DOGC adds another winner to the 2012 tally!!!

Last week up in Massachusetts at Pandaemonium Games DOGC youngling Alex Buganski took some time out of his busy college class schedule to win his first career SR! The 11th win of 2012 for DOGC, in it’s inaugural year, and with Alex’s win they have 6 members with tourney wins to their credit. Here’s the breakdown in his own words…

This tourney was 25 points and I decided to bring tier 4 Constance as my list. I had  Constance, Gallant, 2 min units of Precursor Knights with UAs a min unit of Sword Knights, Jr and Archduke Runewood

Game 1:
I faced Durgen Madhammer in the incursion scenario. He had Nyss hunters, a driller, a gun bunny and a few support solos. I went second and ran everything up into the zones around the flag and feated to try and persuade him not to kill anything. (I didn’t work) He tried and ended up killing half of my precursor knight unit in the middle. He moved a Gun Bunny to the flag on the right to shoot and was just out of contesting. I killed the Gun Bunny and most of the Nyss and Gallant rolled bonkers on the Driller taking out most of it. Well he responded by trying to kill my infantry but didn’t get much. He had moved Durgen up to do so, and Connie charged him killing him in three hits.

Game 2:
I faced off a eHaley list with a Centurion, Thorn, Gun Mages, Jr. and Harlan Versh. It was a flank scenario and I was able to flood one zone with a PK unit and went after the other with the other PK. He used the Centurion to try and kill gallant but left him with one box. Constance killed the Centurion and over the next two turns I killed the rest of his army until Connie killed a fully camping Haley. Go go Flank!!

Game 3:
For final table I faced pDenny with full Soul Hunters, min Raiders, two Arc Nodes and Wrath. He ran everything into the middle, which was a forest and I responded by charging after casting Crusaders Call and feating. I killed most of the raiders. He only killed 6 of my guys and then feated (in return). Well the next 4 turns was a mixture of my PKs miming it up in the middle while Constance and Runewood killed the Arc Nodes running around the edges. It finally came down to Constance and Gallant against Denny and the Soulhunters; he also only had a minute remaining on his Death Clock and I has (approximately) 10. He ran as long as he could but I eventually cornered Denny and Connie and Gallant teamed up to take her down winning me the tournament!

……..

Alex was so busy winning the event he didn’t take many pictures along the way, but here is a few shots including Gallant facing down pDenny for the win!

Boost for A Cure Results

Hi Everyone, Thanks for the great event we blew past our goal for the event. expect more details about that with the pictures later on once we get them. Now that the storm has decide to cooperate here are the standings from the tournament.

Place Name Faction Score CP PC Destroyed
1 mean jean Skorne 5 2 101
2 Wade Vieira Skorne 4 3 153
3 shane york Minions 4 5 122
4 nathan c-h Khador 4 4 168
5 nick payone Cryx 4 1 162
6 derek anderson Cryx 4 5 147
7 jeff wowkowych Khador 3 5 136
8 Bryan caron Legion of Everblight 3 4 108
9 daniel barboza Circle Orboros 3 2 141
10 matt arnold Legion of Everblight 3 8 127
11 brian olmstead Trollbloods 3 1 133
12 Tim Khador 3 3 136
13 jorge-candelario Cryx 3 3 79
14 roger buteau Legion of Everblight 3 2 148
15 nick thompson Skorne 3 2 143
16 matt velez Legion of Everblight 3 5 119
17 james hanrahan Trollbloods 2 4 105
18 phillip varao Cryx 2 4 106
19 ben adams Cygnar 2 1 129
20 stan tyler Mercenaries 2 2 127
21 shawn cano Cryx 2 3 133
22 zachary maltais Protectorate of Menoth 2 0 75
23 armondo caraballo Mercenaries 2 3 125
24 michael knowles Khador 2 0 103
25 matt booth Legion of Everblight 2 1 105
26 matt cde Protectorate of Menoth 2 0 56
27 allan k Cryx 1 0 116
28 leo lesiak Khador 1 0 40
29 andrew varao Circle Orboros 1 6 107
30 haney hilario Trollbloods 1 1 46
31 ami freitas Legion of Everblight 1 0 25
32 DARK OMEN BUY RIKER Khador 0 0 0
faction breakdown
circle 2 6%
cryx 6 19%
cygnar 1 3%
khador 6 19%
legion 6 19%
mercs 2 6%
minions 1 3%
protectorate 2 6%
skorne 3 9%
trolls 3 9%
total 32 100%

CHAIN ATTACK JOINS THE BOOST FOR A CURE TEAM!!!

