DOGCGBL Week 3: Brewers rise to the top!

It’s still very early in the year, but the Brew crew have separated from the pack after the first three weeks of play lead by co-league leading scorer Friday and Captain Tapper! Here’s the how the rest of the league fared:

Butchers 12 Morticians 8
Goals: Bonesaw (2), Shank (1); Take Outs: Ox (2), Shank (1), Boiler (1)

In a wild one the Butchers hung on to best the Morticians in the unlikely battle of two struggling teams so far this year. The Butchers paced the game with early take outs of Silence and Dirge thanks to Ox and Boiler, but Obulus found Bonesaw for two goals to even the score. Shank responded with a score thanks to another take out by Ox, on Silence again (because the midfielder kept Butcher players Shutout and Tucked most of the game). With a narrow lead Obulus siezed control of the moment; the Puppet Master had the ball passed to him by an unsuspecting player, after a few quick smacks on Tenderizer the Mortician Captain had a clear shot on the goal but alas despite a Bonus Time buffed opportunity it missed wide. The missed shot on goal left Boiler a chance to respond with a final takeout to end the game in victory for the Butchers!

Engineers 12 Alchemists 2
Goals: Velocity (2), Salvo (1)

The surprising start to the season continues for the Engineers who jumped all over the Alchemists early thanks to unsuspecting strikes from Velocity and Salvo. In fact the only points the Alchemists put on the board were due to Rachet Overclocking Mainspring causing him to Overheat in an offensive play to damage the surrounding Alchemist players and buying time to create the last score by Velocity to put the game away. Tough start to the year for the Alchemists as they find themselves in a full fledged tail spin while the Engineers are one game off the early pace of the top team in the standings.

Union 8 Masons 12
Goals: Flint (1); Take Outs: Chisel (1), Rage (1), Honour (1), Gutter (1), Brick (2), Blackheart (2),

The best contest of the week was this wild one between the Union and Masons, as they traded bloody take outs between Brick, Blackheart, and the rest of the crews in attempt to gain advantage. One missed opportunity by Mist left an opening for Flint to show why many think he is the best Striker in the game; taking a Pass and Move from Honour to score the decider and Run the Length! Union dropped their first match of the year and the Masons regain form after dropping a tough one in week two.

Fishermen 8 Brewers 12
Goals: Shark (2), Friday (1); Take Outs: Friday (2), Stoker (1), Tapper (1)

Match of the week was this fast paced contest between the Brewers and Fish featuring the two league leading scorers in Friday and Shark. As one would suspect an early goal from Shark set the pace, but instead of trying to respond in kind Tapper had his team get physical and take out two Fisherman in the opening turn. With a level match starting the second round Shark seized the moment again and scored his second (and league leading) goal while simultaneously trying to choke out the game from the Brewers many of the opposing crew found themselves Caught In A Net. However not be deterred the Brewer game plan was firm, Tapper again lead the move to by physical with the light footed Fish and another take out despite the Legendary play kept the game close. With a momentum advantage to start turn 3, the Brewers seized control of the game, Friday picked on Angel, whom she found nothing charming about, and took her out for the second time in the game, tackled the ball and scored the game winner!

STANDINGS

W L PCT Scored Allowed
Brewers 3 0 1.000 38 24
The Union 2 1 0.667 32 20
Butchers 2 1 0.667 32 20
Engineers 2 1 0.667 24 24
Masons 1 1 0.500 26 12
Fishermen 1 2 0.333 30 24
Morticians 0 3 0.000 16 36
Alchemists 0 3 0.000 14 38

LEAGUE LEADERS

Points

Player Team POS Goals TOs TPs
Friday Brewers ST 5 2 24
Shark © Fishermen ST 6 0 24
Midas © Alchemists CM 3 0 12
Ox © Butchers AM 0 6 12
Mallet Masons DM 2 2 12
Bonesaw Morticians ST 3 0 12
Gutter Union CM 0 5 10

Goals

Player Team POS Goals TOs TPs
Shark © Fishermen ST 6 0 24
Friday Brewers ST 5 2 24
Midas © Alchemists CM 3 0 12
Bonesaw Morticians ST 3 0 12
Mallet Masons DM 2 2 12
Velocity Engineers ST 2 0 8
Flint Masons ST 2 0 8
Mist Union WG 2 0 8

Take Outs

Player Team POS Goals TOs TPs
Ox © Butchers AM 0 6 12
Gutter Union CM 0 5 10
Rage Union AM 0 4 8
Stoker Brewers DM 0 3 6
Blackheart © Union CM 0 3 6

DOGCGBL Week 2: And then there were two!

After two weeks of play the Brewers and Union remain undefeated, but not without their trials in this young season; here is the roundup for week 2:

Engineers 0 Butchers 12
Goals: Brisket (1); Take Outs: Meathook (2), Boiler (1), Ox (1)

Butchers visit the Engineers and quiet the crowd! Meathook had two take outs, while Boiler and Ox both had one and Brisket sealed the deal with a goal! Those Butchers avenged their loss against the Union but the Engineers couldn’t keep their momentum going from their nail-biter against the Fish. Butchers get the road win to get their firs win of the season.

Union 12 Morticians 0
Goals: Mist (1); Take Outs: Rage (3), Decimate (1)

The Gravediggers visited the Mercenaries in a grudge match to settle some scores!! Blackhearts crew came to play with an early take out by Rage who expunged Ghast and shortly thereafter Decimate dispatched Dirge. This lead to some early ball control for the Morticians but it mattered not as Gutter pulled in Casket which ended in another take out by Rage. After a quick icy sponge Ghast came right back into the middle of the action and knocked down Gutter and Decimate which allowed Silence to take advantage, he Tucked Decimate and Shut Out Gutter. Things looked good for the Morticians with Obulus dribbling up the middle and Bonesaw open for the volley, but he missed!!!! The ball careened back into the middle to be taken by Mist who quickly scored. To finish Rage took advantage of the distraction down field and took out Ghast for the second time and the win.

Fishermen 12 Alchemists 4
Goals: Shark (3), Midas (1)

Alchemists visit the Fish but were held down by the tidal wave of Shark! Shark opened up the scoring on the first turn leading to a goal from Midas in the second turn. Shark responded quickly, got the ball right back up the field and scored for the second time; this time catching the Alchemists In The Net! Calculus got the ball off the goal kick but was Lured in by Siren and Kraken took advantage of it to knock her down. Greyscales picked up the loose ball, passed it to Shark who missed the snapshot!! Not to worry for the Fish fans, they won the initiative on the following turn and Shark made up for his miss by scoring his third goal; the game winner.

Brewers 14 Masons 8
Goals: Friday (2), Mallet (1); Take Outs: Mallet (2), Stoker (2), Spigot (1)

The Masons visit the Brewery to try to take down the hometown heroes as both teams rolled in on winning streaks and both look to capitalize on their momentum. The Brewers started with the ball but they seemed to be drunk as they missed a few passes but eventually Friday got her liquor under control and scored. She then stole the goal kick back from Tower on the second turn but missed the goal! Mallett capitalized and put her into the dirt. Flint picked up the loose ball, brought it up the field trying to use Tapper as a momentum builder but Tapper had none of that and disallowed the goal. Spigot and Tapper then combined to take Flint down, and shortly thereafter Stoker then took out Marbles who was trying to help out Flint. The Masons would not go quietly though as Mallett avenged his monkey friend by taking out that sneaky cat Scum. Friday collected the ball after Flint’s demise and came into score but missed again! This left the demoralized striker in range of Honor and Friday was taken out once again. Mallett, after collecting the loose ball from Flint, brought it up the empty left flank and scored; meanwhile Stoker lit Brick on fire and who eventually succumbed to the burning. Tapper collected the goal kick, beat on Honour then passed to an open Friday who was finally able to land the game winner!

Standings

W L PCT Scored Allowed
Brewers 2 0 1.000 26 16
The Union 2 0 1.000 24 8
Fishermen 1 1 0.500 22 12
Butchers 1 1 0.500 20 12
Masons 1 1 0.500 14 8
Engineers 1 1 0.500 12 22
Alchemists 0 2 0.000 12 26
Morticians 0 2 0.000 8 24

League Leaders

Points

Player Team POS Goals TOs TPs
Friday Brewers ST 4 0 16
Shark © Fishermen ST 4 0 16
Midas © Alchemists CM 3 0 12
Mallet Masons DM 2 2 12

Goals

Player Team POS Goals TOs TPs
Friday Brewers ST 4 0 16
Shark © Fishermen ST 4 0 16
Midas © Alchemists CM 3 0 12
Mallet Masons DM 2 2 12
Mist Union WG 2 0 8

Take Outs

Ox © Butchers AM 0 4 8
Gutter Union CM 0 4 8
Rage Union AM 0 3 6
Mallet Masons DM 2 2 12
Stoker Brewers DM 0 2 4
Meathook Butchers AM 0 2 4

DOGCGBL Week 1: Masons, and Brewers, and Engineers, oh my!

In the opening week of the Dark Omen Guild Ball League we saw the stars rise to the top, and an exciting start to the season. Here are the box scores and summaries:

Butchers 8 Union 12
Goals: Mist (1); Take Outs: Gutter (4), Ox (3), Shank (1)

In the most exciting (and bloodiest) contest of the week, the Butchers and Union traded 8 take outs before it was all said and done! Gutter had his team out to an early lead with two quick take outs, before Ox evened the tally by taking out Rage and the opposing captain Blackheart. However after Meathook failed to take out Mist, this left her free to score. On the following turn Blackheart returned to the pitch to take out Boiler, just before he was taken out by Ox a second time, then Gutter closed the game by taking out Meathook; nobody left this one unscathed.

Fishermen 10 Engineers 12
Goals: Jac (1), Shark (1), Colossus (1), Hoist (1), Take Outs: Kraken (1), Gutter (1), Ballista (1)

The Engineers win in a stunner in the opening week, as they mounted a comeback after being down to two early scores by Jac and Shark. The the Engineers responded by putting a flurry of shots on goal with Hoist and Colossus connecting to even the tally before Ballista took out Salt to win the game.

