Five months, five states, five wins for DOGC!!!!

This past weekend out in Poughkeepsie, NY at the Dragon’s Den. Three of our team members traveled to participate, and finished 1,2,3!!! Patrick was victorious doing what nearly nobody has been able to do in a tournament this year, defeat teammate Anthony in a tournament event. Patrick wins the first tourney of his DOGC career! He did so by defeating each of his own teammates on the way to the top, Berger in the semi-finals, and then Anthony at the final table. Here is the narrative of the tournament, in his own words:

 

So Anthony prodded me to do a write  up of my road to victory, I am normally pretty bad at these since I forget many details, but I will do my best to give a good run down of my games.

My lists:

Points: 35/35
Supreme Aptimus Zaal & Kovaas (*5pts)
* Basilisk Krea (4pts)
* Titan Gladiator (8pts)
Immortals (Leader and 9 Grunts) (8pts)
Praetorian Karax (Leader and 9 Grunts) (6pts)
Ancestral Guardian (3pts)
Ancestral Guardian (3pts)
Hakaar the Destroyer (4pts)
Void Spirit (2pts)
Void Spirit (2pts)
Reinforcements
Bloodrunners (Leader and 5 Grunts) (5pts)
Bloodrunner Master Tormentor (2pts)

Points: 35/35
Archdomina Makeda (*5pts)
* Cyclops Savage (5pts)
* Titan Gladiator (8pts)
* Aptimus Marketh (3pts)
Cataphract Cetrati (Leader and 5 Grunts) (11pts)
Paingiver Beast Handlers (Leader and 3 Grunts) (2pts)
Praetorian Ferox (Leader and 4 Grunts) (11pts)
Reinforcements
Totem Hunter (3pts)
Void Spirit (2pts)
Void Spirit (2pts)

Pretty much what I used at NETT, with some small changes to the Zaal list. (A few thoughts on) my list construction:

Mekeda, was the brain child of Berger and I.  Berger planted the seed and I watered it and watched it grown into a wrecking machine.  The list is basically broken down in to 2 main elements, the Cetrati and the Ferox.  The glue that makes this work is Marketh to allow the spell cycling.  The list it designed to deny and harass at the same time.  The Ferox with Savagery can cover an massive 18″ of the board a turn, allowing me to get them in your back lines with ease on the second turn.  The Cetrati under Savagery can advance 10″ and still shield wall, also Mekeda has Defenders Ward, this bumps them up to DEF14 ARM22.  While the army seems like it plays straight forward, it is quite the opposite.  It takes a significant amount of patients and careful moving to make sure you line things up.  There is a Gladiator and Savage in the list as well, and those are normally the 2 that will capitalize on mistakes made by your opponent.

Zaal, this list has been through many changes.  Zaal has many nifty abilities that deny your opponent souls, and for every model your opponent kills his feat gets more and more destructive.  Again my list is based around 2 core elements, a denial unit and a harassment unit.  For denial I use the Karax, they are cheap and can keep Zaal safely hidden behind DEF12 ARM18, this is also supported by a Krea that can bump that up even further against shooting.  The assault troops for this list is the Immortals supported with an Ancestral Guardian.  I will sling the Immortals as far up as I can but only put 3-4 at a distance my opponent can get to easily, then 3-4 more will have back further to tempt my opponent to commit deeper, and the remaining back further normally to catch an armor buff from Zaal.  Haakar and additional AG’s are in the list to bring out the mighty Kovaas.  Kovaas is the keystone model in this list.  While the list could function just fine with out it, if my opponent brings Kovaas in to play and has no way to deal with it that is normally game for me.  There is a Gladiator in the list for heavy lifting if needed, but I have rarely had to bring him up to get the job done.  It should be noted that my most recent change to the list was to drop Swamp Gobbers and an AG to add 2 Void Spirits.  This change was made to take advantage of a few things, first if you have no/low magic weapon count I can walk them around to cause command checks, and try and shut down units. Second way I can use them, though I have not gotten to practice much with this, if I produce Kovaas on my turn to send them forward to split up your magic weapons to deal with multiple incorporal models.

Both lists were designed around the need to have both offensive and defensive elements.  I want to be able to deny you the ability to score points, while harassing your lines to create openings.  Mekeda’s list does suffer a bit from low model count, and can get overwhelmed, but Zaal can handle that with his higher model count.  Both lists can also suffer a bit to well structured gun lines, but (on Saturday at the event) I was able to weather Lylyth’s feat and take no loses with DW Cetrati; Berger was unhappy.

First game, Gauntlet (Center Scenario), my opponent brings a beast heavy PMorghoul list.  I can’t recall everything in the list, but Karn, Bronzeback, Gladiator, Brute, Paingivers, and an Agonizer were definitely in there.  I picked Zaal as my weapon of choice.  His other list was a Zaal list and I was banking on the fact he is not want a mirror match with the same casters.  His Morghoul list with a huge lack of magical weapons was going to cause him problems.  First turn I run everything forward, I fan the immortals out to bait him to kill a few and trigger Vengence; Karax make a line with everything else pretty much behind it; Haakar and AGs start getting into key positions to pop a Kovaas. My opponent does the same, and Morghoul puts Admonition on the BB. Second turn I advance further up the field, jam the control area on my side with Karax, and put the Immortals at striking distance to his front line.  I know at this point I am giving him an Alpha with Karn, but some of my models need to die to power the feat anyways. Haakar comes up behind the immortal so he can get some vengence action and my Gladiator moves to the right side of the board to help deal with his BB.  My opponent sends Karn to wreck a bunch of Immortals, charges with BB and fails, at this point Morghoul is stretch to the limits of his control area and having a hard time trying to keep pace with his army.  My turn I vengence forward to engage or set up charges, and get a few swings for nothing concrete.  Everything set I full bore this turn on my right I charge the BB with the Immortals on the right and get a lot of damage on him, on my left I tie up his Gladiator with is beginning to threaten my lines. I put some major damage on all his large beasts, and knock out some key aspects on some of them. I move Haakar and Gladiator in to key strike position.  My opponent answers by slaughtering most of the troops that are engaging his beasts, my feat tank is now full of bodies, and to do this he needed to run his beasts hot and Paingivers had already been used up to heal damage.  Morghoul move to my right side, and the brute is in front of him.  My turn, I check control and think that my Gladiator has range to the Brute but not Morghoul, so a slam will be required to make this work, only thing in my way is a BB.  Now the BB is already pretty messed up, but regardless I activate Zaal pop feat and Last Stand Hakaar.  Haakar charges the BB and wipes him out.  The lane is not open, Gladiator casts Rush on himself for free, since Awaken Spirit is on him, and slams the Brute.  I make it with a 1/2″ to spare.  With the feat I roll 3d6 to hit, and slam with ease.  Slam distance 4″, nicely puts the Brute on the other side of Morghoul, and puts Morghoul on his ass.  Gladiator follows up, and stops at Morghoul.  Forgot to make the collateral damage roll, but at this point it was mute.  I buy an attack against Morghoul that auto hits, buy a boost with the feat, and hit 3d6+3…one punch kill Morghoul.

Second game, Envelopment (Flank Scenario), my opponent – Berger -, brings his eLylyth list. So I don’t suicide (aka force myself into one list) in the last round, I play Mekeda.  My first turn I move everything up with haste, I try to play my Ferox back a bit to no take arrows from all Berger’s AD models. At end of turn Ferox are under Savagery and Cetrati are under Defenders Ward.  Berger moves up and still manages to catch 2 Ferox.  Second turn I bring in my reinforcements, Berger’s unit of Striders is in prefect striking distance.  I charge the striders with one void spirit who fails to connect, but this let me gauge how far I can charge the other one, the second charges in and hits, eruption of ash catches 3 more, and they fail the command check, totem comes in leaps and tries to clean up a bit more.  The remaining Ferox move and leap and get in Lylyth’s grill, having a hard time connecting but manage to get a few points on her, Cetrati, Savage and Gladiator form a wall to try and protect Mekeda and Marketh.  Berger’s second turn he blows his feat, shoots and insane amount of attacks at the Cetrati but fails to open up a hole to see Mekeda.  Does however get Pursuit on the Cetrati, which is important for my botch in the next turn.  On my turn, he has left Lylyth out in the open in charge range of the Cetrati.  I start off with Mekeda to put up Carnage, then I was going to move to the Ferox to leap and box in Lylyth, but I get excited and used the Cetrati first.  I make a my charges and runs, then Lylyth runs away.  Plans foiled!  Not to worry, I keep cool and just use the rest of the turn to do as much damage to his army as possible.  I bring the Voids over closer to Mekeda, and I use the Gladitor to slam a Raptor and follow up, unfortunately this puts me out of control so I can not kill the other on I end up standing next to…this seems bad but actually works to my advantage.  Berger bring Lylyth into my deployment zone and finally gets a bead on Mekeda.  I am on 2 fury, I take a few shots but do not transfer since the damage is not huge, and there are poison arrow Raptors going next.  Only 1 Raptor can get a shot, and connects for tons of damage, I transfer.  After all that Mekeda ends up with no fury on her, the Savage has 1 and in control and the Gladiator has 1 but out of control.  I leech the one and cut for 1, Gladiator makes his threshold.  Mekeda activates and puts up carnage, there are a few Cetrati that can make it to Lylyth but pursuit is still on them, and I will not make that mistake twice.  I check control and I can get the Gladiator back in control on the back side of Lylyth.  I walk him over and decide to do a headbutt, boost to hit, and with carnage and back strike I am basically MAT 10, hit boosted damage and Lylyth takes a dirt nap.

