Game
282 – Vs Mark Williams – Crucible Guard – 1/12/18
My
list:
Elara,
Death's Shadow (Shadows
of the Retribution)
-Siren
-Siren
-Chimera
-Aspis
Arcanist
Mechanik
Max
Mage Hunter Infiltrators
Max
Mage Hunter Infiltrators
-Eiryss,
Mage Hunter Commander
Max
Mage Hunter Strike Force
-Commander
Max
Mage Hunter Strike Force
-Commander
Spears
of Scyrah
His
List:
Marshal
General Baldwin Gearhart (Magnum
Opus)
-Aurum
Ominus Alyce Marc
-Vulcan
Crucible
Guard Mechanik
Gorman
di Wulfe, Rogue Alchemist
Trancer
Combat
Alchemists
Min
Crucible Guard Rocketmen
-Crucible
Guard Rocketman Captain
-Rocketman
Gunner
-Rocketman
Gunner
-Rocketman
Gunner
Max
Crucible Guard Storm Troopers
Dragon’s
Breath Rocket
Dragon’s
Breath Rocket
Railless
Interceptor
Second
round and my second Mark, this time Mr Williams with his new and
superbly painted Crucible Guard. Although I’m 0-2 into CG with
Elara2 I’ve felt well in both games so decide to give it another
shot, this time against Gearhart as opposed to Syvestro, which at
least means he has to be a bit more wary of my ranged assassination.
I win the first turn and we get moving.
Everything
runs up with Scything
Touch being
put on a Spear and Elara Teleporting
to
get some extra threat up the table.
Once
again I prove myself to be world champion of giving Trancers turn 1
charges, and lose one Strike Force member with another being knocked
down. Everything with an AOE fires it in my general direction, but
some pretty poor scatters mean I don’t lose much, and the Scather
template
is well out of the way. Everything else moves up to get into
position.
I
can get 4 charging Infiltrators onto the Battle Engine and so I
decide that its well worth the Feat. A fifth gets Scything
Touch and
runs to engage, and some very good damage rolls mean it is left on
only a few boxes. A couple of CRAs from Strike Force later and I’ve
removed a big threat. Elara charges the Trancer, using it’s 2”
push on destruction to get further back to safety following a
Teleport.
On the left I clear up 2 of the Alchemists and start to put some
damage into the Colossal. My ambushers come on but failings in both
my attack order and my dice mean they fail to kill the rocket.
Gearhart’s
Feat turn, and it is incredibly potent. I lose all the ambushers, and
about two thirds of my other Mage Hunters. I have a lot of work to
do, but feel that I probably have enough left to grind the game out.
0-0
Without
the defence boosts Rocketmen die pretty quickly, so I am able to
clear them out of the zone on the right, scoring it with my Aspis (I
would have killed another too, if I’d remembered that Eiryss has
Quick
Work).
I finish off the Colossal with a fully fuelled Siren and take out the
objective to take a strong scenario lead. 3-0 to me.
The
problem with Assault Troopers is that if they want to get any work
done they are incredibly slow and so Mark has to choose between
contesting with them but wasting their activation, or only contesting
with Rocketmen but having some strong shooting. He chooses the
latter, taking out my objective and a handful more Mage Hunters. He
can’t contest the left zone though to we move to 4-1.
I
simply clear the right zone to win 6-1
VICTORY
I
did get a bit lucky taking out the Train on turn 2, but my dice
weren’t completely ridiculous. From there I always felt in control,
even with Mark’s incredibly strong Feat turn. Sirens under
Concentrated
Power, Scything Touch and
Boundless
Charge do
so much work, and whilst that is basically Elara’s whole stack, by
the mid to late game that’s really all she needs to do. I move to
2-0 in the event, and whilst there are 3 undefeated at this point,
the pair down ends up losing the next round, leaving me in the final
against John Tavernor.
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