Post by timharper on Nov 28, 2016 12:34:12 GMT
On Friday night Mike and I played the rematch of our week 5 game with the Dreamer (this time with the ability to summon new nightmares) taking on Mike's Outcast crew led by Leviticus. To make the game even more interesting we ended up playing exactly the same story encounter as we did last time, except with me as the attacker (needing to take a (2) interact action on a designated piece of scenery in the enemy half of the table to claim 3 strategy VP) and Mike as defender needing to kill all my masters and henchmen to get his VP.
The board was set out with the obelisk that forms the week 6 wild card in the center and four building pretty much evenly spaced around it as you head toward each corner. A few trees and fences / hedges completed the board. I deployed all my crew between the two buildings in my deployment zone, and Mike set up a bit more spread out but largely on the same side of the table as me. I'm not going to pretend that I remeber everything as it happened, or that when I say "such and such happened on turn 3" that it wasn't actually turn 4, but the following gives a general impression of the battle:
Turn 1
I moved my crew between the two buildings toward the center of the table, ensuring I remained outside the 6" reach of the obelisk (the lack of a finished off flip scaring me in the face of Mike, who last time we played killed nearly every model I had). Mike did likewise, with the added bonus that he shot one of my daydreams with his sniper. My Dreamer was able to summon an insidious madness or two, who promptly scuttled off toward the building I needed to interact with to claim the VP.
Turn 2
Mike managed to kill on of my insidious madness with his mechanical rider, but I was able to summon more to replace them, as well as summoning a stitched together. This caused my Dreamer to briefly turn into Lord Chompy Bits, in a blink-or-you-miss it move that saw Chompy leave as soon as he arrived, bringing the Dreamer back with waking zero and the ability to heal back to full power. I definitely had the worst turn of the two of us, as my Waldgeist moved to engage Leviticus but was promptly wounded quite badly. Teddy was pushed by Baby Kade toward the Hooded rider in an attempt to take him out before his armour and attacks built too high, but before he could get his charge off Rusty Alice got three shots off using quick fire, the last one needing to do high damage on a double negative flip to finish me off. Alas, Red Joker! First wound to Teddy in 12 games, as he was within 6" of the center, so now he must discard a card to take (0) actions. Damnation!
Turn 3
I can't recall much happening this turn, except for my insidious madnesses heading toward their objective and at least one being engaged by Mike's troops so they couldn't take interact actions. The hooded rider ended up engaging with Baby Kade, Stitched Together and the Doppleganger, all of whom chipped away one wound at a time thanks to the rider's Armour +3. The Widow Weaver attempted to poison and paralyse the hooded rider using her "seize prey" move, but a -ve flip on casting actions saw her fail; twice. The Dreamer took some damage but was able to shift the vast majority onto the Stitched Together and Widow Weaver, and alas, the Waldgeist met his untimely, if not inevitable, end.
Turn 4
I can't recall who died to enable this to happen but Leviticus managed to kill one of my models and manifest into his avatar, giving him 4 actions that turn. If memory serves, he was able to see off the stitched together as a result, a bit of a blow as the high damage of 7 was what I needed to get rid of the hooded rider. I am pretty sure that at this point, Baby Kade finally succumbed to the hooded rider's attentions (or was it Leviticus?) but no injury was suffered. Both my insidious madness reached their objectives, dropping scheme markers against scenery in the enemy table half to secure scheme victory points for plant evidence. The Dreamer summoned Lelu, Lilitu and a further insidious madness, leaving him on waking +3. Knowing that to gain any VP from his strategy Mike needed to kill the dreamer, i decided not to reduce this and take the hit in terms of my ability to heal recently summoned models. Lelu and Lilitu engaged the Hooded Rider, whilst the insidious madness moved out toward more scenery to plan evidence.
Turn 5
Starting at about 10.25 this was a bit of a rapid turn. My insidious madness dropped a (2) marker to claim the objective and gain 3 VP, only for Mike to use his mechanical rider's tricks to get him in base contact with the marker and use his own (2) interact action to remove it. The Dreamer summoned a daydream, turning into Chompy again, this time for good to make sure Mike couldn't finish off both the Widow Weaver and Dreamer in taht turn (he would have had to knock 7 wounds off Chompy followed by 6 incrporeal wounds from the Dreamer to do so). My most recently summoned madness dropped a final scheme in Mike's half to claim a further VP.
End Result
A hard fought 3-0 victory to me, following a highly enjoyable and stressful game in which I did not kill a single one of Mike's models (apart from a few 4SS ones that he summoned to the table). Possibly the first time I have ever played tactically and not just rushed forward gung ho, and it paid off!
