Game 9 – Vs James Hockney –
Mercenaries – 05/04/17
My list:
Kaelyssa, The Night’s Whisper
-Sylys
-Helios
-Banshee
Arcanist
Arcanist
Artificer
House Vyre Electormancers
House Vyre Electromancers
Max Dawnguard Sentinels
-Officer and Standard
-Soulless Escort
His List:
Captain Bartolo Montador
-Sylys Wyshnalyrr, The Seeker
-Galleon
-Nomad
-Nomad
-Nomad
-Buccaneer
Master Gunner Dougal Macnaile
The Commodore Cannon & Crew
Lady Aiyana & Master Holt
After the steamroller I wanted to
have a few more games with Kaelyssa to work out what she can do. The last game
into a fast Legion force was such a bad matchup that nothing can really be
learned from it. James was looking for a game with his Mercenaries do we threw
down Bart vs Kaelyssa. I went first, put Blur
on the Sentinels and Refuge on
Kaelyssa and ran up the board, keeping out of non-drifting threat ranges. James
puts Hotshot on the Galleon, casts Batten down the Hatches, and runs back.
On my turn 2 I spot an opportunity
to take out one of the Nomads with Helios. Being under Batten means that the tractor beam hits very reliably, and even
though I couldn’t live the dream of having the last push move him out of range
for the armour buff I was still easily able to destroy it with my 5 attacks. On
the other side of the table I advance with the Sentinels, leaving 2 up the
table to trigger Vengeance and
Kaelyssa feats.
Due to my feat being up James is
able to achieve very little in his turn. He kills one of the Sentinels, recasts
Batten and Hotshot (Kaelyssa had shot it off the turn before) and passes the
turn back to me.
Here is where mistakes are made
that probably lead to my eventual downfall in the game. I think that there is
an assassination on the table and so base most of my turn around making that
work. The plan is based around running an electromancer up to Bart, getting him
knocked down due to the feat, and using the Banshee to slam him over Bart.
Helios would then drag him in and finish him off. All of this plan went
perfectly until James told me that Bart couldn’t be knocked down due to Batten. This left me in a very difficult
position and my turn became a scramble to improve my position. I calculated
that Galleon wouldn’t be able to 1 round Helios so moved aggressively upwards
to threaten next turn whilst the Sentinels flanked hard to wait for an
opportunity.
Whilst I was correct that the
Galleon couldn’t kill Helios alone, I had left him within range of the Nomad, and
so Helios went down. At this point the game felt very bad with me but I know
how strong Kaelyssa is in terms of assassination so I started looking for
solutions.
With Phantom Hunter ignoring the trench that Bart was sat in I had the
opportunity to get some electromancer shots into him if the Banshee could knock
him down. As he had not cast Batten
this meant that I needed to roll an 11 to hit. I didn’t realise that Phantom Hunter was battlegroup only
(this mistake is made next game as well) and so cast the spell on an
Electromancer that would be able to get a shot off. The point was moot however
as the Banshee missed the shot. Backlash on the left Nomad let the Sentinels
put 4 points of damage on Bart but there was no longer an assassination on the
table and I simply had to make James’ life as difficult as possible.
The Artificer in the way made the
assassination somewhat awkward as it messed with his order of activation but he
was able to come up with a route that needed the Galleon to hit a boosted 9 on
Kaelyssa. This was successful and she was put in the ground.
DEFEAT
No comments:
Post a Comment