Saturday, 25 April 2015

Game 9 - eMorv vs Rhyas

Game 9 - eMorv vs Rhyas.


Faction: epic Morvahna - Seasons of Fate
Casters: 1/1
Points: 50/50
Tiers: 4
Morvahna the Dawnshadow (*5pts)
* Gorax (4pts)
* Pureblood Warpwolf (9pts)
Druids of Orboros (Leader and 5 Grunts) (7pts)
* Druid of Orboros Overseer (2pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (1pts)
Tharn Ravagers (Leader and 3 Grunts) (6pts)
* Tharn Ravager Chieftain (1pts)
* Tharn Ravager Shaman (1pts)
Tharn Wolfriders (Leader and 4 Grunts) (10pts)
Druid Wilder (2pts)
Gallows Grove (1pts)
Tharn Ravager White Mane (3pts)


VS

Rhyas, Sigil of Everblight (*6pts)
* Shredder (2pts)
* Zurial (10pts)
* Typhon (12pts)
Blighted Nyss Swordsmen (Leader and 9 Grunts) (8pts)
* Blighted Nyss Swordsmen Abbot & Champion (0pts)
Blighted Ogrun Warmongers (Leader and 4 Grunts) (8pts)
Blighted Ogrun Warspears (Leader and 4 Grunts) (8pts)
* Warspear Chieftan (2pts)
Blighted Nyss Shepherd (1pts)
Blighted Nyss Shepherd (1pts)


Looking over the pictures I cannot see any other models, perhaps points down were played accidentally. 

Deployments:

He won the roll off and opted to go first, no-one swapped sides. 

Deployment looked like this: 


Not used to Legion with dudes.


Circle turn 1:


Run ahoy!

So AD Ogres are pretty scary sums up my turn. We discuss a little math, and really it's not the assault I am scared of but rather the charging threat (16 deploy + 11 threat = 27, otherwise known as my 21" line).

With basically means I run everything that can be threatened by the War-spears to the 20" line. On the other side, Riders and Ravagers do much the same vs the Warmongers threat range. Morv runs forward, Carnivore up on the Wolfs and Fog on herself. Pureblood runs up to support the middle with the Gorax on the right.

Not nearly as aggressive as i'd like!


Legion turn 1:


Considering the two aggressive lists, there has been a lack of aggression in this game. So now I was in threat range of him, but he is just out of  threat range of me. Not a great place to be! He decides for a more defensive turn.

Swordsmen run up to the Forest to next to the Warspears, Warmongers do much the same on their side. Rhyas, Typhon and Zurial take up behind the forest and the Warspears decide to not move at all.


Circle turn 2:


I have a number of options here. I went with the jam play, with the aim of locking his Swordsmen and Warspears out of the game for as long as possible. What I didn't count on was command checks!

A better plan might have been to wait him out, he didn't really advanced so I can again just wait outside threat ranges, with the aim to simply clear and score next turn. 

Due to how easy it would be to contest, I didn't want to put Morv in range of Typhon for an attempted early point, as this would risk taking tons of damage. 

From left to right, the Wolf riders advance and charge into the Warmongers, taking some out with Assault shots. Druids advance and deploy clouds, spell and fire immunity. Ravagers run/assault and set up to be useful next turn, and the White Mane sets up across from the Swordsmen.

Blood Trackers charge/run to engage the Warspears and Swordsmen. Unfortunately they also fail their command check, so they're not going to be super good at jamming from here on :(  

I also realize here that I forget that could attempt to rally at the end of their turn.



Legion turn 2:

Jammed! There's a lot of models set up to be killed here, and he certainly takes the chance to do so.

On the left, the remaining two Warmongers kill a Wolf Rider, and Typhon clears up three of the Wolf Riders. Zuriel sets up to deal with any models that get into Typhon.

Wolf Riders fail their command check.

Warspears assault in, one charging past the Bloodtrackers to take out the Shaman, the other four take out Bloodtrackers in front of them (Mat 9 pretty good) A few Swordsmen charge past the Bloodtrackers to take out a tree, a couple more Trackers and make the attacks they can get. 

