Thursday, 26 April 2012

EPIC! Kreoss, EPIC! Doomy, EPIC! Feats, EPIC! game.

The preparations for Tourney season carried on against Cal and a formidable beast heavy list.
(EPIC!) Hoarluk Doomshaper, Rage of Dhunia
* Pyre Troll
* Troll Axer
* Dire Troll Mauler
* Earthborn Dire Troll
* Mulg the Ancient
* Trollkin Runebearer
Trollkin Runeshapers (Leader and 2 Crew)
Janissa Stonetide
Troll Whelps
Troll Whelps

Reinforcements:

Trollkin Scouts (Leader and 5 Grunts)
Trollkin Scouts (Leader and 5 Grunts)

I was originally going to take eFeora to give her her debut but Dark Sphere didn’t have the model for me to buy (or that I didn’t think her list would pack enough punch against what was likely to be a beast heavy list). So I went with a variation of my eKreoss list:

Grand Exemplar (EPIC!) Kreoss
* Fire of Salvation
Daughters of the Flame (Leader and 5 Grunts)
Exemplar Bastions (Leader and 4 Grunts)
Exemplar Errants (Leader and 9 Grunts)
* Exemplar Errant Officer & Standard Bearer
Knights Exemplar (Leader and 5 Grunts)
Knights Exemplar (Leader and 5 Grunts)
Visgoth Juviah Rhoven & 2 Honor Guard
Exemplar Errant Seneschal
High Exemplar Gravus

Knight Exemplar Seneschal
Knight Exemplar Seneschal


Reinforcements:

Flameguard Cleansers (Leader and 9 Grunts)
* Flameguard Cleanser Officer

We drew up the scenario for the game which was Outflank, Outfight and Outflank with Reinforcements. Neither Cal nor I had gotten to use the Reinforcement rule yet so this was going to be a lot of fun.

Cal won the roll-off and decided to go first. eDoomy sat in the centre flanked by Troll Moses and Janissa with the Runeshapers in front. Cal placed the Mauler, Mulg and the Pyre facing my right flank and the Earthborn and Axer facing my left.









I set up with a front line of Bastions and both units of Knights (the Knights looking to make an early claim for the right hand control zone). eKreoss, FoS, Rhoven and Co and both Knight Sennys standing behind. The Errants, Errant Senny and Daughters Advance Deployed near the forest looking to take the left hand control zone.




Turn1

Cal ran everything forward as one with the exception of Doomy who threw Wild Aggression on the Earthborn and Refuge on the Pyre.









Kreoss goes first and puts Inviolable Resolve and Sacrosanct on the Knights (I forgot to use their Advance Move, probably just as well). Both sets of Knights run forward towards the control zone just about getting a toe in. The Bastions also run forward to try and clog up the middle of the field. The Daughters drift in from the left to the centre to see what the Runeshapers would do, While the Errants got cosy in the forest contesting the zone.

Turn 2


The fun began when Cal brought on his reinforcements. The first Scout unit deployed at the front of the reinforcement deployment zone, with the second unit just behind them. The first unit activated and Assaulted the Errants and made quite a big dent in their numbers (six Errants kicked the bucket), while the second Scout unit moved up in support. Cal’s next action was to get Moses to use Harmonious Exaltation on Doomy who had upkept his spells and feated. The Runeshapers move forward and try to blast the Daughters but can only kill one. The Earthborn, who had Rush cast on him by Doomy, charges into the Bastions taking three down, leaving the remaining two on one wound each. The Axer follows suit and threshers three Daughters. Having seen what was happening on the other side of the table, the Mauler decided to get in on the action and charge the Knights. This charge, thankfully, failed by the closest of margins. Mulg moved closer to the Control Zone and Janissa threw down a Rock Wall in front of the Pyre and Mulg. The Pyre also tried to Spew at the Knights but couldn’t cause any harm or make the fire stick due to eKreoss’ Elite Cadre: Aegis.

