title

title

Tuesday 30 May 2017

Game 33: Kaelyssa vs Ossrum (CID)

Game 33 – Vs Mark Ellis – Mercenaries – 27/05/17

CID – 2017 Steamroller Pack used

My list:
Kaelyssa, The Night’s Whisper
-Sylys Wyshnaylrr, The Seeker
-Helios
-Aspis
Arcantrik Force Generator
Arcanist Mechanik
Lanyssa Ryssyl, Nyss Sorceress
House Vyre Electromancers
House Vyre Electromancers
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and Standard Bearer

His List:
General Ossrum
-Reinholdt, Gobber Speculator
-Ghordson Driller
-Grundback Blaster
-Grundback Blaster
-Grundback Blaster
-Grundback Gunner
-Grundback Gunner
-Grundback Gunner
-Grundback Gunner
-Grundback Gunner
-Grundback Gunner
-Grundback Gunner
-Grundback Gunner
Kell Bailoch
Gorman Di Wulfe, Rogue Alchemist
Lady Aiyana & Master Holt
Horgenhold Artillery Corps

My continuing mission to find a Kaelyssa list that I like to build around the AFG+Helios package saw me land on the above list whilst my second Sentinels unit was on the paint table. Despite the fact that it was never likely to be the finished article I wanted to give it a run and, knowing that Mark playing Ossrum into Vyros1 Shadows would be an almost impossible task, we threw down this match up. We picked one of the 2017 scenarios in order to get a feel for it and I won the first turn.

My first turn saw Blur cast on Helios, and Refuge on the AFG, before running up to just stay out of his guns’ threat range without him both feating and casting Energiser. I think this was a mistake, and that feating myself and running max would have been a better play but it feels like a marginal decision.



Mark runs up in return, casting Fire for Effect on the artillery and Snipe onto Kell. He is careful to make sure that he doesn’t give me the opportunity to slap any jacks into his solos which felt like good play. Him blocking himself in like this isn’t an issue as his jacks all have Tactician.



With all of his jacks having Sturdy I can’t use Helios to push them around, so I settle on knocking 4 down with AFG slams (2 of which fortunately took out the Heads) and jamming up the board ready for next turn. Kaelyssa uses her feat and, after the AFG shoots and Refuges, swaps Refuge over to herself and makes one of the knocked down jacks Stationary as well, before moving over behind the building and Helios.



Mark quickly decides that he needs to kill Helios, but at DEF17 against shooting this isn’t an easy task. One of his Gunners is engaged and 2 others have lost their heads so it is vital that he can hit the 8 from Aiyana to reduce my armour by 2. This hits and Gorman’s Rust Bomb lands as well leaving Helios at Armour 15. The shooting starts and though he manages to only miss one shot, his damage rolls aren’t spectacular and the colossal is left on 22 boxes. Mark then makes a mistake in attacking the Sentinels with his Driller and only killing 2 and triggering Vengeance. We discussed after the game that he would probably have been better focussing on the Sentinels fully and ignoring Helios, but were uncertain as to how this would play out in practice. Mark had not contested the left zone so Helios scored it to lead 1-0.



My turn 3 is when I can finally start attacking properly. The Sentinels Vengeance attacks and a POW16 shot from the AFG are able to finish the engaging Gunner, before Helios advances to engage the 5 jacks around him, damaging them significantly and destroying 2, and using his push gun to move the Artillery away from its crew. The Sentinels then charged in, killing the Artillery and almost scrapping the Driller. The attrition swing was too much for Mark and he shook my hand.



VICTORY


Whilst I am changing up this list immediately I really like how it played. The Sentinels under Kaelyssa’s feat can get up the board really aggressively, and the AFG+Helios combination is a joy to play. My next list will be removing the frills from this one, and instead having 2 units of Sentinels and Eiryss2, adding more hitting power and some extra tricks through her disruption gun. Ossrum is a pain though, I didn’t think he would get as close to killing Helios as he did. The jacks have some real hitting power.