Third game, Guidons (Distant Scenario), my opponent – Anthony -, brings his Kromac list.  I had a choice of both lists, I decide Zaal is a stonger choice since I have played Zaal against his Morvahna list and it was a challenge with Anthony, and his Kromac list was short on magic weapons.  Do to a large building in my way my setup is subpar.  I move up with my standard fare sending the Immortals out in front to bait and strike with I move things into position.  I give up my void spirits early, not remembering that the Gallows is an arc node, this also allows Anthony to get Haakar pin down in a rift.  Most of my stuff out front is getting wiped out as it should.  I don’t manage to get my Guidon in the zone but Anthony does, allowing him to score 2 points on my turn and then on his.  Due to this frustration turn of evens I had forget to use Zaal’s abilities to had out souls.  On Anthony’s turn he continues is slaughter of my Immortals, but forgets to activate Gorax to kill the final one, he kills an AG that brings Kovaas in but with only 1 soul…weak sauce…but also leaves Kormac in strike range.  At this point Kormac has feated and has 7 damage on him and 3 fury.  I decide that this point even if I can get the guidon in my area to prevent the winning score on the end of my turn, Getorix can get to it and smash it to score on is turn.  So, it is time to get balls deep.  I bring Zaal forward and put Last Stand on Kavaas, drop my feat and sling a Hex Blast as some Bloodtrackers.  I kill enough to charge Kovaas up to full.  The move up was also needed to get the control area close enough to Kromac.  Kovaas charges Kromac and starts pounding on him, with 3 transfers only gets a little bit on damage on him.  If Anthony has not been mindful of that Kovaas would have wrecked face.  After all that was done and Kromac still stands I was worried this was over for me.  That I saw my salvation, the lone Immortal that had not been killed due to Anthony’s error of not activating Gorax.  I charge with it, and boost on the feat, boost damage from the charge and game over.  I think if Anthony had not made a mistake the game was his.

All in all, a great turn for us, Dark Omen took 1st, 2nd, and 3rd.  The store was awesome, and the people we played against were all good sports and eager to lean more about the game.  All of them are new to Warmachine, but that did not deter them from trying to hand it to us.  I think we should return there in the future, and help support their growth.  And as Berger would say 5 months, 5 states, 5 wins.  Go Dark Omen.

DOGC Presents: Boost for a Cure, Cancer Charity Event

Dark Omen Gaming Club presents: Boost for a Cure 2012 What: 35pt SR2012 in honor of a Dark Omen member.  All benefits will go to St. Jude Children’s Hospital.  32 player tournament (subject to change as response dictates)
What:
$25 entry
2 List Required
Character Restricted
Artifices In Play per Scenario
Deathclock
Baseline Painting (painting not required, all models must be fully assembled)
Where:Naugatuck Masonic Temple, Naugatuck Connecticut.
             130 Church St. Naugatuck, CT
When: October 27th, 2012 Registration opens at 10:00am Dice Start Rolling at Noon
Why: In honor of our friend and club member’s battle with Cancer, proceeds will going to St.Jude Children’s Hospital in his name.

The Skinny:
WE WILL RAFFLE OFF ONE FREE COLOSSAL!!! Every participant will have one entry to win just for registering for the event.  On top of that we will be rewarding the top 3 players with Steamroller Trophies. We are working with our local gaming stores to secure prize support for Raffles to help raise more funds for St. Jude Children’s Hospital. Food and Drink will be on sale at this event proceeds will go into the donation pool.
Pre-Paid, pre-registered players will be guaranteed a slot in the event.  After that it will go to the waiting list and then first come first serve. We wll announce when pre-registration opens (soon). If you can not attend this event but feel strongly about supporting our cause please donate to the PayPal account below.

We will be accepting registrations or donations via PayPal.  Please put REGISTRATION or DONATION in the notes of your PayPal Transaction when you send in your money so that we can make sure the right people are registered, and donations are separated. Send your registration or donation via
PayPal: darkomenclub@gmail.com. We thank you for your time. With your help we can run a great event and raise a lot of funds for a great charity.

-DOGC

DOGC shows up well at the NETT…

While we didn’t take home the trophy (this year), we  had an awesome time, played well, and were finally able to show off our new team shirts! First of all to Paul and Snakeman we have to send a special thanks for running a great event. The NETT continues to grow, and is something everyone in the region looks forward to each and every year. Now as far as our team performance, we sent two teams to the NETT, and we were proud of our participants for the time and dedication they put into preparing for the event. Here is what the teams and their perspective lists looked like, by team, in order of Captain – 1st Lt. – 2nd Lt.:

DARK OMEN (DO):

Matt

Jarl – Bomber, Impaler x2, Runebearer, Nyss Hunters, War Wagon

Borka – Keg Carrier, Mulg, Axer, Kriel Warriors w/ UA& Cabers x3, Kriel Stone w/ UA, Chronicler, Fell Caller, Saxon Orrik

Red Steve

pCaine Cent, Wyshnalyrr, JR, reinholdt, b13, ATGM w/ UA, LG Full, A+H: Reinforcements: min ForgeGuard w/Piper

eNemo3 (Tier 3) Finch, StormWall, 2x FireFly, Strangeways, 3x StormSmiths, 2x StormTower ; Reinforcements: min Stormlances

Anthony

Kromac – Ghetorix, Stalker, Gorax, Wilder, Bloodtrackers (full), Stones w/ UA, Gallows Grove; Reinforcements: Wolf Riders w/ War Wolf

Morvahna – Woldguardian, Stalker, Bloodtrackers (full) w/ Nuala, Stones w/ UA, Druids w/ UA; Reinforcements: Wolf Riders w/ War Wolf

DARK OMEN TOO (DOT):

Patrick 

pMakda – Savage, Gladiator, Marketh, Cetrati (min), Paingivers (min), Ferox (full); Reinforcements: Totem Hunter, Void Spirit x2

Zaal – Krea, Gladiator, Imoortals (full), Karax (full), Swamp Gobbos, Ancestral Guardian x3, Hakaar; Reinforcements: Ferox (min)

Alex

eHaley – Stormclad, Thorn, Squire, Gun Mages w/ UA, Precursor Knights (min) w/ UA, Strangeways, eEiryss; Reinforcements: Ironclad

Constance – Gallant, Precursor Knights (full) w/ UA x 2, Sword Knights (full), Journeyman, Runewood, Harlan Versh; Reinforcements: Ironclad

Don

pKreoss – Reckoner x2, Hierophant, Choir (min), EE Seneshal, Errants (full) w/ UA, Rhupert, Covenant, Visgoth; Reinforcements: Zealots (min), Vilmon

eFeora – Reckoner, Vanquisher, Redeemer, Choir (min), Ayiana & Holt, TFG (full) w/ UA, Vassal x2, Wracks; Reinforcements: Daughters,

Both teams spent time and effort to plan their lists, and their roster. DO decided to have Matt run as Captain due to his style of Trolls being particularly difficult to assassinate. Steve had the least amount of bad match-ups based on list builds, so he would play second, and despite his tourney record in 2012 Anthony would play third. He was most susceptible to bad match-ups, and in case an opposing team tried to hide their best player in the third spot, he was best equipped to handle that.

DOT went a more traditional route, Patrick captained the team, having far more tourney and Con experience, over a variety of formats, than his teammates. That experience is key when you try to settle into your first event. Alex was originally playing third, but on the night before, they decided to swap him and Don. Constance is an unexpected skew list, and would catch a lot of people off guard. Don’s two lists were much more traditional Menoth fare, and as such they felt stronger with him in the third position running anchor.

