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Boromir96’s Battle reports
Scapecon 2
Spoiler Alert!
VC Delta
Spoiler Alert!
My Army: Marro Dronesx8, Raelin (SotM) (drop one) Going into the event I knew I wanted to play Drones in one of the Delta events, and I wasn’t sure if I would be playing in Delta Classic since it overlapped with Day 2 of Main Event. Drones average 4.8 attacks per turn, and with Raelin to give them a 4th defense die they are almost like playing Knights, albeit without the ability to get any boosted attacks. But still 23 Drones should be able to outlast any of the traditionally more powerful squads who will have significantly less figures. R1 on Aeon vs Chris Perkins (Axegrindersx3, Darrak, Major Q10) I felt pretty good going into this matchup, Q10 could be tough to punch through, but I should trade well into the Dwarves with my 4 defense. I started off with back-back 9 activations to really help my development, while Chris split his OMs between Q10 and Dwarves. My OM 3 I moved up Raelin, but she immediately took 3 wounds from Q10, and would fall on Chris’ first turn of Round 2. I only got 3 activations for the next round or so, but was able to surround Q10 and slowly get wounds through. By the time Q10 fell I think I had only lost 6? Drones or so, which still left me with a great numbers advantage. I got some hot rolls for Hive Swarm to really extend my lead, and it looked like the game was all but wrapped up, but then my swarm rolls went cold and Drones started dropping like flies. The last round started with me having just 3 drones left, vs 1 axegrinder and a 1 life Darrak. I won initiative and cleaned up for the win. 1-0 R2 on Aeon vs Earthling (7x Drones, Su-Bak-Na) Another good matchup for me. While he might average slightly more activations due to SBN, he would constantly be attacking into my 4 defense Drones, and I should be able to trade favorably. Round 1 I developed my Raelin to the 1 hex perch by the tree, and he moved up SBN and Drones. I made a major blunder with my positioning and neglected to block off 1 hex next to Raelin, due to mistakenly thinking SBN only had 5 move. Unfortunately for me, he does in fact move 6, and Max was able to throw him in next to Raelin and get two 7v4s before I could take him down. Luckily these only netted him 3 wounds, and from there I was just able to trade better with his Drones, despite him rolling much better on Hive Swarm. I won with a 2 life Raelin, and 7-8 Drones left. 44 Drones on the map was incredible to see, but we elected to proxy Max’s Army with Anubians to save us the headache of keeping track of all of them 2-0 R3 on Bad Moon Rising vs Necroblade (Bladesx4, Grimnak, Kuthnak, Nerak, Saughinx1) I think this was the best army in the event, and not a matchup I was looking forward to. Boiling Blood Blades can trade very efficiently into Drones, and with 23 it’s extremely hard to prevent spots where a blade could get 3+ attacks. With no range in either army we both spent the whole first round positioning, I had Raelin in the back of my 7 hex plateau surrounded by drones, Jacob had the center shadow walled off with blades and claimed both lvl 4 perches. Once attacks started happening Jacob was definitely winning the trades. Grimnak+ Kuthnak is amazing, because no matter how well I position my drones to deny 2+ attacks, Grimank can just chomp a whole in the center, and then send a Blade through who also gets the Grimnak buff. After a round or two of this I had maybe 2 wounds on Grimnak, and had killed 6ish Blades, but was down at least 9 Drones. On the last turn of the round I got a huge roll for Swarm and at that point I knew this was my best shot at getting back in the game. I threw 8 Drones forward and was able to punch through enough blades to open up a lane to Nerak. I immediately won the next initiative, rolled another 17+ for Swarm and was able to take Nerak and Grimnak, as well as a couple more Blades to completely swing the game to my favor. After that it was more or less just cleanup, and I won with an unwounded Raelin and a handful of Drones left. Jacob played a great game, and I needed every bit of 18 attacks in a row to flip the game state. Dice throughout the middle of the game were very odd, as anytime Jacob rolled multiple skulls I would block, and whenever he rolled one I would whiff. On the flip side I struggled to kill Blades, but got 2-3 skulls on almost every attack into his heroes during my 18 attack spree. 3-0 R4 on Desolation vs TheIsamu (Deathcommander, Zettian Guards, Stalkersx2, Zettian Infantryx3) Another good matchup for me. Glenn was a little too aggressive with DCM, giving me a couple heighted attacks and he quickly fell. There wasn’t much resistance after that, and I won comfortably, only losing 6 drones or so. 4-0 Event winner I liked my army a lot, and thought it would have been even better in Delta Classic. Both Kuthnak and VC Monks could be troublesome for this build, and those don’t exist in classicland. Saturday morning when I was in day 2 of Main Guccii asked me for army ideas, and I handed him this army which he won the event with fairly comfortably. VCheese
Spoiler Alert!
