Game 37 – Vs Paul Sheald – Retribution
of Scyrah – 03/06/17
My list:
Kaelyssa, The Night’s Whisper
-Helios
Arcantrik Force Generator
Arcanist Mechanik
Arcanist Mechanik
Eiryss, Angel of Retribution
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and
Standard Bearer
Max Dawnguard Sentinels
-Dawnguard Sentinel Officer and
Standard Bearer
His List:
Magister Helynna
-Sylys Wyshnaylrr, The Seeker
-Manticore
-Manticore
-Manticore
-Manticore
-Manticore
-Hydra
-Phoenix
House Shyeel Artificer
Arcanist Mechanik
Arcanist Mechanik
Arcanist Mechanik
Game 3 of
the Steamroller saw me matched up against my regular opponent and pointy-eared
comrade Paul. We were both aiming for 3-1 at this event and so this game at
least guaranteed that one of us would reach our goal. Like my last opponent,
his pair was Helynna and Rahn (though the latter out of tier) and similarly he
dropped Helynna. For the same reasons as last match I picked Kaelyssa and I won
the roll to go first.
NOTE: In
this game I got my Hyperion out of the box instead of Helios. We didn’t notice
until the game was basically over. Apologies.
I ran up
with the usual upkeep suite of Blur
on Helios and Refuge on the AFG. I
learned my lesson from the last game and split the two units of Sentinels up to
make it difficult for Paul to block them in with Covering Fire templates.
Paul
moves up with his jacks in a line ready to contest both zones and puts down 5 Covering Fire templates from the
Manticores. Helynna casts Deceleration and
has Rhythm of War up from the theme.
His jacks are spread out in such a way that each one only has 1 or 2 Shield Guard options, which definitely
opens up some possibilities for Helios plays to take an early jack.
I can
move Helios up to a position where he would need 2 pushes to pull in one of the
Manticores, and so the AFG and Kaelyssa work on making sure the 2 Shield Guards in range have either been
used or incapacitated with Stationary or
Knockdown. In doing so they also
managed to Knock Down the target Manticore,
so Helios pulled it in and killed it. This removed one of the Covering Fire templates which allowed
the left Sentinels to move into a more aggressive position. Both Sentinels use
Mini-feats and Kaelyssa feats, hoping to protect my force from reprisal.
Under my
feat Paul doesn’t have a great deal to do and so mostly backs off and reapplied
Covering Fire. His jacks on the right
clump closer together to improve Shield
Guard options, but the two Manticores on the left are starting to look
quite isolated.
My aim
this turn is to clear the left zone and start scoring. Helios is given 3 focus
but uses them all to push the Def12 jacks, moving one Manticore out of the
zone, and the other to a position where 6 Sentinels could charge and destroy
it. Eiryss Disrupts the other left
flank Manticore to make the zone a bit safer. Kaelyssa shoots a jack and Refuges towards the zone, but stays
outside of it, figuring that at this stage 1 point is as good as 2, and she was
much safer sat in the forest behind Helios. On the right the Sentinels ran in
to jam, with a number holding back to hopefully Vengeance next turn. I score to lead 1-0
Paul
isn’t really sure how to proceed at this point and so just concentrates on
clearing the right zone. I didn’t think he would have enough to kill all the
Sentinels but he comfortably does, leaving only one left outside the zone for Vengeance. On the left the Manticore
moves into the zone and attacks the Helios for a bit of damage. Helynna feats
to try and protect from my next turn. She dominates the right zone to lead 2-1.
This turn
is about getting the huge bases into the zone, killing the Manticore, and
dominating to take a 3-2 lead, which will put me in a very strong position.
Helios tramples directly to the right an then uses his push guns to move the
Manticore closer to the Sentinels. Kaelyssa makes the Mantircore Stationary and moves to the edge of the
zone to dominate. The Sentinels charge it and kill it. The AFG advances to toe
the zone out of range of any of his jacks so there is no way he could kill both
is and Helios, and so the best case is for him to contest my zone, but then I could
kill whatever it was to win on my turn. I lead 3-2
Paul
realises the game is up and chooses to just kill Helios and the last Sentinel
for victory points. I score 2 more points to win 5-2.
VICTORY
I think
when compared to the last game this is a far better scenario for my list. I
also played the Sentinels a lot better and felt fairly confident from pretty
early in the game. I probably should have taken the 2 points instead of the 1
when they were on offer on turn 3 because it could easily have ended up as a
5-6 or 6-6 game had some things gone differently. Still, I progressed to the
final and succeeded in my target of 3 wins with a game to spare.
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