After a big turn from Cal, it was time for a big turn from me. I brought on my Reinforcements and deployed them as far as they could go. Kreoss kicked things off allocating one Focus to FoS and upkeeping his upkeeps. He moved forward and then feated (everybody auto-hits and get an extra attack each) keeping hold of the rest of his Focus. I started with the Bastions and charged the Axer. Credit goes to the Axer for staying alive on two points after four Weapon Master attacks. One of my Knights Senny (now with STR buff for Menites dying nearby) charged the Earthborn getting off his Chain Attack. This caused a lot of damage. Gravus (full up with souls of fallen Menites – love that double dipping) charged in and finished off the Earthborn. Rhoven moved up with his Honor Guard and used Negation to take a point of Fury away from the Axer (not that it made much difference to Doomy). The Errants struck back at the Scouts killing three from the closest unit and two from the other, their Quick Work ability not working to full effect). The two remaining Daughters ran past the Axer and took on the Runeshapers taking killing two with a total of six attacks. I tried to squeeze as many Knights around the Mauler as I could but failed as I so very nearly killed the big troll. In the end, the Cleansers had to pitch in with their sprays to kill the Mauler.

Turn 3

Cal started off with the easy bit and got his scouts to finish off the Errants and gain the first control point of the game (we both thought that I had score the first but after looking at the wording in the Steamroller pack, I only contested the zone as I had less than half the Errants in the zone). The Axer, who still had Wild Aggression upkept, then managed to kill the Knight Senny in front of him. Fortunately, Cal forgot about Restoration so the Senny came back after some nearby Knights were killed. The last Runeshaper ignored the Daughters in front of him and tried in vain to kill a Knight. Janissa showed him how it was done by killing two (and not getting knocked down from Sacrosanct like we thought as she was Steady). The Pyre activated next and knowing he was going to do didly-squat to the Knights, he gave his animus to Mulg to make him hit far harder than he should (in my opinion anyway). Mulg then did what he does best and SMASH!!! He took out a handful of Knights to clear some space.

Time for me to get a bit of a move on before I was wiped out by Mulg so I kicked off with Rhoven who got his Guard to charge the Axer to finally finish it off. Gravus gets a charge in on the Scouts and kills three, clearing the control zone as a result (I would score my first point at the end of the turn). I then charge one of the Daughters into Troll Moses while the other stays engaged with the Runeshaper. Unfortunately, they are unable to kill either Troll. The Knights then get charges in on the Pyre and the Whelp that is standing right next to Mulg. The Whelp dies, but the Pyre hangs on with a few points left. I then get the other Knight Senny at Mulg. Both initial attacks hit but I then fail with the Combo: Smite attack. Finally I bring in the Cleansers to start spraying Mulg, careful not to hit my guys. They pile on a bit more damage.



Turn 4 (queue missing pic for Cal's turn 4)

With both Mulg and the Pyre maxed out on Fury, Cal has to decide which beast is going to frenzy. He goes for Pyre who has the most uninspiring frenzy and fails to kill what’s in front of him. The Scouts make charge moves at the Errant Senny and Gravus. The Senny stands unscathed while Gravus only suffers five points of damage. Moses uses Harmonious Exaltation on Doomy who pimps his friend Mulg with Wild Aggression and the Pyre’s Flame Fists. This does not look good for FoS. Janissa then uses Tectonic Shift and moves both Daughters and the two Knights engaging the Pyre towards my table edge. Then Mulg goes for it. He Threshers both the FoS and the Knight Senny, causing FoS to lose two columns and kills the Senny. This activates FoS’s Righteous Vengeance. FoS moves in and whacks Mulg. Because of his Affinity with Kreoss, his weapons have Dispel meaning Mulg is now just normal Mulg. Mulg carries on buying attacks and leaves FoS with only his left arm (Open Fist) in working order.

The Knights Senny, Errant Senny and Gravus combine to kill three out of the four Scouts left on the board, the last one contesting the control zone. The Daughters finish off Moses and puts a few points of damage on Janissa. FoS gets a hit on Mulg causing a few points. The Knights charge the last Runeshaper (killing him), Mulg (more damage) and Doomy (left with only a few points but still with a couple of transfers). I then get the Cleansers to activate and half start spraying Mulg taking a few points at a time until they kill him and the rest spray Doomy with the same result.