From a team strategy perspective, both teams agreed that they would save their feat for the final round, in order to position themselves best at the end. Additionally, the format being Divide and Conquer, not simply Two List Required, changed everything. It means that players would essentially be locked into nearly all their games after the first match. As such each of our players mapped out who they wanted to put on the table in the final round. This meant picking the caster/lock they felt most confident in, regardless of match ups. Once they made their choice and then worked backwards in preparation for what they would likely have to play in each round. However, as we all know, the best laid plans change when the dice hit the table…

Round 1 (Diversion)

In the opening round, as DO captain Matt has said, you are most susceptible to a defeat. Your mind is not as engaged as it is later in the rounds, and thus, mistakes even careless oversights can cost you an otherwise would be victory. As such both our teams took to the tables in the opening round:

Dark Omen – Matt opened the round in the Captains match, facing a Harbinger player. Matt astutely recognized that he would have to run everything into position in expectation of the feat next turn. Matt would be correct, and Harby would feat. Unfortunately his game 1 prophecy would come true, he moved Borka too far forward, and he couldn’t use the Keg Carrier to top him off. The plan was to bate Avatar, stumble away, and have Mulg put Harby on tilt. Unfortunately a sober Borka won’t stumble. Avatar was in range, and it took two swings to end the match. Two tables down, Anthony was engaged in a match pitting Kromac against eMadrak. His opponent faced Circle regularly, however, it was a radial and the threat ranges were not registering with him. Kromac, going second, got eMadrak stuck in Bestial and was able to get Ghetorix on the scoring flag to dial up two quick points and it was over by turn three.  This left Steve to carry the round. In his match, he pitted eNemo3 vs Kromac. He had survived some early poor dice, and ultimately traded Stormwall for Ghetorix and a Gorax. Had already removed one stone from each of the two units on the board, limiting what movement shenanigans were available. He was able to steal a control point w/ a Stormsmith early, and after some nifty triangulation, Steve was able to get a Firefly in for the last control point. DO 1-0 moving on to the next round.

Dark Omen Too – Patrick opened the match considering using the team feat, but the game plan was to save the feat until the last round, as such they saved it. pMakeda took the dice against eKrueger. The match-up wasn’t great, however he was fortunate that eKrueger went all in on pMakeda on turn 2, and failed the assassination run. Unfortunately dice turned against Makeda who left one hit box on eKrueger after pouring four Cetrati and two Ferox attacks into him. One shot from Eiryss on his opponents next turn and it was over. Alex, in his first tournament, fell victim to the first round follies. He picked Constance to face off against Mortenebra. He positioned everything correctly and was threatening both the zone and the flag with his feat still in his pocket. Unfortunately he forgot to move Gallant to protect Constance. Morty used Overrun to sling a fully loaded Deathjack into Constance, ending it on turn 2. Don’s game, due to the losses of his two teammates in the opening round was a mere formality. He had a mirror match vs Menoth, and he played eFeora vs eSeverius. It was a grind fest that lasted deep into the opening round. Ultimately the greater control range and strong use of the feat kept eFeora at bay unable to cross the midline of the table. As such Seve ground down Feora and ultimately won the game on scenario, DOT 0-1.

Round 2 (Incursion)

Dark Omen – Before each round DO huddled to review the lists and go over any quick tips to help each player. As they huddled before this match, they reviewed the lists and saw unfavorable match-ups, highlighted by Steve drawing what would likely be eHaley. They discussed feating briefly, and ultimately decided to stay with the game plan, fighting thru the poor match-ups. As was perceived early in the pre-match discussion, Steve’s game did not last long. His opponent was a competent Cygnar player, and the scenario dictated that Steve’s stagnate list would have to advance on the scenario to compete. He put himself on tilt starting the game, facing the uphill battle, and admittedly did not play well; which was worsened by the one flag Steve had easy access to disappearing. His opponent executed the feat, and ultimately won the game on scenario. About the same time Anthony’s game was coming to an end. Morvahna vs pBaldur. This was not a great scenario for Morvahna, as she likes to brick in the style Anthony plays her. However, his opponent played overly conservative being afraid of the long threat ranges, and not wanting to use his feat early, he bricked up. There was a favorable break for Morvahna when the flag she posed the least threat to disappeared. Anthony moved his force to clear the two remaining flags quickly, and took two early points, proceeding to lean on his opponent before pBaldur ultimately succumb to the scenario despite his feat. So now it was all down to Matt, who took early control of the game, playing Jarl and clearing Doom Reavers in the opening turn, and Kayazy in the second turn, scoring two CP by the third. Karchev was left w/ only two damaged jacks while Jarl had two Impalers and Nyss still on the board. Unfortunately dispatching the two units sapped too much time off of Matt’s clock, and after a failed attempt to crit slam the Kodiak off a flag that would have won the match, his clock expired and he lost the game, DO 1-1.

Dark Omen Too – There was one team that was not able to fill three spots on their roster, as such DOT was able to win their second round via a bye. Worth noting, Patrick did engage in a contest vs the only player on the opposing team in that round. Delivering Haakar under Last Stand on Zaal’s feat to the caster ended the game, as Patrick’s plan was executed perfectly, DOT 1-1.

Round 3 (Bunkers)

Dark Omen – Having now eaten lunch, both teams were disappointed that neither had made it to the semi-finals. However, there was still two rounds to be played. Each game lasted a while in this round, as the matches were relatively evenly pitted. Steve was able to card a victory in the first game that ended. Siege vs pCaine, and luckily, Steve was well equipped for this match. They traded gun fire for two turns, before pCaine was able to draw a bead on Siege w/o any focus. Matt’s game was second to end, and having never faced Damiano, Jarl’s force was chewed to pieces by Steelhead Riflemen, ultimately preventing Matt from being able to contest a zone, and handing him a loss. It fell to Anthony to deliver a win for DO, playing Morvahna again, this time facing Grim Angus. The scenario fit what Morvahna wants to do, bricking up contesting the zone and grinding the opponent down. Grim didn’t have an answer for Regrowth, and ultimately succumbing under pressure of the clock. DO 2-1.

Dark Omen Too – In the strongest showing by DOT on the day, Don took them out to an early lead in his game with pKreoss vs Calandra. It was a pop and drop for the victory, as Don executed the game plan perfectly, not having to worry about Star Crossed when you can KD everyone. In the next game to finish Alex carded a W with Constance vs pKrueger. The inability to use spells on most of his army was a strong factor in ultimately winning the game. Leaving a spell  on the Feral allowed Gallant to put him in the dirt with ease. The Iron Clad off the flank with the help of Precursors Knights were able to score the control points necessary to secure a victory. Their Captain, Patrick, ground his opponent down to the last seconds of his clock literally, before he made the final damage roll on Zaal as his clock expired, although the loss mattered not, his teammates had both won; DOT 2-1.

Round 4 (Outflank, Outfight, Outlast)

Dark Omen – Entering the last match both teams had their feat, and their opponents lost the roll, opting to feat, and DO then opted to feat back, putting the match ups back to where they were originally ensuring Steve and Anthony kept their strong favorable match ups. Captain Matt took the dice after a long day, sending Borka to the table for the last time, this game vs pBaldur. A well played feat by Baldur made the scenario a foregone conclusion as Borka wasn’t able to get anything to the CP to contest. Anthony’s game came to a conclusion shortly thereafter, Kromac against Bethayne. Kromac was able to get Bethayne’s force under Bestial early thanks to the feat, negating the Hex Hunters, and after some fancy use of power attacks, and Warpath, with some reinforcement help from Wolf Riders, Anthony claimed the game on scenario points after removing most of his opponents army from the table. Steve was last to finish, having never relinquished control of the game versus Harbinger with eNemo3, however his biggest challenge was the clock. A turn after scrapping both the Reckoner and Avatar, he sent Stormwall into Harbinger, thanks to Martydom damage, he one shot her for the victory, DO 3-1.

Dark Omen Too – They team feated to shift the match-ups to a more favorable set, and sent Patrick and pMakeda vs eMakeda. His opponent made an early mistake allowing Patrick to take control of the scenario. However, eMakeda wa able to carve a hole for an Archidon to end the day for Patrick on a loss. Don drew the short straw on match-ups facing Terminus. Tough ruled the day, none for Don’s Errants, and all of them for his opponents Banes. Ultimately Terminus was delivered to Kreoss at ARM 28, he was able to face tank the damage, and put Kreoss into the dirt the following turn. Alex was left to a game of pride, after his two opponents had lost, he had eHaley against Kromac. They traded CPs early, and Haley was able to deliver a Stormclad to Kromac, however unable to kill him, and then feated locking things in place. However, his opponent being worn down by the day, used his Gnarlhorn to kill Thorn and Warpath away from the Control Point, handing the game to Haley via scenario, DOT 2-2.

