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Post by darkangeldentist on Apr 15, 2017 18:36:09 GMT
For some months I've been borrowing a friend's minions (in part so he didn't have to face my Cygnar) and so far it's been fun and interesting. I've taken them to a couple of local steamrollers and done ok, always shy of the top spot but generally walking away with a 3-1 record. For the most part I'm happy with the lists but am always looking to tweak and improve them so please, please comment and discuss any thoughts or suggestions you have. Also ask questions about the lists if you have any because I always write lists with a plan in mind, it just isn't always a good one.
Here is my current list pair. Dr Arkadius and Sturm & Drang, they may not be the best of pairings but I like them and enjoy using them so have stuck with them so far and for the foreseeable future. Arkadius is generally a good warmachine drop and S&D have been a reliable hordes drop. The exception is Cryx who I seem unable to beat (that might be me though) and in particular ghost fleet which has got the better of me both times I've faced it. (I don't get to play against Cryx very often at all.)
Arkadius War hog War hog Gun boar Gun boar Battle boar Targ (min) Bone grinders Wrong eye & Snapjaw Gremlin swarm Bog trog trawler
Sturm & Drang (Thornfall alliance theme force) War hog War hog Battle boar Razor boars (max) bone grinders (max) Farrow brigands with CA slaughterhousers Viktor Pendrake Alten Ashley Rorsh & Brine
To add a bit of history to the lists this is a brief summary of the last couple of events I took them to. Most recent was a 2 list steamroller with no divide and conquer, I played into Convergence, Protectorate, Cygnar and Cryx. Only game lost was against Cryx fielding Denny1 ghost fleet against which I tried Sturm & Drang. The game wasn't going too badly and the clock was slightly against my opponent but I couldn't resist the chance to use obliteration for the first time ever wiping out a light artillery, about half a unit of pirates and doing a few points on Denny. Following turn saw me scourged, parasite'd and killed though. The wins were all with Arkadius. Against Convergence I was lucky that my opponent's time management was even worse than mine as his lucant list would have likely won the attrition war but it was close. I was down to just light beasts (one of them near death) versus his battle engine and a swarm of servitors but he was up a control point for scenario in take and hold. Protectorate was against Thyra with the flameguard theme force and after a woeful mistake where I gave away Wrongeye by triggering vengeance on his deployed unit of daughters came back with a feat turn that saw a single warhog one-round his judicator whilst light beasts ate all the flamebringers. The scenario was incursion and that impressive feat turn let me get up on scenario. Thyra and Blood of martyrs (with the help of Phyrrus) tried to pulled it back and were doing a pretty good job of it but couldn't keep me from getting the remaining control points to win. Cygnar was against Siege with storm division and my opponent made a critical error in thinking iron zeal'd storm blades could body block the warhogs from getting to stormwall. A few gun boar shots later and the path was clear for the two warhogs to one-round stormwall whilst the roadhog sacrificed itself to kill and jam storm lances. Even with Siege's feat to help he didn't have enough attacks to swing it back and Arkadius cruised to a comfortable scenario win (scenario was the pit).
I haven't had to face many hordes lists but trawling through my memory into past games the Sturm & Drang list has faced and beaten Skorne (Xerxis2 with a hydra), Circle (Kromac2 with a Storm raptor and Ghetorix), Legion (Lylyth1 & 2) and against Trolls (Jarl with a Dhunia theme force). It's lost once on scenario to Trolls (Madrak3 because my opponent made a very impressive scenario grab) and to the aforementioned ghost fleet (which Arkadius also lost against at a different event where it was led by Goreshade3).
I tend to play about once a week (if I'm lucky) and now that I've started this thread may try and post battle reports so long as the game was interesting.
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Post by darkangeldentist on Apr 26, 2017 0:23:24 GMT
Had one game this evening, my opponent was playing Khador so it was going to be Arkadius whatever he dropped. He dropped Butcher3... joy. However this was a very unusual list because he wanted to try out some pretty interesting a novel ideas, such a Behemoth marshalled by a Forge seer. His was was;
Butcher3 and canine chums Ruin Marauder Andrei Malakov Berserker Forge seer Behemoth Greylord ternions Mechanics Drakhun Winter guard field gun Winter guard mortar
Objective: Fuel cache
We were also going to be trying out the Steamroller 2017 Recon scenario, the terrain created something of a bottleneck. In the middle of the table just off-centre to the right was a large forest that encroached the zone, another forest towards the top left quadrant with a small obstacle and a larger obstacle in the bottom left quadrant. There were a few more scenery pieces but these were the ones that matters. Central forest stretched across from the centre point towards the right flag forcing both of us to either funnel left between the obstacles and the other forest or flank quite far to the right if we wanted to be able to bring our guns to bear. My opponent won the roll-off and I picked sides. My side also had a wall which I presumed Arkadius would cower behind.