My Army: 10th Regimentx4, Raelin (RotV) Eltahale I did very well in the first VCheese event running a very similar army, with Hydra instead of Eltahale. I thought Eltahale would give me a little better shot into Q9, who I think is the worst matchup for 10th among the top builds. R1 on Percolator vs ViideoSayg (Quahon, Spidersx4, MW, Raelin RotV) This is a matchup I certainly think I can win, but need some things to go well for me to do that. In order to have a shot I need to be able to get somewhat consistent WTF attacks onto Quahon. Quahons first three Lightning Breaths she went ¾, 4/4, ¾ knocking out 8 10th and keeping me from getting any good attacks back. It was basically over from there, but I did the best I could to bring it back. I was able to throw a 10th out of Raelins aura next to Quahon any turns that I couldn’t WTF, and either force the disengage or deny the Lighning Breath. Mostly David was willing to just eat the single engaged 10th and slowly work through them. Eventually I was able to take out Quahon, but was down to only a couple 10th, and David still had Raelin/MW and most of his spiders. I killed a few spiders with Eltahale still in my Raelin’s Aura, while David developed his MW. When I had an opening I threw Eltahale forward and did some damage to his Raelin, and then was able to move my Raelin up to cover her before she took much damage in return. A lucky ¾ Thunder Ram took out 3 Raelin boosted and heighted MW to at least make things interesting, but there were still too many spiders left. My Raelin killed his Raelin before falling, and then time was called. David won with 6 Spiders remaining. 0-1 R2 on Aeon vs Loki619 (Varkanaan Greyspears, Darkclaws, Quickblades, Swiftfangs, Arktos) This is a good matchup for me, and an uphill battle for Matt. I was able to set up a pod not too far outside my startzone, and just force him to come into me. On top of that he consistently struggled to roll shields, losing several wolves early to 1 skull pings. He never got much offense going and by the time I shot through all the Varks I had only lost around a squad of 10th. 1-1 R3 on Aeon vs Dysole (Raelin (Rotv) Microcorp Troopersx3, Ratsx2, Hydra) This was a pretty long grindy game with tons of 2v 4/5s. We both developed our Raelin’s onto the 1 hex perch. And then Dysole split between Rats and Troopers while I moved up Eltahale once onto road and then went straight 10th for the rest of the game. I pretty much avoided attack Rats for the majority of the game, unless they were pushed out of Raelins aura. My less split development helped me maintain a little better foothold on height, and my 10th traded very well into the Troopers. Sam spent a fair amount of her HWSA into Eltahale to try to get up on points, but with 6 defense she wasn’t taking wounds quickly. By the time I had taken out all the Troopers and over half the Rats I had only lost ~6ish 10th, and won somewhat comfortably on points. 2-1 R4 on Aeon vs Vegie Dad (Ratsx3, Vulcanmechs, Hydra, Raelin, Isamu, Marcu) This was a very tough game. I felt decent going into it, with the 10th matching the Borgs range. Much better matchup than Q9 I think. On the flip side I think Eltahale is less good into Borgs than Q9, because an overkill gets you nothing. We both mirrored our Raelin placement onto the 1 hex perch, and then I went straight 10th while Jason split between Rats and Borgs. I knocked off 1 or 2 Markers early, but then stalled out for a very long time. My 10th were falling quicker than they should have been, and I had not eliminated a single Borg. I got the last marker off, and then had a full turn of WTF but could not kill any Borgs. At this point I was down to less than 2 squads of 10th. I developed Eltahale on my OM3, and then switched over to her for the next round or so. Initially she couldn’t kill anything even with Thunder step, but the Borgs weren’t doing much damage back. Eventually she was able to take out 2 of them, and Jason started moving his Hydra up. Seeing an opening I rushed a squad of 10th up and got 4 heighted attacks on the Hydra before it got into Raelins aura, dealing a quick 3 wounds. At this point Jason switched over to Marcu, who actually had a decent shot of wiping the rest of my army. He didn’t fail any Hatred rolls for 2 solid rounds, and went through ~4 10th and several wounds on Eltahale before he failed back to back rolls and I was able to pin him on low ground. Time was called and I won on points with an unwounded Raelin ~2 life? Eltahale and a couple 10th left. 3-1, made top cut. Bye into Semi-finals Semifinals on Bad Moon Rising vs Major Q23 (Catharx3, Krav, Raelin (RotV) Hydra) Going into this game I didn’t mind the matchup, but I knew I would need to take out a Krav or 2 early to have any shot. We both