Game 32: Vyros1 vs Vlad2

Game 32 – Vs Jonny Jennings – Khador – 27/05/17

My list:
Dawnlord Vyros (Shadows of the Retribution)
-Imperatus
-Griffon
-Griffon
-Aspis
-Manticore
Arcanist Mechanik
Arcanist Mechanik
Narn, Mage Hunter of Ios
Eiryss, Mage Hunter of Ios
Max Mage Hunter Strike Force
-Mage Hunter Strike Force Commander
Max Mage Hunter Strike Force
-Mage Hunter Strike Force Commander
-Soulless Escort

His List:
Vladimir Tzepesci, The Dark Champion
-Conquest
Man-O-War Kovnik
Kovnik Josef Grigorovich
Saxon Orrik
Max Man-O-War Shocktroopers
-Man-O-War Shocktrooper Officer
Kayazy Eliminators
Kayazy Eliminators
Max Winter Guard Rifle Corps
-Winter Guard Rocketeer
-Winter Guard Rocketeer
-Winter Guard Rocketeer
Min Battle Mechanics

My second game of testing for my Vyros1 Shadows list saw me play against Jonny with his Vlad2 list. I am very familiar with Vlad1 but less so with his second form so it would be interesting to see what he did. I won 1st turn due to the theme benefit and got on with it.

Vyros starts by casting Inviolable Resolve on Imperatus, and Mobility to speed up the battle group. Everything runs up but stays back slightly to avoid the worst of the Khador AOEs.



The Khador army walks up slightly, not getting too close to the zones. Vlad casts Hand of Fate on the Rifles and the Rocketeers take pot shots into the left MHSF, killing a couple. The Shocktroopers advance in Shield Wall and in the centre the Conquest fires its AOE, killing one Mage Hunter in the right unit and getting a lucky scatter to kill Narn.



I measure out what might be a possible assassination run but the closest Rifle is about 13.5 inches from Imperatus, avoiding his charge range by just half an inch. Instead I feel like I can put a lot of scenario pressure on by charging in and jamming him out of the zones. The issue for this plan is the Eliminators but they are both on the right flank behind the Man-O-Wars. My plan is to jam him out of the left zone and then make a 3 point play next turn. To this end Vyros casts Mobility and moves to the centre behind a building, and everything else runs or charges forward, with the left Mage Hunters killing a number of Rifles and leaving Joe on 1 box.



Jonny spent a while considering his options for the next turn before finding himself an assassination route. He used the Rifles first, clearing out some of the Mage Hunters on the left, and then Conquest activated, leaving the Griffon I had run up to him on a single box. Vlad advanced and finished off the Griffon before feating and switching Hand of Fate onto the Eliminators. The eliminators with feat and Hand of Fate then charged Vyros and managed to kill him through his 2 transfers.



DEFEAT


This was a typical case of me not respecting the threat ranges of feated Eliminators. I got greedy with Vyros in my turn 2 in terms of moving him forward but I wanted the possibility of a Feat assassination on my turn 3. In hindsight I should have left him in my zone and tried to grind the game out on scenario though. I am still not convinced by the list, especially the Manticore. I think that I will switch it and the Escort for a Hydra for some stronger ranged presence and the ability to store focus until feat turn.

Tuesday 23 May 2017

Game 31: Kaelyssa vs Vyros1

Game 31 – Vs Paul Sheard – Retribution of Scyrah – 17/05/17

My list:
Kaelyssa, The Night’s Whisper
-Helios
-Helios
Arcantrik Force Generator
Arcanist Mechanik
Arcanist Mechanik
House Vyre Electromancers
House Vyre Electromancers

His List:
Dawnlord Vyros
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
Arcanist Mechanik
Arcanist Mechanik
Arcanist Mechanik
Dawnguard Sentinel Scyir
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and Standard Bearer
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and Standard Bearer

My second game with my revamped Kaelyssa list was against Paul using a double Sentinel + Griffons Vyros1 list. Going into the matchup I definitely didn’t appreciate how difficult 22 Sentinels would be to shift and in hindsight definitely dropped the wrong list. Paul wins first turn and runs up, not casting Mobility as it would joust lead to the Griffons getting too far ahead, and putting Inviolable Resolve on one unit of Sentinels.

I decide to make Paul’s life difficult by putting down some AFG difficult terrain and feating. The Sentinels only have Pathfinder on the charge and so having them in terrain and unable to do so really effects their speed. The mistake I made this round though was killing one of each unit with the AFG, triggering Vengeance on both.



Not being able to charge due to my feat Paul instead opts to jam with a few Sentinels whilst holding the rest back. Both units Minifeat and it is a credit to Paul that I think he sacrifices exactly as many as he needs to. Enough that I can’t clear them off and then charge through to the juicier targets.