Reflections of the day…

A few note worthy performances by the team: Top billing is Anthony going 4-0 on the day, he was one of only three players (out of 46) to do so in the event, amassing 9 CP’s, with three of his four wins coming via scenario; it was a dominant tournament performance. Steve and Alex both went 3-1, Steve showing off his new Colossal, and warcaster 3-mo, was surgical like in each of his wins, leading both teams in PTS destroyed. Alex showed up strong in his first tourney; after losing his opening match he would not lose again, playing very well over his final two games winning both by scenario. Overall DO finished in 5th place, a mere few tie breaker points out of the top three, and DOT finshed 10th, near the top of the 2-2 teams.

Additionally, the preparation for this tourney definitely lead to the team being able to win 13 games over four rounds. Understanding all of the scenarios, playing under a clock, and knowing how to score CPs and go for PTS destroyed showed as we won the majority of our games played. Plus as our players recognized early on, they more prepared than most of their opponents when it came to how to score, win, and leverage a scenario. Finally, least we not forget this was  our first team event, as such we have to be proud of our effort, and the results.

Some suggestions to those thinking of embarking on this endeavor; first off you should refine your lists and commit to them as early possible. Once committed play them exclusively for the final few weeks leading up to the event. You’d be surprised how the repetition can alleviate the stress of a crowded tourney setting, especially early on. Practicing scenarios is also very important to your prep, for everyone on your team. Finally there is no hard and fast rule about how to set up your team. The ‘best’ player doesn’t necessarily have to play as Captain. Teams mismatch as a strategy some times, and most times the teams you face are comprised of equal caliber players (because they all come from the same dojo). The real question is about match ups, and your team feat. Practice your list matches, and decide when and how you want use your feat. The Captainship is for the person who wants to take point for the team, organize the practice effort and make sure everyone is prepared for tourney day. Other than that, have a ton of fun, just like we did…

Dark Omen Goes to NETT

Dark Omen this past weekend sent a pair of 6 members in 2 teams to the New England Team Tournament this past weekend. On Dark Omen 1 We had Anthony, Matt, and Stephen; on Dark Omen 2 we had Alex, Don, and Patrick. Dark Omen 1 ended up placing 5th and Dark Omen 2 placed 10th. We  all had a great time and meet a lot of great people. Now for a photo dump, we will have some battle reports up later.

This slideshow requires JavaScript.

Thank you, thank you, THANK YOU to our new sponsorship partners…

We are proud to announce that we have reached a sponsorship agreement with our two home stores: Clockwork Comics (http://www.facebook.com/pages/Clockwork-Comics/117163148320473) and Flagship Comics (http://www.facebook.com/pages/Flagship-Comics-and-Games/162650580439480)!!! Please use the links to find them on facebook and like their pages. Both great stores, where we are lucky enough to hone our skills and purchase our toys… We are looking forward to representing them well, and greatly appreciate their partnership!

Clash for a Colossal – 20pt. Tourney … another DOGC win!!!

This weekend I played in a nice four round event at BNI in Torrington, CT (http://www.bnigames.com/); special thanks to Howard who hosted the event. BNI will be having events on the same Sunday every month, giving away great prizes so look out for those in the future. This is not my LGS, but Sunday’s tournament, however, was too hard to resist, despite the hour long drive across the state; as we were going to compete for a Colossal!!!

None of my DOGC teammates could join me to compete in this event, so it was up to me to represent us, and hopefully represent us well. I have been playing a LOT of my main faction, Circle, preparing for the NTT next month. However, in events that only allow one list (like Hardcore), I find the Circle ‘locks I play are more likely to fall victim to ugly match-ups. As such, I decided to return to my Hardcore list roots, and play my other faction, Cryx, using Terminus. Some of you might remember I won a Hardcore event earlier this year (up at the Whiz) and the list I played Sunday was a stripped down version of that list. With zero prep time, this list is tried and true, as such it’s easy to reach for it, and take my chances no matter what I face. Noting that, here is the list:

Terminus
Seether
Bane Thralls full
Tartarus
Pistol Wraith

These are the main components of the full list, and there isn’t any bells and whistles. The premis is to use the Banes to take out whatever actually poses a credible threat to Terminus, use the Seether to bait off of Terminus, while Tartarus and Pistol Wraith support the above by way of their individual special skill set. The tourney was 20 points as noted, single elimination (no consolation prizes), and had no scenarios; so straight caster kill, with 90 minute rounds. Now to roll the dice…

Round 1: vs Skorne

Opposing List:

pMakeda
Molik Karn
Archidon
Nihilators min
Beast Handlers min

Synopsis: The opening round opponent was a semi-regular player at my LGS, so I was fairly familiar with his play style, and the Molik Karn bullet was going to be in order. I lost the starting game role, and my opponent opted to go second, taking the side with a nice fat obstacle in his deployment zone, to my far and deep R. There was terrain in the middle, hill piece. Nothing else worth noting that would play into the game. I deployed Terminus center massed, behind the hill, Seether and Tartarus to his R, and Banes to the L, supported by the Pistol Wraith. Skorne deployed everything to my R side of his deployment zone directly in front of the large piece of impassable terrain. He was foreshadowing his late game strategy early.

My first round was standard fare, Malediction up on Terminus, charge him forward to the top of the hill. Ran the Banes up the L to the middle of the board in front of Terminus, PW back round them to the middle, Seether straight away and flanked Tartarus in the backfield behind the Banes. Skorne moved the Nihilators to the middle of their brick style setup, with the two heavies behind. and Handlers and Makeda in the rear. Put Defenders Ward on the Nihilators and Savagry on Molik Karn.

Second round it was time to feat, Terminus activated first, upkept Malediction and charged in to take out two Nihilators. Tartarus then followed up charged the Nihilators, Cursed them and Threshered four, two made tough rolls, also making two Banes. Speaking of which, the remaing Banes followed up, and closed ranks getting nearer the action. Seeither charged in and earned Terminus another Soul, five in total, sitting at ARM 29 in front of Molik Karn I was okay with his status. The Nihilators activated and failed to kill a Bane. Archidon activated, killed a Bane, and put Lightening Strike on Makeda. Molik Karn used Savagry to shimmy across the line I had built, from L to R, killed a Bane, then poured damage into the Seether, crippling both arms, but he was still standing. Staying at full Reach he put Fate Walker up. Makeda had the same, and both retreated back round the large obstacle. The game of cat and mouse would begin.

Turn three Terminus and the Banes mopped up the Nihilators, the Archidon, and nearly all the Handlers. Makeda and Molik Karn took out a few more Banes, and retreated back behind the large Obstacle. Following turn it was time to start trapping them behind the obstacle, Terminus flew to the far L of it, Seether to the R w/ Tartarus, and Banes in both directions w/ the leader in the middle. Molik Karn charged Terminus out fo the back, and took out about half his health. Banes and Terminus finished off Molik Karn on the following turn, and Banes crashed the back side of the obstacle into Makeda. Only one reached and failed to do anything. The next turn she escaped the free strike but was unable to get past some very Tough Bane Thralls that stood between her and Big T. Failing to reach Terminus, my opponent opted for concession.

Round 2: vs Cryx

Opposing List:

Witch Coven
Deathjack
Nightwretch
Bane Thralls min
Tartarus

Synopsis: The mirror match is never fun, and w/ Cryx even less so; especially when you want souls. There would be no feat this game. My opponent won the starting game roll, and once again opted for second. We were on the same table I had just played, and this time I would depploy on the opposite table edge. Mirror matches are difficult for many reasons, most of all equal threat ranges. That being said, in this game to overcome the inevitable dance, I decided I’d have to offer something to control the initiation of the piece trade, and for me it was going to be the Seether.

Opening turn I ran into position as always, with Malediction up on Terminus. My deployment had the Seether to my L, with Terminus in the middle, Pistol Wraith and Tartarus to the R and between Terminus and the Seether was the Bane unit. With everyone into position, I turned the dice over to my opponent. On the opening turn for him, he put Infernal Machine on the Nightwretch and ran him over the hill into position to arc into Terminus. Expecting Curse of Shadows, instead it was the beginning of a game full of Stygian Abyss attacks on Big T. The rest of the force inched forward and Deathjack most importantly stayed on the hill to my R, not coming close to the game at this point.