One of our Favorite Warmachine Pod Casts CHAIN ATTACK has become a media sponsor for Boost For a Cure!!! I want to send a special thanks to Jay, Scott, and Trevor for not only helping make this event awesome, but also for putting together a special gift for our guest of honor…

DOGC sincerely thanks you!!!

Check out Episode 66…

http://www.chain-attack.com/2012/09/episode-66-bart-vs-kaelyssa/

DOGC Chalks Up 10th Win of 2012!!!

This past Saturday DOGC sent two members travelling to Rhode Island to The Temple to participate in the 50 Point Hardcore Tourney, and came home with another 1st place finish!  Anthony won his 4th tournament this year, marking his 5th final table, and 2nd Hardcore win of the 2012 tournament season. Here is the battle report in his own words:

First off, very special thanks to Grant at Temple Games for hosting this awesome event, and even providing outdoor table gaming on a beautiful Saturday afternoon! Also to one of The Temple PG team Jeff Wowkowych who ran a really awesome event. Secondarily, I have to say that I have played in many tournaments, and this was one of the few times where each opponent was a truly great player, and an awesome person to play against. Many times at an event there is one regrettable experience or one particular opponent who is new to the format, the game, or events. On Saturday I really had four opponents who were all very capable Warmachine opponents, who were also a blast to play against, with high fives and handshakes before, during, and after. It’s a testament to the player community at Temple Games, and I can’t wait to go back again!!! Now onto the battle report…

Hardcore, as I have said before, is not a format I particularly enjoy, tho, I can see why it has the cult following within the Warmachine player base that it does. In a game that breeds a competitive tabletop balance, the Hardcore format is the purest form of the most basic essence of the game: kill the caster. To me, however, the time constraints are such that it leads to racey, if not sloppy, play in some cases just to get thru your activations; which, to me, can take away from the enjoyment of what is normally a sharply played tabletop tournament game.

All that said, it definitely does have it’s place, and for me, someone who enjoys being a competitive Warmachine player, it is an arena where you earn your stripes among the community. That said, to my list:

Terminus
Seether
Mech Thralls (full)
Satyxis Raiders w/ UA (full)
Bane Thralls w/ UA (full)
Necrosurgeon
Withershadow Combine
Darrage Wrathe
Bane Lord Tartarus
Madelyn Corbeau
Saxon Orrik

This is the third level of a list you have read in my previous battle reports. The first, at 20, the second at 35, and now at 50. To me, this is probably the best overall list I have that most easily fits into the Hardcore style. A 50 point game is one in which you have to really account for all things you might face, especially in a Hardcore Format, where it’s one list to rule them all. I am certainly not inventing the wheel with this incarnation, but it does have my own flare.

Some of the major con Hardcore Big T lists include Bane Knights over Thralls, Witches for magic weapons and Bile Thralls for good measure. I prefer the Satyxis Raiders for their ability to get across the board quickly, pin the opponent into position to allow the rest of my horde to rush forward. The Mech Thralls are standard fare for every Terminus player, and I prefer the Bane Thralls for the debuff over their Knight counterparts and I include Saxon to account for the lack of Ghostly. I have been criticized for including the 3 point UA for the Thralls over say, a Pistol Wraith, or other perceived better uses. To me it’s a few things, for one, tactical diversion as many opponents will attack the banner to remove Tough, which isn’t really necessary when Terminus is usually providing it to the unit regardless. Additionally Dead Rise is a big deal in my experience, also when Terminus has to break off from the Banes for any reason, the fact that they remain Tough is a significant factor in the units ability to persist throughout the game. Corbeau are Wrathe are Terminus’ personal court IMHO :). As always I prefer the Seether over a DJ simply for the points efficiency. I have toyed with the idea of dropping the Bane Thrall UA in lieu of DJ, but I simply don’t like anything competing with Terminus for souls during Dragon’s Call.

Now to the Battle Reports…

Tourney: Hardcore – 50 point -1 list required, No Extensions, Assassin Scoring, Close Quarters (all rounds), Artifice Killbox

Before the dice rolled, as was usual and customary, players milled around and scoped each other’s travel boards out. The commentary prior is always the same when you are putting almost 50 models on the board, which is this: in a time constrained game is how do I get thru all the activations? In truth, you’d have to ask those who play against me how I fare for the best assessment; but for my money, sometimes you simply don’t get to all your pieces. So the acquired skill in this format is activating the things that are highest priority first and keeping the most critical activations in the correct order. I know that is not exactly a pro tip :); however, I’m want to be sure to note it, as it is the most important skill to develop if you want to play competitively in this format. In standard Hardcore timing, I do find this much more challenging that with the Death Clock Variant. For those that aren’t familiar with Hardcore formats, they have one time slot less than that of a standard game of the particular size you are playing, in this case 7 minute timed turns (because we were playing 50 points) and NO extension per the TO. This is a much different challenge than with Death Clock, as you don’t have the ability to bank time for the most important turn that will come at some point. On that crucial turn you have to know it going in, and crank because you will get no additional time in timed turns as you would in Death Clock. At the end I will give some additional reflections.

