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Thursday 21 September 2017

Game 96: Rahn vs Magnus2

Game 96 – Vs Mark Ellis – Mercenaries – 20/09/17

My list:
Adeptis Rahn (Forges of War)
-Sylys Wyshnaylrr, The Seeker
-Chimera
-Phoenix
-Aspis
-Manticore
-Manticore
Arcanist Mechanik
House Shyeel Artificer
-Hydra
House Shyeel Magister
House Shyeel Battle Mages
House Shyeel Arcanists
House Shyeel Arcanists

His List:
Magnus the Warlord
-Gallant
-Nomad
-Nomad
-Nomad
-Nomad
-Nomad
-Renegade
Anastacia di Bray
Gorman Di Wulfe, Rogue Alchemist
Harlan Versh, Illuminated One
Lanyssa Ryssyl, Nyss Sorceress
Dannon Blythe & Bull

First game after the UK Nationals and I’m feeling in a bit of an odd spot. I have no big events on the horizon, and we’re stuck in a tricky spot of knowing that the new themes are coming, but with no idea what there are, which makes list teching an awkward task. So I decided to wheel out the caster that I had only played the once, but that definitely wants to be in one of the existing themes. Enter Rahn. Mark was in a similar position to me and wanted to try out a high armour Magnus2 list. He won first turn and we got moving.

No surprises here, as Mark runs up his forces. Escort is cast on Magnus and Bullet Dodger on to Gallant, making it a DEF17 model that I can’t attack with spells. His jacks spread out around the central forest, 3 Nomads to the left and 2 and Gallant to the right (here I am…) with the Arc Node flanking on the right. Versh can be a real issue to my Battle Mages and so keeps protected behind his forces.

I had started the game with Polarity Shield on the Phoenix, intending to get pretty aggressive with it. It runs up the left flank, keeping out of the 9” Advance and Reach range of the Nomads. Manticores move up and place Covering Fire templates, whilst the Hydra is filled up by Arcanists, and TK’d so that it could Advance up and shoot a Nomad. I only do 1 damage before the other Arcanist unit top him up with Focus. On the right flank I keep my Chimera as safe as possible, in a trench under Force Barrier waiting for an opportunity next turn.




I had thrown up a sacrificial Aspis and Mark moves up a Nomad to attack it, but misses 2 attacks and only scratches the paint. The rest of his turn is planning the best possible landing spot for Magnus’ feat, and running up his other forces. His Feat catches most of my forces, apart from some of the support at the back, the Phoenix on the left flank and my Artificer, declaring that I cannot move towards either of our board edges. In the picture below, Magnus is directly behind Gallant. Hiding like a big coward.



But he didn’t hide enough. The Chimera on the right was within the feat, but could Apparition out of the feat and still activate freely. This allowed it to run into the ideal position for Rahn to TK him to the side of Gallant and turn him around. A Magno Bolt onto Magnus from the Artificer pushed Gallant an inch away, opening up the pull routes for the Battle Mages. 4 pushes and a bit of damage later Magnus was out of Escort range and was promptly shot to death with my Jacks.



VICTORY

My first ever Rahn assassination run and it did feel good. Not an ideal situation given Magnus’ feat and the Spell Warded Gallant in the way, but I took my time and found the solution. I like this list a lot as the 4 heavies have such a good threat. I am considering mixing up the heavies a bit using the points from dropping the Aspis, but the basics of the list feel pretty good.

