda some room. She moves over the objective behind him, casts Road to War and puts Rush on the Cyclops. After measuring control range to Haley and being satisfied with our chances Makeda also activates her feat. The Cyclops chooses a line of attack that will take it as close to the Alchemist as possible without touching him and the squire is very much out of the way of the charge as I finish the move! Unfortunately a small amount of the wall is not and Haley is defense 20 against the first attack thanks to set defense and the cover from that quarter inch off wall off to the side. The first attack misses… but the second attack is not a charge… and hits home! (It would have hit even on the charge!) I’m so excited this might work that I forget I can boost after rolling and use my last fury to roll three dice… and cut Haley down for the win!

Summary: Well… I think I overfocused on scenario play… or at least used it as an excuse to get careless with my warlocks. In both games pushing my warlock up to support the group holding the center objective left them vulnerable to assassination runs… and I got lucky not losing both those games on those exposed turns. I liked the Morg list much better than the Tiberion list… I think I’ll have to try some other things with eMakeda even if Tibbers is a natural against Haley. Speaking of epic Haley, I’m still not sure what to think of playing against her. I certainly enjoy the challenge but I feel like I’m not playing “my game” against her effectively… I need to stop letting that feat or whatever get in my head… or maybe that’s just how everyone feels against that caster.

Current Record: 24-10

Newly Painted: 4 More Praetorian Swordsmen to bring my unit to max. I am planning to finally get these guys on the table this month! Really!

 
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Zack Stackurski
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Mankato
Minnesota
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I love almost all games, play Boardgames with my wife, have three kids, generally enjoy cats and understand and like those bumper stickers with the little fishies sprouting legs.
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My local store had a Steamroller 2013 Preview Day and ruled that games with league lists could be played with the new scenarios. Unfortunately I could only game for a short while that day and only tried two scenarios…

Game 35
35 Points Against Matt Lust’s Trollbloods
Scenario: I’m not sure the name
(I wish I would have thought to write them down…) There was a near and far zone and both players had a friendly objective point they could move around the board a bit while it was dominated (and it counted as a caster so could dominate for you!). Killing the opponent’s objective was worth a point, dominating the near zone was worth a point, controlling the far zone was worth two points or dominating the far zone was worth three points.

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Bronzeback Titan, Archidon, Max Beasthandlers, Agonizer (I had good success with a BB and Archie separately last month… both together must be even better right!?)
Matt’s List: Jarl, Troll Axer, 2 Troll Impalers, Max Gatorman Posse, Min Slaughterhousers, Max Fennblades plus UA

Scenery: There was a river entering the board from the center of the left side. It turned immediately toward the near side of the board and ran off about 12” onto the board cutting off the flank a bit. There was a walled bridge running over the river off to the left as well and a large impassable guard tower near the bridge on the far side of the board. On the right side of the board there were two large forests just outside of each deployment zone.

Setup: I won the initiative roll and wanted to go first, so Matt chose the side with the more open deployment zone. I decided to try to move my objective into the near zone to dominate it then move on to the far zone for points… so I set up everything between the woods and the river in a clump (Titans centrally, Cyclopses on each flank everyone else behind the line). Matt was much more spread out with the Fennblades near the tower, the Slaughterhousers next to them centerfield and the three Trolls and Jarl next to them a bit to my right of center. The Gators spread out behind the far woods.

My Turn 1: Gladis rushed Brutus and charged forward then the big Titan ran up next to the objective. Makeda put Rush on the right Cyclops, dumped her other fury on Wilbur, and walked up behind Gladis. The right Cyclops headed up into the woods to threaten centerfield and Archie hopped over into the woods behind him. The left Cyclops ran up into the near objective zone while the beast handlers spread out to cover the beasts and Wilbur ran up next to Makeda.

Matt Turn 1: Gators pathfind through the woods but stop short of the Cyclops and Archie’s long charge range once they enter the far zone. The Fennblades run toward my near zone and the lead pair make it in with a lot of the unit strung out toward center. The Slaughterhousers fill in the gap between the two other units and Jarl and his Trolls just stroll up to the back of the woods. Jarl put out a few spells but I don’t remember what.