As always, it’s hard to recall every detail in complete accuracy, so I will do my best. Apologies in advance, especially to my opponents (if they are reading), for any details missed.

Round 1: vs Skorne

Opponents List:
pMorgul
Tiberion
Molik Karn
Sentry
Bronzeback
Gladiator
Agonzier
Pain Givers
Marketh

Synopsis: So, of all the ugly matchups I could draw in Hardcore is the very matchup that has taken down many a Terminus list in the past: a pMorgul beast heavy beat stick list. I personally watched this very match at the final table of Hardcore, ironically enough, at Temple Con earlier this year. My opponent, Derrick, is a really skilled player, who was in attendance at my last Hardcore tourney win up in Massachusetts at the Whiz. We did not face off that day, and this would be our first match. Worse news for me is that Derrick is primarily a Cryx player, therefore, nothing I had was going to surprise him.

The set up for terrain was fairly neutral as we each had a obstacles flanking our deployment zones, only difference was I had trees on my L, as oppose to impassable. I won the roll to go first, and as such chose to take advantage of that. My deployment was standard with Terminus in the middle, and instead of stacking my units which I normally do, I put the Banes to Big T’s L and Mech Thralls to the R. Seether to far R, support in the rear, and Satyxis up front. The Skorne setup was a brick with the Sentry and Tiberion up front, flanked by the Gladiator and Bronzeback with Molik Karn just behind that meat line next to Morgul and Marketh with the PG in the very rear.

I opened by getting my Satyxis clear across the board, putting three raiders in front exposed, and the rest of my horde up behind them, using Saxon to get the Banes thru the woods. Malediction was up on Terminus, and then used Death Ride from Wrathe to inch (literally) forward. My first derp of the day, I inched Big T too close to the Sea Witch forcing the Abomination check, luckily I made the successful check and moved on. Morgul opened up his brick advanced forward, and slung Molik Karn out to clip the up front Raiders, and Fate Walker back. This did force the brick forward and to be a little more loosely set up to allow for Karn to make his way back behind the lines.

On turn 2, I crashed home with the Raiders, sending most of the remainder of the unit at the Sentry, as I wanted Locker off the table. Raiders minifeated and thanks to chain weapons, multiple attacks and some friendly dice, I was able to remove that beast from the able. I backed loaded the Raiders with the remainder of my line, and prepared for the counterattack. With one heavy off the board, Morgul took to starting to wade thru the infantry. He used Tiberion to to clear the Raiders blocking the way to the Banes, and thanks to Train Wreck was able to get out of the way of Karn. As such Molik activated next, and burned thru a number of Banes, before ending the turn retreating back behind the Gladiator and Tiberion. Morgul finished the turn by feating to hamper my ability to allow Terminus from helping at all, and keeping the Seether out of the battle. As such it would be up to my remaining units to do the heavy lifting.

I took the dice on turn 3, and decided not to feat, as there really was no benefit, my plan was to only take out beasts which at best would net me three souls; again not worth it. Additionally, there was a handful of Pain Givers on the board, and if this continued to attrition down, I would enjoy those tasty souls in the late game. As such, I activated Tartarus cursed Tiberion, and sent the Banes to work. I was able to get most of the remaining unit onto the character beast, and they were able to get it done, as he already had some damage on him. The Bronzeback was the next priority as he was the biggest threat to Terminus. I activated Necrosurgeon (remembering) to make some Mech Thralls, replenished the unit a bit, and sent them to work on a debuffed Titan, currently under Dark Shroud. Combo striking charges from a handful of Mech Thralls were able to put that beast into the dirt. I was able to finally get damage onto Karn as he did not retreat far enough to get away from a Darrage Wrathe charge and I had him under Dark Shroud, so while not off the board he was bleeding. II felt pretty good about my position, as he was down three heavies, I still had mine, and two of my three units mostly in tact. Derrick took the dice and put Molik Karn back to work. Weaving thru the lines sidestepping, he was able take both Darrage Wrathe and Tartarus out of the game. Gladiator activated and cleanup as many Mech Thralls as possible. He had snuck the agonizer around to within 4” of the Seether, and thus prevented him from being allocated focus, very astute move I did not see coming on my flank.

