MEGAHORSE Posted January 28, 2016 Report Share Posted January 28, 2016 Battle report between friends on 1/24. His comments are in red. We both wanted to practice some new/old masters and just get some games in as we had done one game in two months together. We flipped, Close Deploy. We've both never done this before. I'm thinking Molly. We flip for schemes and strats Squatters Rights Breakthrough Protect Territory Plant Explosives Entourage Line in the Sand I decide against Molly last second. Despite that she would have an easier time here, I feared only bringing a couple models to squatters rights, and I was also expecting Marcus/Mei Feng, and they frighten Molly. So I went McMourning with Breakthrough revealed and Plant Explosives. He had Entourage and Breakthrough revealed. McM - 7ss cache -Plastic Surgery -Moonlighting -Decaying Aura Zombie dog Sebastian -Those are not Ours! Testing this one out. It's at least nice for pitching mid crows to get a free dog out of it, or worst case, eat a near dead model for a SS and a card -Transfusion Rafkin -Transfusion Guild Autopsy Guild Autospy (I would have gone 2x Flesh Construct, but with close deploy, their 12" range is just gravy) Flesh Construct Belle Nurse I wanted to use a high cache to save MCM/Sebby, and if I needed a better hand to pull off Transfusions/Expunges. I have alot of issues running McM except against newbies, so I figured it would work out. This was my 3rd time playing Kaeris, and I’m still learning the ins and outs of building a crew with her. If I remember right, my final crew list was: 5SS Cache Kaeris +Arcane Reservoir +Grab & Drop +Blinding Flame (The triggers for this one actually never came up: I was a bit disappointed in it) Malifaux Child The Firestarter +Warding Runes (My opponent is quite well known for taking belles in each of his lists, so this was a tech choice) Mech Rider +Imbued Energies Gunsmith Fire Gamin Rail Worker x2 My thinking was to use the rail workers to tie up his front line while my fast moving models & fliers took squat markers, while also providing ranged support. I really should have taken some condition removal in this list, as I know Rezzers fond of slow, paralyze, poison, and all that jazz. The terrain had about equal cover on both sides, but the river cutting through most of the middle was hazardous terrain and severe terrain for moving through. There was a house on one side that you could see in and out of with a second story, but that side had less actual cover than the other. It was also easier to get at some of the markers, so I decided the house would be ideal for Sebby to hide in and the easy markers would be ideal for an early rush and then just try to tarpit to keep the points. I lost the flip to deploy, so he made me choose. I made him take the River with a little less cover. I took the side with the house per above. I deployed like this: *!* is a marker bridge bridge RHINO HEAD OPEN SPACE OUT HERE River criss crossing with markers around it Rhino head 3" blocking b*!*dge *!* !*!bridge !*! HEADDDDDDDDD !*! 1" hardcover Houseeeee r H Sebby H ve Houseeeee 2"Co McM Totem Fleshie Belle Rafkin 2" sniper nest 2" Guild Autopsy 2" Nurse 2" Guild Autopsy 2" This isnt a great outline but it works. He deployed to counter mine. On my left was a Gunsmith, the Mech Rider, and a Rail Worker. Down the center, through that path he had Kaeris, the fire gamin, firestarter, and the malifaux child making sure i couldnt just walk up and claim the MiddleLeft and Middle markers, despite them being a tad bit easier to get at. A final rail worker was off to the right behind the head as well. I thought that by threatening my Right flank with the Mech Rider & Gunsmith, that I would scare Sebastian & MCM off that flank and down the middle. The rest of my crew was more centrally positioned, since Kaeris & Firestarter could quickly respond to any shenanigans. Turn 1: I played conservatively not knowing what to expect from Kaeris. Sebastian soulstones for the crow for his anti-shooty aura, since kaeris has so much shooting and he can catch the belle, fleshie, totem, nurse, and mcm with it. He walks down to the bottom of the house so he can see out both sides (but not too far out both sides) and tranfuses poison from the flesh construct to McM. The rail worker double walks up to the left marker. Guild autopsy walks up behind the 1" hard cover since she would be at a negative flip to walk and see the rail worker. Kaeris has a few things in the back line activate and pass out burning, then activates her and draw some cards, walks over and shoots my autopsy dead. Rafkin double walks next to the marker near the rhino