A pretty effective turn. I was a little concerned that Typhon would be able to get to the last two trackers so it looks like I dodged a bullet there. 

It looks like this at the end of the turn:

From my point of view, I look to be in a good position.


Circle turn 3:

Even thought the turn was painful to watch, I am in a good position to bring back to all the models I lost, and I look set up to do some reasonable damage to him this turn. 

Unfortunately, it all goes a little wrong. 

First up the Wolf Riders and Bloodtrackers rally. Pureblood moves up and lands a spray over Typhoon and the two Warmongers. He only manages to hit Typhon but does land a solid hit for ten.

Druids go and do what they can to clear a path for the Ravagers, taking out a Warmonger and the Warspear Chief. Following this said Ravagers get a charge in on Typhon. Due to not being in a position to use re-rolls (Morv needs all her health this turn) they do pretty badly, having two miss the needed fives, and the one that hit rolling low, leaving Typhon with about half his boxes left. 

So this is looking much worse now, having killed very little and Typhon really needed to be dead to allow Morv to be more forward and scoring. 

Gorax goes forward to throw a Swordsmen into another one, taking out two. The Whitemane charges and takes out a Swordsmen, but then unfortunately misses his next two attacks (One reroll) 

Morv then feats, bringing back the Wolf Riders and Bloodtrackers, placing them spread out in ranks to annoy the Warspears, as they cannot quite get close enough to re-engage. She ends her turn with a massive stack of fury and one health. 

So the turn looks like this: 

Def 13 to hard. Silly Typhon :(


Legion turn 3:

The slog continues! Rhyas clears up the Ravagers that charged into Typhon, allowing him to then move up and take out three of the five Wolf Riders I brought back (Who fail their command check). 

Zuriel comes forward to attempt to do some work but most models have been killed at that point, and so ends up not doing that much other than supporting Typhon.

Swordsmen (Above picture taken mid-charge!) gather round and take out the Whitemane, while the Abbot gets some points onto the Gorax.

Warspears accept the challenge and charge into the Bloodtrackers, but without prey they are not nearly as effective and only kill one.

Circle turn 4:

Wolf Rider fails to rally. Didn't like them anyway.

So here's were I have an excellent turn, and then screw it up. It starts by Morv putting Primal and Carnviore on the Pureblood. I then check my 12" to Rhyas (To check her speed 6 + Rush and charge threat range, find I am 12.5" away and feel safe) so sit next to the flag.

Pureblood goes in at Mat 10 power 18, finishes up Typhon and takes out Zuriel. Bloodtrackers take out some Ogres, Gorax Frenzies and fails to kill the Abbot and I score a point


Looks good right? Wait, what do you mean Rhyas's threat is 13?

Legion turn 4:


So it turns out that Rhyas threats 13", not 12 as she is speed seven! Crap. 

Long story short, shes charges in, misses the charge attack. Buys and boosts to hit doing a few points of damage. Last attack hits the seven and finishes her off. Sadness! 

Closing thoughts! 


I felt good about the match up despite the outcome. Command checks and a few unfortunate rolls I couldn't re-roll slowed me down quiet a bit, but when I was able to finally get stuck in I was able to take out a fair few models as my models are very good at taking out his guys!

Rhyas is speed 7, that's pretty important to know it turns out also.

The early threat range game is an interesting one and some to be experimented with against other fast armies that also AD.

I will highlight that I made several mistakes in this game, and in general was rather disorganized.

> I played two games. I both Alpha'd in with the Wolf Riders, while delaying on the Trackers. This basically means that I had a bad alpha and lost models (The Wolf Riders) for no real value. I should be willing to play the long game with this list on a slow Scenario.

> I valued bringing models back over making sure models died. In this case, Typhon. I was being greedy with the feat, and it turn it meant I didn't kill Typhon. Because of this, the models I brought back died anyway. Morv is excellent at preventing bad luck, and I need to use this. In the best case, I can transfer the reroll damage or heal it. 