Brewers 12 Morticians 8
Goals: Friday (2), Tapper (1), Obulus (1), Bonesaw (1)

In an unexpectedly mild contest this one was a defensive struggle that ended in rapid exchange of goals in the last five minutes of the game where Friday took over scoring two of the games goals over the final few moments to end the contest in victory for the Brewers.

Masons 14 Alchemists 8
Goals: Midas (2), Flint (1), Mallet (1), Tower (1); Take Outs: Honour (1)

Masons put on a team effort with three different players scoring goals, in stark contrast to the one man show that was the Alchemists lead by Midas. Flint had his team out to an early lead with a goal, Midas responded by taking the rock down to the opposing goal but missed on the opportunity. Tower took advantage of the miss by giving his team an 8-0 lead on the follow up score. Calculous took the goal kick but was quickly taken out by Honour; however Midas was not going down with out a fight. He redeemed himself by taking the pig bladder from one end to the other and scoring, then stealing the ball on the opening possession of the next turn to bring his team within 2 and and within a goal of winning. However the comeback fell short when Compound lost the ball to Mallet who went on to score the game winner.

Standings

Overall Points
W L PCT Scored Allowed
Masons 1 0 1.000 14 8
Brewers 1 0 1.000 12 8
Engineers 1 0 1.000 12 10
The Union 1 0 1.000 12 8
Fishermans 0 1 0.000 10 12
Butchers 0 1 0.000 8 12
Alchemists 0 1 0.000 8 14
Morticians 0 1 0.000 8 12

League Leaders

Most Points

Player Team POS Goals TOs TPs
Gutter Union CM 0 4 8
Midas © Alchemists CM 2 0 8
Friday Brewers ST 2 0 8
OX © Butchers AM 0 3 6

Most Goals

Player Team POS Goals TOs TPs
Midas © Alchemists CM 2 0 8
Friday Brewers ST 2 0 8
Tapper © Brewers CM 1 0 4
Colossus Engineers CM 1 0 4
Shark © Fisherman ST 1 0 4
Jac Fisherman DM 1 0 4
Flint Masons ST 1 0 4
Mallet Masons DM 1 0 4
Tower Masons DM 1 0 4
Obulus © Morticians DM 1 0 4
Bonesaw Morticians ST 1 0 4
Mist Union WG 1 0 4

Most Take Outs

Player Team POS Goals TOs TPs
Gutter Union CM 0 4 8
OX © Butchers AM 0 3 6
Shank Butchers WG 0 1 2
Ballista © Engineers DM 0 1 2
Kraken Fisherman CB 0 1 2
Honour © Masons CM 0 1 2
Blackheart © Union CM 0 1 2

IT’S GUILD BALL SEASON FOR DARK OMEN!!!

Flyer-DL-LandscapeMasonsfront_small

A medieval sporting tradition comes to the northeastern gaming club; this winter the eight Guild Ball clubs will be battling it out over a 14 week season to see who is the best! Each guild will play each other team two times, and at the end of the regular season the top 4 teams will advance to the playoffs!

The weekly results and standings will be posted here on our website along with our league leaders in goals scored and take outs. Our goal is to explore the matchups and create opportunity for new players to try new teams, so we are not going to structure this in a traditional way. Each week we will all coach a new team, so that we all get to try all the guilds by the end of the season.  At season’s end not only will we crown a Champion guild but we will also pick an All-Star team: the All-DOGC Guild Ball team.

We look forward to having you follow us along our inaugural season for all the cheers, jeers, and icy sponges!!!

 

The Adventure Continues… A DOGC IKRPG Adventure Story

We return to find out adventurers amidst a myriad of tasks; from searching from lost loved ones to avenging fallen comrades…

Back at the Five Fingers, while Nigel is busy doing his forensic work, neither Taiga nor Percival had interest in witnessing those tasks; however they did discuss Kyrthea. Percival, while not as well connected as his father, was able to use his father’s network to find out that Taiga’s sister was last seen with someone by the name of Trent Macy, a mercenary with the Black Hounds Company. Apparently they were seen with an east Cygnarian Garrison force; with this new info, Taiga prepared to depart immediately. Taiga and Nigel reconvene and talk further to Percival and garner more information on Trent Macy; he was last seen boarding a train out of Point Bourne heading south. Additionally, Percival mentions that the leader of Macy’s mercenary company, The Black Hounds, is a man named Marshall Reed. Nigel, now motivated by this new information, suggests that he and Taiga should travel together to Point Borne to find the mercenaries, alluding to the fact this may indeed help his investigation into the murder of the elder Winston. Percival provides Nigel with a mount and some gold to help cover expenses.

Back out to the Gnarls, a few days after Zebalon took over his new encampment, one of his Bogrin patrols did not come back. Angered at either their desertion or failure to repel invaders, he set out after them. He was ambushed by a gaggle of Trollkin, and was overrun by their numbers and sheer Toughness. Surrounded, wounded, and with his Boneswarm reduced to a harmless pile of debris, Zebalon offered the Trolls the opportunity to surrender! Fools that they were, the Trolls raised their axes rather than retreat from Zebalon’s sovereign domain. His fate is as of yet, is unknown.

Across the forest, the Tharn hunting band regrouped in the woods and waited for the next train to arrive with another garrison force while healing their wounds. They would have to try again to capture an informant. This time a new plan, more covert; when night fell Calder shadowed an overnight guard patrol and with a Force Bolts pulled the pair towards the woods and his fellow Tharn were able to apprehend one soldier for interrogation. The interrogations revealed that Cygnarians are extending the train tracks through the Deamon Head Pass and that they are reinforcing the area to discourage raiding parties or other potential problems. Satisfied with the information, they feed the soldier to the Rotterhorn accompanying them.

They return back to their tribe to inform the Chief only to find their village decimated and their Chief gravely wounded. They are informed by the bedraggled survivors that a Troll contingent descended on their tribe and ravaged it. Caldar immediately gathers those still able and sets out on the path after the invaders. With their intimate knowledge of the forest, they rush the through the woods and quickly come upon the warband. Calder orders the immediate strike and the Trollkin are caught completely off guard; a half dozen are struck down before they even know what is happening. The White Maw tore through the descendants of Dhunia with ferocity that was quick and viciously decisive. Calder ended the battle by separating the female troll Warlock’s head from her body to take back to his Chief.

While the scrum was happening in the Gnarls, Taiga and Nigel were a day and a half into their travels to Point Bourne when they were harassed by travelers on the road. The would-be bandits tried to shake them down for a fee to pass by on the road. Nigel and Taiga evaded the bandits by taking a fast gallop through the woods, disappearing behind a Blizzard before fleeing to the woods under the effects of Occultation.

The Adventure Continues… A DOGC IKRPG Adventure Story

Today we meet out heroes for the first time. While they don’t yet know each other, their journey has begun…

~~~~~

We join the story in the Five Fingers where one of our heroes, Taiga, is seeking information around the city that may lead to the whereabouts of his sister, Kyrthea. After a few days and a few gold crowns spent, he was directed towards the home of a known information broker; a man named Owen Winston. He makes his way immediately to the Winston Manor where he is greeted by Percival Winston, son to the master of the house, where he is surprised to learn Owen has been murdered. Taiga is invited into the home where he meets a portly little man named Nigel, another of our esteemed heroes; he is an investigator who has been hired to find out the details of the death of Mr. Winston. Now at what feels like another dead end, Taiga offers his aid to both Percival and Nigel figuring it may be the best way, at this point, to find the next clue to solving Kyrthea’s disappearance.

image

After reviewing the crime scene, Nigel concluded that Owen’s death was clearly the work of a professional. Furthermore the assailant probably made entry through the window and left the body for quite some time until Percival found his father. While Nigel scoured the crime scene, Percival searched his father’s belongings, looking for any scrap of information that might help to illuminate why he was killed. Percival’s search is inconclusive but he does uncover one important fact: Owen had been receiving death threats which originated from the East, in an area south of Tarna. Percival had no more information to offer, as such Nigel requested to exhume Owen’s body. Percival reluctantly agreed to allow the still fresh corpse of his beloved father to be examined. Through some ”forensic” work on the body by Nigel, it was discovered that Owen was tortured before he was executed and the torture was meant to inflict maximum pain. Working alone, Nigel furtively cast a necromantic spell to contact Owen’s departed spirit. Wailing and angry, the remnant spirit of Owen managed to sputter out a name: Marshall Reed. Not wanting to reveal his dark arts, Nigel keeps this name to himself.

Out in the Gnarls, Zebalon the witch doctor, and his Bogrin posse, were inspired by the lure of manifest destiny to expand their empire. Zebalon found interlopers stomping through his swamp unexpectedly, men in blue uniforms which looked to be tasty morsels. Zebalon had the men followed back to an outpost that looked to be where they were camped; Zebalon decided the encampment would make a more proper home for him and his posse! With his mind made up he sent his pet Boneswarm in to ravage the outpost! After his Minions were done, there was not a single soldier left alive. Zebulon, content (for now), enjoyed a feast of human flesh to celebrate his new home.

Across the dense forest of the Gnarls, we meet more of our heroes from a savage Tharn tribe called the White Maw; Calder a rare human amongst these savages who is always accompanied by his two Ravager cohorts. We find the trio as they are summoned by their leader Chief Karak, of the White Maw. They are being tasked to investigate the rumor of human military encroachment around the Leylines of Circle Orboros within the region. They set out on their mission quickly and decided the best place to garner info was a local trading post called Hoval in the eastern Gnarls. Hoval attracts all walks of life from the Iron Kingdoms and the wilds; local information about the goings on of military activity in the area would likely be found here. While scouting the outpost from the perimeter they witnessed the execution of a Pygmy mercenary named Gullin. They found out he was the leader of Unlikely Heroes Company; it was quite the scene taking place right in the middle of the busy trading post. Turns out Gullin was killed by a rival mercenary company called the Black Hounds. Later, outside town limits, Calder and his hunters encountered the very same warband led by a man named Marshall Reed. The conversation was tense, and ended in an exchange of false information; Calder and Marshall parted ways with quite a distaste for each other. Despite the conversation being short, Calder did discover that Marshall Reed is looking for Zocha, a self exiled Blood Weaver from the White Maw tribe; however curios, Calder knew that was not the mission at hand.

image

The expedition was taking longer than expected and they were no closer to resolving their mission; Calder knew things needed to progress more quickly. As such he decided to find a nearby Stone Site, a Druid Sanctuary where information can be exchanged, beings are teleported, and even healing can occur. Gifted Druids can tap into the Ley Line connection and access some of these powers; Calder is one with just such the gifts, however unrefined they may be. He was able to gain information that directed him to head north on the railway that heads due south from Point Borne, and so they did.

The Tharn Cadre attacked the outpost with intentions of capturing one soldier to get more information. The attack went wrong when they underestimated the size of the force inside. Calder was severely wounded but, after a pitched battle, the Hunters overran the force and got Calder clear before his grievous wounds bled out. Thwarted for now, they would have to fall back to the forest to come up with a new plan or await unsuspecting reinforcements so they could try again. For now, they live to fight another day…

~~~~~

Join us again for our next edition of the DOGC IKRPG Adventure!!

