Friday 12 September 2014

Journeyman League - Week 5 and a Half

Following on from my last post I actually managed to get one last 25 points game with pFeora against my pirate playing buddy Jayke, of Hall of Legends (http://hall-of-legends.blogspot.com). So here I am to tell you all about it before I break out the epic in week 6 in a couple days. 

We both used the same lists from Week 4 and the game was still Incursion. The only real difference was that he'd swapped out the Deck Gun for Lord Rockbottom. 

He won the roll for deployment/first turn (Talion charter gets +1 to the roll) and decided to go first and he chose to set up with his battlegroup in the centre of the board and the sea dogs to one flank. I deployed with the Flameguard to the centre and my battlegroup opposite the majority of his forces shielded by a forest and the Paladin on the flank he'd left exposed. 

Turn one we both moved up the board with him running everything up and casting Batten the Hatches with Bart for an armour buff. I also ran with everything, including the Paladin and TFG, who sacrificed their respective ARM buffs to run nearer their flags. At the end of the turn the flag nearest his army disappeared, leaving him to trudge across the board with the sea dogs. 

Realising the far flank was now the flag to capture and that it was uncontested he ran up his Buccaneer, just managing to get within 4" to contest. The rest of the army moved up across the board with the sea dogs and Mariner taking pot shots at the Flameguard and killing a couple. Bart Feated, hindering my movement around the board and moved his melee jacks up to contest the central flag. 

With the feat up I had to be careful about my movement and so I started by moving my Paladin up to B2B with the flank flag and Stone and Mortar'd to make sure he could stay on it. (He was just out of the range of the feat) My Repenter moved up, also far enough away to miss the feat and was berely in range to kill one sea dog. The Vanquisher took the aiming bonus to not move and took a shot at the sea dogs (and another with the vassal) which killed a couple more of them. The TFG used Iron Zeal and Shield Wall to reach ARM 21 and un-knock-down-able and walked onto the flag with impunity. Then Feora measured her control range and shuffled forward an inch to avoid Bart's feat and used her own, setting fire to the Freebooter and about 80% of the remaining sea dogs. 

On his turn without the benefit of Tough from Rockbottom only one of the dog's fire didn't go out, and with low ARM they all died without a roll. The Freebooter stayed on fire but took no damage. This was a pretty heavy hit both tactically and to morale, but there were still 2 heavy jacks and the caster knocking about so there was no need to let it stop him, especially as Warmachine can turn in a second and Victory is always an option. Starting his turn it was clear that, despite looking like 12", when we used a combination of Spray Template and Reach marker the Buccaneer was just out of Bart's control range by about half an inch, meaning he couldn't allocate focus to it to help take out the Paladin. Despite this set back the light jack moved up and took a swing at him anyway, failing to hit but moving up heto contest the flag more solidly. The remaining sea dogs charged the TFG alongside the Mariner and the Freebooter. The Mariner threshered (he'd moved in and didn't technically 'charge' but artistic licence) but failed to wound the Iron Zeal'd Flameguard, and the sea dogs had a similar issue, since they needed 11's to wound. The Freebooter killed one Flameguard but missed with the second attack. Bart used Batten again to give himself an armour buff and ended the turn. 

I started by attacking the Buccanner with my Paladin, getting a high roll and a very lucky column, taking out his melee weapon. The TFG Shield Wall'd and made a couple of Combined Melee attacks against the heavy jacks but despite being +4 to the rolls did little appreciable damage. The Dervish that had been stuck behind a forest all game started to crash through the trees towards the Freebooter but only managed to get about 3/4 of the way through. The Repenter, still on the far, empty flank moved up and hit and killed the gunner attachment, who replaced the remaining sea dog and failed his command check. The Vanquisher could see through the Flameguard thanks to Ranked Attacks from the UA and so had a line of sight to Bart. I directly hit him, and caught the back of the Mariner. Even with a boosted roll I only managed 4 boxes from the caster and then got another 4 with the ancilliary attack from the Vassal. The Mariner being pretty much fine against the blast damage both times. Feora moved up through the forest and took a couple of Flamethrower shots at the Freebooter, crippling one of the Arms. 

The pirate captain allocated a bunch of focus to the Buccanner hoping to clear the Paladin from the flag, which I had nothing else to contest, securing a steady flow of control points. Unfortunately he'd forgotten that the jack had a crippled arm and so was only rolling single dice, meaning he was boosting to get a regular 2d6 roll. Following this Bart activated and charged the TFG and used attacks and Overtake to slaughter around half of the remaining Flameguard, sugnificantly buffing his ARM. Adding insult to injury the Mariner and Dougal also took out a few guard themselves, but the Freebooter with a crippled arm managed little. 

On my turn I continued to swing at the Buccanner with my Paladin, chipping away at it but not doing a great deal. The TFG threw a couple of cursory CMAs but also achieved little beyond their roll as flag contesting road block. The Dervish charged the back arc of the Freebooter and took a pair of attacks doing minimal damage, as did Feora who continued to pour on fire from her flamethrowers. Stupidly I Side-stepped the Dervish right into the path of the Repenter I'd been planning to use and so he could only try (unsuccessfully) for the Rhulic Financier Rockbottom. The Vanquisher activated and fired directly at Bart again, considering the TFG in the blast radius acceptable martyrs. The shot hit and, boosted, managed to knock off his last box, winning the game. Except he has Tough. And passed. So I ancilliary attacked the now knocked down caster, hitting easily and once again knocking off the last box to secure the victory. Except he got tough again, staying defiantly in the game. On his turn the fire didn't go out and was enough to finish him off for the third time and finally Bart gave up and the tough check failed. 

This was a fun game but it did feel like luck was on my side with most (if not all) of the critical dice rolls in the game going my way, I played a solid game but made disproportionate gains thanks to the luck of the dice more than anything. But when you're a tabletop gamer capricious dice are a cruel part of the life and I've certainly had my fair share of 'nothing but 1s' games. 

I'll be back in a couple of days with week 6 and alt casters, stay tuned!

-M

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