Game 83 – Vs Glenn Wareing – Cygnar
– 27/08/17
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 E. Dominic Darius (Heavy Metal)
-Halfjacks
-Squire
-Hurricane
-Centurion
-Centurion
Captain Arlan Strangeways
Journeyman Warcaster
-Charger
-Charger
Max Sword Knights
I have a theory that my Issyria
list has good game into Cygnar, but due to a lack of filthy Swans in my local
meta this has been quite a difficult theory to test. My last game of an epic
gaming weekend was against Glenn, who as using Darius. I won the first turn
because Shadows and we got moving.
I ran everything up, spreading out
as much as possible to protect against the Hurricane’s AOEs, but there is
basically nowhere they could land that wouldn’t cause problems. As usual Inviolable Resolve is cast on Hemera and
Admonition on Issyria herself.
The Hurricane shots are as deadly
as I feared and I lose half a dozen or so Mage Hunters, but noting too
important. The Centurions advance up the centre and put up Polarity Shield, whilst the Sword Knights run up the right to
engage the Infiltrators.
Issyria’s feat turn and the number
1 objective is to remove Hurricane. The 2 Assassins charge in and destroy
almost half of the Colossal, before the Strike Force open fire, killing it with
only a couple to spare. On the right the Infiltrators make a start on the Sword
Knights, killing 8 of the unit. Narn runs up to engage one of the Chargers and
make a nuisance of himself.
A combination of attacks from Jack Hammer and one Centurion allows the
other to charge through to Hemera and destroy it. The Sword Knights flail
ineffectually at the Infiltrators, only killing one. The Journeyman and friends
struggle to remove Narn, and it ends up taking all of their activations to do
so. Nobody scores, leaving the score at 0-0.
Time to start scoring some points.
On the right the Infiltrators finish off the Sword Knights, with two going on
an assassination run on the Journeyman, but leaving it on 1 box. This leaves Arcane Shield up on the Centurion, and
as a result the Sphinx and Spears are unable to destroy it. Issyria moves over
into the now cleared right zone and the Mage Hunters and a Combo Strike from the Chimera combine to destroy the objective,
allowing me to score the left zone. I move to a 3-0 lead.
Once again the Journeyman’s cohort
struggle to deal with the Infiltrators on the right flank but manage to free up
the Journeyman and get him to a position of relative safety. The left Centurion
moves up to toe into the left zone, and the right one, after being healed by
Darius’ Feat, kills off the Sphinx. Strangeways runs into the right zone to
contest and keep the score at 3-0.
I am a long way down on attrition,
but can still potentially grind out the game on scenario. I spread my models
around the left zone to prevent Glenn counter-scoring there, clear out
Strangeways and charge other Infiltrators into the Chargers, taking out the
movement on both to prevent them from running into the zone. The rest of my
models run to block routes for the Centurion to get into the zone. I move to a
4-0 lead but only have around 2 minutes left on the clock.
Glenn has so much time on his clock
compared to me that he could go and have a cup of tea and come back. I have
never been this far down on clock before which is an odd feeling. Through using
Darius’ shot and freeing up a Charger he can clear a route for the right
Centurion to run into the zone, preventing me from scoring. We stay at 4-0.
I have barely any time on my clock,
but have a minute chance at victory. I have 6 Mage Hunter shots and 2 Spear
charges into the left Centurion. I would need huge dice spikes to destroy it
and don’t get it. I can’t get the last point I need and concede with seconds
left.
DEFEAT
Something
that we didn’t spot during the game is that Glenn would have scored the right
zone on his last turn, making the score 4-1 and removing any chance of victory,
so my last gasp attempt wouldn’t have actually won me the game. I was still
fairly happy with the way the game played out, an 8 instead of a 7 for damage
on the Journeyman would have comfortably won me the game and I definitely like
how the AD Infiltrators play. A good rep with the list and useful to get some
Cygnar practice in.
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