It was getting down to the nitty, and model count was getting low, and he still had two heavies. I decided it was time for Terminus to get into the mix, I activated the Withershadow Combine, giving Big T the Puppet Strings, and sent him off to charge Molik Karn. I didn’t need the re-roll, but the combination of Malediction and Dark Shroud while already being damaged was too much for Karn to withstand and Terminus’ initial attacks put him into the dirt. I activated the Necrosurgeon making a few more Mech Thralls and sent them to finish off the Gladiator. Now with all the heavies off the table, the game was effectively over, I ran Saxon to the Control point, and ran the Seether across the board to cause Terror on the Pain Givers, who subsequently failed the check. Skorne was about to be done in, but Derrick was not going to let Morgul go down without a fight, he put Admonition on Morgul, and started to pick off my remaining models with spells from him and Marketh, while sprinting away after he was done.

As the round clock had to be getting low, I didn’t want this to come down to a tie breaker as the format for the tourney was calling for a different order of tie breakers, starting with Army points destroyed, and we were both pretty depleted. Morgul did not spring so far away as to leave the control point, as such I was able to slip Admonia from the Combine up, and Disbind Admonition, and then put the re-roll on Terminus; who in turn activated and one shot the little angry Warlock in a big hack.

I’m sure this opening round will read very long, but it’s consistent with the back and forth grind of the game. I never felt like I truly lost control of the game, but there were a few tenuous moments in the middle. In reflection with my opponent, we observed that he likely spent too many resources trying to kill Darrage Wrathe and Tartarus, when he should have been trying to remove the remainder of the Banes from the table. It’s a tough decision under a pressure clock, but in retrospect he may have been correct. That said, Big T and I were moving on…

Round 2: vs Legion

Opponents List:
eVayl – T4
Angelius
Angelius
Ravagore
Ravagore
Harrier
Throne of Everblight
Legionaires (full)
Spawning Vessel (full)
Sheppard x2

Synopsis: My new favorite player at The Temple has to be my second round opponent, Roger. He had a beautifully painted eVayl Tier 4 list, so much so that he actually won the Master Craftsman Award (shared with me in fact :)). I had played Roger previously in a team game with our long lost play mate Eric (who has since departed for the left coast). That team game came to an epic finish that ended on round time as my partner and I were attempting to make our finishing moves, then we subsequently lost to Roger and Eric on tie breakers. Some of you reading this might even remember I exacted revenge on Eric at the last Hardcore battle report in an epic finish pitting Terminus against Harbinger. Today was my chance to complete my vengence in my first mano y mano with Roger. Tho this battle would be a different matter entirely and this Legion list was set up to make battle tough on Terminus with cheap heavies, spawning lights, and the hit and run ability with Refuge. I was going to have my work cut out.

Vayl won the starting roll thanks to the tier benefit, and wisely seized the initiative going first. I chose deployment and took the side with a hill that had a bunker atop. I didn’t want Vayl to sit and pontificate to the board behind cover on a hill. As such deployment ensued, and I used my usual deployment with Terminus center massed, Banes to my L and Mech Thralls to the R, with support in the rear and this time had the Seether in the center of the table with Big T with all the support in the rear. My opponent had obstacles flanking his deployment and decided to lead with his heavy hitters, and keep all the souls in the rear guard of the army to prevent Terminus from using Dragon’s Call to great effect.

On the opening turn the Ravagore both fired shots into the Satyxis, setting a few on fire, and the remainder advance up to the extreme of the threat range of the Raiders, and the rest of the army camped in behind as Vayl spread out the buffs. I took the dice, and sent the Raiders at both the Angelius including the one with Admonition. After moves the Angelius that could used Admonition, and I put a couple of attacks on the remaining Angelius to no consequence. I moved the remainder of my force up and braced for impact. The opening turn had gone exactly as Vayl had wanted.

Roger took the dice and went to work and used the combination of Ravagore AOEs and Anglius Overtakes to eliminate nearly all the Raiders, then cleared a hole for the Throne to get into the Bane Thralls, and more importantly pinning my lines in place with a huge 5” base, countering my own game plan. This allowed him to get his own infantry into the game in the second level behind the Throne mixed in with the beasts, and thanks to flight and Refuge he would be able to yo-yo the Angelius at will. He had also feated to cycle all his upkeeps for free. There was a critical moment on this turn that could have had a huge impact on the game. There was a brief rules question where the TO came over to answer a question that was quickly resolved, however the clock that we used subsequently failed to restart despite making the noise, and as Roger was cranking thru his turn it took several minutes before we realized it. This was an unfortunate occurrence in the game and a player of Roger’s caliber was fully capable of maximizing that to his advantage doing as much damage as possible.But those things happen, and we have to play thru it.