Allow Us to Introduce Ourselves… an IKRPG Adventure Story Begins!

What started with the Unlikely Heroes campaign and the motley crew of Longchops, Gullin, Zocha, Lurglekk, Dolen, and Fargas has now become the story of a new adventuring group in the wilds of Western Immoren. A misfit bunch that has yet to meet each other is wandering, discovering, investigating, travelling, and exploring their way toward the story we will share with you! We introduce Nigel, Taiga, Calder, and Maxx on the adventures of the DOGC IKRPG! Not necessarily the heroes the people of Iron Kingdoms may want, but the ones they deserve…

 

Nigel Waters is a rather shady Investigator Thamorite from Ord that has a veiled past the most don’t dare to ask. A short stodgy man, he is a reserved person who cares not for the living around him. He prefers the solace of his studies and his own pursuits. As the story begins what we do know is House Matteo of Lael has hired him to discern who killed Owen Winston, a murdered Laelese Nobel. When the story begins we find Nigel where we find all shady things… in the Five Fingers.

Taiga Sleetkill, a Sorcerer Raptor is a Nyss from the wilds of the frozen north far from civilization. As he grew and passed through warrior trials he learned the skills of mounted combat and the beast empathy to ride and fight astride an Ulk. Upon adolescence his gifts became manifest and he went to train with a master of his arts. After honing his skill he returned to his small village to find the corpses of his people there, everything had long been destroyed. He found the remnants of his entire family, however only his sister was missing from the remains. Taiga immediately set off in hopes of finding his only remaining living family; his journey took him south towards the human cities of the Iron Kingdoms.

Beast Lord Calder and the White Maw Hunters, are a Tharn cadre in the Gnarls. Calder, born Vincent Stone, is a young man who is believed to be gifted with the Wilding. He is currently a Blackclad Chieftain who has been under the protection of the White Maw Tharn tribe at the direction of the Druids until such time as his gifts are allowed to grow beyond watching eyes. While growing up with the tribe he matriculated into their ways and earned the trust of the Chief as well as the respect of his tribesmen. The White Maw have assigned two of their kin to his protection, a Ravager Brigand and a Warlock Ravager. The only one who knows Calder’s true identity and purpose is the tribe’s Chief; the rest are left to be uncomfortable in the presence of a mundane human.

Zebalon the Witch Doctor, was a happy Gator living wherever he pleased among the swamps of the Gnarls. His past is irrelevant, though what we know is he had amassed quite a collection of Bogrin. Always looking for new larger swamps to call home, he moved from place to place claiming new areas…and lives. His pet Boneswarm has grown to quite a healthy height and the ranks of Bogrin had swelled quite nicely. We meet him in the story roaming to new and unfortunate areas of the wilds.

Warden Maxx Krueger, fittingly a Circle Warlock Archer, joins the story in the Gnarls where he is sent to the aid of the now devastated White Maw Tribe. His history is a secret, as is most of those within the ranks of the Circle Orboros. Once word of the Troll attack on the White Maw spread, he was dispatched by his Order to find out the well being of the one previously known as Vincent Stone; deep in the Gnarls at the remains of the Tharn tribe is where he finds the young Blackclad, who is now known now as Calder. To see further to Calder’s protection he takes up the cause of the White Maw mission… for now.

 

As these misfits romp through the wilderness towards greatness… and each other, follow their adventures here!

DOGC Announces Boost for a Cure 2015!!!

Boost for a Cure is back in 2015!!!

Our fourth annual fundraiser returns once again and we look forward to your help in making this year even better! In the past three years we have raised nearly $7000 in donations to charities in honor of those members of our community. This year in our fourth year we want to top $10,000 lifetime goal!

This year’s charity will benefit St. Jude’s Children’s Hospital in honor of our own Walter Johnson. Walter is an original member of DOGC and he is moving with his wife back to southern California to start his family. While we will miss him greatly we appreciate all he has done in his time with DOGC.

As this year’s honoree he has selected the charity, St. Jude’s Children’s Hospital, and our door prize! Walter, as many of you know is an avid Protectorate of Menoth player, so for this year’s door prize we will give away a NIB Anson Durst army!!!

DETAILS:

~ Entry Fee $30 – Includes Lunch, the welcome bag, and the entry to the door prize!

~ Pre – Reg tickets as in previous year sold through our PayPal to darkomenclub@gmail.com

~Tournament – 50 Point SR, 2 List D&C (1), Death Clock

~ Registration starts at 9 AM – Dice roll at 10 AM!! (Yes Zosia, Trevvy, and co. dice ROLL at 10, we don’t show up at 10)

~ Location – Gamer’s Gambit in Danbury. Some of you may remember the venue from last year’s DOI. We are moving it from our location the past two years to lower expenses in order to hit our fundraising goals; we want the most dollars possible to go to the charity! We will be using the large open retail space next door to Gamers Gambit.

~Food all day, and as per usual proceeds go to the charity

As always Raffles Prizes are a big part of what we do, and will be announced in the weeks leading up to the event, so follow the event page for more details as we get closer to the event!!!

BE SURE TO PRE -REG!!! This event has sold out EVERY year, and last year completely sold out in days!!!

DOGC Repeats as New England Team Tournament Champions!!!

For the second time in as many years, DOGC is NETT Champions! This year’s team was again captained by Anthony Ferraiolo, with Alex Buganski as 1st Lieutenant and Steve Sharnick as 2nd Lieutenant. Anthony switched to Cryx earlier this year, while Steve and Alex were both running Cygnar. The competition this year would be even more difficult than a year ago; not only does the event keep expanding to its’ largest size ever, it also was not part of Captain Con the best new convention in the North East, that garnered over 250 unique attendees playing Warmachine! Here is the lists and battle reports in the players own words…

 

Lists

 

Captain – Anthony Ferraiolo – Cryx

 

“I was comfortable in my lists, and had been playing them since Cause for Paws last month; I was thinking (in general) Denny vs Warmachine and G3 vs Hordes; creating enough matchup problems that my opponents could use their Team Feat and I would still be solid even in uphill battles.”

 

eDenny

Nightmare

Deathripper x2

Bane Calv (full)

Soul Hunters (full)

Satyxis Raiders (full) w/ UA

Blood Witches (full) w/ UA

 

eShade3

Harrower

Deathripper

Blackbanes (full)

Mech Thrall (min) w/ UA

Necrosurgeon

Soul Hunters (full)

Darrage Wrathe

Aiakos

Leviathan

Wraith Machine

 

~~~~~~~~~~

1st Lieutenant – Alex Buganski – Cygnar

 

“I was in the 2nd spot, the 1st Lt, and I went 3-2. Which while worse than last year I am still proud about my showing since I had five great games against five great players and the two games I lost were close. I was playing Cygnar and here are my two lists:”

 

ECaine

-Ol’Rowdy

-Squire

Lt. Allison Jakes

-Hunter

Reinholdt

Gorman

Eiryss2

Stormsmith

Boomhowlers

Aiyanna and Holt

Arcane Tempest Gun Mages w/ UA

Black 13th

 

EHaley

-Stormclad (bonded)

-Thorn

-Squire

Jr

Eiryss1

Anastasia

Nyss Hunters

Arcane Tempest Gun Mages w/ UA

Sliver Line StormGuard

 

~~~~~~~~~

2nd Lieutenant – Steve “Red Steve” Sharnick

 

Steve was also playing Cygnar, he did not decide on his two lists until very near the start of the event! Here is what he finally decided to play:

 

Caine2

Captain Allister Caine – WJ: +5

– Squire

– Ol’ Rowdy – PC: 9

 

Reinholdt, Gobber Speculator – PC: 1

Journeyman Warcaster – PC: 3

Alexia, Mistress of the Witchfire – PC: 4

Thrall Warrior – PC: 0

Viktor Pendrake – PC: 2

Rhupert Carvolo, Piper of Ord – PC: 2

Gorman di Wulfe, Rogue Alchemist – PC: 2

Eiryss, Angel of Retribution – PC: 3

 

Rangers – Leader & Grunts: 5

Arcane Tempest Gun Mage Pistoleers – Leader & 5 Grunts: 6

– Arcane Tempest Gun Mage Officer – Officer 2

Greygore Boomhowler & Co. – Boomhowler and 9 Grunts: 9

Horgenhold Forge Guard – Leader & 5 Grunts: 5

 

Kraye

Captain Jeremiah Kraye – WJ: +6

– Squire

– Minuteman – PC: 5

– Minuteman – PC: 5

– Stormwall – PC: 19

– Lightning Pod

 

