Turf War with Standard Deployment
Breakthrough, Dig Their Graves, Hold Up Their Forces, Deliver A Message, Vendetta
Time Played: 2.5 hours
Final Score: 6 to 4 Player 1: Tony (unsure if he has forum account)
(1) Molly with Deadly Pursuit and cache of 6ss
(2) Necrotic Machine - Free
(3) Philip and The Nanny - 8ss
(4) Archie - 9ss
(5) The Forgotten Marshall - 7ss
(6) Rabble Riser - 6ss
(7-9) 3x Crooligans - 12ss Player 1 Schemes: Breakthrough, Deliver A Message (Von Schtook) Player 2: Myself
(1) Albus Von Schtook with 3ss cache
(2) Research Assistant - Free
(3) Valedictorian - 9ss
(4) Student of Viscera - 8ss
(5-6) 2x Student of Sinew - 14ss
(7) Undergraduate - 6ss
(8-9) 2x Necropunks - 10ss Player 2 Schemes: Breakthrough, Vendetta (Viscera vs Archie) Setup Notes
I was the attacker and divided into Group 1 (Schtook, Assistant, Valedictorian, Sinew1, Undergraduate) and Group 2 (Viscera, Sinew2, 2x Necropunks). Group 1 deployed first.
My Point of View Deployment was...
Left Side (Schtook): Undergraduate (next to lower left turf marker), Valedictorian, Necropunk1
Left Side (Molly): None
Central (Schtook): Schtook, Assistant, Sinew1, Sinew2
Central (Molly): Molly, Necrotic, Philip, F.Marshall, Rabble Riser, Crooligan1 (halfway up table)
Right Side (Schtook): Viscera, Necropunk2 (next to lower right turf marker)
Right Side (Molly): Archie, Crooligan2 (next to upper right turf marker), Crooligan3 (halfway up table)
Turn 1 Highlights:
Undergrade and Necropunk2 claim turf markers on my side
Crooligan2 claims turf marker in upper right
Schtook use Academic Broadcast to push 4 models forward and give them focus.
Crooligan1 was left to far up the table and was killed on turn 1 by Sinew1 charging it and using Flay to cheat to kill it
Crooligan3 was engaged by Viscera
Crooligan3 disengaged and move close to Schtook
The Forgotten Marshall summoned in Crooligan4
Necropunk1 push up the left flank
Molly's Lethe' Caress was avoided by walking and then charging at nothing to avoid taking a second walk or by just walking behind a bigger model to break LoS then walking again. She drew 2-3 cards this turn from Gorgon's Influence.
Molly 0VP; Turf (0), Breakthrough (0), Deliver (0) Schtook 0VP; Turf (0), Breakthrough (0), Vendetta (0)
Turn 2 Highlights:
Schtook won initiative and went first.
Valedictorian went first and killed Crooligan3 before it could get close enough to deliver any potential messages. This flipped no Turf Markers (kill was on my side).
Crooligan4 moved next to the upper left turf marker
Archie charged Sinew1 but failed to kill it, Archie was lowered below half wounds by a couple models then charged by Vicera who killed it accidentally on a negative damage flip with a 13 and RJ (no way to cheat it down to avoid killing). This ended up costing me 1VP from Vendetta. This flipped no Turf Markers (kill was on my side).
Molly drew 3 cards this turn from Gorgon's Influence and moved forward.
Necropunk1 walk, leaped, and placed scheme marker in opponents backfield at end for turn for Breakthrough
Necropunk2 push up the right flank
Both player score 1VP on Turfwar
Molly 1VP; Turf (1), Breakthrough (0), Deliver (0) Schtook 2VP; Turf (1), Breakthrough (1), Vendetta (0)
Turn 3 Highlights:
Schtook won initiative and went first.
Necropunk2 was able to leap on upper right Turf Marker, unclaim it, and drop a scheme marker for breakthrough
Undergraduate was killed by Rabble Riser. This unclaimed lower right Turf Marker
Schtook double walked and reclaimed lower right Turf Marker
Sinew1 was killed by Forgotten Marshall which unclaimed lower right Turf Marker again.
Valdictorian killed Crooligan4 which unclaimed the upper left Turf Marker it was next too
Molly drew 3 cards, removed scheme marker using Reparations trigger against Assistant (killing it), and gives Rabble another activation
Forgotten Marshall shoots Sinew2 and summons Crooligan5
Rabble killed Sinew2. This didn't affected any Turf War Markers
Necropunk1 claimed the upper left Turf War Marker
Vicera kills Rabble. No Turf markers affected
Philip claims the mid-table Turf marker
Crooligan2 and Crooligan5 both move towards my deployment zone
Round ended with Schtook controlling the left side markers and Molly only controlling mid-table marker
Molly 1VP; Turf (1), Breakthrough (0), Deliver (0) Schtook 3VP; Turf (2), Breakthrough (1), Vendetta (0)
Turn 4 Highlights:
Schtook won initiative and went first
Schtook kills Crooligan2 before it can drop a marker
Philip and Nanny finally deliver a message to Schtook for 1VP
Necropunk2 claims upper right Turf Marker, leaps, and drops a scheme marker in backfield
Crooligan5 moves into my deployment zone and drops a marker
Vicera charges Crooligan5 and kills it
Necropunk1 drops scheme markers in deployment zone
Molly draws 5 cards this turn and don't recall her doing much this turn
Round ended with Schtook controlling both upper turf markers and the bottom left side one, Molly still only controlled mid-table marker
Molly 2VP; Turf (1), Breakthrough (0), Deliver (1) Schtook 4VP; Turf (3), Breakthrough (1), Vendetta (0)
Turn 5 Highlights:
Schtook won initiative and went first
Schtook disengages from Philip and walks into the corner of the board
Molly drops a scheme marker by attacking Vicera and moves and claims bottom right turf marker
Vicera picks up scheme marker
Marshal and Philip both move forward and drop scheme markers
Game wraps up at this point as nothing else mattered towards the score. Molly controlled mid-table marker and bottom right to finally score 2VP from it. At this point Breakthrough is revealed by Molly to score 1VP for it and Vendetta is revealed by Schtook to score 1VP from it.
