This past weekend I attended a 20 person local steamroller and brought the familiar pair of Ossrum and Thexus, lists as follows:

(Ossrum 1) General Ossrum [+28]
– Ghordson Basher [9]
– Ghordson Driller [10]
– Ghordson Driller [10]
– Ghordson Driller [10]
– Grundback Blaster [6]
– Grundback Blaster [6]
– Grundback Blaster [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
Eiryss, Mage Hunter of Ios [0(7)]
Gorman di Wulfe, Rogue Alchemist [0(4)]
Orin Midwinter, Rogue Inquisitor [0(5)]
Ragman [0(4)]
Horgenhold Artillery Corps [6]
Horgenhold Forge Guard (min) [10]
Horgenhold Forge Guard (min) [10]
Lady Aiyana & Master Holt [8]

(Thexus 1) Exulon Thexus [+29]
– Warden [10]
– Warden [10]
– Wrecker [14]
Cephalyx Agitator [3]
Cephalyx Agitator [3]
Machine Wraith [2]
Machine Wraith [2]
Cephalyx Mind Bender & Drudges (max) [11]
Cephalyx Mind Bender & Drudges (max) [11]
Cephalyx Mind Slaver & Drudges (max) [12]
Cephalyx Overlords [0(8)]
Cephalyx Overlords [0(8)]
Croe’s Cutthroats (max) [16]
– Cephalyx Dominator [1]
Lady Aiyana & Master Holt [8]
– Cephalyx Dominator [1]

The questions that I was particularly interested in answering throughout the event were:

  • Whether I should give into my dissatisfaction with Forge Guard and move to an entirely battlegroup and “other” list model with Ossrum (I think Cory Doyle has run a list along the lines of what I’m imagining).
  • Whether the Croes held up their end with Thexus.  I’m not necessarily that enchanted with the backstab/TK combination because they still tend to run into problems with really formidable ARM values, but Thexus is already such a good scenario warcaster I wondered whether he might be able to make a lot out of having an AD presence.  I also had faint inklings that Croe himself and Silencer might be tech for some matchups (e.g. Kolgrimma as a way to stave off giving up looks at an assassination by shooting Mulg).
  • Whether I felt that I needed a more straightforward midrange list to grind against stat skews (probably a Damiano list).
Round I – Breakdown

(Nemo 3) Artificer General Nemo [+25] in Storm Division
– Dynamo [18]
– Firefly [8]
– Firefly [8]
– Firefly [8]
– Firefly [8]
– Reinholdt, Gobber Speculator [4]
Captain Arlan Strangewayes [4]
Stormsmith Stormcaller (3) [0(5)]
Stormsmith Stormcaller (3) [0(5)]
Stormsmith Storm Tower [4]
Storm Strider [18]
Storm Strider [18]

My opponent, a local, and I were a little miffed that we were matched up immediately (but of course you always are) and I was also a little miffed to have to play Nemo III on a fairly slow scenario.  On the top of turn one I ran, aiming to keep my options open if only I could get away with taking a solid shot at Nemo right away and duck having to have a real plan for the game.  This involved keeping lines of threat as open for both of the Gunners as possible around a central obstruction and being sure that Eiryss and the Artillery could manage to clear the same for LOS (but without making a show of measuring from either too much).  The former got Snipe and the latter Fire for Effect.  On the bottom of one Nemo didn’t quite play things safely enough.  He didn’t advance aggressively, but didn’t have to, really, and really I was happy to take what I could get.  Nemo ended the turn having put Electrify somewhere (not on himself, which was really what mattered) and Lightning Shroud somewhere else (not on himself either, but in this case it didn’t matter) and then on the top of two I threw a lot of dice at him.  Eiryss got the show started by seeing if I could roll a 5 and then, having proven that I could, I figured that I was feating this turn regardless of what happened vis a vis killing an elderly inventor, and so I did (but didn’t do damage).  I ran the Basher up into a trench to engage a Firefly near one Strider, to try to encourage poor scenario play as much as I could, but I then managed to avoid coming up with any more ideas because the Artillery and a Gunner killed him.

https://i.imgur.com/dEZXgW4.jpg https://i.imgur.com/WBJaFuI.jpg

Round II –  Standoff

(Mortenebra 1) Master Necrotech Mortenebra [+24] in Black Industries
– Deathjack [23]
– Deathripper [6]
– Malice [15]
– Reaper [13]
– Scavenger [0(7)]
– Scavenger [0(7)]
– Seether [13]
– Seether [13]
Machine Wraith [2]
Machine Wraith [2]
Necrotech [2]
Necrotech [2]
Warwitch Siren [4]
Warwitch Siren [4]

This looked like a job for Thexus to me, as I have generally been rewarded for trusting his ability to trade well with Cryx heavies, and it was Cryx heavies on the other side regardless of the list my opponent took (the other was also in BI – a Venethrax list).  This was also a good chance to test the premise that Croes are actually a live unit even against fairly shooting resilient lists that Ossrum might draw out (BI certainly being one, Forges another) because those lists don’t necessarily have the same durability in melee and Thexus facilitates their backstab charges as well as their backstab shooting.