Butcher and co all deployed ready to storm up the centre of the table with the artillery flanking to either side. Behemoth was positioned directly in line with his objective for him to lob fire AOEs at me. (Blessed, magical AOEs. Oh my...) I deployed in a huddle just left of centre with Wrong eye & Snapjaw placed more to the right in line to be fully shielded by the forest. The rough terrain would at least slow down impending doom once lines crossed. The bog trog trawler ambushed. Turn 1 saw the red army race up the field as fast as they could manage save for the ternions who put clouds onto Butcher and puppies. I was less aggressive with my first turn but still sent a war hog up to go base to base with my objective (bunker) as did a gun boar. The gremlin swarm ran up all the way into the forest but that was the extent of my posturing. Butcher scares me and I was none to keen on his fire lobbing shenanigans. Turn 2 and Butcher camps his whole stack again, Behemoth is given continuous fire, empowered with a focus and ordered to strike true. The huge jack toed the zone and sent a pair of AOEs into my road hog taking down it's mind and a chunk of body but it could have been worse. The Drakhun runs to the left flank behind the flag ready to defend against the war hog that's threatening that flank. Butcher has his pups given clouds again and continues his run up the field, the pups go out in front to block line of sight to butcher. The rest of the Khadorian army runs up the table to pressure me, in the zone are Behemoth, Ruin and the Marauder all in fairly different parts of the zone. At beast a war hog could get one and the objective.
In my turn I can see that Butcher is in potential threat range of the road hog and Forced Evo' war hog, just need to get rid of the puppies and around an obstacle to get him. The gun boars start proceedings by successfully shooting down the puppies (fire went out by the way) leaving the way clear to Butcher. The battle boar goes and puts primal onto the road hog, then Arkadius activates. The good doctor advances behind the war hog and also engages the road hog before casting primal on the war hog and successfully poking both with his needle before casting psycho surgery and feating. I realise a mistake because very little of Butcher's army if in my control range but fortunately one of the gun boars is far enough forward that it's natural frenzy target will take it roughly where I want the road hog to go (and the frenzy charge will fall short) and the war hog will have to risk a free strike from the marauder but it can make it to Butcher. Committed Arkadius has to reposition forwards so I can still force the beasts once they get to Butcher. Road hog goes first, it's charge attack with the mechano-claw hits but fails to crit, it does a few points past the power field, second attack misses but I buy, hit and boost damage for another few points past the power field. The war hog now activates, the free strike connects and does a whopping 14 points of damage... to column 4, neatly failing to take out any systems. Aggression dial cranks his damage up to max and my initial charge attack is made with the gore hoping for the crit. I hit but again no crit, with P+S 21 I am at dice +3 so even with the power field Butcher loses a chunk of health, second initial also hits and I boost damage knowing that a decent roll will force a tough roll. It does and Butcher toughs but is knocked to the ground and I still have one more initial and a fury to buy another attack.
Game Review:
This didn't really test out the changes to scenario that much save the frankly ridiculous issues with fuel cache. I really hope that changes because handing out fire AOEs is not pleasant. Bunker felt pretty lacklustre for what it offers but I certainly wouldn't say it's useless and the other changes to objectives are interesting. The game did remind me how magnificently silly Arkadius' threat range can be but a large part of the win was because my opponent has been used to playing Butcher into things that can't really threaten a full camp warcaster like him so was a little too complacent about the threat ranges and the possibility of his cloud wall disappearing the way it did. A lot of the time the fear of triggering vengeance is enough to put me off going for the puppies but this time was an exception.
Afterwards we had a chat about his list and came to the conclusion that Behemoth needed to go on either Butcher or Malakov, he needs at least 2 focus a turn to get the most out of those bombards and although the drive and jack marshal abilities are cute the big B is still better on a caster. Our conclusion was to put Behemoth on Malakov because he can easily fuel it focus and red-line is a great spell on Behemoth, still a little risky perhaps but it's a jack that can do a lot of work at range and is perfect to play late game mop-up in melee after shelling people early game. The berserker was dropped along with the mortar to give the forge seer a destroyer. The AOE lobbing jack is pretty much ideal for what the new Greylord solo offers and the marshal benefits work nicely with it and empower.