Monday 11 September 2017

Game 95: Vyros2 vs Ossrum

Game 95 – Vs Mark Ellis – Mercenaries – 10/09/17

My list:
Vryos, Incissar of the Dawnguard (Forges of War)
-Sylys Wyshnaylrr, The Seeker
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Aspis
-Aspis
-Imperatus
Arcanist Mechanik
Arcanist Mechanik
Arcanist Mechanik
House Shyeel Artificer
House Shyeel Magister
House Shyeel Arcanists
House Shyeel Arcanists

His List:
General Ossrum (Hammer Strike)
-Grundback Blaster
-Grundback Blaster
-Grundback Gunner
-Grundback Gunner
-Grundback Gunner
-Grundback Gunner
-Ghordson Driller
-Ghordson Driller
-Ghordson Driller
Ogrun Bokur
Thor Steinhammer
Herne & Jonne
Horgenhold Artillery Corps
Horgenhold Artillery Corps
Max Horgenhold Forge Guard

Unfortunately the last round of the Nationals put me up against a club mate. I had been lucky enough to play 4 new players and 2 more that I had only played once before, so I suppose I was due this. Mark was locked into Ossrum, and the table was very well suited to Vyros. I had played the match up before and felt pretty confident, despite losing first turn.

Mark Runs everything up, using Energizer to get an extra 2” forward. Fire for Effect is put up on one of the Artillery units, ready to start shooting next turn.

I run up and Feat, hoping that if he kills a jack with shooting I can retaliate with an aggressive move that will hopefully open up some opportunities. I keep Imperatus close to the objective, so that I can give him Pathfinder to completely ignore the central forest. Two Griffons Fleet and run to get into aggressive positions.



Mark moves up and shoots into my Griffons, killing one and having a bit of damage spread around through Shield Guards. He uses Energizer to move back slightly and toe the zone, ready to charge and deal some serious damage next turn.



Unfortunately a long weekend of gaming had taken its toll on Mark, and he hadn’t protected his caster well enough. With the objective granting Pathfinder to Imperatus I was able to build up Synergy on the left before charging in, Side-Stepping off the objective, destroying it, and killing Ossrum with 2 bought attacks



VICTORY

An unfortunate game to end on, as a quick victory from a friend’s mistake leaves a slightly bitter taste. I feel like I can grind out this game, as he only has so many melee attacks in the list, and I have a lot of jacks, but it would have been a grind. Mark still won best Mercenaries player, a great achievement considering that he mostly played Thexus, whom he had 3 games of experience with before the tournament began.


I finished the event 5-2, finishing a respectable 16th out of 108 players. I am very pleased with this result, especially given how easily I could have won round 3. I only felt outclassed by my opponent in one game, which shows that I’m really getting somewhere after a pretty dismal showing at the Welsh a few months ago. I am not sure when my next major tournament will be, possibly Blood and Oil if I get a pass. Either way I am excited for the new themes, and want to keep searching the depths of what the faction has to offer. Need to get back to the painting tables and get that second AFG done.

Game 94: Vyros2 vs Zerkova1

Game 94 – Vs Jim Gradwell – Khador – 10/09/17

My list:
Vryos, Incissar of the Dawnguard (Forges of War)
-Sylys Wyshnaylrr, The Seeker
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Aspis
-Aspis
-Imperatus
Arcanist Mechanik
Arcanist Mechanik
Arcanist Mechanik
House Shyeel Artificer
House Shyeel Magister
House Shyeel Arcanists
House Shyeel Arcanists

His List:
Koldun Kommande Aleksandra Zerkova (Legion of Steel)
-Marauder
-Juggernaut
-Juggernaut
Iron Fang Kovnik
Iron Fang Kovnik
Uhlan Kovnik Markov
Min Iron Fang Uhlans
Min Iron Fang Uhlans
Great Bears of the Gallowswood
Max Iron Fang Pikemen
-Officer & Standard Bearer
Min Black Dragons
-Officer & Standard Bearer

Round 6 puts me up against Jim, an English WTC team member who schooled me pretty hard with Zerkova2 the last time we played. I was pretty certain that he was going to drop the Zerkova1 list this time round, and have played against Richard Beech with it before, so know its power. I get first turn, which helps, and I get moving.

I run everything up. I don’t know how to win this matchup, but know I’ll need board presence to have a chance, so Fleet and run with all the Griffons, and get aggressive with Imperatus behind the central cloud.