My Turn 2: Gladis rushes the Cyclops in the woods next to her and moves up to have a clear view of the far zone. Then the rushed Cyclops runs up just to the edge of the zone to contest it. He’s probably in charge range of the Gators but Gladis is in position to make them pay for taking him out. With Gladis out of the way Makeda can move up to dominate my objective, she then casts Road to War and puts Rush on the left Cyclops (beat back would have been the better choice of animus here… but I’m still poor at accurately guessing charge ranges). The beast handlers move up and Enrage that Cyclops and spread around to be sure they don’t get killed if those impalers move up and slam something. Then the Cyclops charges and kills the two Fennblades in the near zone so Brutus activates and moves up to threaten the inevitable retaliation. The objective moves during my activation since it is dominated and I put it in the near objective zone hoping to use it for control points soon and Archie hops out of the woods next to Makeda. Lastly Wilbur moves over into the woods and wishes he was of more use this battle.

Matt Turn 2: Fennblades move up during Matt’s Maintenance thanks to Vengence but are very careful not to activate Brutus’s countercharge. The Fennblades then charge in and get a few swords on the lead Cyclops, a pair on Brutus and three make it to Gladis! (so much for being set up to avenge that Cyclops…). A fair amount of damage is handed around but only the lead Cyclops is particularly crippled. The slaughterhousers move up between the two control zones, then Jarl activates and quickens the gators and tactical superiorities the pigs, but stops short of dominating his objective as that might be too close to Archie… as an added precaution he activates his feat and covers the center of the field with his cloud effect. Finally the Gators charge across their zone and cut down my Cyclops easily. Then the Troll Axer rushes through the woods to just enter the far zone while the Impalers move up. One is next to Jarl and the other is a few inches in front of him.

My Turn 3: Gladis moves up a little and kills the three Fennblades engaging her. Brutus then starts in with Train Wreck on the Trolls engaging him. This turns out to be a good thing as he is able to kill one but a bunch of Tough rolls later has only pushed the other out of the zone. The rear beasthandlers then clear fury from Brutus, enrage Archie and heal up Gladis while the other handerls move forward with one just in range to heal up the Cyclops while the others pair up to take down a fennblade with their whips. The Cyclops kills what he can but there is still a fennblade standing in my zone, so Makeda puts Lighting Strike on the flyer and casts Road to War then moves a bit to the left of the Titans away from the approaching Gatormen. Archie charges that last contesting Fennblade and throws him clear of the zone (which kills him and knocks down the last standing Fennblade) then he flies back near Makeda. Lastly Wilbur runs to the far side of the woods ready to go contest the far zone for a turn if needed. I score 1 control point for dominating the near zone.

Matt’s Turn 3: Fennblades can’t vengeance since they’re on the ground. Jarl starts by moving up and killing my Cyclops with his guns. He then quickens the pigs but decides not to give himself tactical superiority and camps two fury just in case. The further Impaler snipes the nearer one and it move up and gets a crit on Brutus knocking him back a little and knocking him down (I don’t remember the last time Matt didn’t crit with one of those things!) Then the slaughterhousers charge the Titans and the ones on Gladis do exactly enough damage to kill her while the ones on Brutus don’t even knock off an aspect. Fennblades stand up and the one Brutus pummeled last round doesn’t hit while the other is only a drummer and can only move up to help contest my near zone. Jarl was finally close enough to dominate his marker and sends it into the far zone while the Axer moves up to guard the marker. Finally the gatormen run back near Jarl to make it very hard for Archie to land… Matt scores a control point for dominating his zone. We are tied 1-1.

My Turn 4: Brutus forces to stand up. I’m in bad shape and won’t be able to clear my zone for another control point unless I seriously expose Makeda… so it looks like its assassination run time! The trouble is without Rush I don’t think I can make it past the Gator nearest Jarl and eat the Troll. So I will have to try and clear a path with Brutus. He and Arche get enraged. Then Makeda casts Road to War… and Matt has to remind me to activate my feat. I do this but still forget to give Brutus his very important Train Wreck. It doesn’t matter though as the angle I have to take on my trample to avoid the Troll that wouldn’t die leaves him just short of being able to attack any gators to get to the one giving me trouble. I’m too out of position to salvage the turn when that happens so I concede the game.

