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Old August 14th, 2011, 07:11 PM
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Kolakoski's Battle Reports - New - Moonscape Castle!

Well met!

[Continuing to consolidate, this is the place to find my Battle Reports.]

Today's Battle Report, on this rainy Sunday (Beach Training cancelled due to lightening), is The Rapture of Raelin! http://www.heroscapers.com/community/blog.php?b=1838

Essentially, the goal is to escort Raelin off the Map, through a Portal. There are 2 Glyphs of Lodin in play. [Pics to follow.] Heat of Battle placement, by card, except that only small/medium unique heroes may be placed in the Ballroom, a grouping of Road hexes at one end of the Map with a few bushes at the edges. Further towards the sides are Dungeon tiles, including 2 7-hexers with the 2 Glyphs of Lodin in their centers. At the side edges are 2 towering Road stairways, each culminating in a pair of Pillars. There is a narrow Road leading from the Ballroom across some Water to a Swamp, which is between some raised Sand, with Hives in the Swamp. The Portals are at this end of the Map, adjacent to Swamp and/or Sand. There will be 2 armies, at 650 points apiece.

Army 1:

150 Romans x 3
120 Mogrimm
100 Marcus
100 Mindflayer
90 Ne-Gok-Sa
90 Heirloom
650, 17 spaces

Army 2:

210 Braxas
140 Deepwyrm Drow x 2
130 Kee-Mo-Shi
110 Ninjas of the Northern Wind
90 Sir Hawthorne
650, 13 spaces

As you can see, these armies were designed to make the most of the Glyphs of Lodin. Neither has much in the way of range. The Romans are, of course, the most efficient, and they have 2 heroes that benefit from the Glyphs. All of the second army's units benefit from them. On with the show!

Army 2 wins the initial initiative roll, 20-16, and places first, the Ninjas on the top of the stair on the right.

Army 1: places a squad of Romans on the top of the stair on the left.

Army 2: places a squad of Drow on Dungeon tiles next to a Bush near the Glyph on the right.

Army 1: places a squad of Romans on Dungeon tiles in a mirror position on the left.

Army 2: places the remaining Drow on Dungeon tiles next to Bushes at the center, one being on a raised tile on the left side, near the Romans.

Army 1: places the remaining squad of Romans so as to surround their Glyph.

Army 2: places Sir Hawthorne next to Raelin, on the back edge, to the right.

Army 1: places Ne-Gok-Sa next to Raelin and Sir Hawthorne, on the back center edge.

Army 2: places Kee-Mo-Shi just off the Ballroom, on the center of the Road leading towards the Portals, adjacent to 2 Bushes.

Army 1: places Marcus on the Shadow hex just below the Romans on the left stair.

Army 2: places Braxas just below the Ninjas.

Army 1: places Heirloom next to Ne-Gok-Sa and Raelin, Mogrimm next to Heirloom and Raelin, and the Mindflayer between Mogrimm and the Bush on the left, such that Heirloom is unattackable by melee.

With the exception of Kee-Mo-Shi and a squad of Drow blocking the Road off, the armies are set up pretty conservatively. Sir Hawthorne is the only Army 2 guy adjacent to Raelin, while Army 1 has 3 adjacent.

Turn 1 OMs: Army 1 has it easy, all on the Romans. Army 2 puts OM 1 on the Drow, to secure their Glyph, and 2 and 3 on Braxas.

Army 1 wins initiative, 9-7 (actually 12 with Mogrimm), and Mogrimm takes Raelin along the back edge of the Map onto the Grass, directly behind the Romans on the Dungeon tiles. The rest of the Romans moved to take their Glyph, and defend around their Bush.

Army 2: 1 Drow takes their Glyph, 2 more move across from the right, forming a line with 1 of the center Drow, adjacent to the Mindflayer and a Roman. 1st attack on the Mindflayer - blocked. 2nd attack on the Mindflayer - 1 wound, Poison Weapon fails.

Army 1: Mogrimm slides Raelin away around the left edge. Romans cross to attack Drow. 1st attack - kills a Drow. 2nd attack - blocked. 3rd attack from below - Hid in darkness on a 15 thanks to Glyph. 4th Roman has no target.

Army 2: Braxas! Kills 2 Romans.

Army 1: Mogrimm continues to slip slide away. Romans slide around to attack Drow. 3 Romans are foiled twice, the third kills a Drow. The 4th attacks Kee-Mo-Shi - 3 skulls, blocked by 3 shields!