I am able to clear off the AFG with Electromancer shots and a charge from Kaelyssa, which fees the AFG to shoot slam shots into the Griffon formation, knocking 5 down and doing bits of damage into the Force Fields. The left Helios tramples up and kills a few Sentinels, whilst the right Helios aims for the Officer on the right, as taking him out will leave a lot of models out of command. Sadly after my trample I miss the first bought attack, and fail to do enough damage with the second, leaving him alive.



Between Vengeance moves, further Sentinel charges and the fully loaded and Feated Griffons the 2 Helioses are both removed. Paul’s dice were very good but not enough that would have changed the outcome of the game at all.

With nothing left and the AFG engages, I shake Paul’s hand.



DEFEAT


In hindsight I have no idea how I didn’t recognise how bad this matchup was. Paul played a very clean game with a very strong list and I had absolutely no answer. This game has made me want to try my own double Sentinel list so I will be painting my second unit up and getting a list together. My current thought is to play it with Helynna but could easily put them in a Kaelyssa list instead.

Game 30: Kaelyssa vs Aiakos2

Game 30 – Vs Gareth James – Cryx – 17/05/17

My list:
Kaelyssa, The Night’s Whisper
-Helios
-Helios
Arcantrik Force Generator
Arcanist Mechanik
Arcanist Mechanik
House Vyre Electromancers
House Vyre Electromancers

His List:
Captain Aiakos
-Skarlock Thrall
-Kraken
-Slayer
-Slayer
-Scavenger
-Deathripper
Bloat Thrall
Max Blackbane’s Ghost Raiders
Max Carrion Thralls

The second list that I wanted to try out following the Welsh very much played on what I liked about the Garryth list. On the way home I was considering which caster would best run 2 Helios and an AFG and landed on Kaelyssa as the best option. Her WJ points meant she was left with 20 points and 2 units of Electromancers and 2 Arcanists made the most sense. It feels like a list with a short lifespan as the Battle Engine CID and revamped Defenders of Ios theme will make changes to it but I did want to get a proper feel for the idea. I played against Gareth and his Cryx, with me winning first turn.

First turn saw me cast Refuge on the AFG, and run everything else up, with the Electromancers flanking on each side.



Gareth’s first turn sees him cast Scything Touch on the Kraken and generally run everything forwards, making sure not to leave his infantry susceptible to Electro Leaps from the Electromancers.

The aim in my turn is to take out some heavies with Helios, before feating to deny him a response. Unfortunately the difficult terrain makes pulling in the left Slayer impossible, so I concentrate on killing the right one. Regardless, the AFG starts by knocking both down before Refuging to toe the zone. The left Helios advances out of walking threat of the Kraken and pushes the right Slayer towards the right Helios, who advances up, pulls in the Bloat Thrall as well, and kills both. Kaelyssa Stalls the left Slayer for good measure, moves Refuge onto herself, and feats.



At this point Gareth makes what I think is a large mistake. He clears the path for the Kraken, tramples up to the AFG and puts 2 bought attacks into it, narrowly failing to kill it. He should probably have just backed off this turn and waited out my feat but thought he would lose too much on my next turn.

Instead my next turn becomes a clear up operation, with the AFG and Helioses combining to kill the Deathripper, Slayer and Kraken with focus to spare. The Electromancers clear out infantry as best they can and I sit in a very strong position.



Gareth knows the game is over and charges Aiakos into Helios, dealing some damage before shaking my hand.

VICTORY


I like the feel of this list a lot. The 2 Helios pulling in knocked down heavies for reliable kills feels very strong, and having the Electromancers to Electro Leap off the AFG’s knocked down targets give a lot of infantry clearing potential. As commented above this list is really just a combination of ideas but I like the first test a lot.

Game 29: Vyros1 vs Fiona

Game 29 – Vs Mark Ellis – Mercenaries – 17/05/17

My list:
Dawnlord Vyros (Shadows of the Retribution)
-Imperatus
-Griffon
-Griffon
-Aspis
-Manticore
Arcanist Mechanik
Arcanist Mechanik
Narn, Mage Hunter of Ios
Eiryss, Mage Hunter of Ios
Max Mage Hunter Strike Force
-Mage Hunter Strike Force Commander
Max Mage Hunter Strike Force
-Mage Hunter Strike Force Commander
-Soulless Escort