Game 36
35 Points Against Richie Kammer’s Khador
Scenario: Incursion
(I think… the one with three objectives and one disappears… controlling an objective point is worth 1 point and dominating it is worth 2… play to 5 points or caster kill)
My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Archidon, Min Beasthandlers, Tyrant Rhadiem, Max Praetorian Swordsmen plus UA
Richie’s List: Prime Irusk, Juggernaut, Destroyer, Gobber Speculator, Sylyss Wyshnylar, Drakhun (with no dismount), Widowmakers, Holt and Aryanna, Max Ironfang Pikemen plus UA

Scenery: There was a long (8 inch?) crenulated wall running east/west just in front of the right part of my deployment zone, a couple of broken walls forming two corners of a small square midfield, and a long wood to the left of that. On the far right side of the board there was a wood across from the long wall and behind that an obstacle edged hill with a couple of paths down. Over on the left there was a shorter ruined wall/obstacle. The objective markers were in the open space between the long wall and the far woods, smack dab in the middle of the square of wall segments and over in the leftmost part of the woods on my left.

Setup: Richie won the initiative roll and wanted to go first so I chose the side that seemed to have better paths to the objectives. Richie set up to gun for the rightmost obstacle pretty hard with Drakhun and the Juggernaut on the hill along with Irusk, Wysh, and the gobber (I think he also wanted to reduce attack run options for Archie…) The Destroyer set up just to my left of the hill and the Pikemen formed a long line to my left of him (except for the standard bearer who set up just in command range on the hill to be near Irusk for spell placement). Ariyanna and Holt set up to my left of the line.

I decided to set up more centrally as my best path toward the right objective would be from centerfield anyway. Archie set up more or less centerfield with Makeda on his left and Gladis on hers. The cyclopses set up on the right and left of this line. That pretty well filled the gap between the wall and the woods. I knew I wanted my swordsmen to take on the shield wall with the UA’s Mini-Feat so they spread out behind the beasts a bit but the bulk of the unit was to the left of the battlegroup with the woods between them and the enemy. The beasthandlers interspersed themselves in that mass of bodies and lastly Rhadiem set up right behind Makeda since I didn’t know which way I wanted him to go just yet. Lastly Richie advance deployed his widowmakers behind the rubble wall on my left and we got started.

Richie Turn 1: Drakhun ran off the hill down a ramp toward the rightmost objective marker but didn’t go far enough to draw out a longshot charge from Archie. The Pikemen ran forward and broke their wall to stand in a long clump not too far from the center objective and spread out a bit toward the left objective in the woods while the widowmakers moved up around the obstacle and toward the left side of the board so a couple could get a view a bit around the woods to pick off any infantry that ran up too fast. The destroyer just walked up behind the pikemen while Irusk cast Iron Flesh on the pikes through the standard bearer, cast Superiority on the Juggie, and moved up near the ramp down the hill. Gobber and Wysh moved up to be near their boss and the Juggernaut moved up nearly down the ramp of the hill.

My Turn 1: Makeda started me off with Road to War and Leash on the Archidon. She then moved up not quite full speed toward the center objective. Archie moved up a bit past her to have a nice charge lane on anything that should stand by the center or right objective and the right Cyclops moved up right next to him. Gladis moved forward and to the left to stand next to the near woods and look right at the center objective. The left Cyclops ran over behind the woods on the left and was just inside of the Gladiator’s animus range to be in rushed walking threat range of the left and center objective next turn. Rhadiem decided the widowmakers/mercs were a better target for him then the heavy jacks and ran over to the left part of the woods while all the troopers ran up behind either the beast wall or the woods and I already wished I’d put them in front… though I suppose my stuff would all be getting in each other’s way regardless and I didn’t know if a center or left placement was more important… At the end of my activations we rolled… and Richie was not pleased when the rightmost objective that he was so invested in came off the board.

Richie Turn 2: Irusk dropped his Iron Flesh from the Pikemen and Wysh upkept Superiority for free. Drakhun advanced to the edge of the far woods with a good look at the center objective… but there was a wall between him and the objective that made him a bit less threatening. The Juggernaut ran up to stand next to the big Dragoon. The pikemen ran and sent a single member up to claim the center objective while half the unit spread out behind him to charge anything that should bother him on my turn while the rest of the unit spread out between the gap in the square and the left obstacle to look over toward the objective in the woods (and their standard bearer in the woods moved over toward the ramp so he’d be able to run toward the command bubble next turn!). Destroyer walked up behind the pikes and took a longshot at Gladis which was short and scattered harmlessly into the woods. The widowmakers fell back to their original position rather then move up for a couple shots past the woods while Arianna and Holt only shifted up a few inches to join the pikeman battleline. Lastly Irusk cast Iron Flesh back on the pikes through the standard and walked up to the back edge of the far woods. He then cast Inhospitable Ground and was joined by the Gobber and Wysh.

