Battle reports, tactics, and general banter about Warhammer 40k, D&D 3.5/Pathfinder, Malifaux, and Warhammer Fantasy!

Monday 16 December 2013

Warhammer 40k Battle Report Orks V.S Space Marines

A small Ork Warband has arrived uninvited on an Imperial world. The White Scars along with help from Belial and his Deathwing cohort have been dispatched to deal with the alien menace before it can get a foothold on the world.

This was a 1550 game with my Orks against Todd and h is Space Marines. The mission was the Scouring using the Spearhead deployment type.

The Board
The Armies

Orks

HQ:
- Warboss in Mega Armour with Bosspole, Attack Squig, Ammo Runt, Kombi-Skorcha and Cybork
   Body (Warlord) - 138

- Big Mek with Kustom Force Field, Power Klaw, and Bosspole - 125

Elites:
- 10 Lootas - 150

Troops:
- 3 Meganobz with Kombi-Skorchas, in a Trukk with Reinforced Ram and Big Shoota - 175

- 12 Shoota Boyz with Big Shoota and Nob with Power Klaw and Bosspole in a Trukk with
   Reinforced Ram and Big Shoota -157

- 12 Shoota Boyz with Big Shoota and Nob with Power Klaw and Bosspole in a Trukk with
   Reinforced Ram and Big Shoota -157

- 20 Shoota Boyz with 2x Big Shootas and Nob with Power Klaw and Bosspole - 170

Fast Attack:
- Dakkajet with Fighta Ace and additional Supa Shoota - 130

- 7 Warbikers with Nob with Power Klaw and Bosspole - 215

Heavy Support:
- Battlewagon with Deffrolla and 4x Big Shootas - 130

Total: 1547

I decided to give Trukk Boys another go this game, as I hadn't used them for awhile and I wanted to try and make them work. Unfortunately right now I'm having a hard time getting my Boyz to do much of anything unless they hang out in a Battlewagon all game. Either they're too slow on foot, or they aren't able to do anything with their numbers.

White Scars/ Dark Angels

HQ:
- Chapter Master on Bike with Power Fist and Lightning Claw (Warlord) - 190

- Belial with Thunder Hammer and Storm Shield (Allies) - 190

Troops:
- 5 Bikes with 2x Grav-Guns - 135

- 5 Bikes with 2x Grav-Guns - 135

- 5 Deathwing Terminators with 1 Assault Cannon and Sergent with Thunder Hammer and Storm
  Shield (Allies) - 196

- 5 Scouts with Sniper Rifles - 66

Fast Attack:
- Ravenwing Darkshroud (Allies) - 80

Heavy Support:
- Ironclad Dreadnought with Powerfist/Heavy Flamer and Seismic Hammer/Meltagun in Drop Pod
   - 180

- Predator with Autocannon and Lascannon Sponsons - 115

- Predator with Autocannon and Lascannon Sponsons - 115

Total: 1551

This list was going to be bad news. Of course the one time Todd brings Autocannons on his Predators is when I have Orks, with Trukks no less. The Chapter Master I was expecting, though it doesn't make that Orbital Bombardment any less threatening. It's also going to be tough facing two deepstriking units that are going to come in turn 1 and be right in my face immediately. This list was definately a good counter to mine.

The Game 

I won the roll to choose sides and decided to take the side with the big Line of Sight blocking hill, hoping to hide out behind it for a turn so that I could boost my Boyz right up at him immediately. I also won the roll for first turn and decided to make him deploy first.

Todd's Deployment
Todd deployed fairly spread out, relying on his speed to get him to where he needed to go quickly and easily. Belial and his retinue went into reserve along with the Ironclad, ready to drop on my head immediately.

My Deployment
I deployed as behind the hill as possible, with my front arks facing out in the event that his guys tried to deep strike behind me for a chance at my rear armour. The lootas went into the forest, hoping to shoot down his scouts or something so that my Dakkajet could get in unopposed. I was concerned about how clustered up I was, but I was hoping that he wouldn't be able to get line of sight with his Chapter Master.