podded up on the 7 hex plateaus, and William walled off the Krav with Cathar. I spent the next ~3 rounds taking 4 attacks a turn into the Krav thinking that they would have to whiff eventually, but they never did. Eventually I was down to less than 2 squads of 10th, So I developed Eltahale and Thunder Rammed a Cathar in order to set up a Thunder step the next turn. Shadow+ Raelin boosted she weathered a turn of Krav attacks, and then Thunder stepped next to a Krav who promptly blocked the 6v5. The Krav put 4 wounds on the next turn with 3v4s,then blocked another attack from Eltahale and finished her off on the next attack. From there it was just cleanup for the Krav and I resigned with Raelin and less than a squad of 10th left having killed only a single Cathar. Absolutely brutal game. 3-2, Eliminated. Main Event
Spoiler Alert!
My Army: Gladiatronsx1, Blastatronsx2, Raelin (RotV), PKsx1, Johnny Shotgun. I’m a big fan of straight Blasts, or mini GladBlast. Last year I had run 4x Blasts, Taelord, Heirloom, and while I enjoyed it, it played really flat in some matchups. This year I wanted some more tools to help in specific matchups. R1 on Aeon vs Dragon Ruler (Sacred Bandx2, Marcus, Tandros, Red Wyrmx3) I felt fairly confident going into this one, if I could pick off a few Band early then they wouldn’t have enough left to get through all my borgs. Tandros is scary though, because he can kill 6 defense Glads for free with Cleave, and Red wyrms have a decent shot of taking out PKs or Glads. R1 I developed Raelin to her usual perch, PKs and Borgs. Georg rolled up both squads of Band and Tandros. R2 I was able to get a Glad on the lvl 4 perch and pretty much lock up that area. George brought out the Wyrmlings and killed a Glad, but I was able to trade the PKs to neutralize that threat. The Band really struggled to get through the 6/7 defense Glads, and I whittled them down until he just had Tandros and Marcus left. Tandros defended like a champ, and cleaved through a Glad or two, but with consistent attacks I was able to ping him down. 1-0 R2 on Blackridge vs Bodacious Blood. (Heaviesx2, Nerak, Ornak, Marcu, Mindflayer Mastermind) I don’t think this is the best map for my build, as there isn’t enough time to develop well out of the start zone, or get a lot of pings before Heavies get on you with the road. Austin barely left his SZ, which meant a lot of his attacks through the game were going up into Heavies. I developed MFM and Marcu with Ornak, ⅔ Heavies. Turn 1 of R2 I threw Marcu into a Glad, but couldn’t get the kill, and used MFM to occupy space and give my Heavies time to develop. Once Heavies got into the Glads I was able to use Ornak’s aura to punch through Glads fairly quickly. Shotgun got into a good spot on the road perch, and was able to get a 4 figure blast off, but either whiffed or rolled 1 skull. I think this one went to time with me solidly in the lead. Blasts really couldn’t kill much all game. 2-0 R3 on Desolation vs Dysole (Raelin (RotV) Quasatchx2, Harqsx2, Marcu) This was a pretty bad matchup for my army. Sam would be able to get consistent attacks of 4-5 into my Glads, and with only 4 they didn’t figure to last long. On top of that Glads really want to multi engage, which then means multi attacks back. And the kicker was the jungle map to boost their movement. Sam opened with an aggressive Raelin placement, pushing her all the way to the top of the central 7 hex. I started pinging her with Blasts, and threw a Blast forward to give me 2v4s. I got lucky and was able to take Raelin out before her Quasatch had fully developed, which I really needed to have any shot in the game. I was able to get Glads onto perches within Raelins Aura where they would always have height, and Sam struggled to get any kills. By the time I had worked through all the Hunters I had only lost 2-3 Glads and a couple Blasts. This left me with a very favorable endgame of Raelin boosted Blasts into Harqs. The Harqs only managed a kill or two before I mopped them all up. 3-0 At this point I was sitting at the same spot I was last year, only needing to win 1 out of my next 3, but also knowing that my last 3 games would likely be against tough opponents. R4 on Odin Wept vs Chris Perkins (Raelin (Rotv) Guilty, Kozuke, Pksx1, one of each Wyrm.) I didn’t know what to do with this pile of garbage I had been handed. I had played against Chris’ 2021 Army in a local event so I had some idea of how it was supposed to work, but this iteration was significantly weaker. I opted to go straight Guilty off the bat to try to pick off a couple Glads early, but through 4-5 turns of 2 attacks I didn't get a single kill. I switched to Wyrms/PKs and was able to knock off a couple Glads to where it was a bit of a game when the Kozuke charged