Jim advances his Pikemen in Shield Wall, flanking with one unit of Uhlans, and holding the other behind the jacks. Zerkova puts out Watcher and throws a few Pikemen forward for some early scenario presence.

I do not like this match up at all. The more Jim and I talk the worse it starts to look. The combination of Precision Strike and Critical Knockdown on so many attacks means he can knock down my lights and snipe out their Cortexes, leaving them useless but not triggering my feat. I suspect that I have an assassination shot, so go for it. He has positioned all models out of 11” of Imperatus, but the Magister pulls the Juggernaut 2” closer. I build up Synergy and engage as many Counter-Chargers as I can, shooting off another with Vyros. Imperatus charges in, but unfortunately with the Watcher move he is able to block off any Side-Step routes, and the assassination is off the table immediately. Vyros is flapping in the breeze and I concede.



DEFEAT


I have no idea how to deal with this matchup. Played by a top player like Richard or Jim it is an incredibly potent weapon, and I just don’t know what to do about it. I panicked and went for an assassination that probably wasn’t there and lost as a result. 4-2 is still a strong position and I just want to get the last game won to get my 5-2 target.

Game 93: Vyros2 vs Amon

Game 93 – Vs Ben de Bosdari – Menoth – 10/09/17

My list:
Vryos, Incissar of the Dawnguard (Forges of War)
-Sylys Wyshnaylrr, The Seeker
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Aspis
-Aspis
-Imperatus
Arcanist Mechanik
Arcanist Mechanik
Arcanist Mechanik
House Shyeel Artificer
House Shyeel Magister
House Shyeel Arcanists
House Shyeel Arcanists

His List:
High Allegiant Amon As-Raza (The Creator’s Might)
-Hierophant
-Vigilant
-Dervish
-Dervish
-Dervish
-Dervish
-Crusader
-Crusader
-Indictor
-Reckoner
Covenant of Menoth
Vassal of Menoth
Vassal of Menoth
Vassal Mechanik
Vassal Mechanik
Wrack
Max Choir of Menoth
Min Choir of Menoth

First game of day 2 and I’m still in a good position to go 5 and 2, but have Ben in my way with his Menoth. The matchup feels very list chickeny but I think we end up with a reasonably even game of Amon vs Vyros2. Synergy vs Synergy. Ben wins the roll to go first which feels super-bad and we get moving.

Amon starts with Synergy on himself and Fortify on the Indictor. The jacks run up under Mobility and the Choir run up as they don’t need to do any prayers on the jacks this turn.

This game feels very much like the game against Coven round 3. I need to take the alpha strike but have to limit how much he can get in. I move up to a position where 3 Dervishes and the Reckoner can get into me, but the Crusaders are out of range. I Feat with Amon to try and discourage him, and run the Artificer 5” from the flag to be able to start scoring next turn.



Ben considers his options and opts to go in with the jacks on the left, whilst holding back out of my threat ranges on the right. He deals decent damage to some jacks whilst deliberately not destroying any to trigger my feat. He runs up a Mechanic to contest my zone and make it so I don’t automatically score next turn.



I build up Synergy with a couple of jacks and Vyros in the centre, before starting with the Concentrated Power jacks. I don’t roll particularly well but clear the three jacks with my final attack. A Whip-Snap on the Mechanic allows a Griffon on the right to charge up and destroy another Dervish. At 8 points for 7 it isn’t a great trade, but felt strong in the context of the turn. I completely forget to activate Imperatus to move him up aggressively, but at least hell be there later. I score two to take a 2-0 lead.



Ben kills off the Griffon that I had thrown up, and charges the Reckoner into the Griffon in the centre, destroying it. The rest of his heavies move up the table and jams with Choir. He scores his rectangular zone but can’t get a solo to the flag, so the score moves to 2-1 to me.



