Game 24 – Vs Richard Dunne – Minions
– 13/05/17
My list:
Helynna (Forges of
War)
-Sylys
-Helios
-Helios
-Hyperion
Arcanist
Arcanist
Artificer
His List:
Dr Arkadius
-Targ
-War Hog
-War Hog
-Road Hog
-Gun Boar
-Gun Boar
-Battle Boar
Min Bone Grinders
Wrongeye
-Snapjaw
Gremlin Swarm
Bog Trog Trawler
Victor Pendrake
Game 3 of the Welsh Masters put me
up against Richard Dunne and his Minions, a faction that I still really don’t
know anything about. I opted to drop Helynna as I feel more comfortable with
her when I’m unsure, and he dropped Arkadius. On paper I didn’t think he would
have enough hitting power to get through the colossals but I think I misjudged
that situation. I win the first turn and we get going.
I run up to take board position and
he runs in response. Wrongeye and Snapjaw are Submerged to protect against pushes and the other heavies use these
and the central building to keep themselves safe. Richard plays this turn
really nicely and give me absolutely nothing to go on, so in my turn 2 I opt to
simply run up and feat, leaving it to him to work out what to do next.
Arkadius’ feat turn. 5 days on and
having played a number of games since I will admit that the intricacies of this
turn have been slightly forgotten, but the result of it is that horrible dice
leave Helios alive on 3 boxes with the Road Hog and a War Hog both due to
Frenzy next turn due to Primal.
Richard’s dice really were awful this turn, he should have comfortably killed
the Helios and had attacks left to move onto the next one, but I was lucky and
still in the game. His Gremlin Swarm runs to the living Helios to be a pain.
Arkadius scores his zone to lead 1-0.
My focus on this turn is obviously
to take down the beasts that didn’t have Primal
cast on them, to buy me a turn to deal with the rest. My first activation has
to be Hyperion walking over to the Gremlin Swarm and killing it with the
Magical Attacks granted by Armoury. The remaining Helios destroys the non-Primal War Hog and the heavily injured
one damages the Road Hog. Attrition doesn’t feel great but his next turn will
be lessened by Frenzy.
Frenzy happens and finishes off the
damaged Helios. Unfortunately in doing so Snapjaw is blocked off from getting
to the central Helios. A Gun Boar is Primaled
and charges into Helios, dealing a massive amount of damage aided by Parasite.
Helios and Hyperion between them
kill the remaining two Farrow heavies, but have to leave the right zone to do
so
Snapjaw charges into the remaining
Helios, killing it, and the Battle Boar and Gun Boar make a decent hole in
Hyperion. Bad dice once again mean that Richard is unable to destroy my
objective, leaving it on 2 boxes. He scores his own zone again to go 2-0 up.
From this position I can see no way
to win other than assassinating Arkadius. My chances are low, needing to hit a
boosted Arcane Secrets 12 to land Hand of Destruction, followed by a
boosted Hand of Destruction boosted
14 to push him from behind the wall, and then ideally a crit knockdown from Force Strike to allow Hyperion to shoot
him to death. I ran the maths on it earlier and for all of this to work the
chance is about 11%. It didn’t all work. I failed and conceded.
DEFEAT
No comments:
Post a Comment