head. Belle walks and drags the Rail worker into the water, causing it some hurt due to severe terrain. Nurse charges the flesh construct and throws 8 poison on it. Fleshie walks up near the middle marker. Fire gamin shoots and puts some hurt on it. Mech rider walks up, as does the gunsmith, and tries to shoot the flesh construct and belle to no avail. To end the turn, McM got a free push, threw some poison on the rail worker, then expunged it, granting me a flesh construct in return. The construct walked up next to the middleleft marker. The Autopsy on my left was quite a nice target. Once it dropped, I saw that the left flank was quite weak, so I started moving stuff up there. I also figured that the center was a bit of a death trap, since he could converge on the central bridge just as easily as I could. In hindsight, I committed too much stuff to the left flank, and should have either spread out more, or pulled my right flank back. You’ll see the consequences of that on Turn 2. Belles yanking stuff around is a pain, even more so when hazardous terrain is involved. End of turn 1, a Railworker died, Flesh Construct was summoned, and a Guild Autopsy was killed overall. Turn 2: Flesh Constructs claim markers and plant scheme markers on the centerline (within 6" of his deploy). Mech Rider runs up, claims the left marker, summons a fire gamin, shoots and hits McM, I spend a SS to prevent 2/4 damage, trigger to plant a scheem behind him. Gunsmith shoots my belle and hits it for 6 damage. Rafkin walks over and plants a marker just outside of the Rail workers range, and throws poison on Kaeris. Firestarter and malifaux child put some wounds on it, as does the rail worker. With the belle, I just remember I was gonna lure Rafkin out, but I didnt want my opponent to just remove the Explosives marker. I think she tried to lure the gunsmith twice and got it into the water on the second lure, dealing a few points of damage off a red joker! The nurse gives the zombie chihuahua +2 walk off a mask trigger and walks toward the marker. Kaeris deals 3 damage to the autopsy with no poison on it, and gives it Burning 2, so it's as good as dead. Sebastian walks up within 6" of the Mech Rider and transfuses poison from McM onto the rider. McM charges the gamin and two shots it, healing a few points. He then throws some poison on the Mech Rider, and Expunges it, reducing it to 2 wounds. Zombie dog ends the turn by walking up to the gunsmith, who is now near MiddleLeft marker, and gives it poison 2. I had a bit of a brain fart, and completely forgot that Plant Explosives was a thing, and that it doesn’t benefit from being revealed. When he declared that 1 scheme was unrevealed, I should have figured that’s what was coming up. I didn’t react to it at all, and gave him an easy 3 points. I also got too greedy with the Mech Rider, and should have held it back further. I wanted to lay a claim & scheme marker early to force a response, but it dropped insanely quickly, to nobody’s surprise but my own. It’s a setback, but at this point, I’m still fairly confident that I can get full points, and I just need to try denying points right now. Reactivate happens due to my opponent having no cards in hand. Hell, neither did I! autopsy does nothing of note, flesh construct from the rail worker engages the gunsmith, the other moves to the right flank to tie things up there. End of turn, Autopsy and Mech Rider fall. My right flank is weak, with just a belle and Rafkin, and his left flank has completely fallen save for an engaged Gunsmith. I flip Plant Explosives, as Firestarter, RailWorker, and Kaeris were all within 3" of Rafkin's Marker. 4-1 Turn 3: This turn I was able to get swipes in at the gunsmith, and move the flesh construct over to the right flank. Firestarter jumps over the rhino head and shoots the belle dead and flips a marker. Rafkin gets murdered by an early kaeris activation, so my right flank is suddenly exposed, save for the single construct. left flank: sebastian flips a marker, moves poison from the construct to the gunsmith, and plants a scheme marker. gunsmith murders the dog and hits the construct lightly. Nurse walks over and paralyzes the firestarter with a 13 of crows. my opponent isnt impressed, but thinks it was a hilarious play. Mcmourning runs through the severe terrain taking 2 damage (prevents two of a soulstone) and murders the gunsmith off a charge, healing back to full I believe. I pushed the flesh construct south a bit to plant a marker (mistake, forgot I needed to be at least on the line for breakthrough), and threw some poison on it to heal it when it triggers EOT. Good play all around on