Game
280 – Vs Sean Homan – Mercenaries – 30/11/18
My
list:
Lord
Ghyrrshyld, the Forgiven (Defenders
of Ios)
-Chimera
-Harpy
-Harpy
Arcanist
Mechanik
Eiryss,
Mage Hunter of Ios
Fane
Knight Skeryth Issyen
Ghost
Sniper
Ghost
Sniper
Heavy
Rifle Team
Heavy
Rifle Team
Min
Houseguard Halberdiers
-Houseguard
Halberdier Officer & Standard Bearer
Max
Houseguard Halberdiers
-Houseguard
Halberdier Officer & Standard Bearer
Max
Ryssovass Defenders
-Soulless
Escort
Max
Ryssovass Defenders
-Soulless
Escort
His
List:
General
Ossrum (The
Irregulars)
-Sylys
Wyshnalyrr, the Seeker
-Ghordson
Avalancher
-Ghordson
Driller
-Ghordson
Driller
-Grundback
Blaster
-Grundback
Blaster
-Grundback
Gunner
-Grundback
Gunner
-Grundback
Gunner
-Wroughthammer
Rockram
Eiryss,
Mage Hunter of Ios
Kell
Bailoch
Thor
Steinhammer
Herne
& Jonne
Horgenhold
Artillery Corps
Tactical
Arcanist Corps
Those
of you who read this blog in order will know that having tried
Goreshade in Legions I’ve hardly been a fan of the list, so I made
the decision to switch it up and have a go at a Defenders list
instead, with some high quality shooting behind a pretty strong wall
of infantry. My second warm-up game of the weekend was against Sean
and his Ossrum list, and with him winning the roll to go first we got
moving.
The
Dwarfs “run” up the table, with the juicy centre protected by
Arcanist clouds. Fire
For Effect is
cast on the artillery and Snipe
on
one of the heavies.
Between
playing this game and writing this report I’ve played this game a
fair few times and looking at the above picture now I cannot believe
how badly I’ve deployed it. With this much infantry I really should
have done a practice deployment before playing a proper game, but we
are where we are! I put down some clouds and just run up the table,
managing the threat of the spray bunnies as well as I can. Eiryss
shoots Kell in the face.
The
dwarf jacks move up the table and relieve me of a reasonable, but not
disastrous, portion of my infantry. The cloud wall moves up but with
no Feat I will have to remain cautious of the threat ranges next
turn.
I
have one aim this turn, kill both of the spray bunnies. I have so
much infantry in this list that losing a couple of guys to single
shots really isn’t the end of the world. They are both in range of
my infantry and are both swiftly dispatched. I push up my battle line
and take a strong scenario position. I don’t score the right zone,
because I’m an idiot. The Ghost Snipers earn their keep and take
out Jonne. 0-0
Sean
does Feat and gets a pretty decent amount of work done, with the
Tactical Arcanists especially managing to trigger Battle
Wizard to
really up their output. The warjacks press in, in the knowledge that
their armour is going to be too high for me to reasonably deal with
next turn. Nobody scores, but Sean has not been playing quickly and
is down to 3 minutes on the clock. 0-0
I
need to get rid of Eiryss, so I run up a Ryssovass and hit it with
Light
of Dawn to
take her out with blast damage. A Harpy knocks down the front Driller
and with my own Eiryss Disrupting
it
that was one issue down for the turn. I finally start scoring, taking
out the objective and scoring the left zone to lead 2-0.
At
this point I have just too much infantry for Sean to grind through,
even if the clock weren’t an issue, and so he goes for an unlikely
assassination, but doesn’t get the dice that he would need. I score
the left zone again to go to 3-0.
Whilst
I could win on clock or scenario but Ossrum is right up the table, so
I shoot him with Eiryss, a Light
of Dawn and
then enough Harpy shots to see him dead.
VICTORY
Now
this is more like it. I don’t know why the Legions list never
clicked with me, but this feels so much more comfortable. I think
it’s the board position at the bottom of 1. With advance move on
all 4 melee units I can get into such an aggressive position, even
going second against a slower force like this. There will be more
games of this over the weekend. Stay tuned.
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