Turn 1

Todd dropped his Deathwing down right beside the river closest to his side of the board, hoping to get some shots into my Trukk's side armour. The Ironclad came down on the otherside and landed in the river. Even worse, the Chapter Master was able to get line of sight on my Trukk, thanks to the bars on top of it, and dropped his Bobardment right on my head, hitting both Trukks and the Battlewagon exploding both the Boyz's Trukk (which thankfully Ramshackled into a wreck) and the Battleawagon killing 5 of the Boyz.

The Deathwing opened up on the newly disembarked Boyz and killed a couple, and  then the Ironclad let loose with its Heavy Flamer, which killed a bunch more Boyz from the Battlewagon squad, who passed their Leadership check. He then fired his Meltagun into the other Trukk and failed to do anything to it. While the Boyz were getting pummeled behind the rock, the Lootas were getting gunned down by the Scouts, Darkshroud and Predator who all together managed to kill  of them, but they held.

With almost a quarter of my force gone right out the gate I knew that things were going to be rough this game. I started by moving the Trukk Boyz towards the Deathwing, as well as driving both remaining Trukks over to face them as well. The Battlewagon Boyz moved over to try and beat up the Ironclad. The Lootas began by firing with Deffguns into the rear of the Ironclad but I rolled a 1 on their shots, and then failed to hit. Such as it is with Ork shooting I guess. The Meganobs, Trukk Boyz, Boyz formerly known as Trukk Boyz, and both Trukks fired into the Deathwing and killed one whole Terminator.

With that disappointing business done, I decided to issue some charges, first with my Boyz on the Terminators, who made it in fine, and then with the Boyz on the dreadnought who lost a couple to the Heavy Flamer and ran away. Typical. Fourtunately, the Boyz that actually made it to assault didn't get beaten up too bad. The Nob was killed in a challenge, but the Boyz managed to kill another Terminator, and though they lost combat, they stuck it out. What champs!

End of turn 1
Turn 2

With the beginning of turn two and me already in a bad way, the Space Marines pressed their advantage. The Predator by the hill moved over to get a better shot at the Lootas, and both Bike Squads moved forwards. Shooting began with the last of my Lootas being mopped up by the Scouts and Predator. The Ironclad moved towards the Meganobz's Trukk and Exploded it with the Meltagun, but it again Ramshakled into a wreck instead The remaining Predator and Darkshroud manage to kill a Meganob and wound another. The other Bike Squad managed to glance the other Trukk. The combat with the Deathwing went just as one would expect, with the Orks being cut down, almost to an Ork, but one managed to escape to safety.

Seeing the need to Reinforce their friends, the Bikes came on this turn. The Battlewagon Boyz managed to rally as well, and moved back to try and have another go at the Ironclad. The last Trukk moved off towards the Bikes, and the Meganobz went to go beat up Belial and his squad for the Moral victory. The Bikes turbo-boosted up the flank. Shooting from the Big Shoota into the Ironclad does nothing, and the other unit of Boyz does nothing as well. The Meganobs also do nothing. The Meganobz then declare a Charge on the Terminators, and the Boyz manage to make combat with the Ironclad this time.

Combat goes a bit better for me. Though the Ironclad manages to almost destroy the Boyz, the Nob gets a good whack in and manages to blow up the ancient Dreadnought. The Warboss challenges Belial, and in a big brawl of Power Fists, Klaws and Thunderhammers, all of the Meganobz, the Warboss, Big Mek, all the Terminators and Belial are all killed.

End of Turn 2
Turn 3

Todd's first Bike unit moves to the Flank to try and kill the Warbikes while the Darkshroud turns to fire on the Dakkajet. The other Bike Squad moves to try and stay just in range of the last Trukk. Shooting begins with the Darkshroud managing to take off a Supa Shoota. The Bikes and both Predators fire into the Warbikes and kill all but the Nob, who stands his ground. The other Bike Squad Immobilizes the remaining Trukk.