I took the dice back and decided this would be the turn to position the first piece exchange. I charged Terminus into the Nightwretch and dispatched of him easily thanks to the Malediction. Next I activated the Banes and moved them around the wreck maker into two lines on the hill, a front and back row was established; four and six respectively. Then to to offer the Seether, I ran him to front side of the hill in front of my Banes, on an angle across from his Bane unit. Pistol Wraith moved up w/ Tartarus hanging back. My opponent swiftly activated Tartarus and moved up to curse the Seether, to ensure his Banes could make it to the hill to engage the Seether. Then the Banes took to attacking the Seether; five Banes in total made it, and he was scrapped, one Bane hung in the back. Coven would move forward and Feat, which would allow Deathjack to advance into the game with no fear of attack.

My turn three started, and I had successfully begun the piece exchange with the Seether down, the path was cleared for the Banes to engage their opposing counter parts. I moved up Tartarus, to within 5″ of the closest Bane to get them Cursed. My unit of Banes were not far enough back to need to charge, and most were close enough to be able to see their targets despite the feat. They were able to engage 5 of the 6 Banes, and dispatch all of them. I moved up my Pistol Wraith to fire on Deathjack, hit the first shot, missed the second. Successful turn for me was completed. My opponent took the dice for his turn three and opted to have Deathjack charge the cluster of Banes on the hill as he was able to get his hands on about half the unit. After failing all the tough rolls, half the unit was gone. Tartarus charged the Pistol Wraith and whiffed, but the Curse on my Tartarus would help his last Bane dispatch my Bane Lord. Coven moved up to put Veil of Mists up in front of the Terminus and the Banes blocking LOS to most the game.

I took the dice back, started with Terminus, moved into the Veil of Mists and was able to reach Deathjack subsequently getting a nice dent in him and with in effect of Malediction while not spending Focus. The remaining five Banes were in the cloud, not far enough to prevent a charge on DJ. All five would land shots scrapping him on the final roll. My opponent took the dice, and started the retreat with his own Tartarus and remaining Banes.

For the second time today the game of cat and mouse would ensue; as such I ran my Banes across the board, and Terminus to follow. Since everything was out of charge range for the Banes, Tartarus was able to counter charge and thresh three of my Banes, and one made a tough roll. The last Bane took on another Bane, and I only had one left at that point that would actually be able to do anything next turn, along with Terminus. Coven activated, put Veil of Mists in front of Terminus again and moved further back onto the hill on the far R corner of the board from where I stood.

I took the dice back and Coven were in strong positoin, having Tartarus and a Bane a good spot that could not be directly charged by Terminus and the Coven perched nicely on a hill. The only thing I could see was my own Bane on the ground, thanks to the Veil, as such I opted to charge him, was successful, dispatched my own guy after rightfully failed his tough roll, took my second initial on closer opposing Bane, then bought one on Tartarus, the dice +1 was not enough to take him out. However, I was not going to spend another Focus, as I had my last Bane in range. He in fact charged in, and was able to dispatch the Bane Lord. My opponent took the dice, and noted the clock on the game round, and opted to try to squeeze a tie, casting a flurry of Stygian Abyss, was able to get the crit on the second attempt, getting Shadow Bind on Terminus. They opted to get the last Bane off the board and not move off the hill, and used the last of their Focus to Stygian Abyss him, successfully done and a failed Tough roll removed him from the board.

Shadow Bind prevented me from moving, but not shooting, and I had an nice 10″ Spray and my opponent was not spreading his Coven out at this point, they were in a close cluster on a hit, just enough to drop the fat end of the spray on all four models. I did so, needing 10’s on Egregore and 13’s on the Coven. I would take this opportunity, and new I had to hit somebody with four boosted attempts. I missed the first witch but landed on Egregore, and at dice even rolled fire on damage, 15, my opponent spread the damage evenly across all three witches. I missed the next witch, but hit the last, in another solid roll. Opted not to boost, and at dice plus two, with only three boxes left she was auto dead. One mistake in retrospect, was that I should have feated that turn, not a huge deal, but none the less it would have netted me a soul. With one witch dead, the Focus pool was significantly depleated, and Perfect Conjunction was disabled. This meant that they were able to only try one Stygian Abyss, failing to crit, or hit for that matter, they only had two focus remaining. there wasn’t enough room on the board for them to move out of threat range. As such Terminus was able to charge Egregore, and put everything into the dirt on the first swing.

Round 3: vs Menoth

Opposing List:

pKreoss
Revenger
Repenter
Crusader
Templar
Mechanik

Synopsis: My third round opponent, was a newer player that was mostly using a battlebox, but having won in the first two rounds, he was using it to great effect. Prime Kreoss is a beast and KD on everything is hard to overcome especially when there was some heavy hitters in that bunch that Terminus didn’t need to see up close and personal, unless it was on his terms. I again lost the starting game roll and my opponent opted to have me go first. I deployed, and this board was one of the more interesting I had ever played on. The board was made entirely of sand, with some terrain pieces scattered throughout, and a river on my L that ran the length of the board where you rolled dice. It was a unique experience for sure.

Start of game I had a sizable obstacle just out font of my deployment zone, and with trees scattered on the L half of the board, the most open terrain area we had was on the R half. I setup the Banes to my L, center massed as the table stood, Terminus and Pistol Wraith behind the obstacle, and Seether on the R side of the table, very edge, with enough room to move past the obstacle. Tartarus was on the L of my Banes on the opposite end of my deployment from the Seether. Everything moved up and, despite Kreoss anti upkeep abilities I decided to put Malediction up, and see how my opponent handled it. On his turn he took the dice, and decided he would face tank my alpha, moved both heavies up in front of Kreoss, then the Repenter up , dropped a flame template on four banes, killing one after rolls and Tough checks. Additionally the Revenger charged a Bane, killed it, then Kreoss arced Cleansing Fire onto more banes, and killed another one. Not a bad opening turn for the Menites, then I took the dice.

Unfortunately I would not get a feat this game either, but there was a mechanic on the board, so why not. He was in range, behind the two heavies who were adjacent to each other. I charged the Crusader, feated, put the two initial attacks into him, doing poor damage, but landing the crit pitch on the off hand attack. I opted to throw him into Kreoss, hit and KD both, unfortunately neither damage roll was good, I only did two damage to Kreoss. Had I done more, I might have had the Pistol Wraith go for the victory. Instead, I decided that the Crusader was the biggest threat to Terminus on the board. As such I used the Pistol Wraith to get Death Chill on him, so he would be out of the game next turn. Tartarus activated and Cursed the Revenger. Then the Banes activated, charged one into the Templar, one into the Repenter, and the rest into the Revenger. After some horrendous rolls on the Revenger, I did not scrap him. The one Bane on the Repenter did nearly half the damage on one swing. Weird how that works out; both were still standing. The other Bane put some good damage on the Templar, with Malediction and Dark Shroud. However, he was there to make it easier for the Seether. I charged the Seether in, landed my three initial attacks doing really poor damage, and my opponents marker broke on the third damage and spread ink on the card, so we were not really sure how much damage he took. He wasn’t dead for sure, so I opted to chain attack smash and grab into Kreoss. However, again I did not roll great, did another couple of damage on Kreoss, and all three were on the ground. Overall, it was a very unsuccessful turn, IMHO. My opponent took dice and I knew the feat was coming. He KD’s everything. The Crusader was effectively nuetralized, and the Templar would have to do the heavy lifting. The Revenger did not get any focus, and just used his one attack to destroy a Bane, and turn to face the arc target. Kreoss activated and KD’d everything, then dropped an AOE on Terminus the Pistol Wraith and the Bane; Pistol Wraith made a tough check and the Bane failed. Repenter then turned his flamer on all of them, and finally took care of the Pistol Wraith, and then set Seether and Terminus on fire. Templar charged in on Terminus, after spending one to stand up and one to charge, only had one left, so he opted to boost the attack roll hit, and damaged, did 5 damage. Then turned the dice over to me.

I had 7 focus, spent one to stand up Terminus, and one (free) to stand up Seether, and one to upkeep Malediction. Seether moved forward, chain attack Smash and Grab on the Templar, and threw the Templar into the Crusader; both were KD again. The lane was now clear for Terminus, who would charge Kreoss. My opponent conceded once it was determined that Terminus was in range of the charge.

