Sunday, November 9, 2014

Bradigus Thorle the Runecarver vs Drake MacBain

After the long game, I sit down with Professor Lust who's playing Mercs.  He's rolling with MacBain and Durgen.  I have a pretty solid idea that I'm going to see MacBain, but either way I think the right answer is to bring Bradigus again, so I do.  He does go ahead with MacBain.

Lists


Image Courtesy of Griffon's Roost Painting

Woldwar - Tier 4
Bradigus Thorle the Runecarver (*6pts)
* Woldwatcher (0pts)
* Woldwatcher (5pts)
* Woldguardian (9pts)
* Woldguardian (9pts)
* Woldwarden (9pts)
* Woldwarden (9pts)
Sentry Stone (Leader and 3 Manikins) (3pts)
Sentry Stone (Leader and 3 Manikins) (3pts)
Sentry Stone (Leader and 3 Manikins) (3pts)
Shifting Stones (2pts)
Shifting Stones (2pts)
Shifting Stones (2pts)



Drake MacBain (*6pts)
* Galleon (18pts)
Alexia Ciannor & the Risen (Alexia and 9 Risen Grunts) (5pts)
Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts)
Kayazy Assassins (Leader and 9 Grunts) (8pts)
* Kayazy Assassin Underboss (2pts)
Kayazy Eliminators (Leader and Grunt) (3pts)
Eiryss, Angel of Retribution (3pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Orin Midwinter, Rogue Inquisitor (2pts)
Ragman (2pts)

Rhupert Carvolo, Piper of Ord (2pts)

Scenario




Process of Elimination


Special Rules


Mark two zones (12 inch × 6 inch rectangles) and place two Monolith objectives in accordance with the diagram below. The Monolith objectives are enemy models to all other models. Only the player who destroys/removes from play a Monolith earns 1 control point. Starting on the second player's second turn, at the end of each player's turn a player earns control points (CP) as follows:
Artifice: Kill Box
Objective: Destroyed/Removed from Play = 1 CP (once per objective)
Zone: Control = 1 CP, Dominate = 2 CP

Victory Conditions


The first player to earn at least 5 control points and have more control points than the opponent immediately wins the game.

If time runs out before a player has won the game via scenario or assassination victory, break the tie as outlined on the Scenario Reference Sheet. For the 3rd tiebreaker, double the army points within each zone


Only the active player scores when multiple players dominate the same zone or flag.

Game


I lose the roll, and Matt decides to go first.  I choose a side that seems advantageous to me.  This particular table has a larger than medium sized forest in the middle of the table, which bodes fairly well for me I think.  Also, this scenario being a Kill Box is pretty important I'd say.

Round 1


Everything does their running on turn one for him to try to get things setup and ready to be a pain the next turn.  Failsafe goes on Galleon I do believe, counter measures is thrown out on the Kayazy, and that's more or less what happens there

I set up my usual, I take advantage of the forest in the middle of the table, and use my other mannikins to block LOS to my entire army.  Everything else moves up, with Bradigus casting Synergy.  I am able to get a setup where I have Bradigus in 2 triangles, ditto for the Woldguardians on each side.

Round 2


He's looking at the board, and decides to jam into me, which puts a decent amount of stuff for me to handle, Galleon doesn't get any focus because of a positioning mistake with Eiryss, but I don't think its too big of a deal.  MacBain does upkeep Fail Safe though, and then recasts Countermeasures on the Kayazy I believe.  He has to move into the killbox too.  He jams into me with the Eliminators, Assassins and Boomhowlers.  He puts 2 models in front of MacBain, but there is a narrow gap between them.  MacBain had also feated this turn on 10 models, all key solos and other models that'd be in my way.

With the gap between the models, I have an assassination with Bradigus on him.  I activate all of the models that I can in order to get Synergy up, I think one misses, so I get +4 I think.  I do the teleport to get a bigger triangle, followed by double teleporting Bradigus to MacBain.  Take I think 4 attacks and that's it for MacBain.

Analysis


I think another game against this list and player and its a pretty different game since he'd know what was coming.  I'm not sure here if I would try to send in 2 heavies on the Galleon, probably worth while if I can take it out, because he has very little in the way of ARM cracking.  Either way, fun game with a good friend that I get to see at conventions quite frequently.


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