My Dakkajet moves onto the board and gets a locked velocity from the Quad Gun, and the Nob moves to try and Assault a Predator. The Boyz leap from their immobilized ride. The Nob and his last remaining Boy go to beat up the Drop Pod.The  Boyz all fire at the Bikes but fail to do any damage. The Dakkajet fires into the Scouts and kills 3, and the remaining 2 flee off the Board. The Boyz then attempt to assault but don't make it. The Warbiker assaults the Predator and blows it up, and the Nob and his Boy assault the Drop Pod, which explodes and kills the Boy.

End of Turn 3
Turn 4

Todd moves his Bikes up to shoot down my remaining Boyz, and moves his other bikes to claim an objective The Chapter Master breaks off and goes to the Quad Gun to try and bring down the Dakkajet. The remaining predator and Darkshroud manage to kill my last Warbiker, and the Bikes kill off a few Boyz, who run for it. The Chapter Master hits the Dakkajet but only manages to blow off a Supa Shoota.

I move my last Boyz over to hide behind a hill, and the Dakkajet moves up. The Jet fires ineffectually into the Darkshroud. With nothing really left, I decide to concede the game.

End of the Game
Post-Game Thoughts

Well that game could have gone better. Todd managing to get line of sight on my Trukk pretty much spelt doom for me right from the get-go. With all of my mobility effectively neutralized in the first turn, as well as most of my Boyz already dead or on the run, I knew that there wasn't much hope for a victory, unless the dice took a serious turn. They definitely didn't. I really should have deployed a little more spaced out, and maybe should have just taken first turn and tried to boost up right away. I think I made the right choice putting the Bikes in reserve, as if I had had an army left to support them, they could have been a real thorn in Todd's side.

I definitely felt like the dice weren't with me this game. I failed a lot of cover saves, and even lost a Meganob and a half to small arms fire. My shooting also failed spectacularly for most of the game, with the Dakkajet being the only thing that killed ANYTHING with shooting, despite my list being made up of mostly shooty units. I don't think that I will be going back to Trukks any time soon. They're just too fragile, and even if all of your Boys make it to the enemy intact, 12 Boyz is hardly a frightening thing to face. Still not sure what to do with them.

Anyways, thanks for reading. As always, make sure to leave a comment.

Tuesday 10 December 2013

Eldar Wraithguard: To D-Scythe, or not to D-Scythe?

Hey everyone, so I've been using Wraithguard a bit lately, and I've found an interesting dilemma in using them. Should you bring D-Scythes or just stick with the Wraithcannons? Well from what I've seen, there's pros and cons to both, but overall I think that using them is going to get you a lot of mileage.

The first thing that I think turns most people off is the cost. The D-Scythes are pretty expensive at another third of the base cost of a Wraithguard itself, which is pretty steep when you're already paying a premium for T6 and a 3+ save. However, I'm not too sure that the price is so unreasonable for what you get. First of all these are template weapons, meaning there is no roll to hit, and you ignore cover saves. It also means that a well placed Farseer giving you Guide or Prescience will allow them to re-roll their wounds. Oh, and did I mention that they're also AP 2? With Guide, you're going to be wounding most things on 3s or 4s and re-rolling, with them getting no saves except invuls. That is just nasty, especially if you can cover 4 or 5 guys per template. They also have the Distort Rule which means that on a 6 to wound you inflict instant death, or against vehicles, cause an automatic penetrating hit, so you can threaten basically anything in the game. Assaulting them can also be a big problem, as you're going to be eating a minimum of 5d3 S4 AP2 shots from overwatch.

Their other major con is their short range. You'll have to get right up next to the enemy and fan out if you want to use these bad boys. The best way to get there is to bring yourself a Wave Serpent, and really, that's almost not even a con. It does make them more expensive yet again, but I haven't seen a situation where having another Wave Serpent was a bad thing. With a Wave Serpent, you can cross the board in a single Turn and then get out and destroy something the next.