Army 2: Braxas flies to center bridge to, hopefully, intercept Mogrimm.

Geez! After all this, it's a race!

OMs: Army 1 on Romans, Army 2 on Braxas.

Army 2 wins initiative in spite of adding 4 to its roll, moves Braxas within range of Mogrimm, and attacks - and rolls a 20! Mogrimm is dead!

Army 1: Marcus storms down the stair, adjacent to Raelin, followed by Romans.

Army 2: Braxas attacks Marcus - miss, closest Roman - miss on a 5 (add 1, still miss), next Roman - a 1! (miss). Bad luck.

Army 1: Marcus moves to give 2 Romans his attack bonus, and to force Braxas to take leaving engagements to stop him. 1st Roman inflicts 1 wound, 2nd Roman (from below) blocked, 3rd Roman (Marcus enhanced) inflicts a wound, 4th Roman (Marcus enhanced) 4 skulls, 3 wounds. 5 out of 8!

Army 2: Braxas attacks Marcus - 17! Marcus dies! Kills 1, misses 1 of the Romans

Army 1: Ne- Gok-Sa fails to Shackle Sir Hawthorne, inflicts a wound. 3 Romans attack Braxas -1st inflicts 2 wounds, 2nd (from below) 3 skulls! 1 shield! Braxas dies!

At this point, it is a foregone conclusion that the Romans will escort Raelin off, as no one is close enough to intercept. Hail Brittania!

My bad! There is no outside edge on the right side of the Map. If it were not there on the left, Mogrimm could not get around the stair. Next time, I'll designate those hexes as out of play.

Last edited by kolakoski; November 7th, 2014 at 07:02 PM.
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Old August 14th, 2011, 10:49 PM
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Re: Kolakoski's Battle Reports

Well met!

Taking another shot at The Rapture of Raelin! Same armies. No way out but the center. Let the games begin! Note: Army 1 Portal on left, Army 2 on right.

Army 2 wins initiative, places Ninjas on top of right stair.

Army 1: places squad of Romans on top of left stair.

Army 2: places squad of Drow around right Glyph.

Army 1: places squad of Romans around left Glyph.

Army 2: places 2nd squad of Drow totally surrounding right glyph.

Army 1: places 3rd squad of Romans right below Ninjas on right stair, including the Shadow core!

Army 2: places Kee-Mo-Shi on Shadow hex on left stair!

Army 1: places Heirloom on right stair below Romans.

Army 2: places Sir Hawthorne next to Raelin, on right.

Army 1: places Ne-Gok-Sa adjacent to both Raelin and Sir Hawthorne.

Army 2: places Braxas on Grass in corner of the Map, close to right Glyph and Drow.

Army 1: places Marcus next to left Glyph, Mogrimm on right stair below Heirloom, and Mindflayer next to both Raelin and Ne-Gok-Sa.

As much as Army 2 has tried to mix things up this time, the Romans' unit advantage and efficiency seem overwhelming . . .

Round 1

OMs: Again, it seems clear that Army 1 will place all on the Romans (X on Mogrimm, of course). Army 2 will, again, place OM 1 on the Drow, and 2 and 3 on Braxas.

Army 1 rolls 19, auto win initiative due to Mogrimm. Ne-Gok-Sa takes a leaving engagement attack from Sir Hawthorne (takes a wound) and moves to left Glyph, placing Raelin in only open hex adjacent to it. 3 Romans slide down to attack Kee-Mo-Shi - 1st attack (even ground - 3 v 5 dice) inflicts 1 wound, 2nd (above - 4 v 5) blocked, 3rd (above) inflicts 2 wounds - 3 out of 4 against her! 1 Roman attacks a Ninja - blocked.

Army 2: Drow move - 1 to the right Glyph, 2 attack Mindflayer, 1st blocked, 2nd inflicts a wound, Poison Weapon fails.

Army 1: Mogrimm uses Commander's Strike against a Ninja - kills her! 4 Romans attack Kee-Mo-Shi - 1st (above) blocked, 2nd kills her!

Army 2: Braxas! Attacks Mindflayer - 17! Kills him! Attacks Heirloom -misses. Attacks top Roman on right - kills him.

Army 1: Mogrimm rolls a 14 (plus 1 for Glyph is 15) and kills another Ninja. 1 Roman attacks remaining Ninja, and kills her.