My Turn 2: I drop Leash to start my turn. Rhadiem decided the widowmakers were a better target then Holt due to the proximity of the pikemen and moved up to stob one with his spear (but was too far away to be engaged with any others making him a sitting duck for Holt… guess I should have Road to Warred this turn). Gladis put Rush on the Cyclops behind the woods and then moved up a few inches to better threaten the center. Then Makeda put Lightning Strike on the Archidon and moved herself a bit to the left tighter up against the woods. Archie flew up and ate the pikeman guarding the central objective then flew back into the woods right near Makeda. Right Cyclops ran up near the center objective and the left Cyclops moved toward the left objective and stopped with enough woods between him and the pikemen to deny a charge. The beasthandlers moved around to clear fury on the beasts so I wasn’t over… and then I thought to ask about claiming objectives since I had something about touching, 2 inches and 4 inches muddled up and hadn’t taken the time to read through the rules myself. It turned out I needed to be touching the objectives to claim them (not be within 2”… that’s for dominating… maybe… I never did get my hands on the print out of the rules myself…) and needed to be within 4” to contest. So I wasted those advances by my Cyclops by about an inch or two each. However, some of the restrictions on units controlling seem to have been lifted as well… so I was able to run my swordsmen to get one on each objective point (again… I didn’t read the rules myself… its just how we played it…) with most of the unit ready to enter the woods and mess up the pikemen should they come that way. I score two objective points at the end of my turn.

Richie Turn 3: Drops Iron Flesh and upkeeps Superiority for free again. The destroyer moves up a little and nails the Cyclops with its gun but the blast damage doesn’t get the swordsman. Then the pikemen charge! They kill off the lone swordsman holding the objective in the woods, but between the objective and the wall can only reach the one on the center objective with one guy… who misses my swordsman. The other guys get a nice pair of hits on the Cyclops though so he’s pretty beat up (and the standard bearer runs down the ramp toward his commander). Then the officer uses his mini-feat to reform the unit into two little shieldwall bricks at the two objective points. Drakhun charges the swordsman and stabs at him over the wall… but another missed attack keeps my infantryman alive! Juggernaut runs over between the Destroyer and Drakhun to back up the pikes at the center. Aryanna and Holt mosie up, put a damage spell on Rhadiem and then take a shot at my Dragoon and miss! With Evasive Rhadiem is able to move into melee range of two more widowmakers and turn around to look at the back of the shield wall in the woods. Holt fires into the combat anyway and actually hits Rhadiem who takes decent damage but stays on his steed. One widowmaker tries to move away from Rhadeim and is killed by the free strike so the other engaged one moves in and tries to hit in melee… but misses. The only unengaged widowmaker decides to shoot into the combat and kills the other widowmaker… he does at least pass his command check. Finally Irusk puts iron flesh back on the standard bearer again then moves up into the woods, casts Inhospitable Ground and activates his feat. I’m just eyeing up my chances of making that run with Archie when Wysh and the Gobber run into the woods to stand in front of their boss… I have models near both objectives so Richie scores no control points and I’m still up 2-0.

My Turn 3: I don’t really want to use Makeda’s feat while Richie’s guys are so well defended thanks to Irusk’s feat so I start by charging Rhadiem into the back of the shield wall… but despite getting two impact hits and making my charge distance he whiffs his attack rolls and only one pikeman goes down. So I do need my swordsmen to do some damage this turn and that’s not happening against defense 16 without the feat. So Makeda casts Road to War… and I decide to get cute with Gladis and put Lighting Strike on her. Then Makeda activates her feat and moves to put more of the woods between her and the Khadorans (and get closer to the wooded objective to perhaps dominate it next turn). The Cyclops near the center objective backs off thanks to immunity to free strikes from the feat, then Archie flies up to take its place… and on her second fury a pikeman finally fails his tough test so she can lighting strike herself back to the woods! This clears up a charge lane for one swordsman to make it up into the central pikeman block… but most of the swordsmen behind the woods are just short of line of sight on the pikes near the wooded objective (I forgot all about granted Vengence moves from Makeda until well after the game…) and only two were able to charge into the pikes. I mini-feated anyway and one more pike died on each objective (would have been 5 dead if not for tough rolls… some wasted feats there…). The Cyclops in the woods moved up to try to take down some pikes but again tough rolls stopped him short… at least all that side stepping and some guys running around the woods the three pikes were totally surrounded. Lastly Gladis charged Drakhun… but getting excited about a sprinting Titan distracted me from inhospitable ground… and without Rush she fell short on the charge… luckily Drakhun’s countercharge did minimal damage. Both objectives are well contested and no control points are scored.