If you're going to bring these guys, I would also highly recommend a Spirit Seer. These guys make your Wraithguard troops, and with the right powers also can make them extremely difficult to kill. Having a constant 5+ cover save (in the open) is something that you can get no matter what, and if you can get the Protect power as well then you'll have a very tough unit that can essentially wipe out a unit of troops a turn.

Now 5 Wraithguard with D-Scythes fully kitted out with a Spirit Seer and a Wave Serpent is going to be pricey, coming in at just over 400 points, but if used correctly, they can easily take out two units in a game, and soak up a ton of fire before being brought down, if they are killed at all, not to mention that they'll also be able to take objectives if need be.

So, I very highly suggest that you do yourself a big favour and give D-Scythes a go for a few games and see how they work for you. Who knows? They may become one of those units that makes your gaming group quiver in their space boots.

Warhammer 40k Battle Report Chaos Space Marines V.S Space Marines

The marauding forces of Chaos have once more come to menace the men and women of the Imperium of Man. A contingent of Adeptus Astartes of the White Scars and Ultramarines chapters have dug in with their heavy guns, ready to defend the Imperium to their dying breaths from the foul Traitors.

This was a 1550 point game against Todd and his White Scars with Ultramarine allies using my Chaos Space Marines. The mission was Big Guns Never Tire  using the Hammer and Anvil deployment type.

The Board
The Armies

Chaos Space Marines

HQ:
- Chaos Lord with Mark of Nurgle, Bike, Burning Brand of Skalanthrax, Sigil of Corruption, Melta
   Bombs, Veterans of the Long War, and Power Sword (Warlord) - 180

- Chaos Lord with Mark of Slaanesh, Jump Pack, Black Mace, Sigil of Corruption, Melta Bombs,
   and Veterans of the Long War - 175

Elites:
- Hellbrute with Plasma Cannon - 110

- Hellbrute with Plasma Cannon - 110

Troops:
- 5 Plague Marines with 2 Plasma Guns and Melta Bombs in a Rhino with Dozer Blades - 195

- 5 Plague Marines with 2 Plasma Guns and Melta Bombs in a Rhino - 190

Fast Attack:
- 4 Chaos Spawn with Mark of Nurgle - 144

- 10 Raptors with Mark of Slaanesh, 2 Meltaguns, and Veterans of the Long War - 270

- Heldrake with Baleflamer - 170

Heavy Support:
- 3 Obliterators with Mark of Nurgle - 228

Total: 1772

So unfortunately I did to Todd what Brennan did to me last game and accidentally brought 220 points too many. I must have gotten confused while building another list and I thought I had brought the two Hellbrutes, when in fact I had not. Anyways, they made it into this game, and luckily had more of a negative impact on me than on him anyways as you'll soon find out. My plan with this list was to try and overwhelm him with fast units in the for of my Spawn and Raptors supported by the Obliterators and try and clear the way for my Plague Marines to move up onto the objectives. My main weakness was my lack of troops, but I was hoping that the Plague Marines would be tough enough to take some fire, and with any luck maybe he'd be too distracted with my Spawn and Raptors to get much of a chance to beat them up anyways.

Space Marines

HQ:
- Chapter Master on a Bike with Power Fist, and Lightning Claw (Warlord) - 190

- Chapter Master with Power Sword (Allies) - 145

- Command Squad with 3 Veterans with Grav-Guns, Apothecary and Company Champion with
   Power Sword and Combat Shield in Drop Pod (Allies) - 210

Troops:
- 5 Bikers with 2 Grav-Guns - 140

- 5 Bikers with 2 Meltaguns - 130

- 5 Scouts with Sniper Rifles and Sergent Telion (Allies) -  109

Fast Attack:
- Storm Talon with Assault Cannon and Lascannon - 140

Heavy Support:
- Predator with Twin-Linked Lascannon and Lascannon Sponsons - 140 

- Predator with Twin-Linked Lascannon and Lascannon Sponsons - 140 

- Vindicator - 125

Fortification:
- Aegis Defence Line with Icarus Lascannon - 85 

Total: 1554 

The Game

I won the roll to choose sides and for first turn and decided to take the first turn. I decided to choose the side without the ruins on it, as I wanted him to have to move for the objectives.