Army 2: Braxas! Attacks Heirloom - 20! Dead! Attacks highest Roman - 7 becomes an 8, kills him. Misses next Roman.

Round 2

OMs: Romans obviously as before. Drow to screen on OM 1, then Braxas 2 and 3.

Army 1 rolls a 20, auto win again! Moves up right stair, Strikes at Braxas - misses. Romans start to creep out.

Army 2: Drow screen center of ballroom, 1 attacks a Roman from height - 3 skulls blocked with 8 dice (2 adjacent Romans and Raelin).

Army 1: Mogrimm moves to top of right stair, Strikes at Braxas - 16 inflicts 1 wound. 4 Romans move in clump from near Glyph, still in aura, 3 attacking Drow above them - 1st blocked, 2nd kills a Drow, 3rd wiffs.

Army 2: Braxas moves to center of Ballroom, out of Mogrimm's range, attacking advancing clump of Romans - Kills 3 Romans!

Army 1: Marcus charges in - misses attack on a Drow. Marcus supported Roman attacks Drow - blocked. 3 Romans rush down left stair.

Army 2: Braxas attacks - Marcus, misses; Ne-Gok-Sa, 15 becomes a 16, still misses; last Roman on ground, 6 becomes a 7, still misses.

Round 3

The Romans are badly split up. It looks like Braxas will kill them piecemeal.

OMs: As before.

Army 1 rolls another 20! Who needs Mogrimm? Ne-Gok-Sa abandons the left Glyph and brings Raelin forward, attacking a Drow from below, killing it! 3 Romans continue rushing to the rescue; Marcus supported Roman attacks Drow from below - kills it! The rolls for Hiding in Darkness have been abysmal!

Army 2: Braxas flies to top of virtually abandoned left stair, attacking Marcus - missing; Ne-Gok-Sa - 15 becomes a 16, still missing; the nearest Roman, on Shadow on left stair, missing.

Army 1: Ne-Gok-Sa moves towards Road to nowhere, placing Raelin before him. 2 Romans advance to support, 1 out of water, 1 Roman advances into water, and 1 moves adjacent to Braxas and attacks, wiffing.

Army 2: Braxas still in range of everyone. Attacking Marcus - 15 becomes 16 and still misses. Misses Ne-Gok-Sa. Kills Roman adjacent to her.

Army 1: Ne-Gok-Sa takes Raelin to the edge of the Road to nowhere while the 3 Romans gather round Marcus, and the last Roman on the left hits the water.

Army 2: Braxas flies to Sand heights on parallel course with Ne-Gok-Sa and attacks him, missing.

Round 4

Here we go again. Actually Braxas can move adjacent to Raelin at this point, and run away with her, perhaps risking a 19-20 Mindshackle attempt and/or an engagement strike. OK.

OMs: As before.

Army 1 rolls 13, becoming 17; Army 2 rolls . . . a 20, winning initiative for the very first time, for all the good it's done! Braxas moves adjacent to Raelin, and attacks Ne-Gok-Sa, missing.

Army 1: Ne-Gok-Sa climbs over the railing and moves adjacent to Braxas, carrying Raelin along, of course. Mindshackle fails. Attack blocked.

Army 2: Braxas carries Raelin off, moving through Portal.

Trying to race Raelin off the board plays right into Braxas' claws. A rewrite or different armies . . .

or a different map.

Last edited by kolakoski; August 15th, 2011 at 09:04 AM.
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Old August 27th, 2011, 12:25 PM
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Re: Kolakoski's Battle Reports

Hail Utgar!

This is more in the way of a pre-Battle Report summary, as opposed to a "real" Battle Report, which will be forthcoming, with pics, but I wanted to write something while the games' events were still relatively fresh in my mind.

I won the first game, thanks to chas' managing to run Raelin out of the Ballroom scrum with his Venoc Warlord and into the waiting arms of my Minions, after I had allowed myself to be talked out of my original plan of keeping my army in or near the Ballroom (resulting in my army's near total destruction (but not until a Glyph-boosted Runa took out chas' Morsbane and 2 other units ), and talked into leaving it with my remaining units to "stop" Sherman's Tor-Kul-Na, both by the wiley chas himself. In the end, Sherman's Taelord-supported Syvarris commanded the field from the central bridge, conveniently killing chas' Warlord just as he was approaching the Portal, leaving Raelin for me to pick up. Once I got her to the Portal island, with Raelin, Shadow and Jungle, Syvarris (no longer with height, or Taelord's aura) couldn't pierce the Minions' defense, and it was only a matter of time before chas' squad of Warriors of Ashra, that he had placed on the island as a last ditch defense, whiffed their defense rolls, allowing me the win.