I have to start killing off the heavies, so I focus and Synergy up before getting to work. The Aspis in the centre charges the Reckoner, triggering Enliven. Ben moves the Reckoner further forward, knowing he can’t get out of my charge range and not wanting to give me the chance to Side-Step into the Crusader as well. The Griffons on the left leave the left Crusader on 2 boxes but no Cortex, Imperatus wrecks the Reckoner, and my luck comes in hard when the right Griffon charges and spikes some dice to kill the Crusader on the right. We both score our zones to move to 3-2 to me.



Amon is running out of Warjacks but the Indictor and the Dervish both take out a Griffon and the last Crusader does some damage to the left most light. The Covenant says “No Spells” in the centre, to make Empowering jacks very difficult. He contest my zone again and scores on his flag to bring the score back to 3-3.



I am running pretty low on clock at this point so my turn isn’t played as cleanly as it would be. The Griffons and Artificer clear up the left flag and activate Enliven on the Indictor, who moves back behind the building. Amon charges the Dervish so that Imperatus can kill it in one shot, and then Side-Step off it and the book over to the Indictor. Sadly the first attack misses and I have to settle with killing the Dervish and the book, scoring twice more without reply to move 5-3 up.



Amon gets to live the dream and Flashing Blade into 3 lights, killing them all. The Indictor puts a few boxes of damage into Imperatus. A Vassal contests my flag but can’t contest my zone or score, so I move to 6-3.



I destroy the 3 models controlling the 2 flags, and score both to win 9-3. For some reason I think I need all 3 to win, I put it down to being on 3 minutes left on clock.



VICTORY


A real grind of a game. Ben admits that he played his T2 wrong, as he wasn’t able to counterattack after I destroyed the 3 lights he threw forward. This allowed me to get 3 lights ahead, a lead that I protected until the end of the game. I move to 4-1, and am back into the big league. 2 more games to attempt to get my 5-2 target.

Game 92: Vyros2 vs Vayl2

Game 92 – Vs Stian Engebretsen – Legion – 09/09/17

My list:
Vryos, Incissar of the Dawnguard (Forges of War)
-Sylys Wyshnaylrr, The Seeker
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Aspis
-Aspis
-Imperatus
Arcanist Mechanik
Arcanist Mechanik
Arcanist Mechanik
House Shyeel Artificer
House Shyeel Magister
House Shyeel Arcanists
House Shyeel Arcanists

His List:
Vayl, Consul of Everblight
-Naga Nightlurker
-Nephilim Bloodseer
-Typhon
-Seraph
-Angelius
Throne of Everblight
The Forsaken
Hellmouth
Hellmouth

The final game of day 1 of the Nationals saw me play Stian, who came over from Norway to play in the Nationals, bringing his Legion with him. He dropped Vayl, partly because playing an assassination caster in round 4 always feels like a good plan. I originally put Vyros into my pairing partly to counter Legion, and have never had a chance to try the match up. No time like the Nationals. Stian won first turn and we got moving.

In the last 6 months or so it turns out I have completely forgotten how to play against Hellmouths, so his forces running at me with them up in my grill was pretty intimidating. The Angelius pushed up hard, with the Throne and Typhon behind, followed by Vayl and the support.



I look at the table for a good few minutes trying to work out how to best approach this game, before deciding to just run into a clump in the middle of the table, with 2 jacks flanking on the right and Imperatus and Vyros behind the lights. I try and block Griffons in with each other to make it difficult to get the pulls in.



Stian looks at an early assassination angle, but the 6s needed for the Tentacles to hit don’t really come off and no path is cleared so he switches gears and goes for attrition. Angelius and Typhon do significant damage to Griffons, but don’t really take out any halberds or Cortexes. One Griffon does go down allowing Vyros to feat move further away. The puzzle is set for me to unlock.



My target this turn is to take out both of the main heavies, clear out the Tentacles as much as possible and keep Vyros safe from the inevitable assassination run next turn. The Griffons build up Synergy clearing out the chaff, before a Concentrated Power Griffon takes out the Angelius. Imperatus walks around the Throne to destroy Typhon and put some attacks into Vayl, the damage from which is transferred. As a last gasp, the right Griffon charges the Seraph and puts a chunk of damage into it. Vyros moves into cover behind the cover and camps hard. I score a point on my zone to lead 1-0.



