Month: July 2018

As per the first entry in this series I’m going to do my level best to keep writing up summaries of every challenge or defense as a part of the King of Coins league.  Please look here for that first post and an explanation of what exactly is going on.  Week two of holding the Trollblood coin promised to be a little more treacherous than the first – as I was going to participate in a local SR and as per my own idea (and so my own fault) I’d put my pair up to a vote – and so I was going to be bringing Shae and Connie B.  That promised to be a wild ride, but didn’t necessarily bode well for my ability to defend.  Nevertheless, I crossed my fingers and hoped for the best.

Because I was focusing on tracking my league games I didn’t take pictures throughout the entire event so instead I’ll provide a brief synopsis of four out of the five games and then a more full report of the one challenge that occurred along the way.  With 30 players the event was about as big as local SRs get, and the level of competition was pretty stiff as well.  Connie represented well on the day – getting me out of a shaky matchup into Bradigus round one with an assassination that was 90% Harlan Versh and then getting through 7 of Asphyxious 3’s 9 Slayers en route to a scenario victory in round four.  Shae didn’t embarrass me either (and the practice with Shae prompted by the pair has helped me to appreciate how much I enjoy playing him – something I’ll expand on later) – going 2-1 on the day and falling short in the finals in a game that I really didn’t have a great solution for (into Sloan 4×4 and its inventor – the excellent Anthony Gibbs) when a better shot at assassination than I’d hoped for given the matchup didn’t work out.  He fared better into Maelok and into Asphyxious 1 speaking of which:

Challenge 2 – Shae vs. Asphyxious 1

In this one I was matched up with prior and subsequent coin holder Brad Park.  He’d brought Goreshade 2 as well – but in our first game it would have been a disappointment if I hadn’t been given the full Brad Park experience – and Brad isn’t a man to disappoint.  So Asphyxious 1 and Scourge of the Broken Coast it was – this list:

[Asphyxious 1] Iron Lich Asphyxious [+28]
– Corruptor [14]
– Nightwretch [7]
– Nightwretch [7]
Axiara Wraithblade [0(6)]
Eilish Garrity, the Occultist [5]
Satyxis Raider Captain [0(4)]
Satyxis Raider Captain [4]
Severa Blacktide [0(6)]
Satyxis Blood Witches (min) [8]
– Satyxis Blood Hag [4]
Satyxis Gunslingers [7]
Satyxis Gunslingers [7]
Satyxis Raiders (max) [16]
– Satyxis Raider Sea Witch [4]
Satyxis Raiders (max) [16]
– Satyxis Raider Sea Witch [4]

Neither of my lists obviously lined up well with his but neither was either obviously dead in the water.  I decided to go with Shae because the combination of Parasite and Consuming Blight (Asphyious’ feat) would be a big blow that would inevitably hit either list but would hurt Connie more because it would come as a counter to her own feat and one that I couldn’t very reliably stop or punish.  Shae is also just the more powerful warcaster of the two, so if neither list had a clear edge he’s a safer default pick.

So Shae it was, who brought a list that looked like this:

[Shae 1] Captain Phinneus Shae [+28]
– Freebooter [9]
– Nomad [11]
– Nomad [11]
Eiryss, Mage Hunter of Ios [0(7)]
Lord Rockbottom [0(4)]
Rutger Shaw, Professional Adventurer [0(4)]
– Freebooter [9]
Savio Montero Acosta [0(6)]
Alexia Ciannor & the Risen [10]
Idrian Skirmishers (max) [15]
– Idrian Skirmisher Chieftain & Guide [5]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Lady Aiyana & Master Holt [8]
The Commodore Cannon & Crew [7]
The Devil’s Shadow Mutineers [8]

A fuller discussion of Shae deserves a separate post but part of what I’ve enjoyed about him is how much he lends to building a list with multiple lines of play and with a number of microsynergies.  He may be the best assassin in Mercenaries, though the faction is one with a few B/B+ entries (Ossrum, Gastone 2) and no absolute powerhouses in that regard.  We played Spread the Net in this one – which is generally to the advantage of a Mercs player because the faction has a lot of options for strong scenario play and tends to naturally build lists to support them – but which was more of an even prospect in this case because Scourge has a lot of the same strengths.