The negative streak ends after an EPIC three and a bit hour, four turn game. I really enjoyed using reinforcements, they really changed the game. Cal’s choice of two units of Scouts was genius, coming on and making sure that things died with their Assault moves made my trusty Errants look quite flimsy. My Cleansers made quite an impact too. It had been a while since I last used them and enjoyed the extra dimension that the Officer (just purchased hours before the game) lent to them. My feat turn would not have been quite as devastating as it was if the charge of the Mauler had not failed, the Cleansers and others would have had to work that little bit harder. Everything in my list worked quite well. The Daughters get special mention despite losing four very early, they didn’t need to use Anatomical Precision that much to take down Cal’s support. The best thing about Rhoven was not his abilities which are quite situational at times, but it was his guard. Two MAT 8 Weapon Masters!!! If something needs to be taken down, Cassian and Gius can really make sure it is either done or make it easier for others to finish off. Kreoss was safe and FoS wasn’t really in any position to cause much harm, although he saved himself with his Dispel attack on Mulg.

All in all, I’m satisfied with my eKreoss list and not sure if I should change it to accommodate for a second unit of Daughters or not. I may not get to much time to test this out as I really should begin working with Feora (p or e) and Vindictus.

Sunday, 22 April 2012

Post Slow Grow Tourney

Wooooooo!!! Two wins!!! Statistically impossible!!! This could be my year.
Ahem! Yes. I had a good event, which was run superbly by Lewis. The nicest thing was that it was super relaxed, well there were a few hangovers. It was great to see experienced players and noobs mixing so well. I played against three relative noobs and they all seemed to have fun.

I took a solid Maelok list, who after being pummelled by Luke’s ranged Retribution list again proved to be quite tough. Against Ben I had trouble getting through high DEF models (even with rerolling MAT 7’s), but if only I had gotten through the Nyss Hunters then who knows. But it was Major Tom and Sander who found my ARM buffing minions a nightmare therefore giving me two wins. Sander was finding it difficult with the timed turns but I’m sure that he’ll get used to it.
I still think that I could have played a bit more aggressively but can’t complain as I did win two of my games (both against noobs and both against pStryker – three out of my four wins this year have been against pStryker, hmmm).

Slow Grow Tourney - game 4

Game 4 threw another pStryker list in my face, this time led by another of CGC’s newer Warmachine players. Sander took the following:

Commander Coleman Stryker
* Defender
* Stormclad
Arcane Tempest Gun Mages (Leader and 5 Grunts)
* Arcane Tempest Gun Mage Officer
Black 13th Gun Mage Strike Team
Long Gunner Infantry (Leader and 5 Grunts)
Sword Knights (Leader and 5 Grunts)
* Lancer
Journeyman Warcaster
* Hunter


The Scenario for the last game was Sacrifice. I pretty much bricked again during set up leaving the Croaks to Advance Deploy closer to the Flag.










Sander managed to get everything on right on the edge of his deployment zone.


 



Turn 1

Everything ran forward towards the Control Zone with upkeeps and prayers except for the Croaks and W + S, who moved towards the flag.









Sander moved his ATGM and Rhupert around some intervening forest towards the flag. The Black 13th, Sword Knights and Lancer entered the Control Zone with the Journeyman and Hunter in support. The Long Gunners, Stormclad, Defender and Stryker shuffled forward.


Turn 2

The Croaks entered the forest next to the Gun Mages and started throwing spears with little end product. My right hand GMP charge into the Sword Knights killing two. Everything else moved forward towards the centre of the table.







Sander then got his Sword Knights and Lancer to attack the Gators in the Zone only managing to kill one. The Black 13th had a bit more luck as they shot down two more Gators. The Long Gunners then started taking shots at an ARM 20 Gator but couldn’t really do anything. The last action was down to the ATGM, but Sander ran out of time.


Turn 3
The situation in the Control Zone was looking a little bad for me so my Right hand GMP leader charged into to Knights and killed two while the other member of that posse killed another. Kaine the Wrastler charged the Stormclad but could not take it down. The other Posse charge the Long Gunners killing five but the last one stood his ground. W + S moved closer to the flag while staying submerged knowing that they would be prey to over half of the Gun Mages. In the final act of my turn, the Croaks failed to even hit a single Gun Mage.