> Plan for the worse, do the risky first. Basically, I did the Bloodtrackers last, and so when they failed their command check I couldn't react to it. This was the risky play, and I should have done it first (If going for that plan) 

Tuesday, 21 April 2015

Game 8 - eMorv vs pStryker, the rematch!

Vs Pat Dunford!

Morvahna the Dawnshadow (*5pts)
* Pureblood Warpwolf (9pts)
* Brennos (9pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (1pts)
Tharn Ravagers (Leader and 5 Grunts) (9pts)
* Tharn Ravager Chieftain (1pts)
* Tharn Ravager Shaman (1pts)
Tharn Wolfriders (Leader and 4 Grunts) (10pts)
Druid Wilder (2pts)
Gallows Grove (1pts)
Gallows Grove (1pts)
Tharn Ravager White Mane (3pts)

VS

Commander Coleman Stryker (*6pts)
* Dynamo (10pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Black 13th Gun Mage Strike Team (4pts)
Lady Aiyana & Master Holt (4pts)
Storm Lances (Leader and 4 Grunts) (11pts)
Tempest Blazers (Leader and 4 Grunts) (10pts)
Eiryss, Angel of Retribution (3pts)
Journeyman Warcaster (3pts)
Lieutnant Allison Jakes (3pts)
* Charger (4pts)
Stormblade Captain (2pts)


Deployments:


I win the roll-off to go first! The board is pretty mirrored, a wall and forest on each side with the Scenario in the middle, so no sides are changed!

Pat has Tempest Blazers and B13th on the right facing off against Wolf Riders, with the Lances, Stormblade Captain, Jakes and her Charger on the left against the Bloodtrackers. Ravagers take the middle to be all threatening, met by Stryker himself and Dynamo!

Phil, turn 1:

The usual running happens here. Stryker being a caster without deadeye, I can actually use my high defenses well. Running forward aggressively while keeping up Fog of War means that my lowest def is 15 (To everyone other than Hat-man of the B13th), which puts Pats guns at best needing 8/9's to hit. Or 10's in the case of the Wolf Riders.

Everything runs up to the 23" line, avoiding the charging threat of Storm Lances. In Hindsight I could have been a lot more aggressive with the Wolf Riders, but I wanted to make sure they stayed in Fog of War.

Pat, turn 1:

After some back and forth on various plans, Pat goes with a similar plan to this match up last time. In that everything advanced backwards. This time though, he holds his feat.

Almost no attacks are made, other the charger, who takes out two Ravagers. Sniped Dynamo and Eiryss both miss their attacks.

Phil, turn 2:

So last time I played against this I came up with three possible plans. The one I did last time (And was not very effective) was to hide Morv and then make the attacks I can.

This time I went with plan two: Jam everything. Very few attacks are made on this turn either with almost everything simply running forward. The Wolf Riders charged in, but unfortunately all missed almost all attacks netting no kills (Def 16 to good) and the one that hit not killing. Morv herself runs forward into the zone to threaten the objective and camps five.  

Again, captain Hindsight kicks in, and if I had run to one of the far flags, I'd have been safer from Assassination and very likely scored a point, while still being able to threaten the objective. 

Both heavies run forward very aggressively. The turn ends looking like this:



Pat, turn 2:

So this is time to strike for Stryker! The opening gambit involves the use of double earthquake deviations to knockdown most of the front line, mainly some Ravagers and Wolf Riders, followed by his feat. 

Lady A gives the Wolves a kiss and Holt plugs one and a Bloodtracker. Between electro-leaps and brutal shots the unit quickly is wiped out due to the knockdown. B13th put some magic lead into Ravagers and float a Mage Storm over the Bloodtrackers which takes out two and leaves a path to Brennos for the Lances.

The charger puts some hurt onto the Goatman who is quickly finished off by the two Lances that get to charge. The rest trade blows with the Bloodtrackers. 

