First game, I face Thomas playing Convergence! My main objective in the tournament is to play Maddox so I drop Maddox to see what happens.
Major Beth Maddox (75 points)
Objective: Bunker
Theme: Storm Division
Major Beth Maddox (Maddox1)
* Squire
Thomas is busy Enforcing the Harmony |
* Stormclad
Journeyman Warcaster
* Firefly
Major Katherine Laddermore
Savio Montero Acosta
Stormblade Captain
5+5 Storm Lances
6 Stormblades
* Stormblade Infantry Officer & Standard
Axis, The Harmonic Enforcer (75 points)
* Conservator
* Corollary
* 2x Inverter
Transfinite Emergence Projector
2x Enigma Foundry
3 Accretion Servitors
3 Optifex Directive
10 Obstructors
10 Reductors
Deployment
Convergence wins the die roll. The recursion engine is on the left flank and the TEP is on the right. I know what a TEP can do to Storm Lances, so I hope to just hang a bit back there and hit when the time is right.
Round 1
Convergence converges on the zone (hah).
I decide to use my Lances to grind through the recursion engine on the left, so I shift my entire force that way.
Round 2
Convergence keeps moving up.
He hasn't got anything in the zone, So I decide to start scoring. Blades minifeat, and Lances clear out a lot of infantry. Acosts charges in! This is where he wants to be, in the middle of a lot of inaccurate infantry.
2-0
Round 3
Axis feats. His dice rolls are totally on fire and I lose a lot of Storm Lances. 8 to hit and 12 to kill should be a little bit tricky, but no. The Vectors in the center can't reach my important stuff, but some Blades and a Lance die in the center. The TEP lands a shot on the Ironclad, doing a ton of damage.
I shift my Ironclad over to the left, and set up outside his now greatly reduced threat ranges.
Round 4
Vectors advance. All the left flank infantry are still grinding it out with the Storm Lances and Acosta.
2-2
Finally, Maddox feat turn has come. All the Vectors are smashed to bits by my jacks and Storm Lances. A Storm Lance takes out half the TEP.
Round 5
The TEP goes in to contest the zone. Axis clears out the Ironclad.
I clear out the zone, and put things in every corner.
4-2
Round 6
Axis cannot contest the zone, so game over.
5-2
Post Mortem
What a grind! Two strong melee lists sure makes for a long and tense game. I think that the major misplay here was Axis using his feat when he could not get enough out of it, so that I could set up a real killer turn later using my then longer threat ranges.
I spent way too many resources on the Enigma Foundries. Probably I should just have used one unit of Lances to tie up the entire ball.
It was a fun game, and we both had less than 10 minutes left on the clock when it was over!
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