Sander concentrated his efforts this turn on the middle of the board and the Control Zone. I took two Sword Knights and to kill a Gatorman after the Lancer had failed. The Stormclad hit back at Kaine but couldn’t do much to hurt him (I can’t remember if its arms were taken out or not). The Journeyman and Hunter moved closer to the centre while Stryker stayed hidden and feated. Finally the Gun Mages made a move on the Frogs but couldn’t do anything due to time running out again.

Turn 4
I started off with the Croaks who killed two of the Gun Mages at last. W + S moved up slowly watching the Croak/Mage battle while submerged. The right hand Posse (with only the leader left) polished off the Sword Knights. Kaine and his battle with the Stormclad was left unresolved for another turn after he lost an aspect in the previous turn (I had forgotten to heal him). Ray decided to declare a charge on the Defender but couldn’t scrap the jack. The Posse in the middle charged the Hunter and remaining Gunner. They killed the Gunner and put a lot of hurt on the jack.

Sander responded to this but there wasn’t a lot he could do with all of his jacks having faulty weapons systems. The Black 13th took shots at the Witch Doctor to no avail. Once again, Gun Mages didn’t do anything due to time running out.




Turn 5
Again I started the turn off with the Croaks. The one amidst the Mage formation killed one, thus freeing up the others to throw spears at the rest killing one more. Maelok revived two Gatormen to help out in the Control Zone. Unfortunately, they didn’t even hurt the Black 13th. The Gatormen in the middle spent the turn standing up after being knocked down in the previous round.




Sander got the Black 13th to get rid of the Revived Gatormen while the ATGM finally felled one of the Croaks. His jacks still couldn’t give out much punishment.




Turn 6


My Wrastler finally did the job of dispatching the Cygnaran heavies much to my relief. It didn’t look like I was going to finish off the Lancer so Maelok feated and Revived a Gatorman allowing the right hand Posse to charge past the Lancer and kill the Black 13th. W + S finished off the ATGM between them. The Croak turned around and caused a couple of points of damage on the Hunter. My last roll of the dice saw the other Posse charge the Lancer (still could not finish him off) and Stryker himself. I remember missing with the both Gator’ charge attacks, but they both made their second. Sadly, they didn’t kill him.

Sander was definitely in panic mode now. Games were finishing around us and Stryker had two gators in his face. So he activated Stryker first and took down one of the Gators. No sooner had that happened, then ‘Dice Down’ was called.




We totalled up the number of points destroyed as neither of us scored any control points.  I scored more and claimed victory.

This was one of heck of a grind. When both of our heavies took damage, which limited them in dishing out the pain, the game was definitely going to a tie-break. I can’t remember whether I had not healed my beasts or was worried about Fury management, or both.
I think what let Sander down was his indecision. He was taking a little too long to make up his mind about what to do which often meant running out of time. One of the things that would have helped him out was activating the ATGM. That would have really given me something to worry about and helped with scenario play.

Slow Grow Tourney - game 3

Game 3 pitted me against Major Tom once more. As we couldn’t make any changes from Round 5 of the League, Tom’s list was the same:
Commander Coleman Stryker
* Lancer
* Ol' Rowdy
* Squire
Arcane Tempest Gun Mages (Leader and 5 Grunts)
* Arcane Tempest Gun Mage Officer
Black 13th Gun Mage Strike Team
Stormblade Infantry (Leader and 5 Grunts)
* Stormblade Infantry Officer & Standard
* * Stormclad
Sword Knights (Leader and 9 Grunts)
Eiryss, Mage Hunter of Ios


This rounds scenario was Demolition. This time I had set up in a brick fashion. W+S set up away from the main pack and the Frogs Advance Deployed towards the zone in Tom’s half of the table. Tom set up his Sword Knights and ATGM directly facing my brick while the other half of his force was set on protecting his zone. (I must not have took a pic showing Tom’s setup)



Turn 1

Everything runs. My brick just falls short of my control zone. Maelok throws down the usual upkeeps and Spiny Growth spam, while the GMP’s sing their prayers. The Witch Doctor doe his business too. The Frogs come up short on Tom’s control zone but they are fairly safe sitting in the forest nearby. W+S run up behind the Frogs and Submerge just to be on the safe side.




Tom’s sword Knights advance and keep a forest between them and the Gator brick. The ATGM move up behind them. The rest of Tom’s force starts to flood their own control zone.