My deployment
I deployed fairly stretched out across the Board with my Spawn on one flank and my Raptors on the other with one Rhino tucked away behind a building and the other in the forest. I wasn't really sure what to do with my Obliterators, so I decided to just kinda stick em out in the open, as their Invulnerable save is as good as any cover they would get anyways.

Todd's Deployment
Todd put his Defence Line down across the middle of his zone and deployed his Tanks and Scouts behind it, with Telion manning the Lascannon. The Melta Bikers are put with the Chapter Master on the Bike behind the building on the right, and the Grav Bikers on the left. My plan against this list was to just run the Raptors and Spawn up and put the boots to him. Hopefully, the Heldrake would decide to stay off until I could take down Telion and anyone else who could reliably hit it, as it could potentially pose a problem to it.

Turn 1

Once again, the initiative was stolen from me, and so I would be going second. Movement started with his Drop Pod streaking down behind my Obliterators. The Grav-Gun Bikes moved down the flank a bit to start shooting my Raptors and the other Bikes moved to get the Chapter Master into line of sight.

The Command squad opened up with their Grav-Guns into the Obliterators, killing one, moments before the Chapter Master called in an Orbital Bombardment which killed another. The White Scars Chapter Master then called in his Bombardment, but luckily scattered and only killed 3 Raptors. THe leftmost Predator fired his Lascannons into the lone Obliterator and wounded once. The other one fired into the Rhino and Stunned it and took off too Hull Points, before Telion fired the Icarus into it and wrecked it, forcing out the Plague Marines and getting First Blood.

The Spawn began running forward as fast as they could, goaded on by the Lord. The Raptors jumped up the other flank, hoping to assault the Bikes. One of the Hellbrutes moved forwards towards the Tanks, while the other turns its attention to the Command Squad. The lone Obliterator moves over to try and get a lucky shot at the Vindicator. Lastly the other Plague Marines jump out of their Rhino to shoot the Command Squad, and their Rhino moves up to block line of sight to them.

Shooting starts with the Plague Marines firing into the Command Squad and killing all 3 Veterans, followed by the Hellbrute killing off the Apothecary with his Plasma Cannon. The Other Hellbrute fires at the Bikes near the Raptors and kills one. The Spawn run forwards more.

With a cry of hatred, the Raptors charge the Bikes. The Raptor Champion issues a Challenge and slays the Sergent, and gets the Witch Eater boon. The Lord then Kills a couple more bikes with his Mace, and the Raptors whiff hard and do no damage. The lone Bike does nothing, and attempts to flee but gets held in place.

End of Turn 1
Turn 2

Fearing the wrath of the Spwan and Lord, the White Scars Chapter Master moves behind the forest. the Ultramarines Chapter Master moves towards the Plague Marines, and the Predator near the Raptors turns to face the Obliterator.

The Vindicator unleashes its deadly Payload on the Spawn and manages to kill one of the abominations. The Predator next to it fires into the Spawn as well and manages to deal a couple of wounds, and with the Scouts helping out, they manage to bring down another. The Remaining Predator kills my last Obliterator and manages to glance the Hellbrute. The Chapter Master and his Champion charge the Plague Marines and kill the Champion and another marine, but the Champion is killed in retaliaton. The assault with the Raptors goes about as one would expect, with the Lord easily slaughtering the last Biker.