In the second game, the scrum around Raelin was even worse, as chas played 3 squads of Deathreavers , I had Goblins, and Sherman played Nagrubs/Tor-Kul-Na again, plus Sujoah/Spiders. My heroic army, including Kaemon , was pinned down, and wiped out entirely, except for Sonlen, who took 3 leaving engagement attacks to escape a more certain doom, and survived (with 1 life left) to help me win on points (after 10 rounds), thanks to chas' pointing out (at around round 8-9) that, due to the distance to be traveled, that Raelin could not conceivably be taken off in the remaining time, prompting me to attack Tor-Kul-Na (already wounded, and with no Nagrubs nearby), first with Isamu (inflicting a wound ), and then with Sonlen, including the fine moment when Big Torky couldn't squeeze between some trees to get at him, who eventually took him out, and withstood chas' desparate Phantom Knight assault, from Raelin's Throne, the only place where Big Torky couldn't Stomp him, and the only height in the Ballroom.

We all had a wonderful time in both games. Ironically, chas was responsible for, indirectly and directly, respectively, both the destruction of the bulk of my forces, and my eventual victory, in both games. Thaaaaaats Heroscape!
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Old October 23rd, 2012, 04:44 PM
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Re: Kolakoski's Battle Reports - Norheim Keep!

Well met!

Pics can be found here. Not too good, unfortunately. Surprisingly enough, the defenders lost both games. [We played a third, plain kill-em-all, which I lost.]
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Old April 13th, 2013, 02:01 AM
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Re: Kolakoski's Battle Reports - Page 5 -The Three Gates!

Well met!

It is 11:20 A.M. on a dreary day of rain, perfect for a day of Heroscape, and the long-awaited and highly anticipated (at least by me ) Battle of the Three Gates is set to begin.


kolakoski's view (initial game)

The following pictures depict various moments (including special deaths) in the three games we played (some may be out of order) - all of which I won. In the first two games, in spite my forgetting to add 6 to the Drow's 20-sider in defense on Shadow through half the first game, and despite going against the results of my poll in the first game - What would you play? - (except for Sock's support) - they were virtually unkillable, and I won handily.


In the first game, I played

220 Einar Imperium x 2
150 Racheim
130 Krav
500, 11 spaces, and

195 Drow x 3
130 DW9000
110 Raelin SotM
65 Elaria
500, 12 spaces.

Elaria moved into the center of the Shadow Passage to cheerlead the Drow, and was never attacked.



My Racheim looked great, but was not needed.

Sherman's Dreadgul army was even more helpless against the Drow, having no ranged attack. Two of my Krav were killed early on, one by Jotun with Throw and bludgeon, and one by my moving in such a way that another unit (I forget what kind ) could just reach the Gallery (moving adjacent to the Krav).



The lone remaining Krav.

DW9000 moved once and did nothing for the rest of the game. The Drow and the EI were all I really needed. That Sherman continued running the Dreadguls out there for three games, even with Braxas and Quahon in Games 2 and 3, contributed mightily to my managing to win all three games.


In the second game, I played

220 EI x 2
140 Mimring
140 Eltahale
500, 9 spaces, and

220 Q9
195 Drow x 3
85 Warden 816
500, 12 spaces.

chas was running Eradicators and, aside from a moment of glory when they took down Mimring in one turn, they were no match for the Drow, who rolled magnificently when Hiding in Darkness and even managed to inflict a Poison Weapon wound on a hapless hero (I forget which one ). Sherman's Microcorp Troopers also fared badly, as their normal attacks mostly missed the Drow, and they were Firelined by Mimring (just before his aforementioned untimely demise).


Fireline!






Q9 was intimidating, but did little in the second game.

In the third game, I played

220 EI x 2
150 Othkurik
130 DW9000
500, 9 spaces, and

195 Drow x 3
120 Kee-Mo-Shi
110 Raelin SotM
65 Elaria
490, 12 spaces.

Sherman had Quihon (Braxas as proxy), and tore up my army - the major moment when she took out two Einar Imperium and a Drow in one shot! - while chas' Vampire army was wiped out though a combination of my audacity and his bad luck. As both chas and Sherman eschewed the Shadow Passage this time, Kee-Mo-Shi did nothing per se, although her mere approach scared Sherman into retreating Quahon from my Gallery, before she could do any further multi-unit Lightening damage.

















