Round 2 saw me facing off against Hank, who is one of the best players in the Pacific Northwest and someone that I had always managed to dodge up until this event. He had Rahn in forges with four units of Battle Mages and Issyria in Legions of Dawn with a lot of Sentinels and things.
I expected to see Rahn, so I knew I was playing Krueger as the anti-push animus on the Woldwarden would be important.
Hank decided that he didn’t want to play the “who dies first” game that Krueger vs. Rahn would be, and so he dropped Issyria.
Bog Trog Mistspeaker
Despite the Legion of Dawn +1 to starting roll benefit, I won the roll off (most important roll of this game) and chose to go first. We both chose the Healing Objective.
Circle turn 1:
The Chimera has a 24 inch threat on Blinding Light and if I let him do that to the Fulcrum, I won’t have a good way to handle Sentinels without triggering Vengeance.
Everything moves up pretty aggressively except the Fulcrum who just hangs out in the Shifting Stones for next turn. If Hank wants to commit his Chimera to blind a Sentry Stone unit or one of my heavies and then I get to kill his Arc Node, I’m good with that trade. Krueger puts up Windstorm and Telekinesis’ himself forward before charging Hyperion. Again, if Blinding Light goes on Krueger and I get to kill the Arc Node, I’m happy with that.
Retribution turn 1:
With everything in range of his army no matter what, Hank opts to run at me. His Destors and the right side Sentinels get Force Barrier from the Arcanists, and Hyperion opts to run up so it’s in threat range of exactly one heavy.
Hank opts to save his Arc Node, however in post-game dojo he decided that he should have probably committed it to blind a Wyrd and put Inviolable Resolve on a unit of Sentinels so that they’d be higher ARM and couldn’t be pushed by my feat which I think would have changed this game quite a bit.
Circle turn 2:
I need to keep his Destors off of me or I’ll lose the left zone pretty handily.
I start things off by moving up one unit of Sentry Mannekins, one of them going base to base with the right hand Sentinel Unit and the other two being just behind.
The Fulcrum activates next and blasts the Mannekin in contact with the unit with a Fireball, lighting seven Sentinels on fire and doing no damage to any of the unit.
The Sentry Mannekins all get turned into Lightning Storm AOEs blocking off charges. Krueger moves over to the left, FEATS to catch all of the Destors, and then Telekinesis’ himself backwards out of the forest and camps two.
The Shifting Stones port the Fulcrum backwards to keep it safe.
Retribution turn 2:
Hank decides that he has to try and kill Krueger this turn, and I have forgotten about Crusader’s Call on the Hyperion. The Chimera runs through the Sentinels (cool theme perk!) and Issyria activates, Binding Lights Krueger to get him to DEF 13, and casts Crusader’s Call.
Hyperion charges the Woldwyrd, nearly kills it with one hit. He needs to hit Krueger all three times needing Sevens to hit and Eight or more on each damage roll. We did the math on it after the game and it was a 17% assassination run that didn’t pan out when the first damage roll was six and I took the damage and had two more transfers.
Sentinels suicide charge through the Lightning Storms and two make it to Megalith and another to a Sentry Stone. The Stone melts and Megalith takes about 1/2 his health.
Destors crowd in, and that’s the turn with no points scored.
Circle turn 3:
A Hunter’s Mark on the Hyperion lets two Stone Strengthed heavies kill it pretty dead.
The Fulcrum spectacularly fails to kill the Chimera, but between it and some sprays and Lightning Storms he’s down to 4 functional Sentinels and I’ve kept Megalith and the Warden on the left out of Line of Sight of most of the Destors.
Krueger, on 3 boxes, heals for five and runs away.
I do score a point this turn.
Score: 1 - 0
Retribution turn 3:
Issyria starts things off by casting Blinding Light at the Fulcrum.
On the right, my Woldwarden that ate an 18 damage transfer from Krueger is murderized by the charging Chimera, Sentinel, and spell from the Artificer.
On the left, the Sentinels bring Megalith down to I think 12 boxes, and Hank spikes real high on the two cannon shots from Destors he is able to get into him, hitting both 8s to hit and doing 5 damage a piece to leave Megalith on 2.
Score: 1 - 0
Circle turn 4:
Megalith heals 2d3+1 again (Bountiful Restoration, Objective, Theme) and gets fully functional.
A spawned Mannekin sprays down 2 of 3 Sentinels engaging him, and Megs nails the other one with a Lightning Storm before walking around the Destor in front of him and killing both of the ones in the zone.
This lets the Woldwarden walk back and smack two more to death.
On the right, the engine runs out of the way, and the Mistspeaker uses Influence to make a Sentinel dent up the Chimera some more. The Wyrd blasts the two Sentinels off the table and hits the Chimera for a few, and Krueger uses his gun to shoot the jack to death before Telekinesising himself backwards. At this point, with two possible attacks into me and two transfers on Krueger, Hank calls it.
Victory for Circle!
This was a game that was largely decided on the die roll to go first, which is frustrating to have so much hinge on. I think Hanks idea about putting Inviolable Resolve on the Sentinels and Blinding a Wyrd would have been strong and would have changed the matchup quite a bit. Needing 8s to kill them as they charge through the Lightning Storms would have been really bad and I probably would have lost Megalith on his Feat turn.
Either way, a hard fought game, a fantastic opponent, and on to round 3!