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Mitonsoul Unleashed! Battle Report

Posted July 14th, 2012 at 11:23 PM by kolakoski
Updated July 16th, 2012 at 11:36 AM by kolakoski
Well met!

A modified Gang of Four - myself, chas, Sherman, and Mikeyblaze (in for Taeblewalker) - met to play the scenario I created for this gathering, the aforementioned Mitonsoul Unleashed!, this Friday at my home on Roosevelt Island (see comments to the link above for more detailed army information).








The festivities began noonish with a warmup game between Sherman and myself, featuring his undead army of C3V Skeletons, Cyprien and Sonja (which army core he would play for all three of our games), versus my Roman army, containing the C3V Warlord Arashara and C3V Wizard Myrddin (such an obvious Merlin rip off that I didn't notice it 'til pointed out by chas somewhere). We dithered around a bit trying out the new units' powers until Sherman organized an inevitable win for himself just as Mikey arrived, having been delayed by the Forces of Evil (aka MTA). We had not seen Mikey since our last gathering, where he was so gracious in pointing out the many errors of my ways. I was looking forward to what lessons might be learned this time.

We rolled for teams and, after I rolled 1s with chas (and thinking we would be low partners), we re-rolled instead, and I ended up being Mikey's partner. Mikey had Mohicans (7 move with the Venoc Warlords) and I had Romans, including Me-Burq-Sa. We took the contested Treasure Glyphs on either side, plus the ones near our Start Zone, early in the game. After that, I played like a Little League manager, so focused on getting everyone playing time (particularly the new C3V units), given that there was no way we could lose with 4 Treasure glyphs being held by my Roman horde, that Sherman had time to get his units into position such that I could not win within the allotted ten rounds, we having determined that it would be more thematic to require the hero to be unengaged at the top of the tower to win.

The third and final game we decided would be just a straightforward kill 'em all. This time Sherman and I were paired. Early on Sherman charged out his C3V Skeletons and went head to head with chas' Microcorps on the left and Mikey's own Roman army on the right, while I methodically brought up my Brutes Goblin/Raelin horde, setting them up in the middle on my side of the tower. The Skeletons were doing some killing, but our opponents were racking up what seemed like an insurmountable lead, as they killed Skeleton after Skeleton after revived Skeleton. I resigned myself to losing, but endeavored to give a good accounting of myself this time. I continued moving up the various components of my army, which kept getting in each others' way (where was Gen.Patton when you needed him?). I even had Jotun, although he couldn't do anything, as there was no room for him to maneuver (and I misjudged the height of the Battlements/wall such that he was stuck behind them). The highlight of the game was when our opponents conspired to drop the two Sgt. Drakes SotM (one in each of chas' and Mikey's armies, left over from the football game) into the center of my army to assassinate my Raelin. They survived a lot longer than I though they would from the onslaught of Cutter Mob Attacks, Brute attacks (one with constant height), and, towards the end (just for fun), Kaemon's Quick Strike (and failed to take out, or even hurt seriously, Raelin). Then it was time to count up the points.

The Skeletons had been killed over and over with at least 12 kills marked down, plus all of Sherman's Vulcanmechs. chas lost a fair number of units, as did Mikey. My losses, however, totalled a mere two Goblins, one sacrificed to save a Brute, and one that took falling damage from the tower while attempting to be the third member of a Mob Attack (which fall a subsequent Cutter survived, joining in the attack). As a result, mainly because of the Double Drake Doom that had befallen them, chas and Mikey lost by a fair margin! I was !

P.S.: Note that Sherman was a member of all three winning teams!
Total Comments 3

Comments

Old
chas's Avatar
Scenario Rule Change: Not only does the winner need to be unengaged, but he needs to be adjacent to the lava for two consecutive turns.

The new Fanscape units we used are well designed!

With a large board and restrictive terrain, plus a tall tower to climb without flying, many units never left the start zones. The last general game was a good balance with it. My Microcorps Agents got to hold up in a small side (glyph) tower with timely support from Mike, we killed lots of skeletons. Both the second and third game featured two Sgt. Drakes (SOTM).

Although I didn't get to use Mage Hand in the first game due to the awesome speed of the River Tribe boosted up, the magician worked better for me than ever before in Game Three.
Posted July 15th, 2012 at 11:13 AM by chas chas is offline
Old
kolakoski's Avatar

Not so fast . . .


Well met!

The actual change was described in the report:

"[I]t would be more thematic to require the hero to be unengaged at the top of the tower to win."

There was nothing said about needing to be there for two consecutive turns.
Posted July 15th, 2012 at 12:35 PM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

P.S.


Well met!

See P.S. (last line in blog).
Posted July 16th, 2012 at 11:38 AM by kolakoski kolakoski is offline
 
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