In my movement phase, the Spawn move up again. The Lord with the Jump Pack splits off from the Raptors and goes towards the Vindicator, and the Raptors jump towards the Predator. The Hellbrute moves over to try and fire at the Bikes, and the other rolls a Fire Frenzy.

The Frenzied Hellbrute fires on the Predator that wounded it and manages to get a glancing hit. The Raptors fire their remaining Meltagun at the Predator's side and easily explodes it. The Second Hellbrute fires into the Bikes, but fails to harm them. Finally the Lord unleashes the Burning Brand into the Scouts and kills two and Telion.

The Lord with the Jump Pack charged the Vindicator with his Melta Bombs, and managed to blow it up. The Spawn then charge the remaining Predator and it explodes as well. On the other side of the table the Chapter Master kills one more Plague Marine.

End of Turn 2
Turn 3

The Storm Talon comes on, and flies towards the Spawn. The Bikes move towards the lone Chaos Lord. Firing their Meltaguns, the Bikes turn the Lord into a pile of slag. The Storm Talon and Scouts fire on the Spawn and kill another and wound the last one.  In assault, the Chapter Master kills another Plague Marine and takes a wound in return.

The Raptors jump forwards to support the Spawn, who move towards the Bikes as well. Both Hellbrutes move up. Shooting kills a Bike and a Scout. The Raptors assault the Bikes and once again make it with no casualties. The Spawn and Lord then assault as well. The Raptor Champion Challenges the Sergent and is killed. The Lord challenges the Chapter Master, but no wounds are dealt. The Spawn and Raptors then make short work of the Bikes. The last Ultramarine finally kills off the remaining Plague Marine and consolidates towards the second squad.

The Fight
The end of the Plague Marines

Turn 4

The Storm Talon moves over to try and kill the remaining Plague Marines, and the Ultramarine Chapter Master moves across the river. The lone Scout moves over to try and claim the nearby objective. The Storm Talon fires into the Plague Marines and kills two, and the Chapter Master runs. In assault the Chapter Master on the Bike and Lord again have a bit of a slap fight

The Helldrake finally comes in and Vector Strikes the Storm Talon and blows it out of the sky. The Plague Marines move to shoot at the Chapter Master, and the Hellbrute turns around to shoot at him as well. The Hellbrute fires, but misses, and the second one gets hot and damages itself. The Helldrake uses his Daemonforge and takes a Hull Point but manages to kill the remaining Scout. The Plague Marines then open up on the Chapter Master and manage to kill him in a brutal salvo of bolter and plasma fire. In assault the Chapter Master on the Bike kills the Lord with 3 well placed hits from his Power Fist and uses Hit and Run to get away.

End of Turn 4
Turn 5

The Chapter Master Moves off towards the Hellbrute and assaults it, managing to blow it up and consolidates towards the Plague Marines holding their objective. I shoot everything I can at him in my turn but only do a wound. I then try to assault him with my Hellbrute, who just like it's companion misses all of its attacks and is destroyed, allowing him to consolidate onto the objective We roll to see if the game continues and it ends.

Total Points

Chaos Marines - 5 (2 for Line Breaker, 3 for Killing Heavy Support Choices)

Space Marines - 4 (1 for First Blood, 1 for Line Breaker, 1 for Slay the Warlord, and 1 for Killing
                                Heavy Support Choices)

Post-Game Thoughts

Well though I won according to the score, the fact that I brought two extra units in the form of the two Hellbrutes makes me more inclined to call this one a draw, as its really impossible to tell what would have happened without them. The fact that the Chapter Master was able to slingshot himself across the board by winning assaults against them was definitely a huge detriment to me (though I shouldn't have assaulted him in the first place, and I definitely should have tried rolling better), but killing the Apothecary may have changed some stuff too, as well as taking a couple Lascannon shots off of the one.