On my turn, I had to turn the tide of the battle now or never, after two successful turns for Vayl and the mishap with the clock she is winning this battle right now. With the Battle Engine in my face, I start with the Banes and let them go to town and as expected they take the Throne down. Now is the time to feat for the first time all day. I activate Big T, he casts Ravager on himself and charged into the Legionnaires, starting to reap souls. I went until my initial attacks and berserk attacks ran out. This cleared the way for Tartarus to get into the mix. He was able to Thresh effectively on a charge, finishing the Ravagore, and one shotting the Harrier thanks to the Malediction and Dark Shroud, as well as few more from the Legionnaire unit.The remaining Raider was able to get a couple more souls from the Spawning Vessel unit and the Mech Thralls were able to get a Sheppard. With Terminus gorged on souls and ARM in the 30’s I felt that I had adequately put the pressure back on my opponent.

Roger sized up the game, Terminus between two Angelius and a Ravagore; the math said that he likely couldn’t put Big T down this turn with his ARM so swollen, instead decided to begin the late game attrition battle and start to whittle down what I had remaining. After what seemed like a long deliberation in hardcore he activated the first Angelius and beat on some more Bane Thralls, and then activated the Ravagore to take out Tartarus, after using his initials and buying, Tartarus made a tough roll. Vayl activated and the clock had less than 30 seconds left. She considered Terminus position, check CNTL put Admonition on one of the Angelius nearest Terminus and the Seether, then put Refuge on the last Angelius then took pause as she had to back up, but the Kill box was imminent and the clock was waning, with no extension available. He noted the Angelius still had to activate and had Tartarus on the ground in front of him and didn’t want to leave him there, and had to make a Refuge move to limit Terminus access to Vayl. After Roger realized he had to make all that happen he saw he only had about ten seconds left he eyeballed the best position for Vayl and moved her back behind some pieces but she was still in RNG of Terminus. Finally he activated the Angelius took a quick attack on Tartarus who made another Tough check (just to add insult to injury) and then he rushed to Refuge the Angelius back in front of Vayl to block the landing area for Terminus as the clock expired. Roger already knew the first question from me was going to be to check Kill Box on Vayl, and as we dropped the measuring tool, he had rushed so quickly he didn’t recheck his CNTL once he moved to make sure he was in the right position. It was an unfortunate end to an otherwise well contested game. I call it the table top gods getting even for the clock going awry mid battle! All kidding aside, it was an awesome game, and I look forward to the chance to play Roger again!

Round 3: vs Circle

Opposing List:
Kromac
Feral
Stalker
Ghetorix
Gorax
Druid Wilder
Tharn Wolfriders (min)
Wold Stalkers
Shifting Stones w/ UA
Shifting Stones
Gallows Grove x2

Synopsis: Tom is the other Press Ganger for the Temple and is a big part of the community out there in Rhode Island. Unfortunately for him he was playing my favorite Warlock/Warcaster in the game which means I was very familiar with his bag of Circle tricks. Unfortunately for me, he was expecting to see Terminus on this day and built his list with this very matchup in mind, hence the three beat stick heavies that could all end Terminus’ day.

I lost the roll to go first in this match and my opponent chose to go second, wanting to see my setup. I had an obstacle on my R and trees just in front of my deployment zone on my L. He had a hill  with a bunker on it on the R (as I stood) of his deployment zone, and some difficult terrain and a linear obstacle on the L (as I stood) of his deployment area. I setup the Mech Thralls behind the trees with Saxon to escort, and then had the Banes on the R, with Terminus in the middle and Seether on the far R. He setup with all his beasts center massed Kromac in the rear with the stone units equidistance apart out front of the deployment area, Woldstalkers on the far L (as I stood) and the Wolfriders on the far R who preyed the Raiders.

I took the dice first and moved the Raiders aggressively forward to threaten his line, trying to bait him into using the stones to sling the Stalker forward and tear deep into the Raider line, hopefully not retreating far enough away. The rest of my turn was standard fare with Malediction up, and the remainder of my force rushing up behind the Satyxis Raiders. Tom took the dice, and decided Kromac did not want to be too aggressive, not taking the bait. He did move his beasts into the stones, forming a strong position in his own CNTL zone, he put Wild Aggression on the Stalker and Warpath up. He ran the Wolf Riders out to the R flank and decided to run the Wold Stalkers into my L flank face tanking me to hold up my line.