His List:
Fiona the Black
-Galleon
Gobber Tinker
Orin Midwinter, Rogue Inquisitor
Ragman
Kell Bailoch
Anastaia di Bray
Master Gunner Dougal MacNaile
Max Cylene Raefyll & Nyss Hunters
Kayazy Eliminators
Kayazy Eliminators
The Commodore Cannon & Crew
Min Press Gangers

After playing Helynna and to a lesser extent Garryth to death in the 2 months leading up to the Welsh Masters I was understandably needing a change. Being motivated for the game I went down to the club the following Wednesday with a pairing of Vyros1 and Kaelyssa to try out. My first game was against Mark who was using his Fiona list that he had learnt a lot about at the Welsh, and was keen to keep playing. She wasn’t a caster that I knew anything about so dropped Vyros to see what would happen. His Anastacia and my theme benefit cancelled each other out but I won first turn on a reroll.

Turn 1 I put Inviolable Resolve onto the left Mage Hunters to try and protect them from blasts (probably a mistake, as Vyros seems too focus strapped to switch it to Imperatus or himself mid game), cast Mobility for extra speed and ran everything up. Between 16” running jacks and Advanced Deployed Mage Hunters, the list gets a very long way up the table.




Mark considers his options for his next turn and lands on a choice that I just didn’t see coming. He allocates to the Galleon, feats and charges up into the middle of the table, before the rest of his army advances up and shoots at Mage Hunters, killing 2 from the left unit and 4 from the right. His scatters didn’t particularly work in his favour but he was borrowing my dice so what did he expect…



I am set a tricky puzzle to unlock, which isn’t easy when you’re using a brand new caster. My options seem to be try and find an assassination, back off for a turn, or jam further up the board. I spotted an avenue that allowed Imperatus an amazing 5 man Flame Burst if I could hit 2 unboosted 7s; but it would involve committing him pretty deep, so I decided to commit and jam in deep. Vyros casts Mobility again and moves Inviolable Resolve onto Imperatus. Imperatus tries the Flame Burst play but misses the second 7 to hit and remains in a far from ideal spot. The rest of my army jams forward apart from the Mage Hunters on the right who kill off a couple of Press Gangers.



Mark spends some time trying to unjam himself and be able to get Fiona out of trouble. Unfortunately he can’t do so without “wasting” his Galleon killing a Griffon, and even then can only back so far off. The Nyss and infiltrators kill a load of Mage Hunters and the second Griffon, but Mark doesn’t concentrate hard enough on getting models in the gap between Imperatus and Fiona.

In my turn I am clearly playing for assassination. I have some clearing out to do but have a handful of Mage Hunters, Narn and the Manticore to do it. Vyros casts Mobility again for Pathfinder on Imperatus, advances to get his landing spot in his control, and Feats. Eiryss lands her shot on Fiona, stripping her 3 Focus, and my remaining models clear out Imperatus’ land to the caster, leaving him to take one free strike to move in. I hit the first attack and boost for 4 dice damage, killing Fiona in one shot.



VICTORY


Not too much to be said for the first run with a list but it felt good to play. I think that between the shooting options, the feat based damage output, and the potential to jam if all else fails, there are a lot of options in the list. I hadn’t appreciated just how focus starved Vyros would be though, turn 1 I was camping 1, and then turns 2 and 3 he was sitting naked. I certainly want to try this list again though and see what it can do.

Game 28: Garryth vs Butcher3

Game 28 – Vs Chris Tapper – Khador – 14/05/17

My list:
Garryth, Blade of Retribution
-Sylys Wyshnalyrr, The Seeker
-Helios
Arkantrik Force Generator
Dahlia & Skarath
Arcanist Mechanik
Arcanist Mechanik
Lanyssa Ryssyl
Lys Healer
Max Dawnguard Sentinels
-Officer and Standard

His List:
Kommander Zoktavir, The Butcher Unleashed (Winterguard Kommand)
-War Argus
-War Argus
-War Dog
-Ruin
-Kodiak
-Juggernaut
-Marauder
Winterguard Gun Carriage
Kovnik Jozef Grigorovich
Max Winterguard Rifle Corps
-Winterguard Rocketeer
-Winterguard Rocketeer
-Winterguard Rocketeer
Winterguard Field Gun
Winterguard Mortar

My last game at the Welsh Masters saw me face the same opponent as the first, Chris Tapper who I had played on the Friday evening as a practice game. I have no intention of playing the identical matchup, and wasn’t bothered about my final result, so I dropped in Garryth to see what he could do. Chris had no such gentlemanly instinct and dropped Butcher3 again. Chris got fist turn and the last round begun. A week on I can’t exactly remember the details from this one and my picture taking wasn’t particularly strong, so please bear with me.

