Tuesday, 11 July 2017

Batrep 2: Don't do Dice kids.

I got another game in, this time it was against Cryx. I played Feora3/Threeora. It wasn't ghost fleet, but it was against the Coven. Whilst this isn't that bad, back in Mk2, the coven were always 'that' matchup for me, as I could not get my head round how to beat them back then. Now, I have more experience, and more toys. So let's see how it goes.

My list was:

Feora3
-Hierophant
-Crusader
-Fire of Salvation

Two Vassals of Menoth

A Mechanik

Vilmon

Min Choir

Max Cleansers
-UA

Max Idrians
-UA

Knights Exemplar
-UA



His list was:

Coven
-Egregore
-Desecrator
-Reaper
-Two Deathrippers

Wraith Engine

Bane Lord Tartarus

Hellslinger Phantom

Max Bane warriors
-UA

Satyxis Gunslingers

Min Mechanithralls


My initial thoughts were that this is an unsual Cryx list, and it screamed MK2. I'm assuming the plan is to use the coven's toolbox spell list to apply the debuffs where needed.

We rolled off, and Cryx won the roll and went first. They put both heavies on my left flank, with the amphibious one going in the water. There was an arc node there too. The Coven were central, behind a trench, with the thralls front and centre, with the thralls and gunslingers following up. On my right he had the engine, Tartarus and an arc node. The phantom went on my left too.

I deployed with Feora central, and a heavy each side of her. The support stuff was behind the heavies, a vassal each and the mechanik was central to repair whichever heavy got damaged early by redline. The Choir deployed with a member per jack and two ready to step up to replace them if needed. The Cleansers went on the left flank, and knights on the right. This was because I did not want the phantom picking off knights. Each member of the unit there, to me at least, is far more important to the unit's overall damage output than for the cleansers. Idrians AD'd centrally and preyed the banes.


Cryx 1: The Mechanithralls start off proceedings by running up. The gunslingers then shoot them off to make a cloud wall. The banes run up behind said cloud wall. The Wraith Engine, tartarus and the Chicken node on that flank then run. The first witch activates and casts Infernal machine on the desecrator, then drops a veil of mists in front of the death chicken. The Desecrator and Reaper run up, but the reaper does it aggressively. The arc node runs up and hides behind the veil.

Menoth 1: Idrians activate first, and advance+minifeat just outside of the max bane threat. Feora then goes. She redlines the crusader, advances, and puts banishing ward on the idrians. She then fire steps and repos to be behind the objective. Vilmon just runs up to hug the objective and feora. The Vassals enliven both heavies, and the choir chant no shooting. The heavies run up. The knights and cleansers just run.

Cryx 2: Upkeeps are upkept. Things move up, The Phantom kills off 3 cleansers, and the Desecrator drops a scather in front of them. The Coven also feat.

Menoth 2:I upkeep my spells. I make a bit of an error with activation orders here, due to my positioning. I essentially commit to taking off banes on my opponent's feat turn, so I decide to cast incite. But, I have to move the idrians first in order to get Feora into range. Luckily I have prey on then, right?!

No. Idrians kill like 3 banes with all their shots, and my opponent makes no tough rolls. The Cleansers then kill about another two. And Feora puts up incite and fails to kill any. Vilmon moves up. The Jacks run, after getting chanted no shooting, and enlivened. The mechanik repairs the crusader.

Cryx 3: Mech thralls punch a cleanser, the first one kills it, leaving the other two to squabble over the flamethrower, I guess. Oh, yeah, Fire of Salvation's vengeance is triggered. The Desecrator blows up an idrian. This was part of his plan to attempt the assassination, but it missed(The first of many bad rolls this game). The coven go and cast Curse of shadows on feora, in preparation of the reaper going in to drag her into bane charge range. It hits. The reaper doesn't though, so the banes just charge idrians and kill 5. Tartarus charges the crusader and takes its left arm, movement and most of its cortex out.

Menoth 3. WEW LAD. That switched the pace of the game.  So Feora allocates one to each heavy, and upkeeps banishing ward. I firstly activate the vassals and empower heavies. The Hierophant activates and exultates Feora harmoniously. Feora then activates and feats, killing off a bane or two, and putting re. Cleansers kill off the mech thralls, and I get lucky and roll exactly what I need to hit the phantom, who's not in incite range and kill it too. But the cleanser does not kill the bane warrior blocking the crusader from getting to the reaper.  Fire gets battled, and goes into a cryx heavy.(At this point, he has Incite, Battle and Redline.) He puts up his imprint too, and does not kill the heavy. He leaves it's movement and gun intact. Vilmon charges the reaper and cranks the damage roll, taking off about half it's health. GO TEAM! Idrians kill Tartarus and some banes too. The Crusader, who was already in walking range of the reaper, has to go into the bane and light. He kills the bane and misses every attack into the light, which I boost all of. With Incite up. The Knights run/charge, with one going into a pair of banes. One dies.

Cryx 4:Upkeeps are dropped, and the reaper gets two focus. He kills a cleanser to clear a path. The Coven crit the stygian on Feora twice. But I take one damage from both. Wraith engine kills the crusader and misses the idrian. The Reaper tramples over Vilmon, and does no damage to him. Then, it buys two attacks into Feora, both of which miss. The arc node bits fire for one damage.

Menoth 4: My army wakes up at this point, so it goes into cleanup mode. Fire walks into the reaper, taking two free strikes, not caring about either and kills it. I do make a minor error here. I activate Vilmon first, charging the coven, and he dies to the chicken free strike. Feora kills the chicken though, and the knights kill the wraith engine.

Cryx 5: He has a single gunslinger left at this point as well as the coven, but feora is camping one. The spell assassination fails, leaving Feora on 8 boxes, and the gunslinger misses her.

Menoth 5: We check the board, I have Fire, a knight and feora who can charge the coven, who have no camp. He concedes.


In hindsight, I should have lost this game at two points, due to my aggressiveness with Feora, but dice saved me.

Also, if my opponent had played for scenario, and focused on controlling the zone, and flags, he could have scored 5 in a turn by sending a coven member to the zone and each flag, and destroying my objective.

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