Turn two, and I knew priority one was to eliminate one stone from each unit, as such I activated the Raiders, popped the mini feat and sent them into the stones, getting three on the one to my L and two into the one on my R. The rest ran to front his line, or clear some Wold Stalkers. I was able to successfully eliminate both stones. So I felt safe in moving up behind my Raiders and really pressing Kromac’s position; turning the dice over to my opponent. Kromac lead with sending the Wild Aggression Stalker into the Raiders, clearing most of the unit out, then dropping the remaining Stones to block charge lane in my lines. Sent the Wolf Riders up to clear some additional Raiders before retreating away. Lastly he activated Kromac, decided to cast Inviolable Resolve on himself and not to move forward at all, as nearly the entirety my force was on his half of the board, and w/o full stone units he could not hop around at will.

I took the dice for turn three and began the motions of what I knew would have to be a pretty devastating turn. As I began my activations, Tom stopped me and alerted me to the fact that he believed he had Kill Boxed himself. Unlike last game, I didn’t think it was in play at this point, and never paid it any mind, until he pointed it out. Upon recollection, I don’t believe Kromac ever left the deployment zone. That said, it was a rather anti-climatic end to what I thought was going to be one of the more interesting damage dealing turns of the day for my force. Unfortunately we had to shake on the game and will have to play another day.

Round 4: vs Legion

Opposing List:
pVayl
Ravagore
Typhon
Scythean
Proteus
Nyss Striders
Death Stalker x2
Foresaken
Sheppard
Feralgeist

Synopsis: So, here we are at final table, fifth time this year, and last time I was upended by one of my teammates, so suffice to say I definitely did not want to let this one slip away. Moreover, my opponent Eddie was buttering me up before the game by singing up for Boost for a Cure securing his spot in our DOGC Fundraiser next month!!! Eddie had already ousted my teammate earlier in the day and had an excellent pVayl list with all the goodies. I was able to catch some of his round 3 game and knew that he would play this list exceptionally well. The biggest challenge for me was mitigating Dark Sentinel as my infantry approached.

I won the starting roll and took the opportunity to go first. My opponent took the side of the table that had two buildings flanking the deployment zone to try to funnel my approach. I setup with Banes to my L and Mech Thralls to my R, I put the Seether this time on the far L, and the rest of my support behind with the Raiders in the vanguard. Legion setup all between the funnel of the two buildings with the Striders AD out front w/ the solo support, and the support Solos in the rear of the deployment and Vayl center massed behind it all.

I took the dice for first turn and was facing a capable row of fire from the Striders and Stalkers across from me, as such I didn’t want to be out of threat range next turn, I was unable to reach them straight out as they did not deploy the full way out in their AD zone, astute move by Eddie. I moved to what I thought was just outside their 12” stand still range. and moved up my force to right behind the Raiders but was pinned much farther back than I wanted to be. Legion took the dice, and Striders went to work ,rolling fire, taking out over half my Raider unit, and forcing the command check; however I passed with gusto rolling snake eyes. He moved up the Ravagore to leave a nice AOE making straight charges awkward. Leaving the Striders to face tank the Remaining Raiders.

Taking the dice, I had taken more casualties than I had wanted, but the good news was he did not come forward really at all, as such I had to push into his position and turn the funnel against him. I ran/charged the Raiders into the Striders, downing one but mostly forcing their line to deal w/ the Raiders and allowing the rest of my lines to push into their lines. I ran the Seether again up the L to be behind the building, flanked by Tartarus, and then pushed Terminus that way as well, as that was the farthest diagonal point from the heavies on the board and handed the dice back to my opponent, knowing that I would have to be patient in this game as my opponent was dictating the ebb and flow. On my opponents turn, he activated Vayl and first cast Chiller onto the Raiders, then put up Incite, and feating so he could reposition after this was all over. She then set Typhon to work to clear the reamaining Raiders from the front line. Thanks to all the buffs/debuffs, this was not an issue. Then sent the Striders and Stalkers off to the L behind the house to hold the back side of that area to at least delay the Seether that was closing. He dropped an shot from the Ravagore into the middle of my lines downing a handful of Thralls and leaving a nice big AOE to make movement difficult. The remaining beasts then moved forward to clear more models. When everything was done the Striders and Stalkers moved farther to flank, beasts backed up to turtle up again, and Vayl moved clear behind the building protecting her completely.