Tactically speaking I think I played a pretty good game. My fast units charged in and took the agro quite well, and were able to basically annihilate his whole force on their own, while the Plague Marines did a good job holding their objective and tying up the Command Squad for quite awhile. I think that Todd should have held his bikes back a little more from my Raptors, as I only needed a 7" charge to get to them, and though he did make an effort to kill my Spawn, I think I might have tried to shoot them with the other Predator turn two instead of the Obliterator, as he couldn't have done a whole lot that turn anyways, having blown his Lascannon shot.

In terms of luck, I think it was a bit on my side this game. He did steal the initiative, and his Chapter Master tanking through my Lord and two Hellbrutes with hardly a scratch, but I also made every single charge, some of which were fairly long, and I managed to explode all of his heavy support choices with some decent rolls. I did miss big time in assault with him though, and for the most part it was just my sheer weight of attacks that carried the day for me.

And of course thanks for reading, and hopefully I won't end up cheating next time!

Tuesday 3 December 2013

Malifaux Battle Report 3 - Ortegas V.S Marcus

The Ortegas are forced to defend their ranch against the ravaging forces of Marcus' beasts.

This was a game with my newly painted Ortega crew, minus Papa Loco, against Todd's beasts. I hadn't played with this crew yet, so I was going in kind of blind, knowing only that if I could shoot him off the table before he could make it to me I would have a chance.

The Crews

This was my first time using the Ortegas, and I was laying against Todd's very fast crew. We did 45 points again, and this time the Strategy was Recoineteur. My Schemes were Assassinate and Frame for Murder (with Francisco being the chump), and Todd's were Cursed Object and Breakthrough (unrevealed).

Ortegas

- Perdita with the Trick Shooting and Aura Ancestral upgrades - 3 SS

- Francisco with the Wade in upgrade - 9 SS

- Santiago - 7 SS

- Niño with the Hair Trigger upgrade - 8 SS

- Guild Austringer - 6 SS

- 2 Guild Guard - 8 SS

Total: 39 SS

This list was very build towards shooting with a little melee capability in the form of Francisco. I figured that since the Strategy meant that we needed to control table quarters, that Todd would rush towards me to try and take mine, since otherwise I could just stand back and shoot at him and more than likely it would end up a draw. This meant I could throw Fransisco in his path to block him a bit, let him die and get the points for that and hopefully cripple him early on with focused fire. I would have to be careful though, as he was easily capable of crossing the board in no more than two turns, and once things got to melee I was going to have a hard time.

The Beasts

- Marcus with the Trail of the Gods and, God's Domain - 2 SS

- Myranda with the Imbued Energies - 9 SS

- Shikome - 8 SS

- 2 Silurid - 14 SS

- Sabertooth Cerberus - 9 SS

- Razorspine Rattler - 7 SS

Total: 45

This was a bit of a different list from what I had faced before but had some pretty heavy hitters in the form of Marcus, the Sabertooth and the Rattler. My main plan would of course have to be try and shoot down as much of his force as possible early on so that I could deal with just a few things in melee later.

The Game

We deployed using Standard deployment this time.We didn't place as much terrain as normal, but we were going for a more thematic board this time. It just so happens that the board layout ended up working in my favour.

The Board
I won the flip to pick sides and deploy first and decided to take the side near the walls. After all, the Ortegas were trying to defend their home here. The Austringer went in the little building, with everyone else stretched out across the center and Niño on the rocks. Pretty standard gun line.

My Deployment
Todd deployed on the other side trying to use the terrain to his advantage. He kept a Silurid, Shikome and Razorspine behind the forest and clustered Marcus, Myranda, the other Silurid and the Sabertooth behind the small shack. Trying to stay out of line of sight.
Todd's Deployment
Turn 1


I won the flip for initiative and started by activating Francisco, who used El Mayor! on Perdita, before using the Focus action twice. Todd responded by double moving the Razorspine foward as fast as he could. Perdita then stepped forward and leveled her Peacebringer at the Rattler, firing a pair of shots that did 4 wounds. The Silurid then leaps forward, coming up in support of the Razorspine, eager to get its filthy claws on the Ortegas. Santiago bravely steped up and with a flurry of shots, blasted the Silurid apart. The Shikome, not wanting to be left behind, flies forwards out of the forest.