in, but Chris won fairly comfortably in the end. 3-1 R5 on Blackridge vs Zeekthefreak (Raelin (SotM, Nerak, Me-Burq-Sa, Deathchasersx2, Feral Troll)) Chasers are scary on this map due to how narrow the map is, and their ability to battle rush onto road immediately. They also pack enough dice to be able to punch through my limited Glads with some decent rolls. With only 6 of them though I don’t have to take out many before their turn efficiency is severely diminished. We both developed left initially which gave me enough time to set up a good defensive pod, with Raelin slightly forward of the start zone, and Glads on the highest perches. With Cyberclaw I was able to put them in spots that all attacks would have to be up. I was also able to take some early pings that netted me DC kill. Zeke’s Chasers got into my Glads, but really struggled to kill anything 4v7. He swung his MBS around on low ground and got a stare off on a Glad to knock one off, but I was then able to throw a Blast next to MBS using the road and take him out with attacks of 3 down. I kept taking out Chasers, and Zeke was still struggling with poor attack rolls. By the time I was through all the Chasers he had only killed 1 Blast and 2 Glads and he conceded there. 4-1 R6 on Odin Wept vs HoundsRule (Moltenclaw, GSWx1, WoAx2, Hounds x1.) Both of us were 4-1 at this point and neither of us took this game very seriously. This is a great map for Moltenclaw and he did a ton of work this game. Blast pings of 1v4 weren’t able to do anything to Molty, and I was able to consistently get 2 figure firelines and take out the Glads very quickly. I went through most of the Glad/Blasts without taking any damage. Mike’s PKs came out in the endgame and got some good rolls to quickly take out Molty, but I was far enough ahead at that point I just had to clean up. 5-1 Day 2 Pre-Quarters on Odin Wept vs Cleon (Tor-Kul-Na, Nagrubsx1, Ratsx2, Theracus, Arkmer.) This was an interesting matchup. The Blasts have the firepower to be take out TKN very quickly if they can get enough figures engaged, and the center of the map is really bad for Trample Stomp. The level 2 plateau outside the start zone is really good for Stomp though. I opened heavy with Rats, and 1 OM to develop TKN onto my plateau. Cody set up a pod on his plateau right outside his start zone. By the end of the round I had Rats developed well enough that I could bring Arkmer out and start taking heighted shots onto his Glads without Cody being able to get anything engaged to Arkmer. Arkmer quickly took out 2 Glads before Cody pulled the remaining 2 back into his start zone. Arkmer took a couple wounds from Blast pings so I had to switch over to TKN and hope that I had made enough of a dent in his offense to keep TKN alive the rest of the game. I was very patient developing TKN and keeping Rats in front of him, while Cody slowly chipped away at Rats. I had enough Rats still left that I was ably to throw them forward and tie up all but one Blast before bringing TKN in. TKN immediately hit 2 stomps, and did some damage to Raelin. Johnny had a shot on 2 Grubs and TKN, but went 0/3 on the Shotgun Blast and I promptly one shotted him with TKN. The next few turns I was very careful to keep TKN on high ground, and not give Cody any chances to swarm him and get big attacks. Dice were solidly in my favor as well, I didn’t miss a stomp, and Cody missed on the 2 LEA chances he had. I worked through the rest of the GladBlasts and Raelin as well as 1 PK still not having taken any damage (may have healed once with a grub, I don’t remember.) The end result didn’t look close as TKN ended with no damage, but I think Cody missed 3 LEAs on him, and had a few chances with good attacks that just didn’t go through. 6-1 Quarterfinals on Blackridge vs Zeekthefreak (Raelin (SotM, Nerak, Me-Burq-Sa, Deathchasersx2, Feral Troll)) This was the exact same map and matchup that we had played the day before. I felt pretty good about it going in having already won it once, but Zeek played things much better the second time around. This time he set up directly across from me, and was much more aggressive with Chasers, and more careful with MBS. I was still able to get set up fairly well, but MBS was able to claim the lvl4 2 hex and get a couple shots down on Raelin netting 3 early wounds. The Chaser attacks were more successful this game, I wasn’t able to force attacks up into Glads this time around and he got 1 or 2 early. I was able to take out a couple Chasers in response, and kept throwing one Blast forward to tie up MBS and keep Raelin protected. Zeke took out a 3rd Glad, and a couple Blasts leaving me with around 5 Blasts and 1 Glad, but still protected by Raelin. I had a big turn where I was able to wipe out the rest of the Chasers, put 2 wounds on MBS and also throw my last Glad onto Dagmar. Zeek conceded at this point which felt a little premature to me, but I wasn’t going to argue. 