Deployment and First Turn

I was fortunate enough to win the roll off and took the opportunity to go first in a battle of  very fast armies.  Brad sensibly took the side with a central wall 15-18″ up the board.  Walls are actually one of the better defenses against some of the Mercenary assassination options because they can make both slams and throws harder to execute.  On my first turn I played things more or less by the book – putting Phantasm on the Idrian unit (just to avoid having to worry about the Gunslingers on the first turn in this case) and Storm Rager on Acosta.  the Warjacks moved up fairly aggressively because nothing in Lich’s list really discouraged my doing so and I positioned most of my ranged threats (Eyriss, the Cannon, the Idrians, Holt, Alexia) with an eye toward being able to put shots into a target behind that wall – it was a safe guess that Lich would be headed that way.

He did just that on Brad’s first turn – sending a Nightwretch forward to partially hide behind a central building letting Lich tag the Idrians with Parasite (aided with a reroll from Eilish) to play for a second turn feat and then teleporting to get up to the wall.  Mindful that Lich was in range of one or both Freebooters there Brad filled in the gaps around him with a few Raiders, making the prospect of a melee assassination much more dubious.  The rest of the army moved up somewhat cautiously, and a unit of Raiders that were the Idrian’s prey clustered on a hill.

Turn Two 

Part of what makes Shae unique is his ability to set up throws – which are very powerful in Mk 3 – from farther away than just about anyone else in the game.  In this case the Nightwretch that had landed Parasite was within 5.5″ of Lich and because the Raiders were fanned out around him there were targets for throws that landed it on top of him without intersecting the wall.  Given the volume of shots I had to put into him it seemed like a pretty plausible option to take, and so I did.  Shae allocated two to his Freebooter, advanced, feated, and cast Coup De Main.  The Freebooter then (unnecessarily, as Brad and I discussed afterward – it actually was in range to just advance) charged in and boosted all three attacks to chain attack throw the Nightwretch into Lich – who chose to eat his one focus in order to avoid a couple of damage staring down Eyriss 1.  She immediately proceeded to miss, but nothing else did, and after CRAs from the Idrians and shots from Holt and Alexia the Commodore finished the job.

That’s it for coin league games from the event, which might eventually get a write-up of its own, but for now our focus is elsewhere.

Challenge 3 – Constance Blaize vs. Aurum Adeptus Syvestro

The Crucible Guard were back for another go – with much the same list as last week (which might be a matter of the very limited set of models available to the faction than anything else).  As the pilot was one of the set who betrayed me and stuck me with Connnie B for the tournament it behooved me to keep her in my pair for the day – she had one more job to do.  My other list was declared as Ossrum because the coin league wants players to abide by SR convention, but it was Connie B all the way for this one.

Here’s her list:

[Blaize 1] Constance Blaize, Knight of the Prophet [+30]
– Gallant [17]
– Mariner [14]
Anastasia di Bray [3]
Eiryss, Mage Hunter of Ios [0(7)]
Harlan Versh, Illuminated One [0(4)]
Kell Bailoch [0(5)]
Rhupert Carvolo, Piper of Ord [0(4)]
Horgenhold Forge Guard (min) [10]
Horgenhold Forge Guard (min) [10]
Idrian Skirmishers (max) [15]
– Idrian Skirmisher Chieftain & Guide [5]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Lady Aiyana & Master Holt [8]
Precursor Knights (min) [9]
– Precursor Knight Officer & Standard [4]

And Syvy’s as well:

[Syvestro 1] Aurum Adeptus Syvestro [+28]
– Suppressor [13]
– Vindicator [15]
Gorman di Wulfe, Rogue Alchemist [4]
Hutchuk, Ogrun Bounty Hunter [0(6)]
Rhupert Carvolo, Piper of Ord [4]
Combat Alchemists [7]
Crucible Guard Assault Troopers (max) [13]
Crucible Guard Rocketmen (max) [15]
– Crucible Guard Rocketman Captain [4]
– Rocketman Gunner (3) [6]
Dragon’s Breath Rocket [0(5)]
Dragon’s Breath Rocket [0(5)]
Horgenhold Forge Guard (max) [16]
– Doctor Adolpheus Morley [4]

Deployment and First Turn

His +1 to go first proved more powerful than mine and so I deployed on a side of the table with an extended trench that would make delivering my eliminators to the fight much easier.  Even more conveniently, the Forge Guard were deployed opposite them, something that we talked about as an advantage to avoid giving me – not only are they ordinarily easy pickings for MAT 7/9 models with Anatomical Precision – their extra defenses in CG – different flavors of tough –  are no defense at all.  On his first turn Transmutation went up on the Rocketmen and Admonition on his Suppressor.  On mine the Eliminators and Stacy made their way to the trench and I took advantage of the Run order the Rocketmen had been given to deviate a shot from the Mariner into them and kill three.  The Idrians (also preying the rocketmen) moved up and dug in, staying more than 7.5″ away from the Rocketmen so that they couldn’t be taken out of cover without the Rocketmen giving up some of their own defenses.  Eyriss wandered over to stand on a hill – it wasn’t exactly a value play but I was inclined to get Hutchuk onto to the table sooner rather than later and she had better than even odds of surviving my using her as bait.  At the very least a few Forgeguard were around to complete the trade.