In the end, neither of us had enough units to cover five Glyphs and the game seemed in the bag for me, as I had Elaria, Kee-Mo-Shi, [one Drow?] and Deathwalker 9000, against Sherman's Valguard and two Dreadguls. Rather than retreat and guarantee a win on points, I attacked with Elaria and Kee-Mo-Shi on the ground. Sherman managed to brilliantly bounce between them with Valguard in such a way as to kill them both, at the cost of one Dreadgul, whereupon he, being up in points [?!] (Valguard (95) + Dreadgul (65, Sherman somehow giving himself full value for this squad) = 150, versus Deathwalker 9000 = 130), did retreat, hoping to hold out for the final two Rounds. His Dreadgul was safely away, and his Valguard, with, by then, two lives remaining out of his original seven, fled through the Shadow Passage, giving me but one shot to stop him before he was permanently out of range, as depicted below. (You can just see Valguard's base, and feet, below the battlements, under the far Gallery.)


Deathwalker 9000 fires the fatal,
final shot of the game!

As usual, chas and Sherman will fill in the details that I left out, or got wrong, in their comments.


Last edited by kolakoski; April 13th, 2013 at 02:28 PM.
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Old May 4th, 2013, 12:53 PM
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Re: Kolakoski's Battle Reports - New Game of Thrones 'Scape!

Well met!

chas has designed a scenario for the Gang of Four based on the eventual final confrontation in the Game of Thrones. I
n creating these armies, chas says, "Game of Thrones' theme is denying some synergy, . . . but not too much."

Good Army 1: The Mother of Dragons

160 Warforged Soldiers x 2 (The Unsullied)
150 Mimring
150 Brimstone
140 Othkurik
120 Siege (Jorah Mormont)
100 Ana Karithon (Daenerys Targaryen)
30 Eldgrim (Tyrion Lannister)
850

Good Army 2: Westeros

150 Cathar Spearmen x 2 (Stannis Baratheon's Army)
140 Eltahale (Brienne of Tarth)
140 Knights of Weston x 2 (Knights of Westeros)
110 Evar Scarcarver (John Snow)
100 Jordawn (Melisandre)
100 Sir Denrick (Jamie Lannister)
90 Count Raymond (Stannis Baratheon)
10 Isamu (Face Shifter)
840

Evil Army 1: Lord of the Undead

240 Zombies of Morinden x 4 (Westeros Undead)
180 Zombie Hulk x 3 (Old Giant Undead)
150 Cyrpien Esenwein (White Walker)
140 Phantom Knights x 2 (Old Magiked Undead)
120 Death Knights x 2 (Old Wizard Undead)

20 Marcu Esenwein (Old Insane Undead)
850

Evil Army 2: The Black Undead

280 Deepwyrm Drow x 4 (Black Crow Undead)
150 Ogre Warhulk (Giant Chieftan Undead)
110 Death Chasers of Thesk x 2 (Wilding Undead)
100 Pelloth (Old Black Crow Commander Undead)
100 Ogre Pulveriser (Giant Shaman Undead)
100 Shades of Bleakwood (Old Spirit Undead)
840










I had told chas before the map was even built that this scenario was heavily weighted towards the good guys, by Classic pricing and by the fact that I had practically all the ranged units in the game. As a result, I was a bit careless with my initial placement (Ana in a corner, far away from any heroes), and took a number of unnecessary risks. This allowed for some interesting encounters, but had no real affect upon the outcome.


This narrow passage was the only approach.





chas led out with Deathchasers and Phantom Knights, the latter bonding with his Zombie Hulks (proxied by Feral Trolls).


The Phantom Knights were annoying.


Warhulk charging my Spearmen.


Zombie Hulk charging my Warforged and Eltahale.


Othkurik, killed by Cyprien, Rises as a Zombie Hulk.








Mimring could have Firelined safely from here all day.








Mimring eagerly roasts his foes.


Sir Denrick demonstrates why he is a Giant Killer.




Cyprien flies in, does his damage . . .




. . . and flies out again, after being seriously mauled.




Pelloth sends a Drow into oblivion,
taking out 2 Knights in the process.



Mimring continues his depredations.






Marcu finishes off Mimring . . .