Stian has to go for the assassination but the chances don’t feel great. She puts a couple of damage onto Vyros and reduces his Defence by 2. The Magister proves herself MVP again, this time by simply not dying. As a result the Throne has to go in with spells, and after 2 failed attacks the attempt is over and Stian concedes.



VICTORY


I possibly got slightly lucky here but I really don’t know Legion, Hellmouths or Vayl well enough to know for sure. Stian thought he had a good assassination angle turn 2 but I think the line of sight would be too difficult. Either way, I came through the battle of the oranges, moving to 3-1 for the day. I really need more Legion games.

Game 91: Vyros2 vs Coven

Game 91 – Vs Matt Townsend – Cryx – 09/09/17

My list:
Vryos, Incissar of the Dawnguard (Forges of War)
-Sylys Wyshnaylrr, The Seeker
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Griffon
-Aspis
-Aspis
-Imperatus
Arcanist Mechanik
Arcanist Mechanik
Arcanist Mechanik
House Shyeel Artificer
House Shyeel Magister
House Shyeel Arcanists
House Shyeel Arcanists

His List:
The Witch Coven of Garlghast (Dark Host)
-Egregore
-Desecrator
-Deathripper
-Deathripper
Wraith Engine
Bane Lord Tartarus
Max Bane Riders
Max Bane Riders
Min Bane Warriors
-Officer & Standard Bearer
Min Bane Warriors
-Officer & Standard Bearer

Game 3 of the UK nationals and I’m up against the list that I was most dreading at the event, and being played by a strong player. I mentioned in my report of game 1 that I was confident with Issyria into any Cryx that didn’t include Gaspy1 or Coven in Dark Host. Matt had both. I thought long and hard about what to drop, second guessing myself several times, before dropping Vyros, my thought being that at least Curse of Shadows can only effect one model at once, and Imperatus has the chance to win any match-up should my opponent make a mistake. Matt won first turn, which certainly didn’t help. Off we go then…

Matt runs his forces up, not as far as he can with the Bane Riders, choosing instead to keep his battle line more consistent. He cycles Infernal Macnhine between first the Desecrator and then a Deathripper to get them far up the table, and puts out a Veil of Mists to protect some of the Bane Warriors.



There is no way that I can stay out of his threat ranges or I will lose on scenario very quickly, so I have to get up the table. I run up all the lights into a line where they can be charged by the Riders but are out of range of the Warriors. Imperatus sits behind the main line ready to counterattack. I opt not to feat, figuring that the Riders will only be able to kill one or 2 jacks, and that I would be able to use the movement bonus to my advantage following his feat turn.



The Bane Riders come in but with him only really able to get 2 onto any one light he is unable to kill any. The Desecrator charges up the middle and does kill a Griffon, before the Witches put Curse of Shadows onto Imperatus before hitting him with a Stygian Abyss, dealing a huge 12 points of damage. They feat, with the Egregore catching my entire army.



I have the sniff of a chance at an assassination, and against this list I feel I absolutely have to take it. A 2 inch move from Whip Snap puts Imperatus within 8 inches of a Bane Warrior, and 2 Side-Steps will take him to the Egregore with no focus on it. My entire army uses it’s activations to clear out the models in the way, removing the Desecrator, and the Bane Rider in the way, before killing off a few other models while I composed myself. TO get in Imperatus had to hit the first Bane Warrior on a 4, Side-Step to a second and hit on a 4, and then have that second Warrior not Tough, allowing me to move to where it stood and kill the big rock. I miss the first 4 to hit and shake my opponent’s hand.