Turn 2
The Frogs make the first attack and use their Hunter ability to throw spears at the Stormblades. Only one hits and kills. W + S move begin to move into the forest to support the Frogs. The rest of my army moves into my control zone and sit fairly comfortably knowing that the Knights have to come around the forest to get at me…





…which they most surely do. They manage to kill one Gator and put a few points on a Wrastler. Then the Gun Mages move further out on the flank to distract me. The Stormblades run forward with two making charges at my Croak Hunters, but they are unable to hurt them. Stryker and his jacks move towards the flag in the middle of the table.

Turn 3
The Croaks get themselves out of trouble with the help of Snapjaw. My right hand GMP and Wrastler tuck in to half of the Sword Knights who remain resolute. The other GMP and Wrastler move closer to the flag.







The Knights remain engaged with their opponents leaving the rear of my line open to the Gun Mages who have moved in closer and try to shoot at what they can. Fortunately for me, they are unable to do anything. Tom sends in more Stormblades to take on my Croak Hunters who once again prove to be difficult to hit. Tom decided to feat here considerably boosting armour values all around him.

Turn 4
It’s time for me to finish off the Knights, so Maelok revives one Gator (this one actually charges the ATGM taking out a couple). The right hand GMP finish off the Knights freeing up a Wrastler. This one then charges into the Lancer but is unable to do much damage. Snapjaw kill one of the Stormblades in front of the Frogs who combined to kill another. My left hand GMP charge into the Stormclad and Ol’ Rowdy but unable to scratch their high armour. They do however, manage to kill a Stormblade.

The Cygnaran heavy jacks combine to cause mayhem amongst my Gators. First Ol’ Rowdy smashes a couple of Gators to clear the path for the Stormclad. The Stormclad then charges my Witch Doctor and kills him.  Buoyed by this, the Stormblades go to charge the immediate threat of the Gators but fail to do much. The Black 13th seem to pop out of nowhere but needn’t have bothered when they all failed to hit anything (thank you high Gator armour buffs). The remaining Gun Mages also ail to hit the previously revived Gator staring at them.
Turn 5
With Stryker so near, it’s time for Maelok to feat. He also Revives another Gator bringing the right side GMP to full strength. They divide and conquer two of them go to work on the Black 13th killing two (narrowly failing to kill the third) and two and chew through a few more Gun Mages (one was already engaged. The Leader stayed where he was to keep unit formation. Ray the Wrastler finishes of the Lancer while capturing the flag. The left hand GMP then move through the Stormclad with one of them killing just one Stormblade. Another Gator kills the other and plants a hit on Stryker for a few damage. Over on my left I have three Croaks and W + S eager to join the fray. I start off with the Frogs. The first makes a charge on Stryker managing to bypass his DEF and then ending the game by rolling a stupid amount of damage on four dice.
Quite a tough game again for Tom who just couldn’t do anything about my high armour values across the board. He did well to distract me with the Gun Mages and, to an extent, the Black 13th. Tom was also unfortunate not to be able to do much with the aforementioned units who stayed quiet until they suffered casualties. I was pleased with the Croak Hunters who did their job satisfactorily, but I must say that I wasn’t sure that they would be the ones to pull off the assassination.

Slow Grow Tourney - game 2

Next up was Ben and his Mercs (and a bag choccies – which may or may not have played any part in the game).

Captain Damiano
* Rocinante
* Rover
Arcane Tempest Gun Mages (Leader and 5 Grunts)
* Arcane Tempest Gun Mage Officer
Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts)

Steelhead Halberdiers (Leader and 9 Grunts)
Steelhead Heavy Cavalry (Leader and 2 Grunts)
Eiryss, Angel of Retribution
Gorman di Wulfe, Rogue Alchemist
Ragman
Rhupert Carvolo, Piper of Ord


I lost the roll off and Ben opted to take the first turn. The scenario for this game was Incursion with three flags on the centre line of the field at the start of the game. After my first turn, one of them would vanish. I lost the roll-off and Ben opted to go first. Ben set up with a fairly solid core of Damiano, both jacks and the Halberdiers, the Nyss Hunters facing my left flank and the ATGM + UA on my right flank. The Halberdiers at the back looking to be dispatched to where ever they are needed most.