As for my Arkadius list, I'm happy with it. Butcher is a bit of a nightmare match up for me on paper because Khador now have some really powerful cloud tech and impending doom scares the crap out of me. So this was something of a calming revelation that even the Butcher can't stand up to a fully tooled up couple of beasts even on full camp. I'm quite happy with all the elements, even the trawler who (whilst not particularly relevant) was able to come on at the start of turn 2 and charge the Drakhun in the back. Didn't hurt him but stopped the counter-charge shenanigans and would have forced the man-o-war cavalry solo to think about what to do next turn. (Free strikes are never to be taken lightly.)
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Post by darkangeldentist on Apr 28, 2017 18:57:35 GMT
I was not expecting to get a chance to play last night but circumstances allowed and although we didn't get to finish the game it was very interesting so I'm going to write about it. This was another crack at the new CID steamroller scenarios, in this case Spread the net. Terrain was set up using the cluster method but an oversight by the person placing the terrain started with an area of dense fog in the centre zone, a trench occupied a large portion of the far rectangular zone and an area of rough terrain separated the circular zone and my near flag. A wall stood centrally alined a little outside my deployment zone with a forest sat in the top of the near rectangular zone, another forest was placed on the top right quadrant outside of all zones and the final piece was a cluster of crates that was near the mid-line between the legion deployment zone and the circular template. Apologies for no photos but I forgot to take any.
My opponent was using Legion so I would be using Sturm & Drang, he was using the twins Ryas and Saeryn, here's what I remember was in his list;
Saeryn & Ryas Proteus Angelius Nephilim protector Nephilim bloodseer Black frost shard 2x Spell martyrs War spears with CA Hellmouth 2x Deathstalkers
My opponent won the roll-off and chose table sides. I realise that my initial evaluation of this scenario was wrong as I deployed Rorsh & Brine to the left flank so they could zoom up and threaten the far rectangular zone whilst Sturm & Drang were initially central with his beasts and slaughterhousers clustered around him, bone grinders went behind this centre front line and the brigands angled to the right rectangular zone. Alten would deploy on the right flank ready to walk up into the forest. My opponent put Saeryn down in the centre and Ryas more to my right flank, Proteus seemed to be tasked with guarding the left rectangular zone with the warspears filling up the centre. The nephilim were also quite centrally placed with the blackfrost shard behind the front line. The angelius was deployed on my right flank ready to advance up to my rectangular zone and the deathstalkers also went down on this flank with eyes on my poor brigands. The hellmouth went down behind the centre cloud in the circular zone with tentacles around it happy to abuse the clouds ability to limit my options for getting to it. I still chose the hellmouth as the brigands prey and my opponent picked a warhog as the prey of his warspears.
Turn 1:
Stuff runs, I'm a little leery of his threat ranges for the hellmouth and deathstalkers but the warhog that is not preyed gets polarity field and runs up within threat range of it, as a bit of thought I chuck a couple of slaughterhousers up far enough to perhaps tempt a tentacle. Brine is given vision and Sturm casts deceleration whilst advancing up leaving him on nothing but I'm safe from attack this turn. The brigands run forward hoping to use the forest to shield them from the deathstalkers but I'm not able to clump them tight enough up to prevent him getting line of sight to them. I do manage to run the battleboar up close enough to shield guard practically the entire unit but the razor boar I send up only covers the half that isn't likely to be seen. Bone grinders are at a bit of a loss and just stay behind the rest of the army. Rorsh & Brine rush up using diversionary tactics so that Brine is technically already within range of the hellmouth. Pendrake manage to fluke a couple of points of damage onto Brine to trigger pain response (since there are no threats that can get to Rorsh) and I pass turn. My opponent is cautious, moreso than I would have liked with the bulk of his army but he knows that he doesn't want to risk anything he doesn't have to and is aware of my threat ranges. (He's fallen foul of them before.) The deathstalkers move up and can see brigands so the first one hits and is shield guarded by the battleboar before the other kills two brigands. Ryas and Saeryn put psychic vampire on themselves and occultation onto the angelius before advances up behind the forest on their side of the table. Spell martyrs move up, the only on the left goes into the trench and the other stays central. The protector stays within 3" of both sisters whilst the bloodseer rushes forwards up to the hellmouth. The hellmouth resists the temptation of the slaughterhousers and instead runs the tentacles to protect it from the threat of Brine. Proteus runs up to toe the left rectangular zone and across the table to the right flank the angelius advances only cautiously. The warspears run but not very far, they don't quite make it into the centre zone.