this turn, I think. I was personally very confident in sending the Firestarter up to deal with the belle, but the cheated 13 for the Nurse’s paralyze really set me back. Take condition removal, kids! 5-2 Turn 4: This turn my opponent came back from his losses last turn. Despite firestarter being paralyzed, my entire right flank was gone save for the flesh construct. Kaeris disengaged from it with Drag and Drop and hopped up to where I deployed my guild autopsies, planted his third breakthrough marker (so i couldnt remove the one on my left flank and prevent him from scoring), and she was in range for Entourage. So he had those points secured! Rail worker and the fleshie on the right flank slapped each other a bit but neither fell. Sebastian summons a canine remains, walks. It walks a bit. I think I had both my breakthrough markers at this point so the Flesh Construct on the left flank just walks to the right flank and flips his marker that firestarter flipped earlier. McMourning charges firestarter. Due to some cheating and damage prevention, he lives. I 0 to make the second flesh construct in the center move next to the Firestarter. After ending the turn here, I notice that my remaining Rail Worker isn’t covering the left-of-center squat marker. I knew, at this point, my priority was to either cover both of my markers, or to flip another marker so he couldn’t deny me points. I’m not sure if I could have won it, but damn it, I was going to do my best to tie. 6-3 Turn 5: I had a nuts hand from last turn I didnt expend as I didnt need to expunge anything. You actually went first this turn: on initiative flips, you flipped a 6, while I flipped lower. I used my last stone to re-flip, and got a 1. Firestarter attempts to disengage. He tries the first time, I cheated in some 13's for McMourning. After 2 AP wasted trying to do so, my opponent conceded, as I had flipped 4/5 markers for the strat at this point, and he only had a rail worker, the child, the fire gamin (too far away at this point), and Kaeris left and Kaeris couldnt move too far away from the Entourage point. 10-9 was the final total. I scored all 3 for Breakthrough and Plant, plus I had 2 markers during turns 2-5. He scored 3 from Breakthrough, 3 from Entourage, and 3 from the Strat for turns 2-4. In hindsight, I think surrounding Rafkin's marker with my unrevealed scheme wasnt the best play, as I love taking Plant Explosives, especially with McM with his 0 to walk a thing into combat and drop markers. I hoped to at least bait some points with it, like 1-2, but it ended up netting me more. I think he was also a bit too aggressive with the rider on the left flank. While he should have let it fall, running the rider up so far wasnt the best move. Same with the rail worker. Given I was playing McM, you should make me come to you, but not expose yourself unless you can counterattack and hurt me more than I hurt you. Also in hindsight, I should read cover rules better so my autospies would have deployed better for turn 1 shots without overexposing them. My opponent and I both corrected each other often on plays and rules, which is always a bonus for friendly games. I also had a takeback or two on flesh construct plays and took a while to decide on actions. McMourning is one of those masters I play slowly due to how squishy his list is, and having to be sure of every move I make. I appreciate my opponent's patience with my decisions. But overall it was a very close game the whole time. I ended the game with just MCM, Sebby, Flesh Construct x2, and Nurse on the table. He ended with just Kaeris, one last railworker, the child, a lone fire gamin in the back, and firestarter. Quote Link to comment Share on other sites More sharing options...
Gypsey Posted January 31, 2016 Report Share Posted January 31, 2016 Great battle rep. Its awesome to get both sides of the battle with both of your commentaries. Was there supposed to be a picture attached of deployment? Doesn't show for me. Go Ressers! Quote Link to comment Share on other sites More sharing options...
MEGAHORSE Posted February 1, 2016 Author Report Share Posted February 1, 2016 On 1/31/2016 at 2:07 AM, Gypsey said: Great battle rep. Its awesome to get both sides of the battle with both of your commentaries. Was there supposed to be a picture attached of deployment? Doesn't show for me. Go Ressers! There isnt, i tried making a makeshift drawing of it with the models near the top of the report. my friend has a picture of the terrain, i need to get that from him sometime Quote Link to comment Share on other sites More sharing options...
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