Stormsmith Stormcaller – PC: 1

Stormsmith Stormcaller – PC: 1

Stormsmith Stormcaller – PC: 1

Journeyman Warcaster – PC: 3

Captain Arlan Strangewayes – PC: 2

 

 

Rangers – Leader & Grunts: 5

Lady Aiyana & Master Holt – Lady Aiyanna & Master Holt: 4

Arcane Tempest Gun Mage Pistoleers – Leader & 5 Grunts: 6

– Arcane Tempest Gun Mage Officer – Officer 2

~~~~~~~~~~

 

Round 1:  vs The Corpse Tokens

Scenario: Close quarters

Summaries:

 

Captain: vs Circle

“My opponent had pKrueger in his list pair, and I don’t recall his other Warlock, but I had no doubts on who I was getting dropped against me; I decided to go with Goreshade. He is who I prefer against Hordes most of the time anyway. The game plan was to get pressure on Krueger quickly, and get the Feat out as soon as possible so I didn’t have to worry about it late. Mostly the plan worked, and I was able to get up into his grill quickly as well as take out a stone with a Soul Hunter charge (meaning no more teleport!). After a piece trade, I felt I was ahead, and Krueger came forward to swing the tide with his Feat and went down to 1 Fury, casting Earth’s Blessing on himself to finish his turn. As a Circle player you would think I would know what that does. So I had Shade burn his Feat in attempt to assassinate Krueger. That obviously didn’t work (thanks to the Animus), fortuntaely when I realized that it wasn’t going to work, I was able to go into damage control. Luckily there was a rocky out clove I was able to keep Shade behind. Following turn Krueger went all in to try and capitalize on the error but Megalith (with Lightning Tendrils) couldn’t reach Goreshade over the impassable terrain. Having survived the failed counter assassination, Shade was able to charge in and finish the Warlock. I was fortunate to survive that one!”

 

1st Lt.: vs Cygnar

“I was playing a local CT player, Ben Adams. He had Siege in his list pair, so I knew I was getting him; I decided I would counter with eCaine. I also knew there would be a lot of killing in this contest so I wanted to make sure that I was threatening his flag and controlling the wall in the center with Rowdy and the Hunter. Both of our units of Boomhowlers were deployed next each other on my left with his gun mages there as well, I would be relying on Heightened Reflexes and 4+ tough to save me (which it did). My Gun Mages and Black 13th were on the right across from his Storm Blades. First turn he ran and so did I but I was able to snipe out Boomhowler with the Hunter; thank god for 14″ and AD! He moved up and killed some of my Gun Mages and put Fox Hole on his Stormblades. I countered by using Ryan of the B13th along with Gorman for some nice AOE damage to take out the unit; then my Boomhowlers killed his. We continued to kill each other but he was losing out on attrition and while we were both starting to score points. He used Siege to Force Hammer Rowdy away from the flag that I had ran to control, dropping him to two focus and I took the opportunity to assassinate as we were both on our flags and he was too close not to try. I went with Jakes, Jr and Hunter to kill his JR to drop Arcane Shield, then two Gun Mages, Watts and Caine teamed up to kill Siege with the help of my Feat. I was the first one done but both Steve and Ant looked to be in good shape.”

 

 

2nd LT: vs Skorne

“I was facing Makeda2; in her list was a Titan, savage, Molik Karn, Cetrati, Nihilators, Hakkaar, and support. I decided to drop eCaine figuring he was best in this matchup due to ability to super solo and high damage output on demand. I was able to get first turn and jam up the board. A big Moment in the game was when Gorman survived a CMA from a pair of Cetrati after he successfully blinded some of them to slow them from getting to my zone. The blind bomb allowed Caine and Rowdy to clear off most of the remaining unit. After Gorman survived the CMA, he was able to blind the Titan and Karn for two consecutive turns. Once the piece trade happened and the blind bomb helped me hold up and clear the zone, I set the line of engagement so Boomhowler was able to Rage Howl and hold the line so that Caine could continue killing stuff while dominating the flag. Eventually I was able to kill the Cyclops which allowed, Caine to Feat and RFP Molik Karn leaving Makeda with no transfer target, so I was able to finish off Makeda.”

 

 

Round 2: vs Granite State Irregulars

Scenario: Fire Support

 

Captain: vs Cygnar

“Originally we agreed to Team Feat before this round to swap Steve and I to get me into the matchup with the Troll player who was boasting a rough matchup for Steve in the 3rd spot. My opposing Captain was Ben Cort, I lost the die roll, and still decided to use our Team Feat as planned (which in hindsight was a silly thing to do, as they would obviously have to Feat back), and Ben astutely counter Feated to swap the matchups back.

So Ben and I would re-match; honestly I didn’t have a great matchup for what I knew he would drop, which was eHaley. Last time we played I was list locked into Goreshade3, and this time I had a choice. I opted to go with Denny2, figuring I would get up field and faster with Denny2 and use my Wraith ability to stop the assassination. Well, the first part of the plan was easy, run at the opposing army and hope the opposing dice cooperated. Unfortunately I lost a bit more than I wanted to, but I was able to force Haley to Feat, allowing me to Counter Feat and full camp. Unfortunately I wasn’t able to get as much in the Feat as I wanted, so my Incoporeal was not able to save me from the assassination. Good news is I was able to keep the game going long enough that both of my Teammates had won before my game was over, so that part of the plan went off without a hitch! Thanks to my teammates for carrying me through to round 3, and grats to Ben for handing me my first (and only) loss ever in NETT.”

 

1st LT: vs Legion

“This game was against Greg Fournier; matchup would be eHaley vs eThags. I knew off the bat that I was going to go straight for scenario. I deployed my Nyss on my left and my Stormguard and ATGM on the right. We both ran and I took some pot shots. His second turn he brought his Raptors up, on my right, and tried to kill a few Stormguard. My turn I started with Haley and gave one Focus to each jack. I ran Thorn then Halely activated moved slightly forward, gave Dead Eye to the Mages and TK his Ravagore to face backwards and then Feated. My Nyss then ran engaging a few beasts and preventing him from getting to my flag. My Stormclad ran to the flag. My Gun Mages killed 4 Raptors (yay Dead Eye!), and then the Stormguard charged in killing the last one as well as put 13 points on the objective. Junior walked up and also shot the objective, killing it, and then Anastasia ran into contact with the flag giving me three points. With my feat up Greg wasn’t able to get much into contesting the flag even with the use of his feat.  On my turn I just used the ATGM to push the Angelius that he did position to contest  and then ran Haley to dominate the flag for the win. I then turned to Ant just to watch him lose, but fortunately Steve was well ahead closing out his game at the end of this round; on to round 3!”

 

2nd LT: vs Trolls

“I was facing Dave playing Trolls, and he opted not to go with the list I was more worried about, instead dropping Grim 2. He had a Bomber, Pyre, Fenns, Warders, Scatter Gunners, and other stuff I forget.. :). I dropped Kraye; opening up with Full Tilt on Stormwall, with Minutemen along side so they could both threaten the Fens and Bombers next turn, the rest of my force ran for position. Trolls opted not to drop a bunch of shots, but instead run to cover the board and be in the scenario.  In response I dropped covering fire with Stormwall and boosted a lot of shots into the Bomber and leave it with a couple of hit boxes. Then I had Ayiana Kiss the Fenns, and with a pod and Stormcalls do a number on the. I start pushing warders back with ATGM. Next turn I lose some Gun Mages and a Ranger, and the Minuteman as the Trolls crash my lines. Next Turn I finish off the Bomber and Warders, clear out the Fens, kill objective start so I can start scoring. He can’t respond, thus I win on scenario!”

 

 

Round 3: vs Team Muse

Scenario: Destruction

 

Captain: vs Cryx

“Seeing as I was not pulling my weight at all to this point in the day, and now I was facing one of the national champions from Australia at the helm of Team Muse, I knew I was time to kick it up a notch if we had any plans on repeating. My opponent (who just happens to be my new best friend in W/M) Aaron Wale, was playing eLiche2 and pDenny. I assumed I was going to get Liche as most often in the mirror that’s what my opponents have done. I was going with eDenny, I was right about Aaron choosing Liche; bad news was I lost the roll to go first. Liche’s opening moves were not very aggressive, so I took strong board position, and was able to run an Arc Node far enough forward to Hellmouth a Bane and catch Gorman. Following turn Liche layered his forces in, and prepared for impact, however he only was able to get about a half dozen models to the zone. On my turn, I crashed home, cleared the zone and Feated on the whole of the opposing Cryx force, and finished by scrapping the objective; three points to me. Aaron’s following turn he wasn’t able to do much but get the Hell Diver in the zone. I charged it with Denny and was able to use Dark Banishment to clear the zone again, winning the game on scenario. Glad to get a win in a contest like this! Having known Steve got Nigel out on the top of 2, we were on to the semi finals!”

 

 

1st LT: : vs Menoth

“I was playing John DeMaris from Muse and the matchup was High Reclaimer vs eHaley. This was a great game. His list was built for EHaley (thanks Keith) and with the amount of clouds he was getting down I was not getting much done. I had to feat first turn or face getting overrun and I used the opportunity to time bomb his stuff, kill the objective and get up quickly 3-0. I put John in the position that he had to kill my jacks and flood the zone to prevent me winning which he was able to do. He kept putting Knights Exemplar and Paladins in the zone and I was not able to kill all of them, or any of them for that matter. It came down to him up 4-3 with me only having Haley and the Squire left so I went for a wonky assassination that had almost a 000.2 % of working, which it didn’t, so John won on scenario. Thankfully Ant and Steve were able to pick up my slack so we still advanced.”

 

2nd LT: vs Khador

 

“This round I was paired against Nigel playing Khador and his Ocean’s 18 pSorcha vs eCaine. Nigel runs into position right away putting Sorscha behind wall on left side and his stuff up to woods on right. I put Heightened Reflexes on Boomhowlers move Caine up an inch or two and the rest of the force to the right further away from Scorcha then Magic Bullet a Gun Mage. Camp 2, and have Jr. put Arcane Shield on Caine. Had Ranger run to within 4” of Eiryss, I shoot him with Gun Mage and the subsequent Magic Bullet kills Eiryss. I felt pretty safe Sorscha could get up on attrition but not assassinate me; as with the wall and rough terrain in the way meant she needs to burn everything to actually try for it. Just didn’t seem like Nigel would go for it given the risk/reward of the situation. Turns out I was wrong, Nigel goes Boundless Charge on Sorscha and Behemoth, Wind Rush up, charges and pops Feat to get most of my army. Next he Power Boosted Behemoth who then charges his own Gorman to get max distance and in range of Caine, he hits twice, boosts one damage roll and does one non-boosted damage roll; does about 10 damage, failing to kill Caine. Fortunately, nothing else had Caine in range so the rest of his turn he spent killing random models. Caine shakes, feats and kills Sorscha… (ed. note: Nigel apparently hasn’t seen an assassination attempt he doesn’t like!).”

 

 