Round 4: vs Menoth (again)

Opposing List:
pKreoss (again)
Reckoner
Redeemer
Temple Flame Guard min
Choir min
Vassal
Mechanik

Synopsis: My final table opponent was a player I had played in the past before, however, not often as we don’t play at the same LGS. He is a long time Menoth player, and was familiar with my Terminus list. I finally won the starting game roll, and opted this time to go second. This table had a lot of terrain, and was mostly hills. he deployed in waves TFG up front, jacks next, and Kreoss w/ support staff on a hill deep in deployment. I deployed my Seether to the L of my zone, w/ Terminus on a hill center massed, and Banes to the R w/ Tartarus. Pistol Wraith was on the L.

On the opening turn, he ran everything forward in the same order, and promptly cast Lamentation, as he did not want Malediction in play w/o it being painful to me. My turn, I obliged and even though was not in CNTL range to be affected by Lamantation, I decided it would not be used this game. I ran Seether to the hill, Terminus ran over the top of him to the L off the hill. Banes forward of the hill, and Pistol Wraith with Terminus on the L and Tartarus on the R.

Turn two he was in range of my front line, upkept Lamentation and Defenders Ward on the TFG. Kreoss first, activated and feated. He KD’d my whole force, but did not have range to everything. The TFG charged, and the primary mission was to kill Tartarus. He only had two that could reach. Was able to do enough damage to force a tough roll on the second swing, and I failed the Tough check. I would only make one the entire game. Between the TFG and Redeemer shots, he would kill about half the Banes. Reckoner tried to assault the Seether failed to get into melee range, but got the shot in. Everything else stayed away.

I took the dice, spent one to stand up Seether, and Terminus. The next portion of the game is important to anyone who plays in tournaments, it’s IMPERATIVE you mark your board with tokens to acknowledge what effects are in play. I charged the Seether into the Reckoner, hit doing about 7 damage, only to have him trigger Enliven. It was not marked, and anyone who has experienced this misunderstanding would concur that is a very frustrating experience when a critical game effect is not shown on the table, especially at the final table of a tournament. Obviously agitated by the sequence of events, I gave my opponent the gift of feedback as to why not marking things like that are important. I consented and he took the Enliven move, advancing the Reckoner away and I used the remainder of the activation to kill TFG. Now realizing this game was about to get significantly harder, I activated Terminus who had five Focus left, I feated and moved into melee range of three TFG. I needed 8’s to hit, and boosted the initial attacks to garner the soul exchange for ARM and removed some TFG from the table. Everybody else forfeited move or action but nothing else was killed, so no more souls.

My opponent took the dice and sent the Reckoner right to the Seether removing him from the board, and all but a single Bane. Now it was Terminus versus nearly the entire Menoth force. Terminus and I were not concerned, however, as we had been here before. With everything in close proximity to Terminus except for Kreoss and the Choir, I decided to run Terminus across the board to face tank Kreoss, putting my ‘caster in the back arc of all the jacks and out of walk distance. My opponent decided to drop Defenders Ward, and upkeep only Lamentation, wisely camping the rest. Moving everything into position on Terminus.

The game of cat and mouse was afoot again, this time different than before. I was flying around the board, staying in the back arc of the Reckoner, unafraid of everything else. The Choir who had previously failed their Abomination check, were an easy target; I garnered two more souls on my two initial attacks. I was in the middle of all his forces and still behind the Reckoner having flown back over the top of him again. My opponent gave three to the Reckoner, and tried to lay into Terminus, and did about five damage throwing everything he had in his bag at him. Kreoss ran as far as he could away as he had only three focus.

Terminus now at ARM 26 would once again fly across the board, to once again face tank Kreoss. Rinse and repeat the turn where he had nothing that could reach Terminus and Kreoss upkept Lamentation and camped the remainder. Now being in melee range of Kreoss and not having to run to reach him, I moved to the opposite side of Kreoss and took a swing, hit and opted to boost damage, and was able to do 7 damage. My second initial missed. I camped the rest, turned the dice over to my opponent.

Seeing his ARM at 23, and Reckoner in Assault range for the first time since this cat and mouse game started, my opponent thought this would be the turn he could put Big T into the dirt. He activated Reckoner, assaulted and failed the hit roll. Hit his initial charge attack and did four damage. Opted to buy and boost the attack roll and did another point of damage. Terminus had taken about 10 damage at this point. Kreoss charged from within engagement, and after using all but one Focus was only able to do another bit of damage. Kreoss was standing next to Terminus, and both players knew the tournament was a mere formality from being over as I took the dice. One boosted attack and damage roll by Terminus was all it took; I had one the event…

In retrospect a few things I took away:

1. Terminus, in small games, is a relatively poor choice. In games of this slight scale mean mostly battle group and typically limited model count, meaning even more limited soul count. In the last three games I garnered a total of four souls combined over the three rounds as a result of the feat. Without his feat, and especially without the free upkeep from the Combine, he is a paltry ARM 23. He took damage in all four rounds, and was not nearly as survivable as you would come to expect.

2. Please, if you play in tournaments, mark ALL of your effects. The days can be long, especially in an event like this that runs four rounds, lots of happening and games blend together. Forgetting something small can ruin an otherwise well played game and leave to hard feelings. Worse it puts your opponent in a compromised position of feeling guilty if they prevent you from using your unmarked ability, and worse, could ultimately lead to a hollow victory.

3. Small point games are much more interesting of a test than you might remember, if you grown accustomed to the large 35,50 or even 75 point games. It’s hyper focused on the bare strengths of the force you’ve put together. The chess game is there right from the beginning, each resource is valuable, as well as limited, and every move has strict repercussions. Engage in these games and events, they are an excellent change of pace, and loads of fun w/o out the extra time spent.

4. Play games all the way to the end, and you can turn games around, even those that start poorly; especially if you are using a Warcaster. Camping focus creates conundrums, and many ‘casters can get themselves up to ARM 23 or higher with the combination of buffs and camping. That is a tipping point that makes you very difficult to take down, and it’s not a late game strategy that’s exclusive to Terminus. Play the game to the end, and force your opponent to win, don’t offer it over.

5. Lastly, delicious are the spoils of victory…

 

 

hope you enjoyed, and feel free to contact me w/ questions!

A.

SR 6/9 Results and Pictures

Dark Omen went down to GamingEtc in Stratford last weekend for a great tournament. The Spot for first came down to our own Don vs. Matt Jandreau of http://steam-poweredgamer.blogspot.com/. In the end Matt proved to be the winner, so congratulations to Matt!!

Here are some images form the event.

This slideshow requires JavaScript.

The Results thanks to the TO as are below.

Number Player Name TP1 SoS CP1 AP1 Faction Casters
1 Matt 4 10 0 99 Circle Baldur1 | Krueger1
2 Frank* 3 10 1 99 Cryx Terminus | Skarre2
3 Berger* 3 8 6 61 Legion Bethayne | Saeryn
4 Don* 3 8 3 70 Menoth Kreoss1 | Feora2
5 Walter* 2 10 3 38 Menoth Feora2 | Vindictus
6 Kaleb 2 10 1 100 Retribution Kaelyssa | Ravyn
7 Adam 2 10 0 87 Khador Strakov | Irusk1
8 Patrick* 2 9 0 89 Cygnar Sloan | Nemo2
9 Eric 2 7 4 82 Menoth Kreoss2 | Severius2
10 Nick 2 6 1 82 Cygnar Sloan | Haley2
11 Jorge 2 5 3 72 Cryx Deneghra1 | Skarre1
12 Andrew^ 2 3 0 84 Khador Butcher2 | Old Witch
13 Haney 1 8 1 51 Trollblood Borka | Hoarluk2
14 Alex 1 6 1 22 Khador Old Witch | Sorcha2
15 Eddie^ 1 6 0 60 Cryx Scaverous | Mortenebra
16 Tom 0 9 0 55 Khador Vlad1 | Sorcha1
*DO Member, ^Dropped in Last Round

Hardcore Tournament Win at The Whiz – Cryx 1st Place – May 2012

This past weekend I played in a Hardcore tourney at The Whiz in Westborough, MA representing Dark Omen; played Cryx and won!!! As such, I wanted to share my battle reports, please enjoy, and feel free to shoot me questions or comments… Special thanks to The Whiz and their Press Ganger, Craig, for allowing a few CT boys to come up, as well as hosting a really nice event, and to the participants who were all a lot of fun.