Second Turn

This was another fairly uneventful turn for him – as there wasn’t a great deal that he could productively do.  His Vindicator did aim and rip the Anchor arm off of my Mariner, and the Alchemists in the left zone corroded but didn’t otherwise threaten it and the eliminators nearby.  On the right side the Suppressor took out 1-2 Idrians with a spray and tried to look inconspicuous standing so near to Gallant with an upkeep on it (though one that would likely not be on it for very long, fortunately for it).  By the end of the turn Syvestro was, however, within 12″ of Anastasia, and while Espionage is not quite the monster it was in MK 2 in MK 3 (which is for the best) it’s still a very powerful and interesting ability.  Knowing, then, that I was going to be able to have it all on my second turn I put together an order of activations to make sure that both warjacks and every unit would be able to benefit from the movement provided.  The Eliminators pounced on the Forgeguard and killed seven of them (which is to say a 1-1 was rolled for one of their attacks) and the Forgeguard behind them put Hutchuk to a tough (passed) and killed two of the Alchemists, Holt moved up to kill the third.  Connie cast Crusader’s Call, feated, and moved up into the trench.  Harlan moved up behind and killed two of the Rocketmen – who were still within his spread despite being DEF 18 to the rest of the world.  Kell aimed and killed one of the Assault troops and the Prescursors moved up in Shield Wall, making sure that one of their number was forward enough to be in range for Stacy.  Stacy activated at that point, and everyone changed places.  The Idrians moved up so that the entire unit could aim into the Rocketmen, the left side Forgeguard clumped up again, the Eliminators moved around behind the remaining Forge Guard to contest the flag and Gallant (with Pathfinder from my objective) moved up to threaten the middle of the table and to prompt the Suppressor to take its Admonition move.  It did, and Gallant proceeded to spend its activation killing a couple of Rocketmen.  Despite Prey and Aiming the Idrians managed to kill only 2-3 more Rocketmen – they needed to be in pods of three to have reasonable odds of hitting (6s at that point).  Because I’d chosen to keep Kell aiming to make more inroads into the Assault Troops there was no scoring at the end of the turn.

Turn Three

Syvestro feated on this turn, as this was as much offensive output as was going to be available going forward.  The Suppressor started things off by putting Rust on Gallant, and then the Rocketmen and Assault Troops combined to bring it down.  A second shot from the Suppressor (incendiary) killed two Forgeguard and a Precursor – netting me two souls (the Knight was out of my control).  On the other side the remaining Forgeguard weren’t able to do much swinging for tens against the eliminators even with Syvestro’s help.  In the middle the Idrians were less invulnerable, and four died to Assault troops, Rocketmen, and Gorman.  the left rocket battery was engaged and the right chose to run rather than drift onto models it wouldn’t likely threaten.

Stacy, however, was still on the table by turn’s end, and so I was able to put together another plan around having a great deal of mobility (and twelve focus).  The Eliminators took care of Gorman, Morely, and the Forgeguard remaining, and my Forgeguard on the same side finally won their fight with Hutchuk and moved up.  Harlan polished off two more Rocketmen (two more had been revived over the course of the game) and the Forgeguard and Precursors on the other side killed the Toro and three assault troopers between them.  Aiyana harmed the objective and the remaining Idrians killed it.  With one zone clear that put me at two points and threatening to score either zone and both flags on the following turn, which prompted my opponent to concede.

Challenge Four – General Ossrum vs. Fyanna, Torment of Everblight

The last challenge of the week proved to be a phenomenal grind – one that ended with a combined eight models on the table and 1:15 on both clocks.  Local meta heavyweight an actual Trollblood player (though not in this one) Donnie Smith challenged me.  His Primal Terrors has been as terrifying as advertised lately so it was probably for the best that I rolled up Ossrum as my drop in this one.