7-1 Semifinals on Odin Wept vs I.S.B.3 (Kurrok, Waterx4, Airx1, Cuttersx3) I felt pretty good going into this game, my plan was to screen with cutters and use the Waters to take out Glads early. Initially things went pretty well, Mathew would kill one cutter a turn, and then take 1v4/5 pings onto Waters which didn’t go through. I was able to take out 2 Glads early, bu keep backing them off high ground, and Mathew was able to get pings of 2v4 which started to go through. I still felt pretty good thinking that I could replenish the Waters faster than he was killing them, but I went only 1 of 8 on Summons over the course of the game. At that point I had taken out 3 Glads and a couple Blasts, but had lost 2 Waters, and most of my Cutters. With Time looming I didn’t have much of an option other than to try to kill as much as I could before time was called, but my attacks netted basically nothing and Mathew won comfortably on points. I think that if I hit anywhere near 50% of summons that I would have had a great shot in this game as my offensive output should have been consistently better than his, but that’s not how it played out. 7-2 Eliminated. General Wars
Spoiler Alert!
My Army: Raelin (RotV) 10th Regimentx4, Zetacron, Guilty. I thought the absolute best army for this event was Raelin/Zeta/Stingersx5/MW, but I didn’t really want to play Utgar as I thought it would be the most crowded field. I was totally wrong on that as Einar ended up having more players than Utgar. Still I think I had the best Einar army in the field despite virtually floating 50 points. R1 on Percolator vs Vegie (Dwarvesx4, Darrak, Raelin, Zetacron) Right before the event started we were discussing armies and we agreed that my army was one that he really didn’t want to see… Unfortunate matchup for him right off the bat. We both developed our Raelins up, I tucked mine behind the ruin while Vegie opted for the spot next to the Jungle tree. From there I went straight 10th while Vegie slow rolled his Dwarves out of the start zone into Raelin’s aura. I focused more on early attacks than development, and was able to get 3 wounds on Raelin and knock off a couple Axegrinders before Tanner got any attacks. I Walled off both sides of my ruin with 10th exactly 6 spaces away from his Raelin which meant that he would have to move outside her aura to get any attacks, or spend an OM to move Raelin up which was dangerous since she already had 3 wounds. Darrak was a stud this game killing a 10th on almost every attack, and hitting his first 4 Hide in Darkness rolls, but it didn’t even matter because my 10th were easily out trading the Dwarves. I won with Raelin, Zeta, Guilty and ~8ish 10th remaining. 1-0 R2 on Aeon vs Infectedsloth (Grimnak, Nerak, Blade Grutsx4, Eltahale.) This was a tough game. I put Raelin up on her normal perch, and spent an OM developing Zeta to threaten Grinmnak, which was probably a mistake. Nathan was much more aggressive than I thought he would be, and I couldn’t get enough 10th developed early to keep Grimnak from getting in right next to my Raelin. Over the next 2 rounds we traded 10th and Blades with him taking a few chomp attempts on Raelin which thankfully failed, and chomping a couple 10th to keep Grimnak somewhat screened off by Blades. I struggled to get kills on Blades or wounds on Grimank early, but after a few turns of attacks things started to turn in my favor and I was able to kill enough Blades to get a couple bayonet attacks down onto Grimank and take him out. At this point Nathan started running blades and Nerak past my forward 10th into my start zone to get a few attacks on 10th not in Raelin’s aura, but I was able to mop them up within a couple turns. Eltahale came out but time was called before she got to do anything. I still had Zeta, Raelin, Guilty and 8ish 10th remaining and pretty easily on points. 2-0 R3 on Bad Moon Rising vs Oodle (10thx2, 4thx2, Marcus, Gurei-Oni) I admit that I definitely underestimated this army a bit. The way the game played out his split commons didn’t end up playing that differently than 4x10th. And the 1 extra move from Marcus really helps development on a map that’s kind of a pain to get out of your start zone. I developed Raelin up onto my 7 hex Plateau, and he moved Marcus up next to his. I started shooting 10th while he focused his attacks on Raelin. He got some good attack rolls and Raelin went down fairly quickly. In hindsight I probably pushed her 1 or 2 spaces further forward than I should have. I had killed roughly a squad of 10th at that point so I was up on figures, but he was getting some boosted attacks from Marcus. We traded pretty evenly for a bit.His 10th went down to 1 figure right at the end of a round so he was able to switch to 4th with basically no loss of efficiency. At this point though I was a little better developed, and started to get better quality attacks. I finished off the rest of his 4th, and still had enough 10th left to finish off his heroes without any trouble. I won with Zeta, Guilty and ~6ish 10th remaining. 