Turn 2:
I stick with Sturm and upkeep my spells. I'm very cramped and tightly packed with a lot of my force so manoeuvring is going to likely get awkward. I'm way too far away to threaten anything except with Brine who isn't quite able to get to the hellmouth because of the net of tentacles in front of it. so this turn is pretty much just positioning as nearly all the legion beasts are over 20" from Sturm so feating is also pointless. The brigands advance and dig-in at the start of the turn to get out of the way. Alten takes a pot shot at a warspear before retreating back into the forest. The preyed warhog is still too close to the warspears so runs deep into the right hand zone so it can clear out anything my opponent puts in there. I resist the urge to send in Rorsh & Brine, instead sending them further up and around the left flank. The rest of the beasts move to threaten and guard my infantry from enemy ranged attacks with shield guards. The slaughterhousers are easily within range of the warspears assault shots but if they do go for this bait it'll bring them into range of the polarity fielded war hog. My opponent realises a mistake with his positioning as Ryas doesn't have any warbeasts with fury in her control range meaning the bloodseer is left with fury on (causing it to frenzy and kill a tentacle) and Ryas has to cut for 2. Both spells are upkept and the twins go early and position to threaten the zone with Ryas whilst Saeryn stays safe behind the cluster of crates. The warspears advance and take shots at the slaughterhousers (advancing because the placement of the cloud meant he would have fewer shots had he tried to assault) and although their aim was true deceleration played an absurdly significant part in stopping damage getting through and only one fell to the ground having made a tough roll. Tentacles were sent in to kill the knocked down slaughterhouser and tie up the rest. The deathstalkers tried their luck but shield guards foiled their plans, one sacrificed itself to contest the right rectangular zone. The angelius, proteus and protector all stayed well back, although proteus moved closer to the centre near Ryas. The blackfrost shard continued to reposition themselves, taking a long route up the right flank but still staying very far back. Legion scores a point.
Turn 3:
I can see a quite nice path to causing some respectable damage here but my plans are limited because of how far back my opponent has kept his beasts. Drang takes control and I have to drop my upkeeps. The brigands activate and most aim whilst shooting at the warspears, this kills 2 of them and leaves one knocked down. The preyed war hog activates and eats the deathstalker. The battleboar puts primal onto the other one (that's toeing the circular zone) and backs off. Drang advances up a little and casting killing ground and drops a couple of fury to camp two. The war hog aggression dials and charges for free into the warspears, my opponent doesn't make any tough rolls and the hog overtakes his way to the hellmouth with just his initials. The first bought cleaver kills the gaping maw and I am now engaging Ryas, a spell martyr and proteus with the hog. The remaining two fury are spent hitting proteus doing okay but not spectacular damage. Pendrake advises Alten on the vulnerabilities of legion beasts and the monster hunter advances up to shoot proteus, the swirling melee isn't enough to throw his aim and proteus takes 5 damage to his spirit, had I thought about where my earlier damage had fallen I could have crippled his mind but alas the legion beast would be fully functional for the next turn. Brine also committed this turn and was sling-shotted into the bloodseer and last warspear, with the help of his animus he brought himself to full health by eating both of them. Rorsh contested the zone and engaged the spell martyr. The razor boars ran around to get in the way as did the slaughterhousers. I scored a point. My opponent reconciled himself that he felt confident of being able to kill Brine, Rorsh and the warhog so long as he was careful. His turn slowed down a bit after the reminder that the warbeasts had retaliatory strike but he had ways around that. The deathstalker continued it's hunt and killed two slaughterhousers, the blackfrost shard tried and failed to stick harm onto the warhog due to the melee penalty and instead hit Proteus. (Amusing but not helpful.) The other two tried and failed to kill slaughterhousers with ice bolts. The angelius advanced and poked slaughterhousers to get it further over towards his warlocks but was determined to stay ouf of threat range of the brigands. (I had unwisely switched prey over to the angelius because I forgot about occultation). Ryas took advantage of acrobatics and just walked past the war hog to engage it and Brine before killing Brine and half killing the war hog. Saeryn tried flinging a blood rain into Rorsh but being in melee in a trench proved too difficult to hit and it scattered off harmlessly. Still paranoid about retaliatory strike the protector activated and slammed the war hog. No damage was done but it knocked it down. Proteus then activated and advanced up to try and finish of the war hog and kill Rorsh, he managed to drag Rorsh in but missed the next attack and ended up spending all his fury making sure the war hog died. Rorsh lived! (A petty victory but I'll take it.) We both score a point since he has the centre zone and I the right hand rectangular one. (Score now 2-2.)