I set up with Maelok and both Wrastlers looking at the flag to my right, my Knot of Frogs looking at the flag on my left with both GMP and Wrongeye and Snapjaw looking towards the centre flag.





Turn 1

Ben makes a general advance; the Nyss approach the flag on my left after Damiano gives them Death March. The Halberdiers move towards the centre flag and the ATGM squeeze themselves between the Halberdiers and a bit of forest just behind Gorman and Eiryss.






I position both GMP either side of the centre flag ready to move depending on which flag vanishes. The frogs stay in the forest as they are quick enough to reposition themselves and help out the GMP where needed. Both Wrastlers move inside from my right.




Turn 2

The flag to my left randomly disappears much to Ben’s dismay. With no flag to capture, the Nyss bomb forward to engage my left hand GMP and my froggies. The Halberdiers come forward to support them, while everything else shuffles towards the flags.






The GMP and Croaks clear their lines from a few Nyss and Halberdiers. W+S have to give a bit of a hand here. My other GMP charge the ATGM before they get shot to pieces. Not much happens as a result of the charge as the ATGM are safely sitting in Gorman’s cloud.



Turn 3

Ben’s Nyss/Halberdier combo has a field day and take down all three of my croaks, three Gators and Wrongeye.  Sadly, Snapjaw leaves the table because of this. The Steelhead Cavalry come in from behind Ben’s lines to take down two more Gators. This allows the ATGM to move over and claim the centre flag.





It’s starting to look a bit miserable for me. On my left, the two remaining Gators take a few Nyss/Halberdiers. On my right, the other Gators take down two of the Cavalry and almost (grrr) take down the third while engaging the ATGM. Both Wrastlers then get in on the action and help out with some killing. Maelok is now open with only the Snapper for support.


Turn 4
The ATGM firstly get rid of the Gator that was contesting their flag. The last Cavalryman was having difficulty getting rid of his own Gator. The Nyss got rid of my left hand GMP and turned their attention to the Witch Doctor, who stood up to them. The Halberdiers then went after Ray the Wrastler, but couldn’t do so much damage. Rover came over to help, but Ray resisted much of the attack. Ben scored a second point from the centre flag.


I’m now on the back foot and try to do something radical. Maelok brings back two Gators and pops his feat. The two revived Gators kill one Gum Mage each. Kaine the Wrastler is looking to get past Rocinante and start chomping on Damiano. Unfortunately, he doesn’t have the movement to get past the Merc jack. So he starts let his fists fly but doesn’t break the jack. With Rover just out of reach, Ray starts beating up Halberdiers. Unbelievably, he cannot even kill one. The same goes for the Witch Doctor. The Snapper does what he can and claims the right hand flag.

Turn 5

The Halberdiers finish off Ray and the Nyss finally take down the Witch Doctor. Eiryss comes forward to contest the flag with the Snapper. Rocinante does some finishing off himself and claims the scalp of my second Wrastler. Ben gives the final word to the ATGM who kill the revived Gators and claim a third point from the centre flag to win the game.



A tough game for me as in which I found it hard to kill infantry. To be fair, the Nyss were really hard to kill with Rhupert just behind them making them DEF 16. My Gators needed 9’s to even hit them. Even with their Cold Blood prayer giving them a reroll on attack dice, it was nearly impossible. The damage output from the Halberdiers was quite respectable with Death March on them late in the game really made fun of my Gators survivability. I also didn’t position myself well for flag capturing. I reckon that I should have concentrated on one flag and used the Frogs to contest the other. My positioning on the feat turn was also bad which meant I could not threaten Damiano. Ben defended his lines solidly and bossed the game with minimal losses.

Slow Grow Tourney - game 1

Luke used pretty much the same list as he did against me a fortnight ago.
Lord Arcanist Ossyan
* Phoenix
Dawnguard Sentinels (Leader and 9 Grunts)

* Dawnguard Sentinel Officer & Standard
* Soulless Escort
Heavy Rifle Team
Heavy Rifle Team
Stormfall Archers (Leader and 3 Grunts)
Arcanist
Arcanist
Dawnguard Destor Thane
Dawnguard Scyir

* Griffon
* Griffon

Eiryss, Mage Hunter of Ios
Narn, Mage Hunter of Ios
Ghost Sniper
Ghost Sniper

Mage Hunter Assassin

I won the roll-off and let Luke go first. The scenario was Destruction. Luke and I both set up in fairly wide lines.