Dynamo himself puts a toe into the zone and takes out a Ravager.

His turn ends up looking like this (Note the lack of models I have now!) 



Phil, turn 3:

Immediate regret comes due to not taking a point last turn. If i had put myself is a place to go up to four points this turn I could feat and jam out again for a likely scenario victory. That is still possible but due to low time on the clock I wasn't sure if i would have the time to be able to do it.

It would also be pretty difficult to both kill the objective and take out Eiryss, who was hanging out on my side of the table, as really Morv needs to be the one to do both of those to score.

On the other hand, Stryker is on no camp and in Morvs charging threat range. After spending some time to see if there is anyway I can knock him over (It would be extremely difficult) I consider just going for it. He's 16/20 with Arcane Shield. That's a reasonable chance of killing taking him out.

To make the odds more attractive, The pureblood aims, Wraithbanes and Sprays over Stryker, doing four points of damage. The Druid Wilder puts Wraithbane onto Morv. So now I only need to roll two tens to hit, then two fifteens on four dice. Seems.. better!

She has to charge the objective as she does not have LoS, and then starts swinging. Two double boosted attacks and some rerolls later, and she takes his head.

End of the game looks like this:




Closing thoughts! 

We spoke about this afterwards and Pat mentioned he underestimated Morvs melee killing power. Stryker certainly didn't have to be that far forward and could have been more safe. 

It is possible that even from here I could have gone for a Scenario win, but it would have been difficult to get the objective under feat (Arm 23), and if I didn't this turn I don't think I'd be able to score the following turn either. 

If I play this match up again, I'll try out plan three. Plan three being walk away. Without deadeye assault isn't a big threat, and the following turn I can start scoring. Perhaps jammed to early!

It should be noted that this the list changed from last time, swapping out Stormwall for other models. Without Stormwall it was much less threatening, as I'd never be able to deal with ArM 24 Stormwall in the zone. 


Sunday, 19 April 2015

Game 7 - eMorv vs Mordikaar

Game 7 - Keith B


Morvahna the Dawnshadow (*5pts)
* Pureblood Warpwolf (9pts)
* Pureblood Warpwolf (9pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (1pts)
Tharn Ravagers (Leader and 5 Grunts) (9pts)
* Tharn Ravager Chieftain (1pts)
* Tharn Ravager Shaman (1pts)
Tharn Wolfriders (Leader and 4 Grunts) (10pts)
Druid Wilder (2pts)
Gallows Grove (1pts)
Gallows Grove (1pts)
Tharn Ravager White Mane (3pts)

VS

Void Seer Mordikaar (*5pts)
* Basilisk Drake (4pts)
* Despoiler (10pts)
* Tiberion (11pts)
Cataphract Cetrati (Leader and 5 Grunts) (11pts)
Cataphract Incindiarii (Leader and 5 Grunts) (9pts)
Paingiver Beast Handlers (Leader and 5 Grunts) (3pts)
Tyrant Commander & Standard Bearer (3pts)
Agonizer (2pts)
Extoler Soulward (2pts)

Deployments:

I win the roll-off to go first, and no sides are changed. There's not really very much Terran on the table, other than a Forest in the middle and some scattered around. 

Both Preys go onto the Cetrati.


--------------

Phil, turn 1:

With the Incindiarii having been deployed on the left flank, there wasn't any ranged threats on the right. That means that the Wolf Riders and Trackers was able to be very aggressive, just being outside of any possible charge or threat ranges. Ravagers do much the same on the left, accepting that many of them are going to be on fire.

With hitboxes, they should survive it. Whitemane comes up behind them.

Keith, turn 1:

Keiths turn here can be summed up by "Brace for Impact" - Cetrati move forward and shieldwall up. Incidiarii fire off some shots, taking out a Ravager and setting several of fire. Tiberion toes the zone, not worried by any savages. He puts Hollow up on the Cetrati and feats.


--------------

Phil, turn 2:

I seem to have gained the favor of the dice gods this turn, and it goes extremely well for me. 