Richie Turn 4: Richie was justifiably happy that Gladis was in the open for no good reason… but my swordsman on the center objective is right in the Juggernaut’s charge lane. So Irusk pumps pretty much all his focus into a spell boosted by both Wysh and the Gobber’s special abilities… only to have me use Makeda’s special ability to save the swordsman’s life! However the destroyer manages to score a direct hit on the infantryman despite having no focus and blows him off the board anyway. Holt then activates and charges Rhadiem to try and give the pikes some wiggle room… but only manages to knock the Tyrant off his Ferox. The pikes activate but have trouble hitting anything in the woods while the central group move out of Juggie’s way and kill the one swordsman engaging them. Juggernaut charges Gladis and puts some serious damage on her… and even freezes her with his last hit… then Drakhun scores just enough damage between him and his horse to kill my Titan. The last widowmaker picks off a swordsman in the combat and Richie scores his first control point on the middle objective. I’m still up 2-1.

My Turn 4: Without Gladis I’m not taking back the center… so I focus on trying to dominate the woods. Rhadiem tries to kill Holt but misses. Fortunately the swordsmen and Cyclops are able to clear out all of pikemen from the woods (Irusk didn’t have enough focus left to give them Iron Flesh again after his ranged spell…) , so Makeda casts Road to War then Lightning Strike on Archie. She moves as close to the wooded objective as she can but is just short of dominating it. Archie flies out of the woods, eats Holt to clear all enemies from contesting the objective and hops back to the woods. At this point Richie concedes as I’ll be dominating on my turn for the win and he’s too far away to do anything about it (I guess Gladis holding everybody back ended up being worth it!)

Summary: I was not playing at top form in either of these games. The game against Matt is best summed up as: “I did it wrong.” I picked a poor list for such spread out objectives… I then focused on the lesser of the two point generating options as blitzing the far objective in hopes of dominating it would have been the better play… then I managed to make a total mess of my assassination run when I finally had a chance to try it. Not to take anything away from Matt using his waves and waves of infantry very well… but I don’t think I did anything to make it difficult for him to win either.

At least in the game against Richie he was making mistakes too. I doubt I’ll be forgetting Vengence… or popping feat when I’m not sure of doing significant damage again any time soon… but I’m sure I’ll be gumming up my activations with those large units of troops for a while. I’m also sure Richie won’t be setting up quite so many heavy hitters to soley threaten an objective that might disappear either…

Current Record: 25-11

Newly Painted: Tiberion
 
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Zack Stackurski
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Mankato
Minnesota
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Game 37
35 Points Against Brandon’s Circle of Orboros
Scenario: Killing Fields

My List: Supreme Archdomina Makeda, Titan Gladiator, 2 Cyclops Savages, Archidon, Min Beasthandlers, Tyrant Rhadiem, Max Praetorian Swordsmen plus UA
Brandon’s List: Epic Kaya (and Laris). Feral Warpwolf, 2 Argus, Druids of Orboros plus UA (7 total models), Druid Wilder, Morraig, Standings Stones (3 plus a Stone Herder), BlackClad Wayfarer

Scenery: There was a small hill in the center of my deployment zone, a large impassable tower a bit right of center just outside my deployment zone, and an obstacle edged hill with ramps off on the left flank a bit upfield. On the far side of the field there was another small hill mirroring my own, another impassable building off to the left, and an obstable edged hill with ramps right on the board edge of the far right of the field. Lastly there was a large 6x8” forest smack dab in the middle of the field with the centeral objective point inside it.

Setup: Brandon won initiative and wanted to first so I picked my side based on the right objective having a clearer approach without the hill in the way. Brandon put on Argus and the Wilder on my far right in the opening between the far and central hill. Kaya and her other beasts were at the center of the board while Morraig and the Wayfarer on my right one each on the sides of the far building.