Round 4: vs Dark Omen Too

Scenario: Two Fronts

 

 

Captain: vs Khador

“Amazing that in the semi finals of NETT, two of the remaining three undfeated teams were both DOGC! Unfortunately we would be playing our own brethren in this round.

Shane and I have played a number of times leading up to NETT and Captain Con, so we were well versed in what this matchup would be. Shane, assessing the situation and knowing that he had not played his pVlad list yet on the day opted to go a different direction. He felt that even if he dropped his eSorscha, he might still lose the game; furthermore he believed his teammates were in VERY strong matchups with Alex against Meat Mountain, and a likely Lucant match for Steve; both ugly for Cygnar. So pVlad it was, he was gambling to ensure if his team won he would have his best list in the Finals; a well played and courageous decision by the captain. In Two Fronts, I did indeed drop Denny, and I was not able to get first turn this game either. With Conquest and Behemoth, my whole game plan was to win on scenario. Shane ran his army out as best he could to make sure scenario wasn’t a foregone conclusion; I also went up the board quickly. Used my pieces to pin the Khador force back and mostly  off their own zone. The objective was an unwitting ally for me keeping the Colossal at bay. Next turn, Shane did what he could to get into the zone with the IFP. It wasn’t enough, with Curse of Shadows, and my speedy units, I was able to clear the zone, killing Behemoth and Feat on most of his force to score 3. On the following turn, Shane ran Vlad to the zone with Malakov and a couple of remaining mechanics that were all not in the Feat. Denny came forward and dropped a Hellmouth to clear the Mechanics and was even able to one shot Malekov; for a quick end to the game. Now to see if Shane’s gambit would work, checking in on my teammates.”

 

1st LT: vs Trolls

“This match against our own teammates and I get our friend Stu playing Meat Mountain! I had a feeling this was coming. I was able to duck Stu the entire time I was in Ireland and was hoping that I wouldn’t have to play him especially since I wasn’t playing Stryker which sucked. But here we were, in round 4 and I needed to make the most of it. So little advice to Cygnar players, Meat Mountain suuuuucksss, and I would say our best options are Stryker and Siege. I played Haley because with Time Bomb, TK, my feat and Gun Mages it lets me delay the engagement and try to screw with him as much as posssible; which is what I did. Stu did exactly what I thought he would, one unit of Warders and Champs to each side and Mulg and the Axer in the middle with the stone behind them. So I used the Gun Mages one the left to push his Warders around and the Silver Line in front of them to deny charges. On the left I used the Nyss Hunters in full 10 man CRA to pick off a Warder coupled with Eiryss’ Death Bolt. I used Thorn to slow the Warders down and the Stormclad to kill them. Now this game probably goes well for me if I feat turn 2, I keep Anastasia and probably wipe the units on the right earlier but I FORGOT TO FEAT (yeah buddy)!! Well Stu made me pay, killed Anastasia, hurt Thorn and pretty much wiped out the Silver Line. I responded by Feating, and killing some stuff; unfortunately he killed more. I then killed Mulg and the stone but had left Haley open to Grissel and he got in there and killed me. But once again Ant and Steve cleaned up my mess.”

 

2nd LT: vs Convergence

“We had a weird list chicken at the start of this game with both of us playing a list the other wasn’t expecting. Matt ended up playing Iron Mother (and not Lucant) with Axium, Corollary, Mitigator, 7x Diffuser, min Reductor, and repair stuff (list on Captain Con episode of F2F).This was a match I was not looking forward to, seeing as we both counter guessed incorrectly, it ended up in an assassin duel. Basically I start well with my positioning, however a mistake cost me Boomhowler (after I changed my mind with Rowdy’s final spot). I had a chance to get Mother around turn 4, but I botched the activation order and turns out I was out of range with Caine; fortunately I was able to Gate Crash to safety with Caine; in retrospect I should have just jammed the lines. Same turn I had also successfully Black Oiled the Axiom which Alexia was blocking from getting into zone. Following turn Mother goes Feats, casts some spells and fires her gun. Then that nasty Diffuser group goes; I lose a lot but he doesn’t move Mother away, and luckily leaves Eiryss alive (but engaged in melee) and I still had a couple of Gun Mages and the Squire.. Caine took some damage that turn, and I was running out of pieces; so I feat and go for it. The remaining ATGM push a couple models and clear Eiryss; the Mage Hunter aims and clips Mother dropping the focus, and it’s go time with Caine. Needing 6 to hit missed a bunch attacks (oh dear), last damage roll needed a 6, get it and somehow we advance!!!”

 

 

Round 5: vs Team Ontario

Scenario: Incursion

 

Captain: vs Cryx

“My first game against Tim Banky, and I have to say he is not only a great player but a great part of the community and a real boon to the budding Canadian meta! We were playing mirror warcasters, and I was fairly certain he was going to run G3. I really didn’t want to the exact mirror match game, so I decided to zerg and go with eDenny. On the surface this seemed like a bad matchup as my Incorporeal would save me nothing; turns out that is exactly true! However, I was very concerned that my match was going to be pivotal in this championship bout, so I wasn’t about to tuck and run. Banky jammed his Kraken down my throat quick on the opening turn. However, I wasn’t able to get any charges on him in retaliation (thanks to his strong positioning), so I tried to keep my pieces ready to counter hard next turn. I opted not to Feat, which proved to be a pivotal decision as I felt I wasn’t going to get enough to warrant it, and could possibly die to assassination anyway. Next turn Kraken crashes home and cripples the Nightmare. and with most of the rest of his force out of real threat, he doesn’t do a ton of other damage, but closes ranks quickly. I follow up by Feating on my turn and catching nearly all of his army; the fact that everything had closed in meant that I also got to use the Feat offensively. So I did a ton of damage on this turn, cleared out all of the Soul Hunters save for one way in the back, (outside of Darrage Wrathe Command), and locked in the arc node; lastly putting a bunch of damage on Kraken. Bad news was I didn’t get Goreshade. However, I was able to lock enough in where next turn Banky couldn’t muster an assassination turn. The game started to turn back to me from this point on; next turn I finished off Kraken and Goreshade was forced to back off and regroup. Denny took position behind a nearby wall and was able to clear a bunch of models off the table leaving Shade mostly alone. This forced G3 to come forward and try to mount the comeback my himself; however he wasn’t enough and was overwhelmed next turn. Looking to my teammates it turned out we had already swept 3-0 to repeat as NETT Champions!!!”

 

1st LT: vs Menoth

“My opponent, Chris, was running an interesting Feora list using four jacks including the Judicator. I got lucky that he had quite a bit of rough terrain on his side of the board, with two pieces of rough terrain off-centered from the center flag. I deployed as I normally do with my eCaine list, with the Boomhowlers on the left and Gun Mages on the right. He had two of his jacks on my right and his Vanquisher on my left. He ran and I ran to open the game; I tried to snipe out the Monolith Bearer in his Zealots unit but I failed to hit boosted 7s. The flag on the right disappeared and he tried to engage everything. He did serious damage to the Hunter but not the Boomhowlers as they stuck around with their 4+ tough. His Vanquisher was stuck in the rough terrain even with running and Escort. I started my turn by using Jakes to Energize the Hunter and move him to contact the flag since he couldn’t run because his movement was out; stupid Zealot grenades! I used the boomhowlers to engage the Vanquisher and prevent the movement of the Zealots to the flag, I love medium bases!! I used Eiryss to move within 5″ of all the other jacks and deny them focus and then shoot his Vanquisher for a little extra insurance. The Gun Mages took pot shots at the jacks and the Black 13th dropped a Mage Storm on some Zealots for next turn when they weren’t invulnerable. I moved Caine into a position behind a wall and close enough to move to the flag next turn; making it 1-0. With the Boomhowlers in the way having 4+ tough with Heightened Reflexes, and no Focus for the jacks, Chris couldn’t get anything to the flag; I went up 2-0 on his turn. Bad news was my Hunter was on fire and he died on my turn; that tough little jack. So on my turn I killed as many Zealots as I could, put Arcane Shield on Caine, blocked in the Vanquisher and moved Caine to the far flag scoring up to 4-0. At this point Chris had to go for an assassination but he couldn’t free up the Vanquisher, he was able to kill Eiryss and Feat focus back to his Judicator to shoot Caine but that only did a few points. I was on fire but even a box cars wouldn’t kill Caine, but the Vanquisher was able to move within four inches. So I used Aiyanna and Gorman for a -4 armor swing and feated with Caine to take the jack off the table and win on scenario with another domination. Just as I finished up Steve won with an assassination so it was time to break out the whiskey!!!”

 

 

2nd LT: vs Cygnar

“My Finals opponent was Dustin playing Cygnar; he ran Haley2 with StormWall, Squire, Rangers, Gun Mages, Storm Blades, Junior, Victor Pendrake, and some other stuff. Cygnar mirror match for me means Caine2. He runs stuff up on the opening turn; I run as well, put blur on the Gun Mages, Arcane Shield on Boomhowlers, Magic Bullet a Ranger to bounce off Stormwall into something but missed. Chris takes the dice, pops Feat, however Stormwall whiffs, and Boomies tough. Under feat I Black Oil my own Boomie to catch Stormwall, then Rage Howl. Caine cast Magic Bullet on himself twice and shoots Stormwall a bunch to bounce into Haley; does 8ish damage. Alexia grabbed a couple of Souls during the Feat, so she was loaded up for my counter next turn. He is able to get Haley to far flag to dominate next turn, and kill Alexia. Rowdy knocked down Gorman  who survived a non boosted pod and stormcall (his lucky day!!!). I decide to go for Magic Bullet assassination. I hit Haley with Jr somehow and do some damage, then Eyriss hits for a couple points. Unfortunately Gorman missed Black Oil on her which deviated onto a Stormblade. Caine charges my own Forge Guard and uses his Second shot into Stormwall with Magic Bullet, but just short of the 4”. After assessing and not wanting to blow the assassination, I realize I can shoot my own Stormblad that was black oiled. Magic Bullet myself again, buy a shot and this time get Haley with Magic Bullet Damage… let the drinking ensue!!!”

 

