lørdag 10. desember 2016

Internal Affairs Mk. VI Game 1 (#365): Stryker3 vs Helynna

:: Prologue ::

Club tournament today! Time to field my new pair, Sloan and Stryker3!

For my first game I drew a pairing of Helynna and Vyros1. I don't like either of my casters into this very much but end up going for Stryker3. Best to get him out of list lock anyway! I get Helynna and I guess that's not half bad.

:: Lists ::

Cygnar:
(Stryker 3) Lord General Coleman Stryker [+28]
- Ironclad [12]
- Thorn [13]
- Squire [5]
- Ironclad [12]
Storm Lances (max) [20]
Storm Lances (min) [12]
Trencher Infantry (max) [16]
Lanyssa Ryssyl, Nyss Sorceress [3]
Gobber Tinker [2]
Ragman [4]
Rhupert Carvolo, Piper of Ord [4]
Opponent:
(Helynna 1) Magister Helynna [+30]
 - Discordia [18]
 - Manticore [14]
 - Manticore [14]
 - Manticore [14]
 - Chimera [8]
 - Sylys Wyshnalyrr, The Seeker [4]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Dawnguard Sentinels (max) [18]
 - Dawnguard Sentinel Officer & Standard [4]
 - Soulless Escort (2) [2]
Lanyssa Ryssyl, Nyss Sorceress [3]

:: Pre-Battle Thoughts & Deployment ::

We are playing Take and Hold and I win the roll-off. I deploy symmetrically.


:: Game ::

Lances run wide on either side, Trenchers in the middle. Everything stays out of Manticore range.


Manticores get distracted by Lances, instead of putting down covering fires in the middle to prevent Trenchers the two on my right put down theirs out on the flank.


I appreciate the space I've been given so the cloudwall moves up with the heavy hitters close behind.


Sentinels, Manticores and Disco all throw in their weight. Helynna feats. Dice are crap and the results are really bad.


My turn! I counter-feat and hatch a plan to kill Sentinels and 2 Manticores. Ragman, Lanyssa, Iron Aggression and Fury are key words of said plan. However my dice have been inspired by my opponent's and my Trenchers do a whole lot of nothing. Despite auto-hits with PS13 from raggy and extra charge dice. Oh well, that's life. Because of this I'm unable to get the Lances where I need them so one Manticore espaces with its life intact. The other one, as they say, bites the dust.

The table is a mess and I'm just hoping I'll have enough left to work with.


The Ironclads are both killed and some models are cleared out. Strictly speaking one is left alive on a single box. However the lack of Sentinels means I still have a lot left to work with.


There's an opening. Might be a long shot but worth considering. I'm not sure I can win attrition but I have a good shot at a 2-0 opening now with the possibility of more points very soon. I send stuff in and Stryker moves to the flag while Thorn & friends clear the other flag. 2-0!


The funny thing is that the heavies are rather thoroughly jammed by lances. They can't hit the lances back over the obstacle because I'm too far away so they'll have to tank free strikes. Retribution try to work around this but the jam is real. I end up scoring on my own flag. 3-0.


I have to clear Thorn's flag. The Manticore down is down to 20-ish boxes. Fury on Thorn and support does the deal and I move to 5CP!

Victory to the Swans!

:: Evaluation ::

Going first here was a big deal. If those Manticores had gotten up the field to put down Covering Fires further up I'm not sure I would ever have gotten the space I needed.

The second turn was a defining moment. The turn 1 Covering Fires let the Trenchers move through and that let me push up the Strykeforce to where I needed it. We then had a couple of turns of crap dice on both sides and the eventual clusterfuck in the middle was a nightmare to try and reason with.

In the end the wall which the Myrmidons hid behind proved to be a trap and I turned the terrain against him. A close and hard-fought game!

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