My second game was vs Paul playing a circle beast brick. Lots of arm 21 beasties with Baldur 2. His list (I think?!)
Ferral x 2
Pureblood x 2
Argus x 2
Stones x 2
black clads x 2
I put the swordsmen on the right, looking to use volume of attacks and bodies to try and take the zone with the cetrati following up as clean up crew. BG and support in the middle to get good use out of host of shadows if I want. Kats and Rhadman on the left, ready to go skin themselves a wolf.
We played on the same table/scenario. I lost the roll to go first. He runs everything up and stays out of threat. Hollow up on swordsmen, safeguard on morty and manifest void up. Despoiler and the gang hide behind the forest (no port angles or trample etc angles – pretty safe I hope!). Swordsmen press right and kats pounce left with most in threat range. Cetrati chill on the hill and krea goes up behind them with force aura.
Paul commits 2 beasts, killing 3 kats, clears swordsmen with an argus and pureblood, positions the rest of his army up behind the forest and feats.
Despoiler goes first and with enrage, free charges and all the attacks, leaves a heavy on a few boxes. Rhad man goes in and with his stick of doom smacks him off the table. Cetrati go in on the wolf in the square zone and put some damage on it but not much. Swordsmen try to do some work with power swell etc but again not great on the dice and fail to clear the right hand zone. Kats go pouncing and smash up some more beasts. Morty brings all the kats back, safeguards, feats and puts up manifest void to make spells cost more.
0-0 on scenario
Paul tries to hit stuff, does some damage but between feat and poltergeist not enough. The argus help a lot with doppler bark (missed that!) but don’t catch enough in the aura to make it matter. Megalith charges the brute and hits the boosted 11 (I forget I can force him to reroll!) however leaves him operational. I had put up manifest void turn 2 so Baludr can only Roots one beast, leaving me with targets for the Kats.
I start clear up killing megalith with despoiler, and then trying to take his other heavy off before repoing to be annoying in the central zone. At the bottom of turn 4 both circular zones are clear and I’m closing in on the middle. place (forgot to take pics of turn 4)
Another good run for Morty – he feels very flexible and I’m still really impressed with his attrition game. Alphaing and feating is great and as the second game shows, taking a punch, hitting back and feating is also just such a great way to get ahead in attrition. He feels like he really gets motoring turns 3/4 onwards so making sure he stays fuelled is important.