DEFEAT


I did the maths afterwards and it came out as a 56% chance to get there, and then essentially a guaranteed kill with 3 focus so I don’t regret going for the kill but the more I look at the game the less certain I am that I had to go for it. I may have panicked a bit and had I just attacked and killed as many Bane Riders as possible I may have been up enough on scenario to grind the game out. Always impossible to be sure of course and I would have still needed to deal with the Wraith Engine somehow but it would be interesting to play the game out again. I was generally pleased with how I played it though, and once again the Whip-Snap play proved its worth. I moved onto 2-1 and was still well in range of a good finish.

Game 90: Kaelyssa vs Helga

Game 90 – Vs Sean Murchie – Minions – 09/09/17

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:
Helga the Conqueror (Thornfall Alliance)
-Battle Boar
-Gun Boar
-Road Hog
-Road Hog
Meat Thresher
Efaarit Scout
Efaarit Scout
Max Farrow Brigands
-Warlord
Min Farrow Bone Grinders
Gobber Chef
Rorsh & Brine

Game 2 of the Nationals saw me play Sean who had come down from Scotland and his Minions. My main decision to play Kaelyssa was based on him having Arkadius in his lists, and hit threat under feat really scared me. Kaelssa’s feat completely shuts this down, and as she was the list I was leadt confident in finding a chance to drop (The tournament was D&C1) I saw this as a good an opportunity as any. I won first turn and started plodding up the board.

Kaelyssa’s usual suite of upkeeps goes out, with Refuge starting on the AFG and Blur on Helios to stop any early pot-shots. My forces run up but I have no idea where to put Eiryss, who mostly runs around on the right flank aimlessly all game.

Sean puts Defender’s Ward onto the Meat Thresher to boost it’s already impressive armour and runs everything up the table, the Brigands spreading out to protect against AOEs from the AFG.



The three heavies in Sean’s list are the only thing that can really threaten Helios, so if I can remove those then I can start bullying the table with the colossal and grind the game out. I start by knocking Brine and the left Road Hog down with the AFG, dealing some damage to both, before pulling the former in with Helios and killing it. Kaelyssa relieves the Meat Thresher of its upkeep before Feating and Refuging to safety. My Sentinels run up into threatening positions and Mini-Feat, with both units sending some tempters forward to hopefully trigger Vengeance.



Sean concentrates on the right hand unit of Sentinels, killing 4 and setting 3 more on fire. The rest of his units manoeuvre around trying to stay out of Helios’ threat as much as possible and the Gun Boar shoots a High Explosive shot at Eiryss that thankfully misses.



All 3 Sentinels that were on fire perish in flames, with the rest just using Vengeance to prepare charges into the Road Hog. The AFG cannot find lines to either heavy so just shoots 2 Brutal shots into the Battle Engine, making a start on its huge number of boxes. Helios misses 2 of its shots into the left Road Hog, so can only push it into range of the Sentinels. Both units of Sentinels charge their respective Pigs and destroy them. Eiryss runs back behind the building to contest the right zone and Helios scores the centre for a 1-0 lead.



Whilst the main threats to Helios are now gone, the threats to my Sentinels are very much still alive, and I lose a huge number this turn. The Brigands open fire into my left unit, who they had made their Prey, killing 8, whilst the Meat Thresher kills off all but one of the right unit. Helga casts a Distraction at Helios and stays more than 7” away and out of my charge arc, and some Brigands reposition in to block my movement. Nobody scores, leaving the score at 1-0 to me.



Sean has unfortunately left a Trample lane for Helios to get to Helga, who is camping 4 Fury, but with only the Gun Boar available for transfers, so I eye up an assassination. The AFG aims, knocks her down and deals some damage that is transferred to the Gun Boar, leaving it badly hurt. Kaelyssa advances up, puts Phantom Hunter on herself, steals both the remaining Fury, and finishes off Helga with her final shot. Helios was still there to trample up to finish the job, but my dice and Sean not quite understanding when to transfer against Kaelyssa meant that I got the job done an activation early.