This was the turn I knew I had to seize control of the game, to this point Vayl’s plan was being executed exceptionally well. However, they did not advance anything forward that turn, and only had one model in the control zone. As such, I moved Tartarus up cursed the solo Deathstalker (who was the only model contesting the zone), and then sent three banes off to remove the one model in the way. I was hoping the dice would cooperate as I didn’t want to use Terminus and burn focus for this. Luckily the dice cooperated and off the board the Strider went. I moved up Darrage Wrathe put up Beyond Death and claimed the control point for the turn. Banes were now in the mix, as were Mech Thralls, both had gotten to heavies this turn and started to put damage on them. I ran the Seether into the Striders to cause the Terror check, which they passed. Grabbing a control point, I felt, put new pressure on Vayl to bring her beasts out from behind the building’s safe zone, even if she could stay back there.

Eddie realized that the scenario was now a concern he would have to account for, as such his first order of business was to run the Feralgeist into action and onto the control point. Now contesting, he could then set on the troops in his face, as he couldn’t advance forward without removing them. More sprays, and using the animus from the injured Scythean he was negating my Tough, and between the Dark Sentinels on my turn and effective use of resources on his turn, I was just about out of Banes, and low on Mech Thralls, down to about a dozen models on the board. Eddie feeling satisfied he turned the dice back over to me. He had brought his beasts forward to deal with models but was still pinned back and out of the zone with everything but the Feralgeist. I did not want to commit Terminus to this either as it would have exposed him to three heavies. Fortunately, I have Darrage Wrathe with a nifty magic weapon, who charged the Geist, dispatching him easily using battle wizard to cast Beyond Death and the light calv move to back up and make room for models to charge the heavy beasts. The Necrosurgeon who was loaded up on corpse tokens was able to make new Mech Thralls. I activated Combine to put Puppet Strings on the Bane Lord, then Tartarus when to work, charging three heavies that were clumped up, and all damaged. He charged Typhon specifically and Threshered into Proteus and the Scythean. He finished off the Scythean and put big dents in the other two. The Mech Thralls then charged Proteus and Typhon. Typhon used the Dark Sentinel ability to kill the McThrall that reached him likely saving himself; however Proteus caught the brunt of the impact from that unit and was finished off in short order thanks to Dark Shroud and combo strikes. Off the  extreme L flank the Seether continued to work his way around the rear of the board, and was now behind the beasts and Vayl but still out of threat range. Finally Madelyn Corbeau moved forward and Cryx claimed their second control point.

Now Vayl’s hand was clearly being forced, she had the Seether behind her but couldn’t send the beasts backwards to deal with it because he was forced to contest or lose. As such, he sent Typhon forward, sprayed removing a number of models, including Madelyn Corbeau, and was left damaged, but contesting the control zone with Excessive Healing up. Then ran the Ravagore in the zone as well forcing me to have to kill both to win the game. I took the dice and knew that the round clock had to be getting very low, and he still had two heavies on the board and I was very depleted. He had one fully healthy beast and one that would heal every time I damaged it. I had to commit Terminus now or never. I activated Darrage Wrathe, used Death Ride to clear room, and get Big T close enough to be able to charge and get to both beasts. Then the Combine put Puppet Strings on Terminus, and with the stage set I activated Big T. Moving carefully, measuring CNTL as I approached to get both beasts in my reach and stay out of Dark Sentinel range. Worth noting, I activated Terminus before the Mech Thralls as I was not sure how much round time was left and didn’t want to pander with extra models for no reason and run out of time. After my two initial attacks and one Focus spent, Typhon was in the dirt. I bought three more attacks and then used Puppet Strings to crank my last damage roll against the Ravagore putting him into the dirt. With nothing left in the control zone, Terminus claimed the final control point, winning the tournament!!!!

In reviewing the tournament, it was really a hard fought day. I’m extremely proud of this tourney win against some really tough competition. I tallied over 200 points destroyed in four games, and was able to share the Master Craftsman Award with my man Roger, and of course was fortunate enough to take home the Vanquisher Award for winning the event. A couple of things I will remember about this one and take away for future contests:

1. Holy Heavies!!! As it turns out, there is a regular Terminus player in that group that was expected to show up, as such everyone was loaded for bear. Hency why I didn’t face a list with less than three beat stick heavies, faced two players with four heavies and one with five including two characters! I would argue that I faced four consecutive tough matchups and nobody was in a bind with no way to deal with my bag. This is one tourney victory I am very proud of!