3-0 R4 on Desolation vs Vydar (Major Q9, Krav, Black Wyrmx2, Otonashi, Ratsx3, Marcu, Isamu) This is not a great matchup for me, but I was hoping that I could get something out of Zetacron early to make it winnable. I was able to get a first turn heighted shot on Q9 with Zeta but did no damage. Vydar started developing Rats. I moved my Raelin up to cover Zeta while more rats developed. I was able to get 2 more heighted shots from Zeta onto Q9 (had to take a double disengage for the second one) but did no damage. Vydar brought out his Krav and they finished of Zeta, and then in one turn knocked out a full health jungle boosted Raelin (she went 0/12 shields) At this point things looked pretty hopeless. I started developing 10th, taking shots at Krav where I could and refusing to shoot Rats. I was able to get a 10th onto Valda and engage a Krav and kill it. The other 2 Krav hung around for a while taking out a decent amount of 10th, but another Valda grab let me finish them off. Vydar started mixing in Rat turns and tying up all my forward 10th so at that point I had to just take all the attacks I could into rats. Every so often I was able to get a 10th free and take a heighted shot onto Q9, but couldn’t do any damage. At the end of a round I was able to get a 10th free, take a shot down on Q9 which missed, and then win init and get one shot of 4 down which dealt 3 wounds really pulling me back into the game. Q9 was just steadily taking out 10th though, and there were still enough rats on the board to keep me from getting consistent attacks onto Q. Time was called with me having just a couple 10th and Guilty left, and Ryan having a couple Rats and a 1 life Q and his fillers which was enough to win on points. 3-1, Einar Champion and made the top cut. Quarters on Odin Wept vs Chris Perkins. (4th Mass x5, Kaemon) With 6 players in top cut 2 got byes, and the other 4 of us were randomly paired. Chris and I both got the matchup we wanted least, as we would both have been favored into the Aquila and Ullar armies that were playing in the game next to us. Oh well. Chris led Kaemon and I decided to lead Zeta, as I felt that was the only way I would get any value out of him in this matchup. I was able to get two heighted shots onto Kaemon, but again failed to do any damage. Kaemon took out Zeta, and then on OM 1 of the next round moved close to my start zone to start Quick Releasing 10th. On my OM 1 I opted to WTF from low ground, and with some good rolls knocked out the full health Kaemon costing Chris 2 OMs, and putting me ahead in development. The next round OM 1 I flew Raelin up and parked her right behind the central glacier which made it virtually impossible for Chris to get any attacks on her the whole game. From there it was just a lot of moving 10th and 4th up and down off the lava, but my 10th were falling much slower than his 10th. Eventually I killed enough of his forward figures that I could start taking WTF shots down into his start zone, and it was just cleanup from there. I won with Raelin, Guilty, and ~6ish 10th remaining. 4-1 Semis on Aeon vs Major Q23 (Stingersx5, Marro Warriors, Raelin (RotV) Zetacron) This was the army that I thought was the best, as it can handle just about anything matchup wise, and doesn’t float as many points as some of the other generals are forced to. Still I thought I had an okay shot with 4 attacks per turn against his 3. We both moved Raelin up onto the same hill (my right, his left) and from there went straight 10th and Stingers. I got a 10th onto the lvl 4 perch first, and was winning the early trades, but he was consistently getting more defense, and better quality attacks. He took a couple drain chances early that paid off, and he was able to wipe my forward 10th and take better control of the hill. I was able to get back into it with a lot of bayonet attacks, and he lost one turn to drain. At this point William was down to 5 stingers, and I still had ~8 10th so I was feeling pretty good.. And then I didn’t kill another Stinger the rest of the game. I wasn’t counting but I went something like 2 full rounds with 3 attacks of 3, 1 attack of 2 every turn, and never rolled more than 1 skull the rest of the game. William wiped the rest of my 10th and I don’t remember if time was called or I conceded there. 4-2, Eliminated 3 Headed Hydra
Spoiler Alert!