Ravagers charge into Tiberian, getting him extremely low and then was finished off with a Purebloods spray. Morv upkeeps Carnivore, then Purifies Hollow and then recasts Carnivore (I'm good at this game) on the Wolf Riders, and then retreats to the edge of the zone. 

Bloodtrackers take out two Cetrati by filling them with spears (Kills one to drop Shield wall on the other) and the Wolf Riders charge in to take out two more (RFP'd), and then Light Cavs in to jam.

There is still a drake in the the zone I cannot clear out, but I do score two points here. 

Keith, turn 2:

Two Revives bring back some more spears to try and take out the Riders, and the Incidiarii do a great deal of good work taking out the Ravagers. However, very little is actually able to make the zone. A Void Spirit gets in (And RFP's the Ravager Chief) and the Drake. 


--------------

Phil, turn 3:

Basically what happens here is that Morv Sunders down the Void Spirit, Pureblood takes out the drake and the Bloodtrackers/Riders clear out the right zone to score 3, going to a 5-0 Scenario win.


--------------

Closing thoughts! 

So this shows the other side of the list, the crazy scenario power it can have on live scenarios. Keith wasn't able to get anything solid into the zone on turn one (Expect for Tiberian) that wasn't killable by Power 15 charge attacks. As such he was jammed out of zone by volume of bodies in the way. 

I feel like Morv has some excellent tools to deal with this list. Purification stops Hollow, and Carnivore helps deal with the feat (Wolf Riders are Mat 10 against their Prey, Mat 12 on the charge, or Mat 9 Ravagers on the charge) and completely out threats it. 

Game 6 - eMorv vs eHaley

Game 6 vs Pat Dunford

Faction: epic Morvahna - Seasons of Fate
Tiers: 4
Morvahna the Dawnshadow (*5pts)
* Pureblood Warpwolf (9pts)
* Pureblood Warpwolf (9pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (1pts)
Tharn Ravagers (Leader and 5 Grunts) (9pts)
* Tharn Ravager Chieftain (1pts)
* Tharn Ravager Shaman (1pts)
Tharn Wolfriders (Leader and 4 Grunts) (10pts)
Druid Wilder (2pts)
Gallows Grove (1pts)
Gallows Grove (1pts)
Tharn Ravager White Mane (3pts)

VS

Major Victoria Haley (*5pts)
* Stormclad (10pts)
* Squire (2pts)
Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts)
Storm Lances (Leader and 4 Grunts) (11pts)
Stormblade Infantry (Leader and 5 Grunts) (5pts)
* Stormblade Infantry Officer & Standard (3pts)
* 3 Stormblade Infantry Storm Gunner (3pts)
Anastasia di Bray (2pts)
Gorman di Wulfe, Rogue Alchemist (2pts)
Journeyman Warcaster (3pts)
Ragman (2pts)
Stormblade Captain (2pts)

Deployments:

Pat wins to go first this time and sets up across from me, nothing unusual to note. For me, Bloodtrackers in one zone, Ravagers in the middle and Wolfs across from the Lances. Both Preys go on the Lances. 

Pat, turn 1:

So the usual you'd expect to see here! Everything runs forward. Math is applied and everything runs to the exact point it would be out of range of various turn one tricks. 

Phil, turn 1:

I put Pats math to the test by assaulting one Rider into a lance, while the others run to the left zone, with the plan to hold it for as long as possible. Turns out that Math is strong. 

Bloodtrackers advance up the middle, behind the Ravagers, who run to the Forest in the zone to try and make use of Treewalker. The Whitemane hangs out a little behind these, and Purebloods move to support Morv while she takes a nearby wall and throws out some Sunder Spirits on the Stormclad to get in some damage.

So this is where I made a mistake, Forgetting my entire plan of keeping Morv and the Purebloods out of the feat by being far back.