Donnie was bringing:

[Fyanna 2] Fyanna, Torment of Everblight [+28]
– Golab [17]
– Neraph [12]
– Seraph [14]
– Ammok the Truthbearer [4]
Warmonger War Chief [5]
Blighted Ogrun Warmongers (max) [13]
– Gorag Rotteneye [6]
Blighted Rotwings (max) [12]
Chosen of Everblight (max) [20]
Hellmouth [0(6)]
Hellmouth [0(6)]

I was mixing things up a little in my Ossrum list – seeing how a heavier infantry presence felt (though the solo selection was more a matter of having taken some of the usual suspects out of my bag prior the weekend tournament):

[Ossrum 1] General Ossrum [+28]
– Ghordson Basher [9]
– Ghordson Basher [9]
– Ghordson Driller [10]
– Ghordson Driller [10]
– Ghordson Driller [10]
– Grundback Blaster [6]
– Grundback Blaster [6]
– Grundback Blaster [6]
Anastasia di Bray [3]
Eiryss, Mage Hunter of Ios [0(7)]
Harlan Versh, Illuminated One [0(4)]
Kell Bailoch [0(5)]
Orin Midwinter, Rogue Inquisitor [0(5)]
Herne & Jonne [5]
Horgenhold Forge Guard (max) [16]
Kayazy Eliminators [5]
Lady Aiyana & Master Holt [8]

Deployment and First Turn

I was fortunate enough to score a minor coup in this one in being able to get a Hellmouth off of the board right way – there was a central forest that I knew would make it impossible to reliably threat one of the two with Kell and Eyriss – who are tasked with dealing with those things in this matchup – but the other side was more open.  The one did go down, as it wasn’t entirely out of LOS and with Snipe Kell is a hard man to keep out of aiming range.  Otherwise things moved forward.  Ossrum is lucky enough not to have to worry about keeping things out of range of tentacles and so I was somewhat aggressive.  In addition to Snipe on Kell Fire for Effect went on Jonne.

On his first turn Fyanna decided that the feat was necessary to protect a somewhat aggressive advance and so moved up and used it, also using Slipstream to get the Seraph into range to fire at Eyriss.  It moved up and took her out and then also did a few damage to my most forward Basher (more important here than it normally would be because of Gholab’s Finisher ability).  The Rotwings (Swordsmen in these images) moved up in a fuzzy line while the Chosen kept to the left side behind a forest and the Warmongers moved up, some clustering in the same trench on the board, and were given Iron Flesh.  Admonition went up on the Seraph, and Fury on the Chosen.

Turn Two

For a Fyanna feat turn things went fairly well for me.  The Rotwings were easier targets – as I didn’t need to play fair to get damage rolls on them, and Jonne and Orin between them took out six while only hitting one (Jonne direct hit one with his scattershot).  Blasters contributed to the effort and one or two were brought low by Flackfield and by the end of the turn the unit was gone.  The Seraph took more effort but was similarly off the table by turn’s end – taking fire from Harlan (because of Admonition) and then moving in response to an early move forward from a Driller only to then be charged by another and then finally finished by a Basher that walked around it and boosted for the final damage roll. The Eliminators charged in for scenario purposes – one of them was far enough away so as to be irrelevant, but the other hit the central maw of the Hellmouth twice and walked around into contesting the far flag.

Donnie came back with a vengeance (but not with Vengeance) and with the Warmongers, warbeasts, and Chosen took out both Bashers pretty comfortably, but only one of the Eliminators (the one contesting).  He ended up scoring one at the end of the turn.

Third and Forth Turns

Things were holding together so far, but PT can do a huge amount of damage without very many models and I needed to be mindful of that.  I was not quite mindful enough, and so over the next two turns traded Two Drillers, a Blaster, and all of the Forge Guard for the Neraph, the Bloodgorgers and one of the Chieftain solos (Donnie had two on the table I think, which was probably a mistaken legacy of other PT lists he’s been testing) as well as the Chosen.  Fyanna herself took care of the remaining Eliminator and Stacy (who jumped in on the same side to help out the effort on scenario.  Donnie also took out my objective and by the end of what I think (this was a long game and both time and turns went slightly weird) was turn four he was up 7-5 on scenario and both of our clocks were getting low.