Chris ran up with Silence of Death on Butcher. The jacks spread out and the Kodiak moves up aggressively. The Kodiak is in range of Helios’ gn if he tramples so the AFG knocks it down, before Helios pulls it in. With only 2 bought attacks available I don’t kill it but it is crippled and well out of Butcher’s control area. Garryth casts Mirage on the Sentinels and Sentry on the AFG



I had positioned Dahlia so badly and with no transfers she was shot off by the Winterguard, taking Skarath with her. This was a stupid mistake that I can only put down to a long weekend of gaming. Other than this he moves up and puts some shots into my army. Chris’ big mistake comes when he hits the Sentinel leader with a shot, not killing him but still triggering Vengeance.

The Vengeance moves from the Sentinels finish off the Kodiak, and between that and Mirage then move in range for some juicy charges. The AFG aims and knocks down Ruin and the Marauder, the former of which is pulled in and destroyed by Helios. The Sentinels charge in to the Gun Carriage and Marauder, killing the Carriage and doing significant damage to the jack. One Sentinel charges the War Dog, killing it and removing Guard Dog from Butcher.



Butcher’s army shoot off the Sentinels an consolidate towards the left flag, taking some pot shots at my objective along the way.

In my turn Helios charges in and removes the last 2 heavies and Garryth moves to the right flag to score and go 1-0 up (in my haze I thought that it was 2 for dominating the flags, which would have given me a real chance at a scenario victory. I am not sure what I would have done differently had I known otherwise)



Butcher charges in and kills Helios, before feating to go back up to full focus. At this point the game is kill Butcher or die for me.

The AFG slams a wardog over him, knocking him down, before Garryth moves in. I need to roll a 5 on the Gallows distance to pull him in but only push 1 inch, not even taking him out of Sac Pawn range of his Winterguard. With no way out of the game I shake Chris’ hand.



DEFEAT

I’m not taking too much from this game. Had I dropped Helynna I’m pretty sure the result would have been the same as on the Friday night but I really just wanted to play Garryth after 4 straight games with Pacific Rim. I was tired and made mistakes but it was a fun game nonetheless. The combination of AFG and Helios really shone in this game which was something I wanted to take forward into future lists.


I had a great time at the Welsh. I was frustrated by some of my bad play but it is still early days for me in the faction. The main thing was I felt extremely enthused to see what else the faction had to offer and can’t wait to try out some new list ideas.

Game 27: Helynna vs Vlad1

Game 27 – Vs Richard Beech – Khador – 14/05/17

My list:
Helynna (Forges of War)
-Sylys
-Helios
-Helios
-Hyperion
Arcanist
Arcanist
Artificer

His List:
Vladimir Tzepesci, The Dark Prince (Winterguard Kommand)
-Juggernaut
-Juggernaut
-Marauder
-Marauder
-Marauder
Kovnik Joe
Min Winterguard Rifle Corps
-Rocketeer
-Rocketeer
-Rocketeer
Min Winterguard Rifle Corps
-Rocketeer
-Rocketeer
-Rocketeer
Min Winterguard Infantry
-UA
-Rocketeer
-Rocketeer
-Rocketeer
Mortar Crew
Field Gun

The last thing you expect when sitting in the middle of the field is to be facing the reigning Welsh Masters champion, but that was what I had to deal with when being drawn against clubmate Richard Beech in round 6. We had played this game before (LINK) and it had been a close and tight game, and we were both expecting the same here. I won first turn (I seemed to do that a lot this event) and we got going.

With significant amounts of shooting opposite me I cast Deceleration and run up. Richard spends a long time making sure he doesn’t give me an angle to remove a jack, eventually using the central forest to protect his forces under Windwall.



Not being able to scalpel out anything to get a lead I reach for plan B and try to take Richard by surprise. I feat, cleaning off the damage he shooting had don, and run all 3 colossals into his face, with Distortion Field on both Helios. I hit the clock and leave it to Rich to work out.



Richard’s next turn takes, understandably, quite some time. Vlad fuels up the jacks, feats, and casts Signs and Potents, before moving back out of range of any of my colossals getting to him. The Rockets shoot into the colossals before the heavies go in, and by the end of the turn Hyperion is destroyed and the left Helios has taken significant damage. It would have been much worse but a fully loaded Marauder missed his charge attack and was pushed back out of melee. In trying to keep Vlad safe Richard Kill Boxes himself, giving me a 2-0 lead.