Tourney: Hardcore – 35 point, 1 list, Death Clock variant, Close Quarters (all rounds)

My List:
Terminus
Seether
Satyxis Raiders full w/ UA
Mech Thralls full
Necrosurgeon
Withershadow Combine
Darragh Wrathe
Madelyn Corbeau
Saxon Orrik

A few notes on strategy and list building; originally I was torn, between playing Circle (my main competition faction) and Cryx. I had done some experimenting with eKaya, but as the event drew nearer I could not sort out her bad matchups. I had not prepped anything else in Circle for hardcore, and I turned to Cryx. The list above has been vetted out since I started playing Cryx when their faction book came out in Mark II. However, I needed to spend a few practice sessions leading up to the event becoming used to the time constraint with a list that has 30+ models in it. I was more comfortable playing Big T against unfavorable matchups than anything else I had in my collection. In a Hardcore tourney you want the most straightforward play possible, IMHO, so Big T is as straightforward as it gets.

Using the feat timely is the key to the success of the list, and not overextending Big T, as you may well want to, ensures that his reputation of being durable will in fact hold up. The right blend of aggression and respect is what it takes to work well. The list is pretty standard fare for a Terminus build. I have play tested with a Skarlock instead of Saxon to cast Ravager on Terminus and save him the Focus, and also have used a Saytxis Captatin as well, but in the end Saxon is the right play. Ensures both my units have access to Pathfinder, the rifle comes in handy, as does the anti-hordes ability he has.

The BR’s will follow for each round, and the liists my opponents played are roughly accurate drawn from memory…

Round 1: vs Circle
Opposing List:
pKrueger
Woldguardian
Gnarlhorn
Feral WW
Druids w/ UA
Wilder
Shifting Stones
Gallows Grove

Synopsis: My opening round opponent some of you may know as a local New England PP play tester, Jared. He plays all factions but Circle is his main, and The Whiz is his LGS (I believe). This was my first time playing him, but based on this experience, to say that he is a good player is a conservative statement at that. The game opened and I won the roll and chose to go first. The table had a trench line across the middle of the board with linear walls on either side of the trench line, so lots of cover.

On my first turn I ran the Satyxis forward up my right flank followed by the Seether, Mech Thralls to the middle just on my side of the trench line, with Terminus center massed, and my support behind the main line. On his turn he opened up with his dice on fire, the Druids going 6 for 6 on needing 7’s to hit on the Raiders, then failing to hit on his first boosted Chain Lightning on the Raiders missed, then the he proceeded to hit with the second unboosted attempt. He then feated to block most of the charge lanes, and put Lightning Tendrils on the Woldguardian, and positioned him w/ in triangle of the Stones.

On the second turn due to pKrueg’s feat I was unable to use mine effectively, so with that decision made I started to take pieces away. The remaining two Satyxis charged and mini-feated to take out a stone, and remove the possibility of the Teleportation. Mech Thralls filled the middle in the trench to garner cover, and clog the way to Terminus. The dice went to my opponent. He took away a AOE from the feat, upkept the Tendrils and moved the Guardian past the Satyxis, to take out the Seether in the trench. He did severely damage it but it was still standing. He activated the Krueger and started the process of removing Mech Thralls was able to clear all but one out between the Gnarlhorn and Terminus, he then moved Tendrils to the Feral so he could clear out the Mech Thralls in his way. He used the Druids to clear more Mech Thralls, and left one in the trench. The only Mech Thrall that made a tough roll was the lone remaining one standing between the Gnarlhorn and Terminus preventing the Slam. As such the Gnarlhorn moved back to protect pKrueg. The Wilder activated and cleared the Fury off the Feral. I note this becasue Krueger had moved far away from Terminus, leaving the Woldguardian out of his CNTL and removed the only remaining Fury on the table from the Feral. Then I took the dice.

Feat time for Terminus, as there was not much to gain, but what was there I was going to grab. Moving Tendrils to the Feral allowed Big T to move away from the Guardian w/o fear of KD. He scrapped the Feral, and the Necro Surgeons added more Mech Thralls and took out more Druids, to pile Soul Tokens onto Big T for Dragon’s Call (aka the Feat). Turn the dice over to Circle. He knew at this point he had made several mistakes last turn, depriving himself of Fury, moving Lightning Tendrils, and failing to eliminate the Mech Thralls. As such he had to try and win the game with just the Gnarlhorn, and he was woefully underpowered to do so. He gave his best effort to take down Big T, but it wasn’t nearly enough. The Guardian finished off the Seether, but was too far away to threaten Terminus in any real way, and pKrueger was inches from Terminus… the concession was his only move left.

Round 2: vs Menoth
Opposing List:
Harbinger
Rekoner
Avatar
Errants w/ UA
Exemplars
Vassal
Choir full

Synopsis: In the second round faced a familiar foe from the last time I travelled out of state for a tourney. You may have seen Eric at Warmachine Weekend as he is originally from St. Louis, and one of their host/organizers. I do put in a lot of work versus Harby in my local meta, so I was familiar with her workings. He won the roll and chose to go second. The terrain was less obnoxious in this game, as there was an obstacle (house) just outside my deployment zone to my R, and a large two tier hill covering two feet along the length of the board between my opponent and I on the extreme R edge of the board (as it faced me) and on the left of my edge off my deployment was a small forest as well as one diagonally opposite on my opponent’s side of the board. For my deployment I chose to use the house to guard my R flank and setup using an extreme L flank setup, with the Seether next to the house, Terminus center massed as always, and the Mech Thralls L of him and Satyxis AD on the far L. Harbinger was setup in the middle as well, with the Exemplars batting cleanup behind the KEE that were AD out front setup across from the Raiders.

The opening turn I moved the Raiders out to just behind the small forest, moved the Seether around the house to the large hill, and the Mech Thralls to the middle in front of Terminus, I expected the feat right away so I didn’t move out that far, to limit the exposure to damage on the ensuing turn. Menoth took the dice and as suspected Harby did feat right away. The Errants moved up to shoot some Raiders to little avail, and the Exemplars ran up the board, along with the two Jacks, and Harby, who Purified to remove Malediction.

Second turn with the feat up amounted to me doing little. He was still pretty far back, and I had no reason to move forward, so I ran the Seether back into game, along the same path he originally went, around the back of the house to rear R flank of my force, and chose to not recast Malediction this turn, in case he was able to clear my sac pawn targets and pluck Big T w/ a Reckoner shot, then braced for impact. The KEE charged the Raiders, and were somewhat limited by LOS due to the forest terrain, and were not able to maximize model frontage. Their high DEF and reach severely limited the impact of the charge. the Exemplars were not close enough to get all their models engaged in melee, but still did some damage. The jacks moved up in a threatening position behind their line, and protecting Harby from any possible threat from Terminus, making sure to put Enliven on the Avatar.

I took the dice very pleased with how well I survived the feat turn. I then looked at the board and decided to make an aggressive play, with Big T, feat and charge into the Reckoner to kill him (standing next to the Avatar). My gamble was that moving Terminus’ big base out of the way would allow the units to really engage maximum models and hopefully maximize souls for Dragon’s Call (the feat). It took all 6 of my focus for Big T to scrap the Reckoner, and now it was time for my units to bail me out. The Exemplar’s and KEE took the full brunt of everything I had. Harby did everything she could to deny me souls and took so much damage from Maryrdom that she only had 2 boxes left when the dust settled. In the end, her efforts were futile as Terminus had collected 10 souls and was sitting at ARM 28. Menoth took the dice, with few models left, namely the Avatar and Harby. Avatar tried to beat on Terminus after the Choir buff, but only did a few damage leaving the heavy lifting to Harbinger. Despite her POW 20 Cataclysm, the math was slanted heavily that she would not be able to get it done… until she rolled triple box car for damage on the first dmg roll!!!! Oh dear… leaving Terminus with only 1 hit box left. On the next and final Cataclysm he did enough to do one more dmg and cause the tough roll… which Terminus MADE!!!!! My opponent had no more activations and was starring at Terminus who would have 16 Focus next turn, and only two hit boxes left on Harby, so he decided leave it where it was and shake on a super fun game.

Such an awesome end, and was all the sweeter after a loss to Eric in the team tourney by round time in the last event we played in against each other. Upon further review from one of my DOGC teammates who was watching over my shoulder; he advised me that my Eric and I did the math wrong during that final sequence due to the frantic play, and Terminus did not actually need to take the tough roll; however, the story is much more fun the way it played out on the table!

Round 3: vs Cygnar
Opposing List:
eCaine
Hunter x2
Stormblades with UA and Gunners
Gun Mages w UA
Black 13th
Stormsmith x3
Squire

Synopsis: My teammate from DOGC Wyatt, was my third round opponent, once again meeting him in a tourney while both of us are undefeated. This time it was the semi-finals for a chance at the final table. We were playing back at the board w/ the long trench line, and linear obstacles. IMHO this really was a very poor match for eCaine. The sac pawn, coupled with the cover readily available all over the board, completely neutered his force. The good news for Wyatt is that he’s faced this Terminus list probably more times than anyone so there was nothing he wasn’t familiar with. For deployment I setup my Mech Thralls to the L of Terminus, and AD the Satyxis in the middle, with the Seether and support out to the R of Terminus. Cygnar lined up their ATGM and B13 on either flank with the Hunters AD to my R, and the Stormblades center massed and Storm Smiths spread out.

