mandag 13. februar 2017

Battle Report #74: Maddox vs Axis (Internal Affairs VIII #1)

Another day, another tournament! The 2D6 Club had a big party the day before so we were way less people than usual.

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
* Ironclad
* 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)

Axis, The Harmonic Enforcer (Axis1)
* Conservator
* Corollary
* 2x Inverter
Transfinite Emergence Projector
2x Enigma Foundry
3 Accretion Servitors
3 Optifex Directive
10 Obstructors
10 Reductors


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.


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.


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.


Round 6

Axis cannot contest the zone, so game over.


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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