I split one Cyclops and Rhadiem off to the right of the near tower, set up the rest of my beasts with Makeda and the Beast handlers centrally between the tower and the central hill, and spread the swordsmen all over the left side of the board with half set up to run across the field and the others poised to go over the hill using the ramps. Brandon then advance deployed his Druid unit on my right in front of the Wilder and his standing stones on my left in front of Morraig.

Brandon Turn 1: Stuff ran. Well… most stuff ran. The Druid unit moved up and fired a longshot AOE at might right Cyclops that deviated onto nothing, while another guy cast an anti-magic spell and the remaining Druids popped up little clouds around themselves. The flanking Argus then ran up to stand on the right objective followed by its Wilder who shielded behind the Druid unit. The Shifting stones shifted up onto the objective with Morraig and the Wayfarer running right up behind them. Then Kaya’s central beasts all ran up to the edge of the central woods while she (wary of Archie’s threat range) merely walked up just past the central hill then put Forced Evolution on the central Argus.

My Turn 1: Looks like I have some turn 1 charges! Makeda started off putting Leash on her nearest Cyclops, casting Road to War and moving forward toward the central objective pulling the Cyclops up almost clear of the tower to have a clear line to the Druid unit. Gladis then put Rush on that Cyclops and moved forward to be between Makeda and the beasts in Kaya’s central battle group. Archie hopped up onto the hill next to Gladis while the Beasthandlers spread out behind Gladis and Makeda (except for one who moved to the far side of the hill Archie was on) and put Enrage on the rushed Cyclops. That cyclops then charged the nearest Druid who happened to be the unit leader (and thus lacking a cloud thanks to his anti magic spell). The Cyclops was just out of the other Druid’s clouds and easily cut down the leader and other Druid he was in reach of. Then Rhadiem moved up and thanks to Road to War and Jump was able to stand on the part of the objective the Argus wasn’t covering and take two attacks (spear and kitty) at the Argus… which both missed. The Cyclops on that side ran to also just be on the objective to contest. Finally my unit of swordsmen took off running and spread all over the hill and the open space between the hill and the field with the most forward Praetorian actually engaging the Stone Herder.

Brandon Turn 2: Brandon hadn’t expected to be engaged quite so quickly and took a while deciding how best to use his seemingly overwhelmed Druid Unit, how to safely claim the center objective with my heavies so near, and what to do about all those swordsmen! He started with the Shifting Stones and moved them up into my unit to block some easy movement lanes toward the objective. Then Morraig moved up and clove a pair of swordsmen the used his light cavalry rules to move back on to the left objective. Lastly the Wayfarer moved up and had just enough range to catch three more swords under his spray and killed them all (and did a few points of damage to one of the stones). Brandon really wanted me to take a courage test so also moved his Feral a bit out of the woods far enough to reach a swordsman and ate him. My unit was out of Makeda’s range but passed their morale test easily all the same.

The enhanced Argus moved up into the woods a little to claim the central objective while Laris moved to the edge of the woods to engage the Cyclops who had killed a couple druids but she didn’t do enough damage with her bites to take away any of his aspects. The Argus on the left objective chomped on Rhadiem a couple of times and knocked him off his kitty. Then the druid unit moved. There was a bit of a gap between the two cyclopses reach and a couple unit members in the right position funneled through it to get nearer to Makeda while one stopped in the middle and another waded into the combat over the right objective. Middle guy popped the null spell and the combat guy was ineffective with his stick… while the UA missed with his AOE… but the guy behind him still had line of sight and range on Makeda. He hit her and did no damage, but did shove her back two inches. Kaya activated but did not move. She simply cast her stealth spell for fun and dropped a bit of fury to be sure there were no frenzy checks next turn. Brandon scored control points for the central and left objectives.

My Turn 2: That push left Makeda out of range of both cyclopses which also left her short on fury so she cut for three points to go to full. The Cyclops engaging Laris failed his frenzy check and hit Kaya’s protector hard enough to remove her body aspect. Then the swordsmen took their vengeance move to get the guys on the hill a path to charge off toward Morraig while a pair near the stones took vengeance on the stone shepherd and killed him off. Then that unit activated and charged Morraig and the wayfarer. There were a few solid hits but Morraig had two points left on his mounted form and the wayfarer was still alive with one hit left when the swinging was over.