My Team: Ptown Boromir96 (Arrow Grutsx4, Mimring, Krug, Swogx1) Vegietarian18 (Tor-Kul-Na, Nagrubsx3, Syvarris, Otonashi) Vegie Dad (Houndsx4, Zetacron) I put a fair amount of thought into these armies, and I think we had the best set in the event. We knew Zombies would be a popular pick again, so we wanted at least two armies that could beat them. Hounds are overall the best army in this meta I think, and an auto win into Zombies so that was a no brainer. TKN kinda sucks into hounds, has a shot into Zombies, and is really good into basically everything else except Krug. The Arrows build has a great answer for Charos, and Mimring can give slow moving armies a ton of trouble. R1 vs Return of the Greek Plague Vydar (Parmenio, Valguard, Sacred Bandx3, James Murphy ) Bre (Houndsx4, Zetacron) Gingerkid (Zombiesx5, Syvarris) I believe they banned Hounds into Zombies, and then we picked TKN into Zombies, Arrows into Hounds, and Hounds into Greeks. In hindsight we probably should have played the Hounds Mirror, and then Arrows into Zombies, TKN into Band. My game on Wingspan vs Bre I didn’t mind the matchup going in, but this was the best map in the whole pool for the Hounds. For the majority of the game they would be at 7 defense going through the center of the map. Bre lead Zetacron, who is really scary for Mimring. A lucky roll could virtually end the game for me. I pushed Arrows pretty far forward to tie up Zetacron, and after a few turns of attacks from Arrows and Firelines the robot went down. Unfortunately that left a Hound size hole in the center of the 3 Arrows that had been tying him down, and Bre took full advantage of that. I was fairly conservative with Mimring, occasionally hitting 2 hounds with Fireline, but frequently was only able to hit one, or every so often taking a heighted normal attack onto a Hound. The Arrows really couldn’t do anything this game except keep hounds away from Mimring. They might have killed 1 or 2 Hounds the whole game. Eventually I was running out of Arrows and Mimring was out of room to run and he went down with about 6 Hounds remaining. I switched to Krug and a couple good attack rolls from Bre put a quick 4 wounds on him. Krug ripped through hounds taking another wound in the process, and last round was called with a 3 life Krug vs 3 Hounds. Down on points I threw Krug forward onto shadow hoping to kill 2 Hounds and weather the attack from the 3rd, but neither of his attacks went through and he fell the next turn. In the other games Jason’s Hounds beat the Band fairly handily, and TKN pulled out a close one against the Zombies to give us the series W Myself 0-1, team 1-0 R2 vs Hot Cheetos Unseen Shadowz (Zombiesx5 Syvarris) Master Roshi (Microcorpx3, Laglor Otonashi) Trivia Knight (Minionsx3, Red Wyrm x3) They banned Arrows into Microcorp, which essentially gives us a free win with Hounds into Zombies, and then we chose Arrow into Minions, and TKN into Micros. My game on Aeon vs Trivia Knight. I felt pretty good about this matchup. Minions are scary for Mimring, and even Krug if they roll hot, but with 6 range Arrows I would be able to deny attacks for a large portion of the game. Valda was on this map, but I would be able to fireline onto hit from 8 away with Mimring. Jack started slow rolling Minions, with a couple pushing towards Valda, and I started taking every 2v6 ping I could get with Arrows, plus a Fireline on one per turn. They didn’t fall fast but I was able to pretty much deny any attacks for the first couple rounds. The Red wyrms got an OM around this point and were able to pop my one Swog which hurt my AG attacks, but I took out ⅔ Wyrms pretty fast. After Jack was developed better he was able to permanently take Valda which made things a lot scarier, and I had to use Arrows to tie down Minions and keep them from Mimring. He worked through most of the Arrows, and with only 3 minions left took down Mimring. I switched to Krug, and Krug went through the Minions only taking 3 wounds, and then finished off the last Wyrm. In the other games VD’s Hounds rolled the Zombies, and Tanner won a close one over the