~~~~~~~~~~

 

What a weekend for DOGC at Captain Con, with 4 players qualifying for Masters, and Anthony ultimately winning; repeating as NETT Champions was the crowning achievement!!! Red Steve is MVP for this year’s run going undefeated leading the team to the title from the 2nd LT spot; and to the victors go the spoils and another year holding on to the historic trophy!!!

 

NETT Champions 2014 – Back to Back!!!

Hardcore Win at TempleCon – Anthony Rides the Goat to Another Title

The Hardcore at this year’s TempleCon was quite literally, round by round, the best test and set of games in one tournament that I have played to this point in my competitive Warmachine career. I played against five truly great opponents with some exceptional lists, and was able to run the gauntlet to the top. I’m still quite amazed at the accomplishment given the challenge; this one will be one that I am proud of for a long, long time.

 

Leading up to TempleCon I had started to grow curious about how my eMorvhana list would perform in the Hardcore format. I took it to a tourney in the NYC area and was able to come out successful and feeling good about the list in the format. As such, I resolved that if I was able to qualify for Masters before Saturday of the Con, I was going to make a run at Hardcore. As it would turn out, I was fortunate to be able to get out to a quick start and qualify on Thursday, so on Saturday I broke out my eMorvy and made a go.

 

The 2014 Hardcore format, much like 2013 really pressures players to push their lists into the middle and play; my particular build can do a great job of getting to the center of the board making my opponent make difficult decisions quickly while my pieces are bearing down on the opposing lines. Also the heavy recursion mechanic in the build also bodes well for pushing more models back into the zone as well as really putting a lot of pressure on my opponents to keep up with the model trade. My list has not changed from it’s original version throughout the whole run, and in case your not familiar with it:

 

eMorvahna

Feral

Wold Guardian

Tharn Ravagers (full) w/ WA & UA

Skin Walkers (full) w/ UA

Wolves of Orboros (full) w/ UA

Stones w/ UA

Gallows Grove x 2

 

With my history of playing Cryx in Hardcore, I do not have trouble getting through a lot of activations quickly, so I am comfortable with the amount of models. The significant difference with this compared to my past experience is the number of additional die rolls this list makes with the multiple attacks, buying attacks, and re-rolls. So learning how much  to push things and when to use all the extra resources was the hard part. Fortunately I have had a lot of opportunity to play the list over the past 8 or 9 months, so I had a pretty good handle of what is needed and when. However, given the level of competition I would see in this event, I would need to muster all the skill I had.

 

 

Round 1: vs eButcher2 (tier)

Synopsis: There are a few matchups I really don’t want to see with my eMorvy list and after I surveyed the field before the event, there was a couple of lists I definitely wanted to avoid. At the very top of the list was Tom Hoffman, the defending TempleCon Hardcore Champion and his Doom Reaver spam list. The Doom Reavers can one shot my Ravagers, and, even worse, on a charge can one shot my Skin Walkers as well. Moreover Berserk means they are doing more work per model than one model normally would. I narrowly escaped it when I faced it at GenCon in Masters and in a condensed time format it would be decidedly worse being that it’s so well suited to pick me apart. So who do you think I get in the first round? … Tom Hoffman it was. The last time that Tom and I played it was TempleCon 2012 and also my first ever competitive Warmachine game at a Con. Certainly a lot has changed since then, and Tom and I have had some good banter back and forth about the eMorvahna/eButcher matchup. So while I’m not relishing this matchup in the opening round, I’m excited to have a go against an awesome player like Tom.

 

Going into the game, as I said earlier, I felt that Tom had a list advantage and to make matters worse he had first turn. There was a forest in the middle of the board that was going to impact the game; I had more Ravagers than he had Man Hunters. So I was hoping this would slow down the Doom Reaver rush enough to keep me in the game long enough that my Feat would put me over the top late. So on the opening turn the opposing line came blazing up the board, with Fenris bringing up the rear on my right side of the forest, and Butcher holding down the left of the forest in the rear guard. The Doom Reavers were funneling around the forest and creating layers in a strong positional set up by Tom; it would only allow me to deal with the front line. Getting the dice on the opening turnI made a quick decision to sacrifice my Stones and use them as Death Knell beacons to clear the front Doom Reavers allowing me to spring into the second line. I focused on the R side first as I had a wall on my near side for Morvhana to hug (benefits of going second). I dropped one Stone out in between four of the nearest Doom Reavers. I used the Stone Keeper to Rock Hammer (targeting the Stone) damaging the two nearest Doom Reavers, thanks to re-rolls. Then I was able to drop a Death Knell (through a Gallows Grove) to clear the other two. Then I sprung two Ravagers over and a Skinwalker into the next line to clear another half dozen Doom Reavers, leaving Reach models blocking my rear lines. The WoO on the left launched forward with the help of another Ravager to clear about five more off that side and one Man Hunter. I was not unhappy, but not feeling great, as the first turn of real damage was about to come my way, I knew Tom was going to get the most out of every model.

 

On turn two, the lone Warjack in Butchers battle group started to come forward, around the left side of the tree, and I lost my front swath of troops to the oncoming Doom Reaver charge. Turns out the front row of reach troops and distance I left between my models meant the Doom Reaver horde  was not able to reach further into my lines. Bad news was Man Hunters were pressing off the left forest seeing right through and Fenris astutely set to counter anything I did and threatening to win the game on the Feat. When I got the dice back I presumed Butcher’s Feat was coming next turn, so I wanted to get as much off the board as possible to limit the damage it would do, but I also needed to protect a few pieces so I could Feat to gain the upper hand. I started with a similar move as last time, dropped another stone forward on the right side to clear more models with the same combo used in the prior turn only being this time Morvahna was close enough to move out cast at the stone and Light Calv back. With the path clear three more Skinwalkers were able to get into the Doom Reavers and clear about five more. Then the Ravagers got into the mix and cleaned up about another half dozen models, and the WoO were also able to get forward and take out another six themselves. Bad news was my force was mostly completely exposed to the Doom Reavers at this point, good news was the horde of maniacs running at me was down below half of it’s starting numbers. Most importantly I was able have one model in each of my units safely tucked back; now I was  hoping my positioning was good enough that I wouldn’t lose a whole unit. With a deep breath I turned the dice over to Tom bracing for the Feat incoming.

 

Tom did in fact Feat this turn, and was able to dig all the way to the my rear lines after the Feat move with a few important models. He was able to get my Stone Keeper, my last Gallows Grove, my WoO UA, and both my Ravager attachments (using his Juggernaut to do so). I still had a few models in each unit left, including a couple Ravagers and about four of the WoO unit and one Skinwalker left. It was a decisive turn by Khador, I would be able to Feat my models back but I would only have limited models that could actually attack on my turn; this was my fear entering the game, would I be able to do enough with the active models I had left to limit his retaliation on the follow up turn. If this turn went well, my hope was I would put myself into position to start getting Pressure Points next turn. So I started with Morvahna, killed the nearest Doom Reaver engaging her. Moved Carnivore to the WoO as there was more of them left alive (and thus more able to attack and leverage the healing on Morvy), and then Feated down to a single HP to bring back 15 models that I had lost including bringing the Skinwalkers and Ravagers back up to full.The Feral trampled about three Doom Reavers to land next to Fenris, doing enough damage to dismount him, and hitting all of his attacks on the Trample. Then the WoO activated to clear the way for the Wold Guardian (and heal Morvahna back up to about half life), I was able to get my heavy beast into the Juggernaut to bring him down to barely functional. Then the remaining Ravagers charged and finished off the Jack. Feeling good about this turn, I had already survived eButcher’s Feat, and pulled ahead after my Feat; I was feeling like I was finally ahead in the game having the only two heavies left on the board.

 

The next turn was Butcher’s first to really get into the game. His resources were limited, and dwindling but he began to level the playing field with Lola. He came into the forest to clear a number of Ravagers, and his remaining force started to clear out what was engaging them as they had now been jammed in place by models Morvahna brought back with the Feat. Fenris was able to do some damage to the Feral, but not nearly enough.When the turn was over, there was only a single model in the zone besides Butcher; this meant I had an opportunity to start to put damage on Butcher with a Pressure Point. I took the dice and used my remaining pieces to clear all the remaining models besides Butcher. I trampled Wold Guardian into the zone however, was not able to put a scratch on the Warcaster. I was able to Control the zone scoring the first Pressure Point meaning Butcher would eat five points of damage.

 

With no models left and a heavy in the zone, Butcher had to deal with the Wold that was in his face, so he went to town on the beast dispatching him; and realizing that I still had the Feral and a few pieces left, Tom decided to blow the rest of his stack to clear as many models as he could reach. taking another five damage because I was still controlling the zone. I took the dice back knowing that if I moved Morvahna to dominate the zone, it would only take a few points of damage on Butcher to end the game. So I charged with the remaining WoO UA that I had feated back and as fortune would have it, they still had the mini feat! So I popped it and landed what would be enough damage to end the game once Morvahna moved into the zone. So Tom and I shook on an awesome game played! This was a monster win to get in the opening round of the tournament, and I was happy to be on to the second round!