Turn 4:
I go back to Sturm, I can't get to Ryas or any of his beasts this turn with melee but I can feat on all the beasts. Rorsh activates and walked up to Ryas and does diversionary tactics, boosting the damage on Ryas and dealing 4pts for her, she kept one transfer back and is grateful for it now. Rorsh then saunters off back to the spell martyr and contests the left zone. Sturm activates and puts polarity field on himself, vision on the warlord and TK's Alten forwards so he that if I advance him forwards I can see proteus behind the cloud. I then feat. A razor boar charges into a blackfrost shard member but misses, the last slaughterhouser forfeits combat action to advance and engage whilst the brigands split their attentions between the protector, a spell martyr and blackfrost shard, I kill one member of the unit and (with the help of beast lore) deal a decent amount of damage to the resilient light. The war hog runs back towards the centre and the battle boar advances up to help cover the brigands from the threat of the deathstalker and angelius's gun. Alten manages to cripple both mind and spirit on proteus, although I am needlessly cautious with them in light of the impact from my feat. I score a point to bring the score to 3-2. My opponent leeches fury and doesn't upkeep anything. Ryas moves to keep the cloud between her and the farrow whilst proteus mopes about toeing the zone. The deathstalker is again thwarted by a shield guard from the razor boar this vexation sees both remaining blackfrost shard kill it. The angelius shoots and kills Alten (who I forgot to reposition back, otherwise he might have close enough to a shield guard) and passes turn. I both score another point but have to called time on the game because the shop is closing.
Game review:
The game was very interesting and fun. The twins are better than I think most people give them credit for although they do present some unique fury management issues. I am not sure how to call it regarding which side was in the better position, although the twins still had their feat whereas I had used mine but the crux of the matter was that neither of us was going to win quickly via scenario or assassination/attrition. Although he had 2 heavies still, having dropped occultation the brigands could now see the angelius and shoot it, whilst I had lost nearly half the unit by now I still had the warlord and Pendrake and the angelius doesn't like half a dozen or so POW 14's to the face. A lot of what-ifs to be honest but despite the appearance of scenario looking live we both struggled to gain much of an advantage. I'd have liked to finish the game and will be looking for a re-match if I get the chance. I really like the combination of pack hunters and overtake from Drang, it makes war hog truly frightening consumers of medium infantry.
Scenario review:
Seeing as it's under development it seems worth adding a little review of the scenario. Looking back at the game I feel that I badly misjudged where I should have applied pressure in this scenario as, instead of having S&D's beasts protect and hold my near rectangular zone I should have pushed them all up on the left flank so S&D could have controlled the flag and instead let Rorsh & Brine operate on the right flank to defend and hold that zone. This would have pulled my infantry more to the left where the rough terrain would have caused me more problems than it would the legion player and on top of that there was practically no line of sight blocking scenery there at all but with all beasts counting as shield guards on the way in the threat from his solos was greatly mitigated. In theory it's possible to score 4 points in a turn on this scenario but in practice I suspect players will struggle to score more than 2 unless they are a very strong control caster and/or already very far up on attrition. I like it enough to want to play it again but I'm still a bit sceptical about it. It doesn't feel very winnable in 7 turns.
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Post by darkangeldentist on Aug 6, 2017 13:52:47 GMT
Okay, I let this thread die a while back but yesterday I got to attend my first steamroller using the 2017 pack and the day reinvigorated my enthusiasm. I only managed a 1-2 result and my win was quite significantly down to my Rorsh toughing which completely shifted his focus. On the flip side my losses were down to clock and most importantly I enjoyed playing the lists.
First aside is a note to say that the 2017 steamroller pack is definitely an improvement on the 2016 one although I'm concerned about how quickly scenario can get away from you. During CID scoring was much slower and the condition for victory seemed that much harder to achieve that the final pack's speed for scenario scoring feels too extreme. I can see the case where a game can be won in 1 turn and that's just wrong!
However none of my games saw this happen and no one at the event did either so perhaps I'm just looking at the problem from the 'on paper' scenario.
