Army lists:
Mercs
Theme: Hammer Strike
Ossrum
- 2 Spray Bunnies
- 6 Gun Bunnies
- Driller
Thor
- Avalancher
Max Hammer Dwarves
2 Artilleries
Cryx
Coven
- Kraken
- Death ripper
- 2 Slayers
Max Satyxis + UA
Max Bane Riders
The scenario is the Pit, and the terrain has a house located very conveniently for one of the sides. I win the die roll and decide to go first despite such terrain. I do not plan to dominate the zone or the flag. My plan is to attrition Cryx to such a degree that he has no threats left, and then go for either scenario or assassination. Hence, Ossrum will stay central and at almost maximum killbox range. By Cryx deployment I see that his plan is to go for domination of the flag.
I move up conservatively, staying out of Kraken's shooting range with everything except the five bunnies that utilize the wall for cover. The blaster on the right flank moves to the left, where Satyxis are (the blasters have a red dot inside the exhaust pipe - that way you can distinguish them from this distance). Snipe is on Avalancher, and FFE on the right side artillery.
Cryx Move up to claim the zone unless I contest. Coven feats. Kraken has infernal machine, Bane Riders have Occultation.
I counterfeat. I move two blasters to spray Satyxis but only kill two (I need 12-s due to the feat also giving -2MAT and RAT in addition to the 5" limit on LOS). I move first Avalancher and then an artillery outside of Coven feat range and take a chunk out of the central Slayer. Three bunnies then move up within 5" and finish him. I try to take out some Bane Riders with two more bunnies but dice don't agree with me.
In retrospect, I think that I approached this turn very wrongly. The Coven's feat made sure that I couldn't go for the big threat, which is the Kraken. I could have simply contested the zone with a driller and two bunnies at max ranges, even without feating. The spray bunnies should have stayed behind and to the flank - to go around next turn, spray the front line satyxis and free up the line for hammer dwarves to charge Kraken.
Also a small technical note: in anticipation of Coven feat, Ossrum should cast FFE on the artillery further away from Egregor (so it can get outside of the feat range and shoot its target: the difference is 4d6 vs 3d6 on the damage roll).
Cryx come in and don't kill anything but do some damage. My opponent rolled slightly below average. Ossrum gets down to 14 boxes due to Satyxis raiders' feedback.
As you can see, I managed to remove the Kraken. This was not due to my tactical genious - I was just rolling sixes and fives like crazy on my damage rolls. The attacks that went into the Kraken are: 3d6POW14, 4d6POW14, 3d6POW16, 2d6POW18, 2d6POW16, 4d6POW11, 2d6POW12, 4x 2d6POW12.
For the unwinding, I used among other things unstoppable force. One bunny on the right unwound himself and shot down the central bane knight blocking dwarves' lanes, dwarves charged killing lots of satyxis (only 2 attacks missed), then one spray bunny took out two of the remaining three satyxis in the front line. This freed up some more bunnies to shoot the Kraken. Needless to say, artillery and Avalancher were shooting at the Kraken.
After this, we agree that Coven only has a shot at assassination (it becomes easy for me to contest now - and after this turn there will be nothing left of Cryx forces). Ossrum is at 12 boxes after some free strikes in my turn. Satyxis can do 2 more. So it's all about whether or not Coven can magic him down 10 boxes. Ossrum is at 2 focus. We roll the dice, and Coven does not make it.
Victory for Ossrum this time.
The biggest take away for me from this game is how to react to Coven's feat. I committed too much during it, and allowed Cryx to jam me very well, and also spent my own feat too early. The combined effect was that my hammer dwarves mostly couldn't touch the Kraken, which meant that I shouldn't have been able to remove it.
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