I consider a lot of different options in this turn, from backing up to my flag and trying to jam him out, to charging a Marauder and attempting a spell assassination on the naked Vlad. In the end neither of these feel like great options so I opt to play for attrition. Both Helios kill a Marauder and the jacks on the left are both moves out of Vlad’s control area. Helios is on Vlad’s flag with nobody within 4”, so I go to a 3-0 lead.



Vlad’s shooting and remaining jacks kill both colossals under Signs and Portents, and Winterguard move up to contest the flag.



I try in vain to find a way to dominate the left flag but there is no way to do so. I settle for dominating my own flag to go to 4-0 and face whatever may come my way.



Vlad’s Sign’s and Portents powered Winterguard are able to shoot Helynna off the table.

DEFEAT


Another amazingly good fun game against Richard and it amazes me how different 2 games of the exact same lists and players could be. The terrain was a huge part of this game, making Rich’s life much easier in the first turn and forcing me to play my hand early. 3-3 going into the last game felt ok, though I was a broken man after the intensity of this game, and was ready to go home as much as anything.

Game 26: Helynna vs Harkevich

Game 26 – Vs Charlie Healy – Khador – 14/05/17

My list:
Helynna (Forges of War)
-Sylys
-Helios
-Helios
-Hyperion
Arcanist
Arcanist
Artificer

His List:
Kommander Harkevich, The Iron Wolf (Jaws of the Wolf)
-Rager
-Juggernaut
-Juggernaut
-Marauder
-Marauder
-Marauder
-Marauder
Greylord Forgeseer
-Behemoth
Greylord Forgeseer
Widowmaker Marksman
Min Battle Mechanics
-Battle Mechanic Officer

Refreshed after a decent night’s sleep I was ready to go on day 2 of the Welsh Masters, still targeting 4-3 as my overall result. I found out over breakfast that I would be facing Charlie Healey’s Khador, a faction where I feel pretty confident dropping Helynna. He knew that this would be my decision and dropped his Marauder heavy Harkevich list. I won first turn and we got to it. I apologise for the quality of the photos in this game. The table was horrible to take photos on, especially for our orange and red armies.

I ran up turn 1 feeling confident against his low number of guns. Charlie runs back, screening his jacks with the mechanics. The Marksman takes a shot at Sylys but is shield guarded onto the Hyperion.

Charlie has positioned in such a way that I can chisel out the Juggernauts pretty easily, but will really have to work to get the Marauders. Luckily for me, there is a point on both the left and right where my Helios can contest the flags, drag in a Juggernaut each and be more than 10” away from the Marauders. The right Helios is aided by Hand of Destruction and easily kills the Juggernaut, while the left Helios concentrated on boosting the push shots, and as a result doesn’t kill the Juggernaut, but has it out of Harkevich’s control area. Hyperion clears off the Mechanics and kills the Marksman.



Charlie realises that he is going to slowly lose an attrition battle if the game goes on like this and so he forces the issue. Harkevich feats for +3 armour, casts Mobility and runs all the jacks into my face.



This turn is a simple one; kill Khador heavies. I counterfeat ready for him to strike back and start rolling. And rolling badly. The last first 2 colossals roll barely any damage on the jacks, but do take out some systems. The left Helios makes up for it by killing a Marauder and pushing another and the damaged Juggernaut out of Harkevich’s control. This leaves only 2 Marauders that can really attack next turn. I have to move away from the right flag to keep a reliable line, but even if he could get something there I felt I could grind the game out before he could get to 5CP.



Harkevich’s remaining jacks attempt to down Hyperion but only succeed in taking out one side, with some damage put on the left Helios from the pushed away jacks. The Rager moves up to become the next wave of attack.



The left Helios and Hyperion combine to destroy the remaining 4 jacks (all had some previous damage), whilst the right Helios tramples to the right flag and pushes back the Rager. I score to lead 1-0



Harkevich realises the game is up and runs forward on full camp. Helynna casts Hand of Destruction on him to make sure, and Hyperion puts him in the dirt.



VICTORY


This kind of Khador list really is the prey of the Pactfic Rim list. There really is no way out for him unless I make a mistake, and I played this game very cleanly, which was a relief after the mistakes of day 1. At 3-2 was in a good position to meet my goal and was ready for the last 2 games.