2. As I play more tournaments, I noticed that my opponents often will reveal precisely when they make a mistake, letting me know that they did something wrong or missed an important activation. On my side of the table, I simply never acknowledge that. I forgot many things throughout the day, sometimes big things; however, I keep that to myself. My opponent doesn’t need to know if I made a mistake. For one, drawing attention to something alerts my opponent to go for it and exploit it if possible; or in the contrary, by not saying a word about it, my opponent will invariably ask “why didn’t you do x?” Often that will cause some confusion where they think it was strategic in some manner, where it may or may not be, but they don’t know for sure, and they can spend time trying to out think something that doesn’t need to be out thought. That’s the closest thing to a pro tip I can offer for those reading that are looking to play more competitively.

3. As I said earlier the question I get most often from players after, or before, a Hardcore tourney is how do I get through all my activations with nearly 50 models. Personally, I keep my order of activation left to right as I look at the table, as best I can. Obviously you have to prioritize in the right order, but I always address the table going left to right. Now that I’ve had that in mind it’s a force of habit and helps ensure that I don’t forget anything. Additionally, as far as pumping out dice rolls, sometimes you just don’t get to everything. There were many times I didn’t get to activate models, that happens I don’t sweat it, and try to end my turn non frantically. Keeping composed helps me maintain control of the match ebb and flow. If I start to rush to make sure I move every single piece, it makes me feel frantic, and that spirals. Sometimes you won’t get to move a solo in the back of your army, not the end of the world. Leave him, often forgetting something will actually become a benefit later, as they will be in position to do something you hadn’t thought of prior.

4. Kill Box… really? Before Saturday, I had only won one previous game as a result of Kill Box, I did it twice during this event. Some may read and say “that never happens” or feel that it’s a “noob” mistake. I assure you it’s not. But don’t take it from me, at this year’s Lock N Load, at the final table of Hardcore the person who lost Kill Boxed himself. Yes that is a fact, at the highest level of play, on the grandest stage, at the championship table of this event style, the mistake can happen. So, it is absolutely part of the strategy of this tournament style. There are the random clear cut mistakes, but then there are the stratigcally forced ones as well. I had both during this tourney. I would wager that my second round opponent, Roger, would agree that to some degree my aggressive position forced him to have to move in a non optimal situation and the time constraints allowed for the mistake to happen. Is it a mistake, but it’s a forced error. My third round opponent, Tom, made an unforced error by making a simple mental mistake because he was focused on keeping his warlock safe. So know that and keep it in your plan before every game. Can I put my opponent into a precarious position where he may make the mistake and walk out, forced or unforced.

5. Patience, yes patience in Hardcore as in any other event is the next level for me personally, and maybe for you too. I said in my last post tourney revelations when I won Hardcore up at the Whiz, I struggled early on in my Warmachine career with Terminus, and many of my other Warlocks and Warcasters by over extending them too early too often. As I grew to not be so anxious to whip out all the tricks in my bag, I became better. Now, as a player, the next level of my development, is having the patience to see a plan develop in game, and then see it thru, exemplified by my play at the final table bout in this tourney. Nobody goes into a Hardcore game thinking “how can I win this by scenario”. Quite frankly it’s not designed to be won that way, and the purists hate that it can be, however it’s part of the format now. The lesson learned for me, is recognizing that my position was such that I could try to win that particular game by scenario, and take advantage of a fundamental positional advantage I had which I would not have known until I was in the middle of the game. I had my opponent pinned, and it allowed me to take control of the CP during the game. To make that commitment, and be patient enough to see it thru for the next two turns, totaling four or five turns in a game takes discipline and self control that I have developed over time. I see it now, and I didn’t see that before. It’s hard for me to not be all brass all the time, especially when I’m playing Big T! But for me, it’s a point worth developing further as I believe it will improve my game; maybe it will help improve yours!

All in all it was an AWESOME day at The Temple! I’m very proud of my performance against some really excellent competition. I made some new friends, that I hope to see across the table soon, and hopefully spread the good word about Boost for a Cure coming this October. It’s been an amazing year for me, my hobbying, and my team; and I look forward to being able to finish the year strong! For now I turn my attention to the MATT, hopefully see you there :)….

 

A.

Boost for a Cure Incoming!

Hey Everyone a Reminder that Dark Omen Gaming Club presents: Boost for a Cure 2012 (http://www.gamingforgiving.com/) will be happening October 27th 2012 this year. Below this a report but for simplicity I have included it again. We just wanted to keep the event on everyone’s mind so expect another post or two about it mixed in with what else is going on. DOGC hopes to see everyone at the event.
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

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.

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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.