--------------

Pat, turn 2:

Charge time! Stormlances charge into what they can, Nyss on the other flank take some CRA's, taking out the Whitemane and some dudes. Stormblades try some Assaults and spread out a great deal (CMD 10 goes a long way!) Stormclad comes forward to get some work done and Haley feats. Basically, I've lost a notable number of models here, but no units. 

Phil, turn 2:

So I made a few mistakes, but I was able to correct them. A Ravager was able to kill a tree before Morv had to activate, which was pretty huge for her. One of the Purebloods was able to get a boosted spray off into a Stormlance, and some spears were thrown.

Morv was the highlight of this turn, she feated back everything killed, getting them good and jammed, and then used her pocket tree to remove Gorman. She took a shot at the Stormblade Captain as well but wasn't able to seal the deal. 

She then retreated back as far as she could get due to having no camp.

Note: It was discussed here that I could have gone for the Assassination on a no-camp Haley. The reason I didn't was because I'm not a fan of the odds. Morv needs a 9 to hit, and likely needs at least two boosted damage rolls to kill. Without a Woldwrath to boost her attack rolls for free, I'm not a fan of the odds, even with rerolls. Maybe just hard roll the first nine with a reroll to see if it lands before going all in?

Perhaps I'm underselling the assassination run. 

 --------------

Pat, turn 3:

And so this is where I lost the game. Pat was pretty sure that he could take out Morv. With a charge, TK and TA she was able to get within 10" of Morv to Arcane Bolt her in the face to take her out. We decided to play on from here.

Basically Pat kills everything again, and he has a bit of a crucial dice fail. As my Whitemane was returned to a Forest, he was rocking Def 15. Due to this he took the charge from five Nyss, none of which managed to hit him.

He isn't able to score because I've placed a Druid Wilder and the Wolf Riders along the far edge of the zone he has control of, and wasn't able to reach them.

Phil, turn 3:

So I feel that I'm now in a good position. I have some key models left, and I've lived past the feat turn. I'm able to clear up the lances, some Stormblades and get some Ravagers charging into the Stormclad. However, the Whitemane was the star of this show.

With a little reroll back up, he Overtook and Heart-eatered his way around the Scenario Zone, taking out 8/10 Nyss, a Stormblade and then scored a point. This was the first point in the game, putting me at 1-0.

 --------------

Pat, turn 4:

Having gotten the first point of the game, this puts Pat into a bad scenario position, as he can no longer race me on winning the game. While he clears out the zone, the game is called here as there is nothing that can keep contesting the zone, which basically leads to a 5-4 Scenario win for me.

Closing thoughts! 

Being able to make attacks on Haleys feat turn is super good, and Morv is excellent at getting those douchebag solo's that normally are unreachable.

However, I do need to stop screwing it up! The plan is to have Both Purebloods and Morv out of Haleys feat. This enables them to go last (Allowing arc node placement for the one still alive). Due to the nature of Stormlances being fast and first in, it also means that the Purebloods can walk and shoot at them (With Wraithbane) or Morv just charging in to kill them herself. And I need to kill one of the Tree's myself on turn one to enable pocket Tree.

eHaley spell assassination wasn't something I saw coming, will have to remember that one. That's a solid 23" threat on that. Camping two (At least) always should be plenty to avoid it. 

Two boosted Sunders into Stormclad on the early turns is surprisingly effective. Arcane Shield will usually be on the Lances, meaning that you are on dice -7, which with rerolls has a chance to spike onto an important system. If the Lances are not Arcane Shielded, she can just kill two of those instead (Or just roll the hard 13 to kill one!)

Purification on the Lances is also something I should consider more. I'd have to see how it plays out on the table, but with how cagey some people are with their Juniors, it has good odds of meaning it will not be able to be recast on them. 





