Game 12 – Vs Alan Bullard – Khador
– 23/04/17
My list:
Helynna (Forges of
War)
-Sylys
-Helios
-Helios
-Hyperion
Arcanist
Arcanist
Artificer
His List:
Karchev the Terrible (Winterguard Kommand)
-Juggernaut
-Juggernaut
-Marauder
-Marauder
-Marauder
-Marauder
-Marauder
Max Winterguard Rifle Corps
-Rocketeer
-Rocketeer
Kovnik Joe
Winterguard Field Gun
This weekend I played in a
Steamroller in my local club in Stockport. We had a great turnout of 32 people
so were split into 2 16 player fields, and it was the sharkiest of shark tanks,
with several current, lapsed or hopeful WTC players so I knew I would have a
great chance to learn things about my prospective Welsh Masters lists.
My first game put me up against a
Khador player and as soon as we looked at each other’s lists we knew that the
matchup was going to be Helynna against Karchev. On the face of it 5 Marauders
may seem bad for 3 huge bases but with their very linear threat ranges and lack
of any models to trigger Road to War.
The scenario was The Pit and as a result despite winning the dice roll Alan put
me in to go first, allowing him to score his own flag defensively first.
I ran my force up as I didn’t need
to cast any spells; I had finished my first turn with 59:00 left on the clock,
which was a great feeling. Karchev casts Battle
Charged and ran up in response. With only about 5 minutes on our combined
clocks the battle was starting before the tables nearby had finished deploying.
My objective this turn is simple.
Pick 2 Khador heavies, drag them in and destroy them. Hyperion started the turn
by critically hitting a Marauder, removing the Field Gun from play. The left
Helios pulled in the nearest Marauder and destroyed it. The right Helios pulled
in a Juggernaut and similarly removed it from the table, with a focus remaining
to put up Distortion Field to make
the Rifle’s shooting more difficult. With no Khador jacks in range there is no
need to feat so I wait to see how Karchev responds.
With nothing in range but me not
contesting his flag Alan starts a scenario play, running 3 jacks right into my
face, with the next wave ready to come and deal damage afterwards. The
Winterguard shoot into the right Helios but only deal 1 point of damage after
the force field is removed. Karchev moves to 1-0.
Alan has given me 2 jacks centrally
so the Helios on the left and Hyperion remove those, with the Helios also
pushing the leftmost Marauder out of Karchev’s control area, reducing his
potential impact next turn. Helynna put Hand
of Destruction on the Marauder on the right and feats to prepare for
Karchev’s counterpunch. The Helios charges the Hand of Destruction Marauder, getting within 4 inches of the flag,
and destroys the jack. Khador remains 1-0 up.
Karchev’s feat turn. I thought that
my feat would do a good job at negating it but it was still incredibly painful.
The Marauder and Juggernaut in the centre wreck Hyperion whilst Karchev himself
does about half of the boxes to Helios, although it doesn’t take out any
systems and Karchev ends the turn on no camp.
With a fully operation colossal
next to a caster with no focus the game should be over right… No. I fuel up the
Helios and land a Hand of Destruction on
Karchev, before moving up with Helios and starting attacks. One of the 5 swings
misses and all told Karchev is left on 6 boxes, with his main weapon still
intact. In order to scramble a defence the other Helios pushes the left
Marauder even further away before punching the Marauder in the zone to death.
The Artificer runs up to block the Juggernaut’s route to Helynna.
Karchev attacks the Helios leaving
it on a handful of boxes and again sitting on no focus. The Juggernaut kills
the Artificer and puts decent damage into the left Helios. The sad left
Marauder wanders back towards the battle. Joe gives the Winterguard Bear Strength and one charging trooper
finishes off the Helios. A new Kovnik is born! Karchev score
I try and work out a way to stop
Karchev winning on scenario and eventually look down at Helynna’s card to see Obliteration. Dice-4 needing to do 6
damage with Arcane Secrets and Hand of Destruction. I roll enough
damage and Karchev is killed.
VICTORY
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