The Austringer focused his attention on the Razorspine Rattler, before instructing his Bayou Raptor to swoop down on it, dealing another 4 wounds. Myranda double moved away towards the forest to reinforce Todd's rapidly folding flank. One of the Guild Guard then steped forwards and uses a Focus action. The Second Silurid then leaped forwards, trying to stay out of range of the remaining Guild Guard. Unfortunately the slimy creature got too close to Niño, who blew a hole through its skull. The Sabertooth then leaped up the flank, eager to tear poor Niño to pieces. The remaining Guild Guard moved forwards and fired his pistol at the creature, but failed to do any damage. Finally, Marcus ran up and charged the Focused Guild Guard and managed to do 2 wounds to him. At the end of the Turn I gain one point for controlling two table quarters and Todd gains none.

End of Turn 1

Turn 2

I again win the initiative and Francisco charged Marcus, and in a display of martial skill dealt 7 wounds to the Beast Master. The Sabertooth charged into poor Niño and easily dispatched of him. Perdita decided to finish what she started and killed the Razorspine with a well aimed pistol shot. Inspired, Santiago fired at the Shikome and dealt two wounds to the harpy. In a flurry of attacks, Marcus dealt an impressive 6 wounds to Fancisco, dropping him to his last wound.

The brave Guardsman still fighting Marcus attacked and did a single wound. in response, Myranda moved over to her mate and casted Hunting Call on him, causing him to drop Francisco to his last wound. The Austringer's Raptor dealt another 3 wounds to the Shikome, who again flew up, eager to deal with the pesky Guardsman and his bird. Finally, in a surprisingly skilled routine, the Guild Guard engaged with the Cerberus managed to deal 6 wounds to the beast! We again tally points and there's no points gained by either side.

End of Turn 2
Turn 3

This time Todd wins the flip for initiative, and activates Marcus, who murders Francisco, netting me another 3 points. The Austringer kills the Shikome, and deals a wound to Myranda. Perdita decides to press the advantage and deals 5 more wounds to her. Myranda then moves over, heals Marcus for 1 wound and then Summons a Slateridge Mauler.

Santiago then Fires his Peacebringer into the Mauler and deals two wounds. The Sabertooth Cerberus then easily dispatches of the Guild Guard that wounded it and drops a scheme marker. The remaining Guild Guard deals another 2 wounds to Marcus. Finally, the newly summoned Slateridge Mauler deals a wound to Perdita. Once again, no more points were scored.

End of Turn 3
Turn 4

I once again win initiative and my remaining Guild Guard deals 1 wound to Marcus. Perdita then activates and shoots point blank into the Mauler, dealing 7 wounds. Marcus then hands the Guild guard a Cursed Item, disengages, and then charges Perdita, but fails to do any damage. The Austringer attempts to kill off the Sabertooth, but fails, and then Santiago deals one damage to Marcus . The Sabertooth then Leaps away, and drops a scheme marker. This turn Todd got 3 points. 

End of Game
Total VPs

Guild - 4 (3 for Frame for Murder, 1 for The Scheme)

Marcus - 3 (2 for Breakthrough, and 1 for the Cursed Object)

Post-Game Thoughts

That was a fun game, though a little one sided. We ended up ending the game at the end of Turn 4, because of time constraints, but given another turn I would easily have been able to kill off Marcus for another 2 points, and most likely get rid of the Sabertooth as well. I think given a little more terrain it could have been a much close game.

The cards were fairly even this game, though I did get a very good first turn, severely wounding the Razorspine and killing both Silurid. Over all, I think that my ability to Chain Activate really was a big deal, as was my sheer amount of fire power. The Guild Guard also proved to be surprisingly resilient, which I didn't expect.

As always thanks for reading. More reports to come soon!