Game
275 – Vs Gary Stewart – Cryx – 21/10/18
My
list:
Lord
Ghyrrshyld, the Forgiven (Legions
of Dawn)
-Chimera
-Harpy
-Harpy
-Siren
Arcanist
Mechanik
Max
Dawnguard Sentinels
-Dawnguard
Sentinels Officer & Standard Bearer
-Soulless
Escort
Max
Dawnguard Sentinels
-Dawnguard
Sentinels Officer & Standard Bearer
-Soulless
Escort
Max
Dawnguard Invictors
-Dawnguard
Invictors Officer & Standard Bearer
Min
Dawnguard Destors
His
List:
Madrak
Ironhide, Thornwood Chieftain (Band
of Heroes)
-Trollkin
Runebearer
-Dire
Troll Bomber
-Dire
Troll Mauler
-Earthborn
Dire Troll
Fell
Caller Hero
Max
Krielstone & Stone Scribes
-Stone
Scribe Elder
Max
Trollkin Champions
-Skaldi
Bonehammer
-Trollkin
Sorcerer
Max
Trollkin Fennblades
-Trollkin
Fennblade Officer & Drummer
Apparently
Goreshade4 is good now? Time to test him out for myself and see how I
get on. I am starting him off in a Legions of Dawn list, but I left a
few models at home so wasn’t exactly on the list I intended. Gary
was kind enough to play Madrak rather than his Storm of the North
list so that we could have a more meaningful game to see how the new
version feels. I win the first turn and we get going.
Dauntless
Resolve and
Ghost
Walk go
onto the right Sentinels to help them through the water in their way
and the rest of my forces run up the table.
The
Troll forces run up the table, with Madrak putting up Sure
Foot to
raise their defence. That’s really all there is to say. Madrak
isn’t very complicated…
Goreshade
upkeeps Dauntless
and
puts up a cloud wall in the centre of the table. My Sentinels then
move up to be out of walking threat of the beasts and sit looking
pretty smug. My Invictors do great work shooting into the Champions,
taking one out and spreading a lot of damage around the unit. My
Destors don’t do anywhere near as well, mainly because I’m an
idiot and forgot that Fennblades were immune to Impact attacks. C’est
la vie.
Madrak
Feats to heal up the Champions and prevent me from charging next
turn, pressing further forward to stop me just clouding up next turn.
The Destors all die to the retaliation from the Fennblades. Gary
scores to lead 1-0.
I
was far too cautious when I repositioned my Invictors last turn.
Moving them back rather than pushing up further means they have no
shots to take this turn and have to run up. An expensive unit like
this can’t really afford to lose a turn to a misplay like that. My
Sentinels deal some damage to the Mauler and some Fennblades, with my
shooting jacks joining the party to take some more out. Goreshade
Feats. 1-0.
Gary
starts eyeing up an assassination and I am immediately nervous. The
Bomber puts 2 shots into me, connecting with one and dealing decent
damage through my single camp. He then works on clearing a trample
path for the Earthborn to get through to Goreshade, managing to take
only a single free strike which failed to take out any aspects. The
Earthborn then buys attacks and kills Goreshade.
DEFEAT
Stupid
Earthborn being immune to my Feat. Didn’t see the assassination and
got punished for it. I didn’t learn a great deal about the list but
it felt fun to play and Goreshade is always going to have something
to do. More testing needed.
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