The event was the last in the qualifying series of steamrollers for which I had already qualified. So I wanted to try something different and explore new warlocks and lists. Most of my minions are borrowed so I'm somewhat limited in what I can bring but for a while I've thought about Midas and Maelok. So I constructed a list pair with them. The event did not use ADR but acknowledge that these two are on it currently and they do work quite nicely together, with vanguard available I think they could be much stronger. Here's what I took;
Maelok the Dreadbound Wrastler Wrasler Iron back spitter
Max farrow brigands with CA min bone grinders Rorsh & Brine Brun & Lug Swamp gobber chef
Midas War hog War hog Battle boar Razor boars Razor boars
Max farrow brigands with CA Max gatorman posse Min bone grinders Lynus & Edrea Viktor Pendrake Maximus
First game of the day was Maelok into Caine3. His other list was Darius and both were using the heavy metal theme force. Neither of my lists is great into Caine3 but at least Maelok can tank better than Midas and the lessers provide me some extra threat. The scenario was stand off and although the terrain made going second to choose table sides attractive there's just no way you want to give Caine the board presence from going first. The game swung on Rorsh making his tough roll and letting Feign death save him from further attention which immediately swung my opponent's priority to killing Brine. This was during Caine's feat turn and in a similar show the bear counter-charged to shut from the shots on Brun which again shifted the focus from killing the lesser warlock to instead killing their beasts. Not that the wasted shots saved the beasts at all but it did mean that Maelok's battlegroup survived pretty much unscathed and the attrition swung back to me as brigands and wrastlers beat up the cygnar jacks. What won the game though was getting ahead on scenario as a couple of turns of scoring 1 more point than my opponent gave me the chance to score more than him and get to 5 control points ahead.
Second game pitted Maelok against the Retribution, Vyros1 who was leading a mage hunter theme list. The scenario was The Pit II and I was going second this time. Vyros' battlegroup was quite unusual from my experience against the faction featuring a sphinx, manticore, griffon and Imperatus. Okay that last just was fully expected but I'm much more used to seeing Banshees and hydras with Vyros. Rorsh was again probably the cause of the main swing in the game as top of turn 2 my opponent saw a chance to shoot Rorsh dead and went for it. The mage hunter strike force approached and shot Rorsh forcing a transfer and 4 damage. A fully loaded Manticore then hoped to finish the job only to flub horribly with only a single shot which did all of 2 damage!? This let me start the trade with wrastlers eating the manticore, Maelok getting in amongst the strike force to mortality them and even collected a few souls as the brigands shot the bulk of the unit and Brine ate some to heal and killed the objective. I had to sacrifice the bear the contest but it was feat turn and it had death pact on it. My opponent counter feated and Imperatus and the mage hunter infiltrators easily killed the bear and a wrastler but Brine escaped death as it turned out the sphinx had to leave Vyros' control range to get him, thus ended up missing a lot of attacks. I managed to mortality imperatus the next turn and a wrastler ate him and the brigands with prey managed to shoot down the sphinx. I was getting up on attrition and my opponent was running out of models quickly but I'd taken up way too much time doing all this and so clocked out after getting to 3 control point to 2. He wouldn't have been able to stop me scoring 2 more points than him on my turns after my last turn but I'd run out of time so that was it. I'd lost remarkably little considering the grind of a game we'd had but only the bear, a wrastler and the chef had died on my side so under the new rules for scoring points destroyed my opponent got very few indeed.
Third and final game was against a Gaspy2 dark host list with 45 banes! Oh and Darragh wrath as well... (PP thank you so much for nothing!) Although this turned out to be the last round and we weren't constrained to D&C I dropped Midas because I wanted to put him on the table at least once today. I just wished I'd gone back to a previous version with 2 gun boars... oh well. Scenario was outlast and I made a couple of errors which let my opponent get ahead of me. Had I not clocked myself I could still have lost it on scenario had things gone south but I was impressed by how well the list did on attrition. The terrain split up the board very well and that in party made it hard for my opponent to completely leverage his numerical advantage. The brigands were stars and whilst bane knights are quite resilient at ARM 18 it's still paper in the face of preyed pig-irons. Reposition ensured that the farrow were never at risk from their melee meaning that the only losses they suffered were from the pair of stalkers my opponent had which plowed in and killed a few before Midas swapped death march over to them, which also combined with swapping prey letting me scrap the lights very quickly. The gator posse weren't too bad either, Midas was able to calamity an overly aggressive bane knight early on and a cautious gator engagement let me do quite well trading models there. The razor boars might have been brought for bone tokens but they make very decent missiles to send out and spot remove the odd model or two. As I said though, I clocked out and ended the game 2 control points to 5 but at least my opponent would have had his work cut out to get more than 1 control point over me the following turn.
Overall it was a very enjoyable event and reinvigorated my enthusiasm for minions quite a lot.
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