The draft gave a fairly different list, though, clearly more punchy than Stig's standoff tech.

Tapper (Captain)
Scum (Mascot)
Mash
Spigot
Stoker
Hemlocke (Union)
Smoke (Captain)
Flask (Mascot)
Calculus
Katalyst
Mercury
Decimate (Union)

Brewers
Tapper (Captain)
Scum (Mascot)
Mash
Spigot
Stoker
Hemlocke (Union)
Alchemists
Smoke (Captain)
Flask (Mascot)
Calculus
Katalyst
Mercury
Decimate (Union)
Round 1
Tapper: 2, Scum: 1, Mash: 2, Spigot: 2, Stoker: 4, Hemlocke: 2
I screwed up terribly by moving Tapper in early on a charge. I had figured out that the key here is to get Tapper in a position so he threatens at least two players on the next turn, without over-extending. I forget that you can ignore rough ground by paying 1 momentum, this allows Decimate to reach me, building a lot of momentum and bringing Tapper down to 9 health.
Mist moves last, so that she can copy and move templates without me being able to react.
Round 2
Alchemists win the initiative. Tapper is obviously dead so I allocate nothing to him.
Tapper: 0, Scum: 3, Mash: 0, Spigot: 3, Stoker: 4, Hemlocke: 3
Tapper gets taken out in the first activation. I have probably lost, but it's not over until it is over, maybe there is a way to salvage the situation.
Round 3
There isn't, at least I cannot find it. Scum, Stoker and Hemlocke all go down. 7-0 to the Alchemists.
Round 4
I take out Mercury and Smoke, going to 7-3.
Round 5
Scum, Spigot and Tapper are taken out. 12-3 to the Alchemists!
Post Mortem
Losing Tapper like that was just stupid. Lesson: Don't do stupid things again and again. Also, remember to heal my models, I had little chance of winning initiative so I should have spent it all on healing.











