For my second game, I was again facing Cryx, this time led by Raul Segado.
Looking at the lists, I saw that only the ghost fleet one has a wraith engine. I see also that third list in Black Industries is virtually impossible for Ossrum to take on. I decide to go for Damiano. Raul chooses Ghost Fleet, and I think that I'm certainly going to lose. I didn't even realize at the moment that this is a Denny2 ghost fleet, not Denny1.
Raul's list:
Ghost Fleet
Denny 2
- 4 Death Rippers
Wraith Engine
Free Rengrave
Free Hellslinger
Free Pistol Wraith
Max Blackbanes
3 min crews + 8 rifles
For my objective, I choose the one that gives magical weapons. I am hoping that this will allow one of my manglers to make one attack on the Wraith Engine, which will finish it (Kell needs to soften it up first).
I got the first turn. Since I can not see initially where his pieces will be, I deploy simmetrically. Raul deploys the Wraith Engine on my right and the Blackbanes on my left.
I put up sure foot on the trenchers and Road to War on Damiano and run up. Since I still think that I am playing agains Denny 1, I do not take enough care with spacing my models against hellmouth or keeping Orin near there.
The halberdiers on my right are intentionally left a bit back, because I dont want them being destroyed near a wraith engine. The left halberdiers are starting to move to the right, without being too obvious about it. The thing is, I don't want them to be turned into Blackbanes, and I intend to tie up and contest the left zone with my jacks instead (Nomad and Mangler).
I didn't make a photo of Raul's first turn, but he arcs a hellmouth on one of my trenchers and destroys 7 trenchers and Kell Bailoch. Very efficient (and I fail all tough rolls).
The Wraith engine stays really far to the right, while blackbanes rush ahead into the left zone.
I partially charge but mainly run with my right halberdiers. Red mangler positions in the rubble ready to attack the wraith engine if it comes near. I am OK to have trenchers close to Blackbanes (because of DEF15), and I also contest the left zone with a nomad (too high armor for Blackbanes). Left halberdires finish repositioning into the center, ready to jam. Orin stays close to my two jacks on the right flank, and he has stealth on. Damiano is knocked down my my bucaneer.
Wraith engine backs off and one halberdier is turned into a machine wraith. To my relief, the machine wraith doesn't manage to hit my mangler (I actually left it in the Rubble partly because I don't want it going to far after being hit by a machine wraith; and I can always reposition for a charge with Road to War). Most of the right unit of halberdiers is destroyed. The Blackbanes go in but don't do any significant damage to jacks. They manage to kill one trencher. Four of them are now corporeal.
Time to feat. On the left side, I kill the machine wraith and I kill enough pirates (with Orin's chain lightning) to be able to kill Rengrave, who was blocking my blue Nomad. The nomad engages an arc node, while halberds go jamming. On the left, my Nomad kills the objective. All corporeal blackbanes are dead.
Since this is my feat turn, Raul isn't able to do any serious damage to me. Blackbanes don't bother attacking, and instead run towards Damiano.
Damiano and Orin use their magical attacks (Damiano makes his AOE3), and kill all but two blackbanes. Red Mangler kills the Pistol Wraith. I continue grinding in the middle and reposition the green Mangler there, too. I actually manage to clear my zone, so score becomes 2-0 in my favor. Also, by this turn I have acquired a noticeable clock advantage.
Wraith engine charges my red mangler and kills it (possibly with some help from pirates, I don't remember). More pirates flood my zone. Trenchers are finally killed. I only have two halberdiers remaining. Nomad on the left flank refuses to die. Raul is down to around 5 or 7 minutes while I have around 20.
I charge the wraigh engine with my green Mangler, with extra two focus from Damiano. Unfortunately, the engine lives (on something like 2-3 boxes; dice happen). Orin finishes blackbanes. Bucaneer blocks LOS from Wraith Engine to Damiano.
Again, I forgot to make a photo after Raul's turn, but he is trying to kill Damiano. Because the wraith engine can't see Damiano, he instead charges Orin (and kills him), and only the second attack goes into Damiano, leaving him on 8 boxes. In the end of the turn, there are 9 seconds on his clock.
Mangler turns around and finishes wraith Engine. Damiano runs away to the edge of kill box. I am careless and I leave a path for an arc node to run. No photo on my turn end.
On his turn, raul runs the arc node and arcs couple of spells onto Damiano. It's a rush, so when he tells me to make my free strike, I make one without even understanding what is happening (it was a miss), and he proceeds to roll hit and damage, killing Damiano precisely, to the box. I point out that there are supposed to be two free strikes, because the node ran past two halberdiers. We do make the free strike, and it takes out the Arc Node system. Which means, there was no arcing here, and Damiano actually lived.
This was a very fun game to play, and with an extremely cool ending. The second most enjoyable game of the whole event for me (#1 goes to last game of day 3).
I have two lessons from here:
1. Read the opponent's cards before the game. Just assuming that this is the list you have already played against is a bad idea. I only realized that it's Denny 2 in Raul's first turn when he killed Kell.
2. When you have the clock lead, do use the time you have to think calmly. We resolved the end game situation like gentlemen, but if my opponent had been a nitpick, he could have told me that it's actually my responsibility to resolve free strikes etc. Also, the situation wouldn't even have arisen, if I had used enough time on my previous turn to simply block all arc node running directions.










No comments:
Post a Comment