Micros to give us the sweep. Myself 1-1, Team 2-0 R3 vs Guccibros Earl of Sandwich (Zombiesx5, Syvarris) Johnny Frisbee (Cuttersx3, Nakitas, Krug) GucciBoost (Mohicansx5) They banned Hounds into Zombies, so we took Hounds into Mohicans, Arrows into Zombies, and TKN into Cutters. My game on Bad Moon rising vs Earl of Sandwich This is an interesting matchup because 12 1 defense Arrows is a lot of Zombie food, but Mimring is really scary for Zombies and forces them to develop slower than they would like, and 6 range Arrows can stay out of Zombie range, and 2v3s should net me a fair amount of kills. Road is good for Zombies, but the way it’s split on this map as long as I’m not next to it it really doesn’t do much for them. Valda on this map is scary as well, but it was on my right hand side, so I was able to cover it well for the majority of the game. Ben started slow rolling Zombies, while I took whatever attacks I could and didn’t develop many Arrows up for fear of them turning into Zombies. I was consistently getting 4-5 attacks per turn, with about half of them going through. I spent 1 turn moving my Swog up into shadow to be able to boost 2-3 Arrows who were covering the main road and Valda, which really helped my offense. Ben won initiative the first round, and it never flipped the whole game. Without a chance to play for an Init switch he pretty much just had to slow roll and hope he could develop Zombies faster than I could kill him. He didn’t get an attack until a couple rounds into the game, and by that point was down to ~6 or so Zombies. He was able to finally claim Valda, and get a couple attacks onto Mimring and 2 onto Arrows, killing one Arrow and bringing back a Zombie, but whiffing his other attack. Mimring fried 2 Zombies and the Arrows cleaned up the rest, and then quickly took down Syvarris. I won with only a wound or two on Mimring, and 1 dead Arrow Grut. The game definitely felt much closer than that, with him having the potential to flip the numbers game at any time if he got good attacks into Arrows In the other games VD’s Hounds won comfortably over Mohicans, and Tanner’s TKN lost into Cutters/Krug. Myself 2-1, Team 3-0 Championship vs Dok’s misplaced priorities. Dysole (Houndsx3, Red Wyrmsx4, White Wyrmx1) Chris Perkins (Cuttersx4, Charos) Evantage (Zombiesx5, Laglor) I believe they banned Arrows into Zombies? Which again gave us a virtual auto win with Hounds into Zombies, and then we took TKN into Hounds knowing we would likely lose that one, but feeling very good about Arrows into Cutters. My game on Odin Wept vs Chris Perkins I felt pretty good in this matchup, Mimring into Cutter is good, and Krug into Charos is great, but Cutters are great into Arrows and Krug. I walled off Krug in my SZ hoping to force an endgame of Krug vs Charos, and Chris led pure Cutters. I was consistently able to kill 1-3 Cutters per turn between Mimring and Arrows, and again I kept the majority of my Arrows back to pull the Cutters all the way across the map. Mimring spent most of the game on the plateau outside my start zone, which has a couple good firelines in each direction, and is fairly easy to screen with Arrows. We traded Arrows for Cutters for the majority of the game, and by the time that was over I still had a full life Mimring and 2 Arrows left, plus 2 Wannok wounds on Charos which was way better than I could have hoped for. Mimring and Charos dueled with Mimring coming out on top somehow to wrap up the game. Myself 3-1, Team 4-0 Champs! Overall on the week I finished 21-7 not counting Multiplayer Madness, with 2 event wins, and semifinal appearances in all 3 top cut events. It did suck to feel somewhat diced in all 3 of my semifinal losses, but they were all against great players and would have been tough games regardless. All in all I had a much better showing than last year, and walked away with 3 sets of dice! Last edited by boromir96; July 28th, 2022 at 12:40 PM. |
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Re: Boromir96’s Battle reports
General Wars and 3HH posted!
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