Makeda checker her control range toward the center objective and was pleased. So she put Leash on Gladis and moved up toward the woods dragging the big Titan with her a bit. She then cast Road to War. Gladis put rush on herself and had just enough movement to contest the objective and take some swings at the Argus… but even with boosted rolls her fists missed. The handlers then moved and the leftmost guy came just shy of engaging the feral with his whip while the unit leader removed Gladis’s fury and one guy hanging back enraged Archie. The last guy moved up between Makeda and the Druid unit. The Cyclops near the right objective was now in Makeda’s control range so he laid a few hits on the Argus and removed its Spirit aspect. Rhadiem decided to move around the combat to threaten the Wilder and killed off the member of the druid unit engaging the Cyclops. Finally Archie charged and ate the Druid unit UA, but missed the other druid he could reach since he didn’t boost his attack roll. That was because he neede the last two fury to sprint away and block possible attack lanes from Laris and the central Argus toward Makeda. Unfortunatley when he moved both free strikes hit (I’d forgotten about Reach in my plans…)… and Brandon rolled amazingly well putting 15 damage on my flyer and removing Archie’s Spirit! At least he was in the right position… I didn’t score any control points… but at least I was contesting all the objectives.

Bradon Turn 3: Brandon has a lot of trouble deciding how to use his Druid unit… so he started with the other side of the board. Morraig and the Wayfarer went nuts and killed off all the swordsmen engaging them leaving one guy standing alone in the field (the ex-standard bearer who was now promoted to unit leader). The standing stones shifted to bar that one swordsman’s best line toward the left objective. The Druids decided to charge with one attacking Archie and another attacking the Cyclops fighting Laris but neither did any damage while another moved over and healed the right Argus (in retrospect he couldn’t do that since he was supposed to either Run or Charge… but we missed it at the time…). The Argus then went full fury to bring down Rhadiem and the wilder moved up to remove that fury.

Bradon was now ready to tackle the central problem. He said something about getting pathfinder on his Feral and wasn’t all that appreciative when I pointed out that the central Argus couldn’t see to give it because there was too much forest in the way. So he had to move Kaya up to do it (eyeing Archie the whole time). She put pathfinder on the Feral then activated her feat and dropped all but one of her fury. The central Argus then attacked Gladis but only did a handful of damage then used Kaya’s feat to warp over a bit away from its position on the objective marker but still was contesting the objective. Then Laris bit her Cyclops a couple of times… but Brandon had forgotten to heal her and she couldn’t beat the cyclops’s armor without her body aspect. She warped over base to base with Kaya. Finally the warpwolf moved and after much thought Brandon decided not to throw Gladis at Archie but simply go for the kill. This would have worked great as all but one of his attacks landed… but three times he rolled double one’s for damage and Gladis was still standing when he was through! The Warpwold opted not to use the feat warp and stayed where it was. Brandon scored a control point for the left objective and was up 3-0.

My Turn 3: Brandon left himself no transfer targets as the wilder was out of Kaya’s range now… so it was definitely assassination run time! First the last swordsman took his vengeance move straight toward Kaya while the right Cyclops frenzied and knocked the body aspect back off his Argus along with its mind. Makeda then cast Road to War and put Rush on Archie then moved toward the woods a bit to be sure everything was in range and activated her feat. Then the handlers activated. The further back handlers healed up the aspects on Archie and Gladis and one killed the Druid engaging Archie. The upfield guy moved up to engage Kaya (but left a charge lane for the swordsman and plenty of room for Archie to land) and attacked her… and that’s how I found out she was currently Defense 18 thanks to Laris! So… rather then attack with Archie right away I had Gladis put rush on herself and she walked out of combat (taking no free strikes thanks to feat turn) and walked around the Argus right up to Laris and took her out with two mighty swings. Archie then flew over to engage Kaya. The first two bites missed… but the next two hit and killed Kaya to win me the game.

Summary: Based on my rolls I’m pretty sure my final attack run would have worked even had Brandon taken out Gladis (leash would have replaced Rush to give her the necessary movement and I rolled high enough to hit 18’s on the attacks that landed) but I would have been sweating that turn a lot more! Unfortunately Brandon is still one of our thinkiest (that’s PC for slowest) players and that three turn game took us 3 hours (3 HOURS!) to play. I was hoping for more games that night as the holidays are going to make it hard to get my full games in for the month… but it seems some of the others are having similar problems so I might get some off night games in to finish this month out. Wish me luck!

Current Record: 26-11
 
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