VICTORY


A pretty textbook example of how my Kaelyssa list is supposed to work, and I can’t wait for a Dawnguard theme to possibly make the list even stronger. With only 3 heavies I could control the table pretty well and grind out the win. Had the assassination not been presented I’m sure I could have finished off the Thresher and started working on Brigands, leaving him no way back into the game. I always like getting to 2-0 in any event, from that point you know you are going to have tough games, but are in the running for the event. Bring on round 3.

Game 89: Issyria vs Aiakos2

Game 89 – Vs James Lacey – Cryx – 09/09/17

My list:
Issyria, Sibyl of Dawn (Shadows of the Retribution)
-Hemera
-Sphynx
-Chimera
Arcanist Mechanik
Mage Hunter Assassin
Mage Hunter Assassin
Narn, Mage Hunter of Ios
Spears of Scyrah
-Soulless Escort
Max Mage Hunter Strike Force
-Commander
Max Mage Hunter Strike Force
Max Mage Hunter Infiltrators
-Eiryss, Mage Hunter Commander

His List:
Captain Aiakos (Dark Host)
-Kharybdis
-Stalker
Wraith Engine
Bane Lord Tartarus
Darragh Wrathe
Machine Wraith
Max Bane Knights
Max Bane Riders
Max Bane Warriors
-Officer & Standard Bearer

Here we go then, UK Nationals weekend. I finished 2nd in this event last year and whilst that is not going to happen this time round (I was on the Cygnar wagon last time out) I am feeling good about my chances of going 5-2 and hopefully getting a top 20 finish. There are a number of good Ret players at the event, but have my sights on best Ret. Round 1 puts me up against James and his Cryx. With no Coven Dark Host or Asphyxious1 I feel pretty confident dropping Issyria, and he throws down Aiakos in return. I am suddenly very glad to have got a practice game against him a few weeks ago. I win first turn and get moving.

Knowing the threat ranges involved here I take no chances and put up Admonition on Issyria, as well as Inviolable Resolve onto Hemera. Everything runs up, staying out of any threat ranges. James has deployed his Bane Riders on one flank, and as I have no easy way of destroying them I choose to just distract and tie them up with the 2 Assassins and the non-AD unit of Mage Hunters.

My opponent was pretty flustered due to struggling to get War Room working. Whilst we eventually find a solution for him I suspect his mind wasn’t quite in the right place for the game. He runs his forces up, triggering Prowl on Kharybdis, and puts out Scything Touch on the Riders. The Stalker flanks hard on my left to force me to deal with it.

Issyria’s Feat turn, and the one where I basically have to win the game. I start well on the left, the Strike Force dealing with the Stalker and adding a few points into Kharybdis. On the right one Assassin fails to kill a Rider, but the other and a 5 man CMA from the Mage Hunters take down one each. Between 2 shots from Hemera, one from the Sphinx and a charge from Eiryss3 and a Spear I am able to take down the Wraith Engine, which removes a real problem from the board. The Infiltrators charge in, dealing more damage to Kharybdis, dehorsing Darragh and taking Tartarus down to his tough check.



James starts trying to clear out models but the DEF14 is high enough to keep a lot of my guys alive and he realises that in my turn the attrition battle is going to swing massively in my favour. He decides to go for a long-shot assassination, Jumping Aiakos forward and throwing his Drag spear at Issyria. In a trench he needs a boosted 15 to hit, and misses.

Aiakos is standing in the middle of the table with no focus left. The Chimera Apperates into his back arc and boosts a Head-butt, knocking him down, at which point we call the game.



VICTORY


Always nice to start with a fairly quick victory, and good to get my Cryx-tech working on a high stage. James should probably have pushed the Riders through the middle to force me to deal with them but I suspect this would have only prolonged the issue. I completely forgot about Aiakos’ Drag spear, and so should definitely have kept a Spear of Scyrah within Shield Guard range to take the assassination completely off the table but thankfully I wasn’t punished for the mistake.