Game 70 – Vs Mark Ellis – Mercenaries
– 16/08/17
My list:
Issyria, Sibyl of Dawn (Shadows of the Retribution)
-Hemera
-Sphynx
-Chimera
Arcanist Mechanik
Mage Hunter Assassin
Narn, Mage Hunter of Ios
Eiryss, Mage Hunter of Ios
Spears of Scyrah
-Soulless Escort
Max Mage Hunter Strike Force
-Commander
Max Mage Hunter Strike Force
-Commander
Max Mage Hunter Infiltrators
His List:
Captain Damiano (The Kingmaker’s Army)
-Nomad
-Nomad
-Buccaneer
Dirty Meg
Orin Midwinter, Rogue Inquisitor
Kell Bailoch
Stannis Brocker
Min Steelhead Halberdiers
Max Steelhead Halberdiers
Max Trencher Infantry
-Officer & Sniper
-Rifle Grenadier
-Rifle Grenadier
-Rifle Grenadier
Max Trencher Infantry
-Officer & Sniper
-Rifle Grenadier
-Rifle Grenadier
-Rifle Grenadier
Game by game I am feeling more and
more comfortable with using Issyria with no Hyperion. The new terrain rules
usually give her somewhere to be safe from most shooting, she can’t be
assassinated by spells unless you stop paying attention and as long as you
don’t drop Admonition (see last
game…) she is very difficult to catch in melee. Next test was back into
Mercenaries and Mark had his Damiano Kingmaker list. I lost first turn and
chose the side with a useful building to hide behind.
I don’t usually comment on deployment
in my reports as it can ususally be understood by the first turn pictures but
this game was different. After standard deployment Mark set us his AD
trenchers, and I put my Mage Hunters in a big clump opposite them, ready to
spread out on my turn 1.
Mark started the game by activating
his Trenchers, moving forwards under Cautious
Advance and firing the AOEs in the general direction of my Mage Hunters. By
the time the 6 had fired I had lost 11 Mage Hunters and Eiryss. Before Moving.
The rest of Mark’s forces ran up to consolidate a very strong starting
position. I tilted hard enough to forget to take a picture, but managed to keep
my head in the game pretty well.
After a rough start it was time to
find a way back into the game and the first thing was finding a way to kill the
Grenades. Whilst they were dug in to DEF17 I had a couple of ways to dig them
out. Issyria cast Crusader’s Call
allowing Narn to charge and kill one of the Trenchers, and his sprint moe
tracked across the unit, engaging and undigging most of the unit. On the right,
I did the same trick with a Mage Hunter Assassin, who ran up with her 4” melee,
engaging 6 including all 3 prime targets, before shrinking back to 2” melee to
disengage at the end of her activation. The Mage Hunters then opened fire
killing off 4 of the grenadiers and a couple of other Trenchers. The rest of my
forces move up behind to prepare for next turn.
Mark’s right unit of Trenchers
charges into my forces, killing a decent number of Mage Hunters and the left
unit again used Cautious Advance to
shave off more of my units. His Halberdiers killed of Narn and continued to
advance forwards. Damiano moved forwards but the Buccaneer failed to knock him
down and trigger Feign Death. I was
rapidly running out of units.
With Mark’s misfortune in failing
to knock his caster down I possibly have an assassination angle, but he is
still behind a forest camping 3 focus. At best I can get 5 or 6 attacks on him
but it just isn’t going to work. 2 more people arrive at the club for a game so
we call it. I run out of all the zones allowing him to score 3CP on my turn,
and 3 on his to win.
DEFEAT
An easy
lesson to take from this defeat. Don’t clump up if going second against
Trencher Rifle Grenadiers. I was in such a bad position after losing
effectively 22 points before moving and where was no way to come back from it.
I kept my head well which is another good positive and still found some good
ways to get work done the next turn. A horrid game but a vital learning
opportunity. Mark is a player much more used to playing with small model count
armies but he played this list with 50 infantry really quickly and well, and
very much caught me by surprise.
No comments:
Post a Comment