At this point, my pride forces me to mention that before this game Mike had won 14 on the trot. Woop woop. No doubt he will post a more accurate, and enjoyable version of this battle report. If I have made any glaring errors, I can only apologise. It is Monday morning after all!
The board was set out with the obelisk that forms the week 6 wild card in the center and four building pretty much evenly spaced around it as you head toward each corner. A few trees and fences / hedges completed the board. I deployed all my crew between the two buildings in my deployment zone, and Mike set up a bit more spread out but largely on the same side of the table as me. I'm not going to pretend that I remeber everything as it happened, or that when I say "such and such happened on turn 3" that it wasn't actually turn 4, but the following gives a general impression of the battle:
Turn 1
I moved my crew between the two buildings toward the center of the table, ensuring I remained outside the 6" reach of the obelisk (the lack of a finished off flip scaring me in the face of Mike, who last time we played killed nearly every model I had). Mike did likewise, with the added bonus that he shot one of my daydreams with his sniper. My Dreamer was able to summon an insidious madness or two, who promptly scuttled off toward the building I needed to interact with to claim the VP.
Turn 2
Mike managed to kill on of my insidious madness with his mechanical rider, but I was able to summon more to replace them, as well as summoning a stitched together. This caused my Dreamer to briefly turn into Lord Chompy Bits, in a blink-or-you-miss it move that saw Chompy leave as soon as he arrived, bringing the Dreamer back with waking zero and the ability to heal back to full power. I definitely had the worst turn of the two of us, as my Waldgeist moved to engage Leviticus but was promptly wounded quite badly. Teddy was pushed by Baby Kade toward the Hooded rider in an attempt to take him out before his armour and attacks built too high, but before he could get his charge off Rusty Alice got three shots off using quick fire, the last one needing to do high damage on a double negative flip to finish me off. Alas, Red Joker! First wound to Teddy in 12 games, as he was within 6" of the center, so now he must discard a card to take (0) actions. Damnation!
Turn 3
I can't recall much happening this turn, except for my insidious madnesses heading toward their objective and at least one being engaged by Mike's troops so they couldn't take interact actions. The hooded rider ended up engaging with Baby Kade, Stitched Together and the Doppleganger, all of whom chipped away one wound at a time thanks to the rider's Armour +3. The Widow Weaver attempted to poison and paralyse the hooded rider using her "seize prey" move, but a -ve flip on casting actions saw her fail; twice. The Dreamer took some damage but was able to shift the vast majority onto the Stitched Together and Widow Weaver, and alas, the Waldgeist met his untimely, if not inevitable, end.
Turn 4
I can't recall who died to enable this to happen but Leviticus managed to kill one of my models and manifest into his avatar, giving him 4 actions that turn. If memory serves, he was able to see off the stitched together as a result, a bit of a blow as the high damage of 7 was what I needed to get rid of the hooded rider. I am pretty sure that at this point, Baby Kade finally succumbed to the hooded rider's attentions (or was it Leviticus?) but no injury was suffered. Both my insidious madness reached their objectives, dropping scheme markers against scenery in the enemy table half to secure scheme victory points for plant evidence. The Dreamer summoned Lelu, Lilitu and a further insidious madness, leaving him on waking +3. Knowing that to gain any VP from his strategy Mike needed to kill the dreamer, i decided not to reduce this and take the hit in terms of my ability to heal recently summoned models. Lelu and Lilitu engaged the Hooded Rider, whilst the insidious madness moved out toward more scenery to plan evidence.
Turn 5
Starting at about 10.25 this was a bit of a rapid turn. My insidious madness dropped a (2) marker to claim the objective and gain 3 VP, only for Mike to use his mechanical rider's tricks to get him in base contact with the marker and use his own (2) interact action to remove it. The Dreamer summoned a daydream, turning into Chompy again, this time for good to make sure Mike couldn't finish off both the Widow Weaver and Dreamer in taht turn (he would have had to knock 7 wounds off Chompy followed by 6 incrporeal wounds from the Dreamer to do so). My most recently summoned madness dropped a final scheme in Mike's half to claim a further VP.
End Result
A hard fought 3-0 victory to me, following a highly enjoyable and stressful game in which I did not kill a single one of Mike's models (apart from a few 4SS ones that he summoned to the table). Possibly the first time I have ever played tactically and not just rushed forward gung ho, and it paid off!
At this point, my pride forces me to mention that before this game Mike had won 14 on the trot. Woop woop. No doubt he will post a more accurate, and enjoyable version of this battle report. If I have made any glaring errors, I can only apologise. It is Monday morning after all!