 

 

 

Round 2: vs Gorten

Synopsis: In my second round I faced the fifth international player I had played on the weekend to that point He and I had played before, at TempleCon 2013 in the team tournament. He was playing Gorten then as well. However, since that time the Earthbreaker had come out. This really was a huge issue for me because He has the Auto KD on the two main guns, and normally I would keep myself immune to blast damage by staying B2B with the Wold Guardian, however with the Quake shot that would only make it easier to KD Morvahna and lose the game. That said there was also limited time to react and I was going to have to pay special attention to how close I got to the Colossal. I didn’t see it right away, but this really was very bad for me. Luckily I had the advantage of having a quick list, in shortened Hardcore turns.

 

I did win first turn and ran my Skinwalkers out on my right side and the WoO out on my left. The Ravagers went up the middle to the top of the hill where their DEF bonus would not be benefited versus the Colossal thanks to the Driller rule. Morvahna put up Fog of War and put Flesh of Clay on herself then separated from any nearby models. The Guardian and Feral moved up into the Stones that had ported further up field to threat the position of the Earthbreaker, just behind the Ravagers. My opponent took the dice ran the Colossal into place, and pushed his Forge Guard up as far as they would go. Dropping a wall out in front of himself, Gorten moved up to a strong position behind the Forge Guard, and was flanked by Arcanist Corp. The support solos moved up behind Gorten and the other infantry moved up to oppose the WoO on my far right. Lastly the Basher was able to circle out from behind the Earthbreaker and position between the Colossal and the Skinwalkers.

 

Turning the dice over to me, I charged the Skinwalkers into the Basher, and was able get some very good damage on him. The Ravagers then charged forward and got into the lines of the Forge Guard. They were positioned well so I couldn’t get passed them, but was able to get around a few to hold the Earthbreaker in place. The front of the Forge Guard were wiped, then the WoO launched into the infantry on the right pushing the line forward. I moved Morvahna to the very edge of the kill box as far from Earthbreaker as I could be, and up kept Fog of War and re-applied Flesh of Clay, this time moving Carnivore to the Wolves. Then I moved the Stones further forward, and put the two heavy beasts further forward to threaten the Colossal. My opponent took the dice and operated confidently, putting Tune Up on the Earthbreaker and then activating the Basher to Flak Field the Skinwalkers and using his attack to kill one.  Then the Earthbreaker when to work on the Ravagers and Skinwalkers nearest him. He put boosted shots into the Ravagers in front of him and the Skinwalkers near the Basher. Then used his Repeating Cannon to start taking out the KD Ravagers and Skinwalkers, taking out four of them was a reasonably productive activation. The Forge Guard then counter assaulted the Ravagers and started to thin their numbers even more. Gorten pressed forward still and put the Rock Wall back up and the Arcanists again moved to protect the key solos.

 

This was not going well as I took the dice back and I had to spend a minute to think through my turn. I was going to have to Feat this turn or risk losing my most important units. The WoO were going to be able crash home, but I knew my opponents Feat was coming next turn, so I would likely have two turns of non productivity out of my models and risk wasting my Feat on models that would just die on the following turn. The next important piece was that I was going to also have to be mindful of where Morvahna ended up. I really had no opportunity to go anywhere else with her. I decided to port the Feral over to the Basher to finish him off and spring the remaining Skinwalkers into the Earthbreaker to continue to hold him in place. So that’s what I did; the Feral ripped through the Rhulic jack quickly, allowing the last couple of Skinwalkers to get into the Earthbreaker. They were finally able to put some damage onto the Colossal; then the remaining Ravagers launched into the Forge Guard getting the UA to the Colossal. He landed a big rip on the Colossal meaning he had some measurable damage at this point. Morvahna then replenished her forces with the Feat and reapplied Flesh of Clay after upkeeping Carnivore and Fog of War. The Wolves then got into the mix with the remaining Forge Guard and cleared them off mostly, save for about two, healing Morvahna quite a bit. The new forces were successfully jammed into the opponents remaining pieces with a comfortable layer ready to counter assault after the retaliation next turn. I turned the dice over to my opponent feeling okay about where I was.

 

Gorten’s turn to Feat, and he activated first, pushing into the lines, Feated and pushed all the nearby models back and away freeing up his own remaining pieces to charge and push the line back further protecting his support that was keeping him in the game. Then used his Dual Handcannon to start taking models off. Then his remaining Forge Guard came forward and cleared out a couple of Ravagers. Then the Arcanists started to throw Flame Blasts at Wolves taking out some of the nearest, and dropping one cloud in front of Gorten. Then Thor Tuned Up Earthbreaker again and he used his guns again to clear out the Skinwalkers nearest him, KD the nearest set then putting them down with boosted damage shots from the Repeating Cannon. It really was tilting to have that shoot things down he was in melee with that are normally a bear to deal with. With most of my remaining models affected by Land Slide, my retaliation was going to be limited. Good news was the Feral was not affected and within charge range of the Earthbreaker. So that was the first order of business; if I could finish the Colossal this turn, I felt I would be able to hang on to win the game. So the Feral charges the Earthbreaker and puts six attacks into him doing enough to get him down to just a few boxes. The Wold Guardian was teleported in by the Stones into melee with the Colossal and was able to finish him off. Feeling great about that, I moved what Ravagers I could into melee with the nearest models and started to swing. I cleared the rest of the Forge Guard, and clipped an Arcanist. The Wolves had a few models outside the Feat and I was able to get two of them to Gorten and mini Feat for Power Swell. They did some reasonable damage on him (about half his HP). and the remaining models move forward into the group of support solos. Morvahna was now back up to full health, and camped three Fury upkeeping both spells again and reapplying Flesh of Clay. My position felt very strong now, and I felt that I had to make it through whatever last ditch effort Gorten had I was moving on.

 

On the final turn of the game, my opponent assessed his options and realized they were very limited. He opted to keep all his Focus, and try to kill the Guardian. After all his Focus was spent, the Wold was still standing; with two heavies looming over the Caster my opponent opted to concede the game. After a scary round two, I was onto the third, hoping for a bit of a reprieve in the matchups before the late rounds.

 

 

 

Round 3: vs Lylyth3

Synopsis: As I was saying, after last round I was hoping for a reprieve, only to look up at the board and see I was playing one Jake Van Meter; so much for that reprieve. I had just played Jake the night before in the team tournament, and seeing as I pulled that game out of my butt with Mohsar, I was pretty sure I wasn’t beating JVM twice in the same weekend, but we would give it the old college try anayway.

 

I did get first turn, but in this case it didn’t matter, the Legion list had plenty of guns, with a unit of Striders, Angels, Ravagore, Lylyth herself… you get the picture, there was a lot of guns. What’s worse is that Jake going second gave him the chance to get his guns across from where he needed them to be, the high volume low pow Striders would show down right against my WoO on the right flank and the battle group would lean on my Ravagers and tear into my multi wound models. Unfortunately I did not have a choice I had to get across aboard; if I was fortunate it would not cost me my Feat to get there. Up side was Jake wasn’t coming to me and this was Hardcore, so there was a punitive kill box and a short clock for him to contend with.

 

Opening turn, I blast across the board and threat saturate like a champ. I had a hill on my side of the board where I put my battlegroup blocking LOS to Morvy, and had a command bunker, WoO running up my R flank and the Skinwalkers advancing up the L,and Ravagers up the middle. I tried to space a layer that would leave some of his guns out of range of my second wave in hopes of saving my Feat. Jake took the dice, and as you might imagine I wasn’t successful in my positioning. The Striders on the R took out a half dozen WoO, and the front four ravagers went down to the battle group. He burned every inch of his clock to get through the attacks and made sure Lylyth was inside the kill box as to not take auto damage next turn; dice back to me.

 

So, that went as expected and unfortunately even running my second wave would not engage enough and as such I was worried about losing too many models to recover with my Feat, so Jake had successfully forced me into my Feat on the top of two. I was able to rush forward, engage his line and Feat my lost pieces back onto the table and engage the jam to slow his guns down, and put the pressure on him, half my models engaging his and the other half pending retaliation; clock back to Jake. He took a long minute to ponder the turn on how to not lose the game next round as Lylyth was potentially going to be exposed so this was his Feat turn. His plan was to Death Chill the rear line and wipe the first one. The support pieces came forward and started to clear the front line out to allow more shots. That was a tall task, and wasn’t as successful as I suppose he would have liked. He did successfully Death Chill or kill most of my Ravagers thanks to Angels, Overtake, and Lylyth. When he put the dice down, I only had about six models left alive that were not Death Chilled.

 

Well, my Feat was successfully burned, and he had managed to attrition me down to where he would have the piece advantage by the end of his next turn. I surveyed the board and decided to go for assassination, as Lylyth only had a single transfer left. I believed I could get four or five models to her, and spring a couple Sunder Spirits to finish her off. I up kept Carnivore on the WoO and for some reason had thought I had it on the Skinwalkers. So when I went in with them I needed hard 9’s to hit and not the 7s I had thought (thanks to Tenacity); to make matters worse Morvahna was out of range for Scales of Fate. I was moving quickly, and never thought to CMA, but it mattered not as my dice loved me enough to land two of my four attacks (yay Rapid Strike) on sweet 9’s. Then got one Ravager in on her, at MAT 9, who, after careful judge measurement, was within reroll range, and landed the blow that Lylyth would transfer. Then I tried to get two WoO into Lylyth with mini-feat up, however, again after judge help, it turns out I could only get one in, but it was still enough to get her down to very few life points. Given I only needed a couple points, I did not want to risk re-rolls on non boosted attacks, I went for one fully boosted Sunder Spirit, and landed it finishing the job.

