Game 18 – Vs Paul Sheard – Circle
Orboros – 03/05/17
My list:
Helynna (Forges of
War)
-Sylys
-Manticore
-Manticore
-Aspis
-Helios
-Hyperion
Arcanist
Arcanist
Artificer
His List:
Kromac, Champion of the Wurm
-Feral Warpwolf
-Ghetorix
-Warpwolf Stalker
-Rip Horn Satyr
-Rip Horn Satyr
Blackclad Wayfarer
Shifting Stoned
Sentry Stone & Mannikins
Sentry Stone & Mannikins
Feeling pretty confident with both
of my base lists I wanted to take the opportunity to test out some of the ADR
choices that I would be using at the Welsh Masters. I was only likely to get
one more game in before travelling to Cardiff and decided that practicing my
ADR Helynna variant would be more important, if nothing else to get a feel for
how Rhythm of War plays now that I
have models that can actually benefit for it. Paul is continuing to flip-flop
between Circle and Retribution and had a Kromac2 list to try out. The scenario
was Recon (2016 version) and I won first turn.
Everything ran up, with Helynna
casting Deflection in case the
Mannikins wanted to try something exciting. Kromac ran up in response, staying
out of threat ranges and casting Awakened
Spirit on Ghetorix. The Manikins spread out to attempt to block any tricks
I wanted to try.
Paul had accidently left the
Stalker in range of the right Manticore and I considered charging him in for
some damage, but without being able to land Hand
of Destruction DEF14 would have been too difficult to hit and I would have
thrown the model away for little gain. Instead I chose to clear out Mannikins
and reposition to the left, waiting for an opportunity to present itself.
Hyperion toes the zone and shoots an AOE in the direction of the Hand of Destruction Manikins, clipping
the Sentry Stone and spiking damage to leave it on 1 box. The Artificer tries
to hit the Blackclad with a Magno Bolt,
recognising him as a vital threat extender, but misses the required 8 to hit.
The Aspis is thrown away sacrificially to hopefully mess with order of
activation.
Neither of us are at all sure how
to progress this game and so resort to taking whatever models are on offer and
waiting for decent opportunities to present themselves. My hope of causing an
issue with the Aspis is unfounded as the Stalker kills it and then Sprints into a better position. 2
Mannikins kill the Articicer and the battle line prepares to charge in next
turn. A Satyr is placed on the left flank as a potential sacrifice to pull me
forwards.
It is a tempter that I cannot
refuse. Hyperion activates and scatters an AOE onto the Blackclad and Sentry Stone,
killing both with boosted blast damage. Helynna puts Hand of Destruction on the Satyr, kills off the Mannikin that is
blocking Helios’ charge range, and feats. Helios charges, killing the Sentry
Stone and Rip Horn and putting up Repulsor
Field to cause problems for his retaliation. I feel like I’m in a good
position but there are still effectively 5 heavies on my opponent’s side.
Paul’s retaliation is severe. He
counterfeats giving his models +2 Strength and Armour, Primals the Feral and Ghetorix,
and goes to work on my colossals. By the end of the turn the Hyperion and my
objective have died to Ghetorix and the Stalker, and the Feral has destroyed
roughly half of the Helios. A position that I was feeling fairly confident
about starts to look fairly grim, and I need a big turn to stay in the game.
Circle scores 2CP to lead 2-0.
Over the previous turns the
Manticore guns have been picking boxes off Ghetorix, so at the start of this
turn he probably has roughly half his boxes. I need him and the Stalker dead
this turn but the Feral is less of an issue, as it is out of the way and will Frenzy next turn. The Manticores are
each allocated 2 focus and given Concentrated
Power, and the first advances to Ghetorix’s back arc and destroys it.
Helynna puts Hand of Destruction onto
the Stalker, and the second Mantircore goes in, failing to kill it but dealing
decent damage. It doesn’t feel like enough though. My Manticores spread out
using Rhythm of War so that the
Stalker can’t get both of them in a turn.
The Feral Frenzies onto Helios, taking out it’s right arm, and the Stalker
moves round and, with Primal, takes
out the right Manticore. Kromac moves into the zone to score 2CP and move to
4-0. The Rip Horn moves round to prepare to remove whatever I put into the zone
next turn. The Shifting Stones move round to block my Manticore’s charge lane
to the Stalker.
I consider my options and none of
them seem particularly appealing. The best I can do in terms of scenario is to
run Helios into the zone and Rhythm of
War the Manticore in, but he will still have a fully operational Stalker
and Feral, as well as Kromac himself, to take them out. Even failing that
Kromac could run towards the right flag and I don’t think I could stop him
getting there in a turn. All this means that I have to go for an assassination.
Helios is topped up with focus and the Manticore is given one extra by an
Arcanist and given Concentrated Power.
The plan is to land Hand of Destruction onto
Kromac, knock him down with a Critical Hit on Force Strike and then between Helynna and Helios’ pushes move him
into a position where both Helios and the Manticore can attack. With 3
transfers it would take a bit of work but I had more than enough attacks. I
have no idea what the chance of a crit on 4 dice dropping the lowest is, but it
comes off, the pushes all hit and Kromac is taken out in melee.
VICTORY
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