Game 4 - eMorv vs pStryker

Game 2 - Pat Duford

Morvahna the Dawnshadow (*5pts)
* Pureblood Warpwolf (9pts)
* Pureblood Warpwolf (9pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (1pts)
Tharn Ravagers (Leader and 5 Grunts) (9pts)
* Tharn Ravager Chieftain (1pts)
* Tharn Ravager Shaman (1pts)
Tharn Wolfriders (Leader and 4 Grunts) (10pts)
Druid Wilder (2pts)
Gallows Grove (1pts)
Gallows Grove (1pts)
Tharn Ravager White Mane (3pts)

VS

Commander Coleman Stryker (*6pts)
* Stormwall (19pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Black 13th Gun Mage Strike Team (4pts)
Storm Lances (Leader and 4 Grunts) (11pts)
Tempest Blazers (Leader and 4 Grunts) (10pts)
Journeyman Warcaster (3pts)
Eiryss, Angel of Retribution (3pts)

I am missing four points that I do not recall, likely some annoying solos that I've blocked from Memory!

Deployment:

So I went first, and Pat chose the side with the obstruction in the middle of the table, which proved to be pretty useful. As well as to deny Morv having that sweet sweet spot in the middle. 

Bloodtrackers go against the Tempest Blazers and Stormwall, Wolf Riders again the Lances. 

Scenario was Fire Support

Phil, Turn 1:

As is a trend with this Army, a lot of running happens. Pat has a lot of scary guns (One reason why I put the Stealth model Tracker Unit against them, although I had forgotten about the Lightning Pods), and I wanted to close the distance get stuck in quickly.

Pat, Turn 1:

And this is where it got a bit strange. With various Guns, Stormwall and Lightning Pods and Earthquakes, Pat is able to kill a concerning amount of my army, and then he advances backwards, with Stryker being the forward most model, hiding behind an obstruction in the center and Stormwall behind covering fires and Feats.


-------------------

Phil, Turn 2:

So now I have a problem Aside from a Stormlance, almost all of his models are out of range, and many of the living ones are knocked down. I'm able to get a Wolf Rider onto a Stormlance the back to start attempting to do some damage, and a sweet Deathknell takes out some members of the B13th, but I am not able to really do any meaningful damage. 

Bloodtrackers jam up the Stormwall for a turn. 

So the big problem here is that I'm about to lose a ton of my army, and I haven't been get stuck in. I also cannot be aggressive with Morv to start scoring points, because of the Earthquake Assassination while being able to feat, and this leads to making a fearful mistake. I move Morv behind the forest.

This leaves her out of range of most of the army, limiting healing, and it also means next turn that I am not able to bring back Bloodtrackers. 

Pat, Turn 2:

Tempest Blazers unjam the Stormwall by Electro-leaping it in the back (Mistake two by me) and remain in the deployment zone. Stryker uses double Earthquake to known down all the models he can, mostly Ravagers, which Stormwall handily clears up. On the other side Wolf Riders hold their own, getting stuck in against the B13th and Stormlances.

I believe one Pureblood also went down here after being knocked down and shot in the face with cannons.

Because of my cagey Morv position, I've gained very little health back

-------------------

Phil, Turn 3:

From this point on I do what I can. Take out a few more models, get some damage onto Stormwall with Ravagers, but I'm forced into a position where I have no health, and so no rerolls, limited fury due to down to one beast (No beasts after next turn) and a very lackluster feat.

Long story short Pat grinds Morv down to being the last model, and wins on Scenario.

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Thoughts:

The assassination is real! Stryker really limits what I was able to do here, but I do think I was a little too cagey, and in the end cost me, not being able to use any of Morvs power and denying myself a feat. But this is just what she does not want to be facing - A strong Gunline from turn one, with a excellent Assassin on her. If i feat down to low health I don't think I can camp enough fury to actually live.

Because of that Pat was able to basically move back to avoid my threat rangers, because he knew I couldn't come forward with Morv to be able to start scoring the scenario without having a very high chance to die.

In hindsight, when I saw him move back I should have just camped seven and run my entire army into him. I'm not sold on this working, but if he fails the assassination (Hard to say how likely it would be) I likely will be able to win on Scenario fairly quickly. 

It certainly would have been a better move to the one I chose to go with. Would like to play again.