 

It was a fast and furious contest with not only one of the best players in the game, but one of my favorite people to play with. I think we both knew what the others plan was, it came down to getting the chance to pull the trigger, and having the dice cooperate when it was needed. I was fortunate to have the chance and do it the old fashion way… who needs re-rolls anyway? 🙂

 

 

 

Round 4: vs Retribution

Synopsis: In the semi-final round I was paired up with Tucker, a local CT player whom had knocked off one of my teammates, Walter, in the last round. He was playing Kaelyssa infantry spam with eEyriss3 in the mix. Out of the three games I had played so far, I felt the most confident in my list heading into this match. High DEF infantry is what this list does well, and my recursion mechanic was strong in this matchup. I wasn’t going to get the alpha, but I wouldn’t need it as my Reach advantage was significant; just needed to avoid dying in a silly way to Energy Siphon.

 

Tucker jammed across the board quickly and popped Feat to ensure he would get ahead quickly. So I spread my Reach advantage across the front lines, and made sure to put Flesh of Clay on Morvhana to stop anything dump from happening and put Carnivore on the WoO. I felt like the next turn would be the worst of it, I braced and flicked the clock back.

 

Retribution did the best they could to crash home, and the Reach did mitigate what they could do significantly. There was a lot of gun fire from the MHSF that cleared off some of my front layer of WoO allowing the lead Infiltrator unit to get into my lines a little deeper. The Ravagers held their portion of the board up and the Skinwalkers were left largely alone being the farthest away. Getting the dice back, the damage incurred was not so bad at all. I countered with the WoO who were able to get some good work done. Then the Ravagers responded to clear another swath of models, including putting damage on a light jack that had come forward. Before I activated the Skinwalkers to crash in behind the Ravagers, I had Morvahna rotate Carnivore to them in order to get the most out of their attacks, she also Purified off Phantom Seeker from Kaelyssa before retreating with Light Calv. I decided not to Feat, as I felt that my units were mostly safe, and that he wouldn’t be able to clear them off during the next turn based on my position and jam. This was risky, but if it worked I would be well ahead next turn. Lastly my Guardian ported in to finish off the jack, and bait his remaining jack forward.

 

With Ret now back on the clock, Tucker lined up an assassination on Morvahna. He had his arc node forward, and his heavy to clear a path for some spell slinging. Eyriss’s unit crashed in and unfortunately her targets were Skinwalkers. She would have to kill a Skinwalker to generate a Quick Work shot on Morvahna. Fortunately he was unable to kill the heavy infantry which stops the assassination train. Full fledged damage control mode was the next play for Retribution, and on this turn, they were not able to get their full offering of attacks, meaning that the game was about to tilt into my favor. He did commit his heavy to kill the Guardian with some help, but his heavy was in my face and I was down one.

 

Getting the dice back, I knew this would be Feat turn for me, with the assassination failed, it’s time to capitalize; started with Morvahna, who feated back nearly all the models lost, and then I elected to box myself after the turn was over, so I would not be in danger of another assassination, and was sure to put Flesh of Clay up before I was done. Next we teleported the Wold Guardian in order to wipe the arc node further reducing any chance I could get clipped, and then the Ravagers surged forward to through the forest in the near middle of the table and cleared most of the infantry in the kill box; the Skinwalkers mopped up the area so it could be scored. The Feral charged in to finish off the heavy, and lastly the Wolves got into the last remaining pieces of the gun lines jamming them out. Carnivore healed Morvahna back to more than half her life, I took a pressure point at the end of my turn, but scored one in return.

 

Kaelyssa had most of her force gone, so she was forced to jam whatever was left into the zone, and put every available attack and shot on the Feral. Thanks to some hot rolls the Feral was unexpectedly taken off the table. The Warcaster moved around the forest camping what she had left and she took a position to try to threaten Morvahna next turn if she survived. On my turn with most of my army now back on the table, I moved all my pieces to clear the zone again. With another pressure point impending, Kaelyssa had moved into range of a Gallows Grove from which I could safely arc a boosted Sunder Spirit into her. I only needed a few points of damage at this point to auto finish Kaelyssa.when Morvahna moved into dominate the game was over. I got what I needed from the SS, and moved to the zone to finish off the game.

 

Phew! That one was way too close for comfort. The Energy Siphon is very serious and the Eyriss3 tech is scary as well. Eating the pressure point I felt like was the right thing to do given how far I was ahead on attrition, and it’s worth noting, why give your opponent a 20%er if you can give them a 0%er? Now… Onto the final!

 

 

 

Round 5: vs Butcher1 (tier)

Synopsis: As fate would have it, there would be another final table in a high profile event at a major con for Chuck and I; as he likes to say we only like to play at final tables in big cons :-). Chuck and I agreed to turn off the round timer on this one (with PG permission) and go until there was a final winner, as we didn’t want a TempleCon Hardcore final coming down to who jammed what into the zone as the clock expired. We wanted to see a Hardcore win with a caster dead; as it should be.

 

With that, it was pButcher and a Claws of the Dragon Tier list that stood between me and my first Hardcore win at a Con. They won the roll to go first (Tier benefit) deployed their two jacks in the middle with either unit of Black Dragon IFP flanking each side, and Butcher right in the middle. My setup was the same, with Wolves to my L and Skinwalkers to my R and the battle group in the middle with Ravagers out front.

 

On the opening turn he moved across the board and layered his front line in Shield Wall formation. With Shield March and Advanced Move from the tier, the IFP were nearly halfway across the board. They did not use the mini Feat, as really there was no reason to waste it when they could jam with with it next turn and I couldn’t reach a lot of Chuck’s stuff anyway. On my turn, I crashed with Ravagers cleared the front models, and filled in the gaps behind with my rear guard units. We had both successfully jammed the zone and I had taken first blood.

 

Chuck took the dice back, and the play was clear: Shield March, advance, and kill as much as possible then pop mini Feat, hoping to mitigate what I could do. Chuck was able to clear all but one of the Ravagers with his two units, thanks to some good CMA work, and got a Skinwalker and a couple of WoO. On my turn it was Feat time, as I only had a Ravager left, and didn’t want to risk losing all those bodies for good. I activated Morvahna, up kept Carnivore and Feated back everything I had lost. Healed myself a few and camped. Wolves then mini-feated, charged and cleared a good amount of IFP on the L. The Ravagers moved back to jam the Jacks and Butcher back, then the Skin Walkers went to Work on the R, killing a few more IFP, and a Kovnik. Despite their work, that flank was looking strong for Khador as I hadn’t killed as much as he did; good news was I controlling the other flank pretty well.

 

Khador turn, Chuck decided to push the Flank he was strong on. The remaining Kovnik activated to clear Butcher of a Ravager. Then Butcher activated popped Feat and rushed into a few more Ravagers and a Skinwalker. He easily dispatched the three models he was in melee with which allowed his IFP on the R side to really push forward and charge into more of the Ravagers, and clear a few more. Then his Jack ran forward to engage some of the remaining Skinwalkers so their next turn would be mitigated. On his weaker board side, Chuck’s other Jack moved forward to clear a couple of WoO, continuing to anchor that side preventing the zone from clearing. The last of the IFP pressed forward and took down another WoO.

 

On my turn, I surveyed the board, and saw that we were starting to run out of pieces, but I had to start to get rid of his heavies, and this would require using mine. Good news was one of his Jacks was nearly out of the game way on the L and at this point, not threatening to my battle group. I had my Warlock and two heavies to deal with Butcher and a Juggernaut. So I opted to port the Feral in, in hopes of one rounding the Khador heavy, which would force Butcher forward to deal with my heavy beast, hopefully leaving the warcaster exposed for retaliation my next turn. Let’s see if I can make it happen. Feral goes in and leaves the Juggy on life support. The Skinwalkers CMA to finish him off. On the L side the remaining Ravager and WoO clear off the IFP on that side and jam up the now lone Jack. I finish off my turn by moving the Guardian into the stones to be able to teleport to where the Feral was so Butcher could be dealt with, if he indeed comes in. I activated Morvahna, put Carnivore on the Guardian before ending my turn, setting up my counter plans for next turn.

 

Khador turn, and it quickly becomes apparent that Butcher is going to get his hands dirty. The Kovnik activates again, clearing the path for Butcher to the Feral. He is able to one shot the Skinwalker in the way, and clears a nice charge lane for Orsus to the Warpwolf. The charge attack missed, but don’t worry, he two shots the beast and camps the rest. Juggernaut does kills another WoO on the far side, and Chuck clocks back to me… and closes his turn proclaiming, “Let’s see if the bitch can kill me!”

 

Let’s see indeed!

 

The piece trade has happened as planned and now it’s go time, I up kept Carnivore, ported the Wold Guardian in, boosted the first attack roll and landed it, KD Butcher, boosted damage, then boosted my second damage roll and had him down to less than half life. Go, go Goat! She charges in, Life Trader and brings Butcher closer to the end, another attack, and I’m a few HP away; and her third attack with Life Trader and boost finishes the game, winning me a Hardcore Title!!!!

 

 

 

Overall what an amazing tournament! As I said at the onset, most difficult stretch of players I’ve ever had to overcome to win a single event. Kudos to all the guys I played, especially Chuck who proves every time I see him play why he’s the best in the game. Can’t ask for a better person to play a great game with, or have more fun playing against.

 

I have become extremely impressed with how truly versatile my list is; adaptable to a bunch of different styles, and it has performed so well across the board. After playing through this event this past weekend, I have to say it may be best suited for Hardcore. It gets across the board quickly, recursion in the opponents face, and makes it difficult to stop from eating pressure points. What’s more is Morvahna herself is difficult to assassinate with access to Flesh of Clay, Empathetic Link, Fog of War, Imperishable Conviction and the Fury mechanic which is another asset in the Hardcore format.

 

Couldn’t be prouder of my performance or how the list performed this weekend! An amazing event, with awesome opponents, resulting in one of the crowning achievements of my competitive career!