Second game of the night, this time up against Clarkie, another seasoned Powerfirst Gamer.
I dropped IR1 again as this was all about getting a feel for him. He dropped Sev2. This is a pretty bad matchup for me; hexblast removes upkeeps, rebuke stops orders (shield wall), feat and spells delete infantry and that is on top of the usual no shooting etc etc. I think it’s good to play into bad matchups and test the limits of your list – it may surprise you!
Black Dragons + UA (BD)
Shock Troopers + UA (ST)
Min WGRC + 3 Rockets
Blessing of vengeance
Covenant of menoth
Rhoven and co
I lost the role to go first and chose the side with less terrain to jam me and some defensive terrain.
Sev 2 deployed mostly central (2 heavies either side of the objective) but more support and the arcnode on the right
Looking at how sev deployed my plan was going to be to attrition in the centre, using conquest/ST and inhospitable ground to threaten the zone or his jacks, and then also pressure the left hand flag. I stack the conquest, IR1 and ST boat to the right, WGRC centre and BD right
He runs up, arcane ward on blessing, usual support things (non magical shooting)
I put Superiority on Conquest, Iron Flesh on the BD, Special orders on the BD, and IG before advancing. BDIFP go for a shield wall and advance, MOW run on the left after being +2;d by the kovnik, Conquest runs to stay outside of threat of the jacks. WGRC run central and get tough from Joe
Ir1 is within 17″ of the reckoners. I knew awareness granted LOS through forests and clouds, what I didn’t know was that it also ignores models as well so my line of models protecting IR1 is irrelevant. We look at the math, chalk up the first moral victory to Clarkie and move IR1, 2″ back to be outside of threat. Lessons learnt.
Sev allocates focus (1/2 extra for most jacks). Arcode gets enliven and runs to within 10″ of the BD. Sev advances towards the right flag, hexblasts and then rebukes the BDIFP. The Reckoners go digging into the BDIFP to try and get to the UA or the rockets behind but come up short. Choir gives non magical and then reposition back.
IR1 upkeeps superiority and allocates 2 to Conquest. I am not in threat of anything this turn apart from the objective. My plan this turn is to position for a big turn 3. The BDIP can’t get any orders so they iron zeal and advance up to get cover – it’s the best I can do for them. Joe +2’s the WGRC and the winter guard go for shots at solos and blessing. I kill on of the vassals and do a few points to blessing with a rocket, miss the second so he dodges into combat, then hit with the 3rd but do no damage. Irusk 1 moves across to the flag, puts Iron Flesh on the shock troopers, feats, casts inhospitable ground, and special orders the shock troopers. Conquest advances to be out of threat of charges with IG up and now able to get anywhere in the zone. Conquest goes for a boosted shot into the devout and misses the 8 which drifts to no where. The 2 left hand AOEs are aimed at choir, one drifts over and takes a choir out, the other misses. The right had cannons put a blast template down near the jacks to make buffing harder. Shock troopers advance into SW (Arm23 now) and repo forward, threatening a jack and the objective. Now we wait.
Sev allocates across the board and upkeeps spells. The left hand reckoner goes into the shock troopers and kills one. Blessing goes to arc range on the WGRC and Sev starts taking out rockets with ashes to ashes before moving over to the flag – tough roles are not on my side and it is sad times. One of the reckoners is sent in to the BD and the light positions to block lanes for the conquest. Jacks are all camping one for oracular vision next turn.
I need to do a lot this turn as I know next turn all my infantry are going down. I upkeep superiority and Iron Flesh. Conquest gets 2. Irusk moves towards the flag and battle lusts the ST. The kovnik advances up and gives the ST +2movement. ST go into the jack and take out 2/3 of it but no systems. Conquest charges into the other reckoner and at dice plus 4 takes him out. The BD combine to swing at blessing but bounce off armour, and over the wall the other BD IFP do a few points to the reckoner. One of the WGRC goes for a shot into a choir hanging out but it’s shield guarded.
It’s pain time now, Sev drops rebuke (bad sign!) and allocates. Between feat and ashes all of the black dragons die and most of the WGRC (1 left1) Sev walks to the flag but not quite on it yet. The bottom reckoner walks over the wall and shoots at joe making him tough. The Devout blocks conquest in (objective on the other side) and the other reckoner and the book create a wall for Sev at the edge of the zone.
On to me and I need to start scoring. Irusk allocates 2 to Conquest and upkeeps both spells. He battle lusts the MOW before getting on the flag, step 1 done. MOW kill the reckoner and reposition. Kovnik slams the devout and then conquest kills the devout and the objective. I score 2
Sev gets on the flag and continues to clear out his side of the board, joe goes down. He gets a choir to contest and scores 1.
I kill the choir and punch another reckoner to death on my turn, the ST go into the reckoner at the bottom but after orracular don’t take out any systems (time getting tight now so no photos)
Score is 3-3
On his turn he clears the MOW and contests again
On my turn only the 2 jacks are in the zone. I fuel up conquest who walks over and smashes both the reckoner and blessing (they had taken a beating from the ST the turn before). I run Irusk into the zone to score 2 for a well deserved tough grind 5 CP scenario win, which I’ll be honest was a really tough ask and I have to thank my family, my trainers and my frie…. wait what? What do you mean Sev has 5 as well? Bollocks. I lose 6-5 on scenario.
This game was always going to be uphill. Sev shuts down so much of my army/tool box.
There wasn’t quite the volume of mistakes in the first one but there were 3 big ones again:
– Model Value – The WGRC and Black Dragons are dead this game, between sevs spells and feat they will go down so easily. They were far more value as scenario pieces and I should have had a conga line of models hiding behind that house to contest, be a pain etc. Shooting into the list is a waste of time between shield guards, oracular vision etc so they were just given away.
– Scenario – I was more aware of it but didn’t think far enough ahead which means I lost. I also didn’t see how the game was going which meant I started moving shocktroopers to kill jacks, which I could have used to clear choir, making my flag pretty tough to contest. This is a great example of a route to victory; if it is scenario then the most dangerous pieces are the choir as they can contest really easily, the jacks are irrelevant til a later turn when conquest can go and eat them – I didn’t prioritise the high value model and instead went into kill stuff mode. I didn’t keep track of what Sev was up to either.
– Deployment – I didn’t see how this game was going to go so didn’t make good use of the house to hide contesting troops, and also it took me a turn too long to get on the flag (which was 2 scenario points). I probably should have gone further left with Irusk to have a real shot at scenario if I wanted.
Clarkie played really well by focusing on his plan, clearing a board and then jamming the conquest to win on scenario – most players would panic and start trying to take Conq down, instead it came out of the game a killer piece, taking out 4 jacks and an objective, had taken no damage and……. was no where near Sev’s flag to contest. Once Sev had cleared his side of the board I had nothing to stop him riding the scenario train. Sad times.
Lots of overlapping lessons from these 2 games which made the drive home very miserable.
Til next time!