TURN 1

Turn one saw a huge general advance as usual with Luke’s Griffons being driven out front and Narn and the MHA moving so quickly down my left flank. Luke started taking shots at one of my Wrastlers with the Ghost Snipers and Eiryss. They caused an automatic nine points.






I advanced my army towards the forest in the middle of the table, while W+S looked to take on the oncoming Narn and MHA.







TURN 2

This would be a big turn for Luke as the carnage started with the MHA taking out Wrongeye. Snapjaw didn’t like this and seemed to vanish. The Ghost Snipers and Eiryss took another nine points of damage off one of the Wrastlers. This Wrastler was finished off by being charged by a Sentinel. The rest of the Sentinels ran around the forest to my left to protect the objective. One of them even decided to run out in front of my line and just wave his sword around for a bit. Both Griffons were marshalled forwards and took out a Croak Hunter.

My left-hand GMP retaliated and proceeded to fail to take out one of the Griffons. Even though they had back up from a Croak, they couldn’t do it.. The other GMP ran into the forest to get away from the sniper group on my right. One of the Croaks then took out Narn, leaving the MHA by herself so that she could kill the Witch Doctor.



TURN 3
Luke‘s Griffons strike back at the Gators surrounding them but have real difficulty in causing major damage. The Destor Thane decides to start taking shots at some Gators and takes out only one Gator. A few Sentinels decide to join the fray to try and occupy my front line even more while the Stormfalls race over to the other side of the field in order to protect the objective. Luke’s trio of snipers take another automatic nine points off the Wrastler while Ossyan decides to further protect himself by firing his Chronopahage Cannon into the forest. This would hamper any attempt for my   Gators to move forward.

I start the turn off by running my Wrastler into the forest out of harm’s way. One of my Croaks sees the threat of the oncoming MHA but could not even scratch her. The combined work of my left-hand GMP finally take down a Griffon and put some serious damage on the other. I think this was the turn that I feated and decided to go through the Sentinels (foolishly decline the chance of triggering Vengeance.


TURN 4
First off, Luke sends his Thane racing to behind my line in order to help out the MHA who failed to tackle her froggy opponent. Needless to say that the Thane found that it tasted just like chicken. The Scyir bombed forward to help out his Griffon but also found it tough going against a few Gatormen. More Sentinels trickled forward to further prevent me from advancing towards Ossyan. The Phoenix took a boosted shot into the forest at the Wrastler but failed that so he just stood watch. Finally, the sniper group opened fire on the objective causing another nine automatic points of damage.

With the MHA and Thane behind me I take a Gator and get him to go and engage. He causes a bit of damage to the Thane but not enough to kill. But at least the MHA is tied up. More effort is poured into destroying the last Griffon, and yet still nothing is final. I take out a couple of Sentinels and move the Wrastler over in some weird attempt at consolidation.



TURN 5
The Thane kills his opponent, thus freeing up the MHA only for her to fluff up an assassination attempt. The Sentinels creep ever closer using their Vengeance move (killing a couple of Gators in the process) and then two of them got a bit of a charge on Maelok. Fortunately for me they failed, I don’t think that I could have taken two charging Weaponmasters to the snout. The Lone Griffon swung its arms about but was in no fit state to cause any damage. Ossyan fired his Cannon once more halting the Wrastler for a bit. The snipe group put another nine points on the objective.

During my turn, I was determined to tie up some loose ends. The second Griffon was finally put out of commission. The remaining Croak blunted the threat of the Sentinels slightly by throwing a poisoned spear at the Officer, killing him. No more Vengeance moves. A couple of Gatormen cleared the threat from the two Sentinels engaging Maelok. All that was left was the MHA. I sent in the Bull Snapper and was not surprised by its lack of melee skills despite boosting the hit.

TURN 6
There wasn’t much for Luke to do except to go after Maelok. First he got the Thane to start shooting the Gatormen protecting their bokor. He managed to kill one but nothing else. The MHA then shimmied around the Snapper and decapitated Maelok without much song and dance.