Molly 4VP; Turf (2), Breakthrough (1), Deliver (1) Schtook 6VP; Turf (3), Breakthrough (2), Vendetta (1)
Forgotten Themes - The new version of fading is much better then before and I like the how it worked
Molly Squidpiddge - Overall she seems like she is quite good now
Gorgon's Influence seems a bit too powerful as my opponent was consistently drawing 2-5 cards a turn off of a passive ability. Yes, I could cheat my hand out quickly to prevent such large draws, but it wasn't always practical to do so and still do what I need to do (aka needed to save cards for those late turn leaps).
Lethe's Caress seems powerful, but I only suffered damage from it once thanks to abusing the walk then use charge to walk method or just breaking LoS against her.
The rest of her card felt about right for a master
Necrotic Machine didn't really do much all game other then heal a couple models
Crooligans seemed ok, but he just used them for interacting or they died before doing much. He also didn't keep any back to deny my markers at end of game.
Archie, my opponent was disappointed with his performance, but I think he is fine with the leap. The problem was he charged Archie into a fight when he had a terrible hand to support him with and then he was promptly killed by 3 models beating on him with some lucky flips (or unlucky considering I killed him when I wanted to keep him alive with a couple health).
Philip and The Nanny still seems like a fine denial model
The Forgotten Marshal was pretty good in this game summoning a couple extra crooligans that kept replenishing his ranks. I never got to see his Pine Box ability, since he just stayed back and shot at things with his pistol.
Rabble Riser seemed fine for its cost.
Transmortis - Studied Opponent felt more like a chore in tracking then a cool ability and I don't think it once actually mattered during the game other then my opponent deciding to cheat in his mid-ranged ram instead of his mid-ranged crow type thing a couple times. Overall the crew I think functions fine, but it lacks something that makes it feel like a synergistic theme and not just a bunch of well costed models (aka its boring).
Albus Von Schtook - Overall felt a bit meh, but I also played him and designed the crew a bit wrong
Academic Superiority never really came into play this game so hard to say on it
Recruitment Drive I forgot about, but it also didn't really matter since I didn't take Dig Graves and Schtook stayed back most the game
Administrative Review didn't really come up as there weren't many conditions going around and I never got an upgrade on one of my models to give them fast
Gruesome Lecture I think is his "main" ability making him the resser "blaster" master, but I didn't really think about this until after the game. I think this was my biggest play mistake, so next time I'll try to use him more offensively as a blasting mater.
Academic Broadcast was good, but I needed to spread out so I only used it first turn.
Peer Review seems ok, but its a really clunky way to summon since you first need a crow (granted it helps if you bring extra SS to spend for the crows) and then you need that model to actually kill something and not die. My biggest issue was I didn't bring enough stones this game to really use it effectively and I never once got it off since I never had mid-ranged crows (and I wanted my high cards for other things).
Research Assistant - The model is fine, but kinda boring. I just used it to throw a shockwave a couple times (just which burned high cards out of his deck both times) then it died.
Valedictorian - Overall a good model, but not particularly interesting. I mean I just like it because it has good stats, its tough, and it has flight which is quite good. The Valedictory ability seems good, but its pretty situational and I think the one time I was able to use it, I didn't have the right costed card in my discard pile to effectively use it.
Student of Vicera - Overall a good model due to a good attack and being tough. Ambush is also nice on it, but Emergency Surgery feels very random on this model. I mean it isn't bad, but the majority of the crew's keyworded models aren't living and nothing about this model screams this thing looks like it should heal other models.
Student of Sinew - Overall a good model due to good attack and being tough. I brought two of these due to my opponent being Ressers so I knew I could get some extra cards from Necrotic Font and Flay would come in useful (which it did). Like the other student, Command Corpse isn't a bad ability, but it feels very random on this thing as nothing about this model screams, yea this thing should be able to command undead models. At least this makes a little more sense though as "anti-Resser" tech since you can command their models.
Undergraduate - Overall a fine model thanks to it being well costed for its damage and toughness. Also its Lead the Way and Study abilities are good support abilities for the crew.
Necropunks - Still the best scheme runner in Ressers right now and this crew doesn't have to pay the keyword tax