. . . succumbs to Eternal Hatred . . .


. . . and finally to my Spearmen's Reach.






Brimstone (proxied by Racheim) was never used.

I was aware going in of how much of an advantage I had, not merely

because it's [the game's] priced in Classic (favoring the Good Armies) and the Good Armies are more OM efficient, already favors the Good Armies

but also, by the nature of the armies themselves. I had practically all the range in the game. The map was such that there were only the narrowest of approaches to my army and, as chas was initially so aggressive, I could have sat on my plateau and chopped him up even easier than I actually did. We called the game when it was clear that the Good Guys could not lose (failing a series of miracles).

chas' GOT SHORT BATTLE REPORT

Kolakoski and I held our first GameofThronesScape yesterday, using the armies above. I played the two Evil armies, and he the Good. We'd decided that the Zombie Hulks' special powers would apply to all units of their own army. We also gave Jordawn the (adjacency to Elf Wizards) bonus up to +3 for being adjacent to the heroes in her army.

Kolakoski enjoyed using the Cathar Spearmen on their first outing on our table. I got to explode two Drow using Pelloth's Special Attack--one put two wounds on Sir Denrick, the other took out two Knights of Weston!

This large game went for a rousing 12 turns before we called it in favor of Good. It featured desperate battles on both sides of the two ford areas on the flanks between the Good side and the center rock strip. There were also deep penetration attacks into the center by both Good (Othkurik) and Evil (Phantom Knights, Cyprien E.; Marcu E.). All of the Evil raids went for Ana K./Daenarys, but were unable to eliminate her. Curses, foiled again! The large board and choke points at the river/swamp water (created for a previous SuperScape Thor In Jotunheim game) broke up the anticipated formations of both armies, and most melee's were one to one or two to one brawls. The Ogre Warhulk got in a couple of multiple attacks using Flail Hurricane, as did Othkurik and Mimring.

When we finally ended the game, the casualties were as follows. (A number of other wounds inflicted by Evil had been healed by Ana Karathon, mostly on Mimring).

Good Casualties

Defeated

Mimring
Othkurik
Eldgrim
Warforged: 4 figures
Cathar Spearmen: 5 figures
Knights of Weston: (8 figures)

Wounded
Sir Denring:3
Ana Karathon: 3

Evil Casualties

Defeated

Ogre Warhulk
Zombie Hulks x4 (1 resurrected and reslain!)
Marcu Esenwein
Death Chasers of Thesk (6 figs)
Shades of Bleakwood (3 figs)
Phantom Knights (6 figs)
Zombies of Morindan (3 figs)
Death Knights of Valkrill (1 fig)
Drow (10 figures; 2 exploded by Pelloth)

Wounded

Cyprien Esenwein 5

It was a long game, and a good time! If a future GOT game is held, we are considering using the Eligible Units list above (along with units in the original four armies) to draw from and free build the armies.
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Old May 4th, 2013, 01:50 PM
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Re: Kolakoski's Battle Reports - New Game of Thrones 'Scape!

Awesomesauce. Oh Tyrion! The only Lannister whose loss we'll weep!
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Old May 4th, 2013, 02:44 PM
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Re: Kolakoski's Battle Reports - New Game of Thrones 'Scape!

Well met!

Quote:
Originally Posted by Shedim Kabal View Post
Awesomesauce. Oh Tyrion! The only Lannister whose loss we'll weep!
Alas! Poor Tyrion! I knew him well. I sent him out early, and the blood was barely dry on his corpse when Othkurik (the bearer of his Spirit) was surrounded and killed, resulting in the Rising of a Zombie Hulk.
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Old May 4th, 2013, 06:13 PM
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Re: Kolakoski's Battle Reports - New Game of Thrones 'Scape!

The list of other eligible units for GOT Scape mentioned above can be found in the Customs section: Other Customizations and HS Additions area/Game of Thrones Scape thread (Chas).

Opposing Opinion: Despite Kolakoski's comments on the game being so one sided, different die rolls during my deep penetration raids, had they taken out his healer Ana K./Daenarys and/or Mimring (earlier), could have seriously affected the outcome of the game. It was his excellent use of his healer later on that sealed my fate.

Although K. explains the use of Eldgrim/Tyrion in perfect Scape terms, I like to think that while he was cut down on a special reconnaissance across the river, he was then carried back wounded to advise his army and correct the Good side mistakes K. notes above. No one in Scape is ever killed, just "defeated." Its Valhalla, after all...