Wyatt won the roll and chose to have me go first, so I took the dice first, and utilized the terrain differently this time, running the Satyxis into the center trench and the Mech Thralls in just behind them (instead of trying to have them both occupy a trench). I put Terminus in a strong center position, with plenty of sac pawn options available, and put Malediction up. Cygnar activated, eCaine moved to a camped position behind a linear obstacle, and had his ranged infantry start to fire on the Raiders, but with Force Barrier and cover, it was a very futile effort. He braced for impact on turn two.

On my turn, I decided not to feat, as I had a chance to put some nickel and dime dmg on Caine by charging his Hunters and taking advantage of feedback. Plus charging out to the R would clear the trench for the Mech Thralls and set them up for next turn, and I spread the Raiders out to tie up a lot of shooting, and put Terminus in a trench next to the Mech Thralls. On Cygnar turn, the first order of business was to take advantage of a noob mistake, eCaine put Magic Bullet on Darragh Wrathe and quickly Madelyn Corbeau was dispatched for hanging out to close to her living friend. The Stormblades did their level best to wipe the Raiders, and even took some help from the B13, but they left a few standing, and the ATGM went after the Mech Thralls, but 4 tough rolls later, they left nearly the whole unit intact.

Honestly, taking the dice this turn, I was very confident the game was well in hand. The previous turn by my opponent burned a ton of his clock, and I was in a very commanding position. It was feat time, I used Terminus to scrap a Hunter and thanks to Ravager, bezerked into a handful of models. I crashed home with the Mech Thralls, and when it was said and done Dragon’s Call reaped me an ARM of 30, and both Hunters were gone. along with most of the Stormbaldes. Cygnar took the dice, and being short on time, eCaine began to run, Gatecrashing out of threat distance, and putting his gun mages into the mix of the trench and shooting down some Mech Thralls.

The game had turned into Caine running for his life, but their model count was dwindling rapidly and so was their clock.I turned to the center of the board, and instead of camping the scenario I took the pile of Focus and ran right into combat with eCaine. I mopped up nearly all of the remaining models Cygnar had, and handed the dice back to Cygnar. Wyatt saved his feat in order to bleed me out of souls to gather, in hopes that then he would be able to feat and win; however, the clock would not allow him the opportunity, with about 2 minutes left on his clock, he stopped running, stayed in combat, feated, and fell very far short of the goal. With his clock all but gone along with all of his Focus, Wyatt decide to shake on the game and with that Terminus was ushered to the Final Table.

Round 4: vs Circle
Opposing List:
Kromac
Ghetorix
Warpwolf Stalker
Gorax
Shifting Stones w/ UA
Bloodtrackers min w/ Nuala
Lord of the Feast

Synopsis: My championship table opponent was Nick, who is an honorary Dark Omen team member, after having played as a partner to our own Berger and winning the Team Tourney at Temple Games in Rhode Island earlier this year. However for this tournament he went to his Hordes bag and played Circle. So both of us were playing our “other” faction, and we play the same two factions (using the opposite as our mains), so it setup to be a very interesting final match.

The terrain for this game was fairly benign. There was a small trench in the middle and few evenly spaced pieces of forestry on either side of the table. I won the roll and for the first time all day I had the chance to go second. Circle setup their beasts center massed in front of Kromac, then AD the Bloodtrackers out front to my L, LOTF to my far L, and the Stones in a center position, finally putting prey on Terminus for the Trackers. I set the Mech Thralls again out to Terminus L, and AD the Raiders directly across from the Trackers and the Seether across from the beasts.
On turn one, Bloodtrackers trickled forward but stayed out of charge range, the Stones repositioned out front of their deployment zone, and the Stalker and Ghetorix moved into the triangle prepared for next turn. Kromac cast Warpath and put Inviolable Resolve on Ghetorix. I took the dice, and pushed the Raiders partially into the trench and ran to engage nearly all the Trackers. I put the Mech Thralls in behind the line of Raiders, and put Terminus behind them out of teleportation range of the stones, after putting up Malediction. Darrage brought up the rear and put up Beyond Death.

Second turn was Circle’s chance to do damage, starting with the Trackers they rolled fairly well on their melee attacks, but couldn’t do a lot of dmg on the quick work attacks, and then reformed to engage more Raiders. The LOTF then moved up, and shot the Raven into Darragh Wrathe, promptly killing Madelyn Corbeau, but failing to damage Darrage. Then the Stones teleported the Stalker into the middle of my lines and cleared a handful of Mech Thralls then Lightening Striked forward into Terminus. The Gorax came up and took out a couple of Raiders. I took the dice and new that this was the feat turn. I started with Terminus, feated, moved to get both LOTF and the Stalker in melee range of Big T. I went to town on the Stalker, and the dispatched the LOTF. The good news for my opponent was that Terminus was successfully pinned back. I then activated the Seether who took the fight to the Gorax, and put him in the dirt w/o needing the free focus. This sprung the nearby Raiders, who did their mini feat, to ensure I took out a Stone, and wiped all but Nuala from the blood trackers. Dragon’s Call (the feat) netted me an ARM of 31, and I was relatively far from the fight, but Circle was very low on models.

Circle took the dice and Ghetorix promptly charged the Seether, however failed to take him out with poor dice on attack rolls, and decided to not fill him up on Fury so he could be transferred dmg. Kromac activated, moved Inviolable Resolve to himself, then threw a Rift at the Mech Thralls, then feated back up to full and charged the Seether to finish him off. He had four Fury remaining when it was done. My turn I activated the remaining Raiders to finish the Stones and their UA. Then charged Darragh Wrathe into Kromac, and then brought Admonia up to Unbind the two upkeeps on him for another 5 dmg.. He had only a few hit boxes left, and still had three transfers. I activated Terminus, and after careful measuring of my control area, Nick and I agreed that I would not be able to charge Kromac, based on positioning, as such I consented to charge Ghetorix and put him into the dirt with a remaining ARM of 25. I did get a charge on Kromac with Saxon Orrik, but was unable to kill him, but it was a rather funny afterthought moment, remember I could send him in there, as I surveyed the board before turning the dice back to my opponent.

Circle’s turn started with nearly no clock left, however all he had was Kromac to activate.. He was -11 on damage rolls, needing 6’s t hit, and still managed to hit 6 times doing about 8 damage. A lot more than he we both expected. However, there was not much left to do, the first attack from Terminus ended the tournament…

What a great day for a tournament. was a rainy cloud Saturday so it was good spring day to spend inside playing the event. SR 2012 has started off really great for Dark Omen, as this win represented the 4th event win a row for DOGC, and was second of the year for me personally. A few observations from the Hardcore prep and tourney:

1. Beyond Death is a lot better than Death Ride for Darragh Wrathe, especially for a strict time format such as a Hardcore. A lot of extra moving wasn’t really necessary in most of the games I played, but the -2 to damage rolls mean models survived, didn’t take damage, or cost and extra focus/fury to deal with. Was a much bigger advantage than I originally thought when I embarked.

2. It’s almost always better to attrition down than take a calculated risk to kill a caster/lock. In my early games with Terminus, I always over extended him and put him into a position he didn’t need to be, just because I wanted him to win games in 2 or 3 turns. It wasn’t necessary, and he really began to click when I learned just a bit of patience..

3. Saxon Orrik is the coolest solo in the game, bar none. 😀

4. When choosing a Hardcore list, pick something you’re comfortable playing even in a bad matchup. I know that is limiting from the beginning, but it’s a starting point for building a Hardcore list, if you don’t’ have experience in the format, that is what I fell back to, and it worked.

5. In Hardcore things go quickly. Stats blend, and so do dice rolls. Hardcore is more a feel than anything else. Those that spent too much time thinking, or being too deliberate on their turns saw their clock dwindle and by turn three they were nearly clocked. I never got down to less than 5 minutes, and I typically had more models on the board than any of my opponents. Pay attention to the dice rolls, stop everything if you lose track or think something may have been wrong. If you lose control of the game, winning becomes much more difficult.

Hardcore is a very different format than regular SR play, and initially I did not like it, but it grew on me over time, and by the end, I really enjoy the no nonsense of it. I’m very proud of my win, and please post your questions or thoughts!

A.