Sunday, November 11, 2012

Battle Report: Constance VS Durgen 35pts

Jer and I Got together for an impromptu game at his place, on his new desert/shore table.  We had no idea what we would be running, and trying out the new Steam Roller scenario deck Jer had printed, we ended up playing the Close Quarters Scenario, and added the Artifice Reinforcements to make it interesting.

Close Quarters has 2 - 8" zones, VP's scored by controlling your opponent's zone.  The centers of the zones are marked with tokens, and we were allowed to measure the zone at any time.

My Cygnar looked like this:

Constance Blaize -6pts
- Ol'Rowdy 9pts
- Gallant 9pts

Gunmages 6pts
Gunmage Officer 2pts
- Hunter 6pts
Min Stormguard 6pts
Harlan Versh 2pts (my own sculpt proxied)
Stormsmith Stormcaller 1 pt (Stormsmith grunt proxied)

Arlan Strangeways 2pts
-Defender 9pts

Jer's Highborn Mercs:

Durgen Madhammer -6pts
Driller 6pts
Driller 6pts
Reinholt 1pt

Ayana and Holt 4pts
Gorman Di Wulfe 2pts
Dugal McNaille 2pts
Steinhammer 2 pts
- Avalancher 9pts
full Ogrun Assault Corps 9pts

Blaster 3pts
Ogrun Bokur 3pts
Highshield Gun Corps 5pts

Jeremy won the roll off and chose to go second.  With reinforcements we were stuck with flank deployment, but that suited me fine to have everyone pretty close together, near the middle, and with ample forest to hide in.

Jer deployed his OAC to get them onto the hill, and the rest of his list would move like a brick in the middle, facilitating Durgen's punishing ability to lay down blast templates with arcing fire.

Cygnar Turn 1:
Constance moved her army up, casting transference in case she'd need it later.  Rowdy and pretty much everything ran, not worrying so much about getting into zones as threatening anything that would make it in range since Jer would have to move up quickly to keep me out of his zone.

Mercs Turn 1:
Most of Jer's mercs ran, though the Avalancher and Durgen both opted to lob a bunch of AOEs in hopes of good deviations nothing landed with any effect at that range.  A redlined Driller ran up the table giving Harlan something to shoot at.

Cygnar Turn 2:
Intending to pop my feat, I tried to jam in as many friendly faction models into Constance's control range, just ready to be blasted by the several AOE's I was expecting to come my way.   Rowdy puts grudge on himself and positions for a counter charge, just before I run a bunch of Stormguard in front of him... woops.  Gallant positions to soak up any direct hits on the Gun Mage officer, with shieldguard, who is jackmarshalling the Hunter.  The Stormsmith stays deep enough in the forest waiting to disrupt anything that moves into range. Harlan managed to put 4 damage on the Driller, loving purgation, but did less than anticipated.  A decent shot from the Hunter added some more damage to it but fails to take out any systems.

Mercs Turn 2:
Jer made a silly move here, and he admitted it immediately.  After the OAC shoots the Stormguard up, Holt shoots down a gunmage and the Avalancher deviates off of Rowdy to land perfectly on Harlan.  Then, without thinking, he charged the redlined Driller into a Stormguard.  Now since the other Stormguard were cleared out of the way, Rowdy gets the counter charge in and rolls stupid high, disabling one of the Driller's arms.  He kills the Stormguard, then in an effort to make it better than for nothing, he took a swipe at Rowdy, doing a little damage to the armour.  Rowdy's grudge then let him hit back, wrecking the Driller.

Cygnar Turn 3:
Constance's feat provided 6 extra focus this round, and it was this turn that I decided to bring in my reinforcements.  Until then, I just couldn't have outshot Jer's list, and needed desperately to get into melee.  Fortunately for me, Jer didn't put up inhospitable ground - the bane of this list is lack of pathfinder.  So Crusaders Call, 3 focus to each heavy, and for some reason I kept up transference.  The Gunmages CRA'd to kill Holt, hoping for better rolls on the blast against Ayana and Gorman.  Then Gallant charged Gorman, killing him easily and getting a couple of hits on the Driller, for... well very little damage.  Then Rowdy came in hard, and took several swings at the driller, also doing very little damage.  I'm not complaining, as I said at the time, I was keeping track.  9 ones rolled in those attacks from 2 jacks charging in.  In the end, one of the Driller's arms is disabled, can't remember which one, and disabling the cortex.

The Stormguard charge in, and kill an OAC, and the Defender that came on with Arlan killed another.  The Stormsmith disrupted his Jackmarshalled Avalancher... yah duh.

Mercs Turn 3:
This was an interesting turn.  Jer put it this way, "This is for fun, just 'cause I can do it..."  He backed off Ayana, forgetting to put the kiss on one of the jacks, then went to town on Gallant with Durgen with his feat.  Backblast probably did more damage than the direct swing, and he took off Gallant's Left arm, but couldn't finish him off AND do Ground Zero.  So that pushed Gallant back and did a little more damage.  Jer has always wanted to find a reason to do ground zero.  The Avalancher then tried for an assassination on Constance with a tune-up from Steinhammer.  I was a little exposed to the feat, with 2 focus camped from her feat, but he couldn't finish her off.  OAC was tied up with Stormguard that just wouldn't die to below average rolls, and the reinforcements came on to cream a bunch of my Gunmages.

Cygnar Turn 4:
This was the end, we both knew it.  Constance gave some focus to Rowdy, and 1 to Gallant.  The Defender plastered Dougal, and Gallant activated with another focus due to Constance's proximity.  He slammed the Driller over top of Durgen, and Rowdy strolled over to finish off the Madhammer.

Closing Comments:
I think the mistake early on that lost him his driller set Jer's whole strategy off.  There was a point where I opened up my lines where he could have run someone in to grab a victory point.  I think it would have messed my game up pretty badly, but Jer felt it wouldn't have saved the game, and in this case made more sense for him to have put his efforts into inflicting as much damage as possible.

Here are the Casualties:
Yes, one of the Ogruns lost his arms in a tragic fall.  On the plus side, he could stand at the edge of the hill without falling :)

Post Game Thoughts:
Josh: We both learned a little more about reinforcements, and we hadn't played Close Quarters before either.  I think that Jeremy's list was a better build, that would be more versatile, and had a lot of tricks that Jer just hadn't played out.  A little more practice and I think his list would have proven to be a bad matchup for mine.  My list had a pretty big weakness against restricting terrain without pathfinder, in the past Durgen has owned Constance in almost every game with inhospitable ground, and I think I got lucky to win this one.

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