Last edited by chas; May 4th, 2013 at 06:28 PM.
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Old May 4th, 2013, 10:44 PM
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Re: Kolakoski's Battle Reports - New Game of Thrones 'Scape!

Well met!

Quote:
Originally Posted by chas View Post

Although K. explains the use of Eldgrim/Tyrion in perfect Scape terms, I like to think that while he was cut down on a special reconnaissance across the river, he was then carried back wounded to advise his army and correct the Good side mistakes K. notes above. No one in Scape is ever killed, just "defeated." Its Valhalla, after all...
OK! OK! He took it all so seriously! He wouldn't listen when I told him the victory was in the bag! He actually cried over the casualty list, the little softy! Hey, they weren't even my Knights, Dragons, Spearmen, whatever, that got killed - they were chas'!

Last edited by kolakoski; May 6th, 2013 at 11:32 AM.
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Old May 6th, 2013, 11:12 AM
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Re: Kolakoski's Battle Reports - New Game of Thrones 'Scape!

Someone asked about the map elsewhere. The "Stone Henges" are plastic custom pieces that have indentations in the top that just about fit the colored "stones" (plastic beads) that I use for all kinds of gaming. In the original Thor In Jotunheim scenario for which I built the map, they are blue on the Frost Giant side, and green for the Good Guys, acting as border markers between their territories. Same here, where they represent the areas controlled originally by the Night Watch (northern wastes), now taken over by the Undead, and the old Stark lands of northern Westeros (civilized).

In the game these four pieces take up two adjacent hexes each and block sight a bit, although you can see and fire through their middles (which I don't allow between pine trees).
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Old August 12th, 2013, 09:16 AM
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Re: Kolakoski's Battle Reports - New Game of Thrones 'Scape!

Well met!

chas and I played a couple of games on the Molten Valley map.



I put together my 1,000 point (Delta+) Varkaanan army during breakfast, after the new heroes were released. Along with all the new unique squads and heroes (735 points), I drafted Mimring (140 points) and Master of the Hunt (125), the latter because I was under the misapprehension that the Spirits could only be applied to unique Hunter army cards.

chas, knowing (along with everyone else) that I'd be playing the new Varkaanans,



























chose to play 3 squads of Deathreavers (), three Dragons (Moltenclaw, Nilfeim, and Quahon) and the Krav.

After mucking the opening (OM 1 on the Greyspears instead of the Swiftfangs), I eventually was able to set up a ranged pod of Greypears/Arktos on the center raised area nearest me, while chas moved Nilfeim and Moltenclaw onto the corrosponding area on his side.


Mimring moved up early, made one Fireline attack,
and then waited until the field was clear to . . .




. . . move below the Tower the Krav had taken,
and proceed to devour them one by one,
pursuing the last one to the top of the Tower.


In the center, I managed to Vault two of my Quickblades adjacent to Moltenclaw and Nilfeim, and subsequently take them out with enhanced Greyspears.



Finally, Quahon was forced off his perch



(sometime after the Krav's demise) by the threat of longer range, and torn apart by various Varkaanan. chas did gain a measure of satisfaction out of later killing Bahadur with a squad of Warforged (filler that he included, forgetting that Tactival Switch does not work on Large units ) towards the end.

In our second game, chas played the Varkaanans, DW9000, DW8000, and Otonashi, while I fielded two squads of Tagawa Samurai Archers, Kaemon Awa, Morgoloth, the Werewolf Lord, and, much bigger , four squads of the Wolves of Badru, whose Pounce was useless against Large/Huge units.



chas executed the first OM with the Swiftfangs/Greyspears. Then, as he moved up the Deathwalkers, I put a squad of Archers on my hill and shot up a few flanking Varkaanans. When DW8000 finally arrived, he had some scary success with his Rapid Fire Special Attack, but wiffed on his first or second defense roll. Then Morgoloth (the Demon ) tore through the remainder of the flanking Varkanaans, and got height on DW9000,


finally pounding him into scrap, while Kaemon Quick Released his way through the units in chas' center


All dead!

and charged into engagement with the Darkclaws and a couple of Quickblades decimating them on offense and defense (with Counterstrike). Truly Awasome!


End of game.


The new Varkanaans are great fun to play, and the new heroes are powerful and creative additions to the canon. Congratulations to the VC team for a great job!
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