(This is probably the end of turn three)

Fifth and Sixth(?) Turns

Donnie was a little ahead on scenario but down a little on resources and on clock, and so he committed Gholab in a combined stalling and threatening effort.  The complexity of having to balance this with getting Fyanna around in the left zone to clear it of a Blaster that had run in resulted in Gholab’s being able to get in on the final blaster in the right zone to remove it, but unable to move in on the Driller beside it while still in Fyanna’s control area.  This put Donnie up four scenario points, but left Gholab flapping (as it were) in the wind.  This let me take Donnie down to just Fyanna and the Hellmouth itself and up 9-7 at the beginning of his own sixth turn.  More significantly, he had only seconds left on his clock, which expired as he tried to both clear Orin and get a tentacle in position to prevent my scoring my flag.  This was a very close game throughout, and one that would have been very close on scenario if time had allowed it to continue for another turn (either a tie on scenario favoring me based on points remaining on the table or a one point win for him).

 This was just prior to my last full turn – the Driller moved up to take out Gholab andn get closer to the objective and his flag while Ossrum and Kell cleared off the tentacles and Aiyana and Holt moved up and started on the objective.

So this was a week of challenges from a formidable contingent of opponents, but the coin remains mine for now.  We’ll see whether that remains true a week from now.  Thanks for reading!

So, it’s been a while huh?  In the spirit of just doing the damn thing and getting the ball rolling once more I’m endeavoring to put together a series about a summer league in which I’m participating – which means plenty of battle report fodder.  The gist of the league is that there are coins – eight of them, one for each of the original factions – distributed across a few states.  Player participants are to challenge a coin holder in order to win one and then do their best to hold onto it through their own challenges – a sort of a multipart king of the hill.  This will eventually culminate in a tournament and in the meantime provides an impetus for games as well as bragging rights for those who can manage particularly impressive runs with one of the coins.

I wound up getting my first shot at becoming a coin holder this past week – taking aim at the Trollblood coin (not one I particularly targeted, but the one I was in a position to play for).  The rules (and instructions for participation if you’re in the right general area and want to) are fully available here, but the essential details are that games are to be at 75 points in a two list SR format.  The game was played on Recon (the new SR 2018 iteration) and featured Shae on my end and Issyria on the part of my opponent.  More exactly he brought this:

[Issyria 1] Issyria, Sibyl of Dawn [+29]
– Banshee [18]
– Hemera [16]
Aelyth Vyr, Blade of Nyssor [0(5)]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Eiryss, Mage Hunter of Ios [0(7)]
Fane Knight Skeryth Issyen [0(8)]
Ghost Sniper [3]
Ghost Sniper [3]
House Vyre Electromancers [8]
– Soulless Escort (1) [1]
Ryssovass Defenders (max) [16]
– Soulless Escort (1) [1]
Arcantrik Force Generator [17]
Arcantrik Force Generator [17]

and I brought this:

[Shae 1] Captain Phinneus Shae [+28]
– Freebooter [9]
– Nomad [11]
– Nomad [11]
Eiryss, Mage Hunter of Ios [0(7)]
Lord Rockbottom [0(4)]
Rutger Shaw, Professional Adventurer [0(4)]
– Freebooter [9]
Savio Montero Acosta [0(6)]
Alexia Ciannor & the Risen [10]
Idrian Skirmishers (max) [15]
– Idrian Skirmisher Chieftain & Guide [5]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Lady Aiyana & Master Holt [8]
The Commodore Cannon & Crew [7]
The Devil’s Shadow Mutineers [8]

Deployment and First Turn

He went first (them’s the breaks when you decide you don’t need to bring Stacy – which by the way you do) kept both AFG’s fairly central with the Defenders, combat solos, and Hemera pointed towards his right hand zone and close flag, with the Banshee and Electromancers going the other way.  I kept my deployment fairly neutral, but put the DSM and both units of Eliminators towards the left hand zone where they could fight into Ret infantry that their attacks were well suited for and the battlegroup models slightly right of center so that they could use a forest to avoid as much AFG fire as was possible on the way in.

On his first turn Issyria put Inviolable Resolve on the Defenders and Admonition on the Banshee, then cast Crusader’s Call to help the AFGs get up the table.  I responded on my first turn by putting Phantasm on the Idrians, Storm Rager on Acosta, and doing what I could to keep his really debilitating offensive tools from being effectively in play.  Alexia moved up to take advantage of whatever corpses would be generated and Acosta hid just behind a pillar on my side of the right zone, waiting to hopefully free up his charge lane with a Vengeance move.

Second Turn 

This turn largely bore out my positioning choices, as nothing really horrendous happened, but I didn’t do a particularly fantastic job playing around exposing some of the Idrians to electroleap shots from the Electromancers (they should have been pushed farther forward than they were and the ‘jacks should have been more closely packed to use their ARM and the flag to absorb bounces).  The Idrians paid for my shortcomings to the tune of five models.  One of the Freebooters also took a hit from his Banshee, though because of Lashed and DEF 12 the ancillary chaser missed, and as a result it wasn’t in bad shape by turn’s end.  I was doubly punished as Acosta wasn’t provided a Vengeance move because of the non-attack nature of electroleaps.  Alexia, at least, picked up all five corpses.

If there’s one thing that Shae encourages its a reach that exceeds one’s grasp – he provides enough threat on top of the strange vectors the list already has that it always seems like he’s poised for a knockout punch that you may or may not see soon enough to throw it.  In this case I had aspirations of an assassination because Issyria was only around 17″ from the marshaled Freebooter, and there’s often a way to make up a little distance via least disturbance.  My fundamentals saved me from myself, because while I didn’t actually manage that (I did knock her down) I did manage to have a productive turn towards the victory conditions that were more realistic.  Shae gave two to his Freebooter and then went fairly early in the actual turn sequence, moving up, feating and casting Coup de Main.  A Godspeed move provided me with a way to get Admonition out of the way early in the turn, and five Idrians got into the Objective to clean it up.  Another ran into melee with the Banshee to set up Gang for the marshaled Freebooter now that I knew where the Myrmidon was going to be for the turn.  The Eliminators got into the Defenders, killing six total and sidestepping their way up the field – one getting into contesting range of his flag and another getting into a trench in melee with Eyriss.  The DSM trailed after, and Moreland used a Payday coin to clean up two more Defenders while the others set up in a trench to continue the grind on my next turn.  The Marshaled Freebooter then went in (Crush!) and did about twenty damage to the Banshee before throwing it onto Issyria (this was the point at which I should have recognized that I didn’t have and didn’t need that kind of hail mary play on the turn and used a headbutt and my final attack to likely wreck the heavy instead) while the other Freebooter took care of the remaining Electromancers.

All in all it was an effective turn with a couple of missteps (the Cannon didn’t fire) which nevertheless put me in a position to put on serious scenario pressure – I took my zone and flag and with the objective went to 3-0 before passing the turn back.

37146506_10212425952579200_2357912718809235456_n.jpg

The game as it was at the end of my second turn – the scenario heat has been turned up.

Third Turn

On my opponent’s third turn Issyria counterfeated and the Ret army hit back pretty hard.  Issyan, the remaining Defenders, and Aelyth cleared off the Ret. flag and Eyriss, and she then shot but did not kill Moreland.  The AFGs and the Banshee (much the worse for wear but still hitting with a busted 2″ sword) managed to take down both Freebooters between them, and Hemera took out three more of the Idrians.  A ghost sniper got another on the right side to use its Swift Hunter move to get into my zone to contest, but nothing got in on my flag, and so scoring remained even on the turn 1-1 to put me up 4-1 when he passed back to me.

Needing only to kill the Ghost Sniper I moved in Acosta (MAT 11 ya’ll) and then Moreland ran in to block scoring on his flag and, that accomplished, I ended the game to win at 6-1 and take hold of the Trollblood coin.

Post Mortem

So a fairly effective outing despite a muddied plan.  Mercenaries are a fairly strong faction on scenario and while they don’t always have incredible tools to actually kill AFGs (then again who does?) they do have ways to pressure lists with them to punish their relatively static threat.  I don’t think I made perfect use of my resources in this one, but I did, at least, keep my eyes on the prize in making sure I was making efficient scenario plays on each turn, and that was ultimately a plan I was better equipped to pursue to a successful end to the game.

The quality of Shae as a warcaster is a somewhat divisive issue among Mercenary players.  I’ve been positively impressed so far – I both enjoy playing him because he lends himself to divisive lists full of microsynergies and dynamic activations and while he hasn’t quite been Ossrum so far he hasn’t seemed obviously inferior to Ashlynn, who I view as the quintessential respectable but not intimidating Mercenary warcaster.  He has the ability to generate a lot of assassination pressure, however, which is fairly unique in Mercenaries as a natural result of balanced list building (you can design for it but the faction doesn’t exactly encourage you to) and that combined with his mobility and very Mercenary ability to generate impressive trades with spare parts (something like a Thrall warrior, a hand cannon shot and a Freebooter for a Cadillac heavy) adds up to a Warcaster that I think deserves consideration as a legitimate competitive option.

This should be the first in a series of posts about Coin League games – about my defenses for the short term, and perhaps about challenges for other coins in future.  Thanks for reading and I hope you’re back for more!