After I moved up on the top of one my opponent responded by moving fairly aggressively and particularly by getting the DJ up behind a central obstruction with Spectral Steel on the bottom of one and trying to keep as safe from my Machine Wraiths as possible (mine were certainly the better Wraiths in the matchup).  I was reasonably sure that I had a decent long game, but also that the game would be pretty short if the Deathjack (or possibly any Cryx heavy) ever got to Thexus, so I spent a bit of time early making sure that I wasn’t within 16″ if I could possibly help it.  On the top of two I accepted that I would have to get within the magic distance if I wanted to have a decent feat, which I did, pulling the Reaper towards the ambushing slavers on the right, the Deathjack towards the Machine Wraith that hopefully spelled its end and TKing the Inflictor on the left side around to set up a Croe unit charge.  Everything went relatively well except in re: the Deathjack, which I failed to roll a five to hit.  I contented myself by trying to jam it up behind the central obstruction as thoroughly as I could, charging in a Warden and beating it back diagonally towards the Cryx deployment zone. The turn was otherwise relatively uneventful, though I managed to kill a Siren but not a Machine Wraith with the one Overlord in range on my right.  On the bottom of two the Deathjack and Seether certainly killed the sacrificial Warden very thoroughly, but otherwise things went fairly well, but he scored a point on his close zone and kept the others contested.  On the top of three I took down the Seether that had been playing patsy to the Deathjack and did a moderate amount of damage to it as well via Adrenal Flooded drudges.  At some point either during this turn or the turn previous I also brought down the two Scavengers.  I scored both my near zone and the right circular zone on the turn to go up 2-1.  On the bottom of three the Deathjack removed my Wrecker, and Malice continued to mostly soak up attacks and hoard souls, slowly fighting the Bender unit on the left but being ARM 22 and in a zone more than anything else.  He scored his near zone one again on this turn, 2-2.  On top of four the combination of a boosted hex blast and three AF drudges finished off the Deathjack, though after Aiyana whiffed her Harm roll.  My volume of attack advantage ground him down to Malice, his Deathripper (scuffed), Darryl and Mortenabra by the end of the turn, and I scored 2 to go up 4-2 (Thexus wasn’t quite ready to get into my friendly zone and my Monstrosities were now gone).  On bottom of four, without a much else to do, Morty went in herself and started collecting souls,  and Malice killed the remaining Warden, but I scored again at the end of the turn, 5-2.  That allowed me to walk Thexus into my near zone and end the turn on top of five to go up to 7-2 and win on scenario.  

https://i.imgur.com/kQ0cVCr.jpg https://i.imgur.com/jl3Vz77.jpg https://i.imgur.com/k2ZUcy8.jpg https://i.imgur.com/GE0kPXY.jpg https://i.imgur.com/CYHa9pM.jpg

Round III – Spread the Net 

(Amon 1) High Allegiant Amon Ad-Raza [+29] in The Creator’s Might
– Dervish [7]
– Devout [9]
– Indictor [15]
– Sanctifier [14]
– Sanctifier [14]
– Templar [15]
– Templar [15]
– Hierophant [0(3)]
Anastasia di Bray [3]
The Covenant of Menoth [0(4)]
Vassal of Menoth [0(3)]
Vassal of Menoth [3]
Wrack [1]
Choir of Menoth (min) [4]
Choir of Menoth (min) [4]

My opponent was somewhat concerned from the word go in this one, as he selected Amon out of concern for the Harbinger’s safety against Ossrum, while I assumed that he likely wouldn’t be interested in playing her, and so brought Thexus, content to see what I could do in the matchup if I did end up seeing Harby. He went first and moved forward on top of one, but had to give me a friendly zone that would be pretty punishing to contest, because an obstruction allowed me to really remove a warjack at a time without providing easy angles for retaliatory trades.  He was concerned a second time on bottom of one, as he appreciated the issue that my machine wraiths presented for him (he could attack them well enough because of the Sanctifiers, but couldn’t easily do anything about them until they were committed, which would generally entail sacrificing something much more valuable for the opportunity).  On top of two he moved a Sanctifier into my friendly zone, enlivining it because it was better to do than not.  The vassal responsible set up camp on his flag, with an Indictor for company. Contesting my friendly flag with a heavy was a bridge too far at this point, however, and so on bottom of two I killed the Sanctifier and crippled the cortex and sword arm of the Indictor with the ambushing drudges, positioning the rest of the unit so as to not easily give up backstrikes to Stacy (it wouldn’t do for a Merc to get got by ambush) and killed the Vassal with an Overlord.  A Machine Wraith ran to my flag and so I ended the turn up 2-0.  He felt that things did not portend a long and successful scenario game at this point, and so got aggressive, feating with Amon and ending the turn on one focus and in his friendly zone, which he scored.  He dealt with the wraith my flag with a Dervish after getting the Sanctifier in range.  I don’t believe he contested my friendly zone, and so the turn ended 3-1.  on top of three I felt I had something of a free roll at Amon, as I could probably score both my friendly zone and his flag and make attritional inroads with the drudges and monstrosities on that die of the board, leaving the Bender unit, Overlords, and Holt without anything quite as essential to do with their activations.  One of the overlords managed to hit him and did 1-2 damage through his single focus, and Thexus set Holt up by TKing him into range to aim, and Holt obliged by hitting twice and doing what I think was very average damage.  The Bender unit then advanced one drudge into melee via an Adrenal Flood and the one attack proved enough to force a tough roll, which Amon failed, saving me from having to continue a longer game on attrition and scenario.

https://i.imgur.com/Ew215di.jpg https://i.imgur.com/kEtAsKz.jpg

Round VI – Recon II

(Kolgrima 1) Kolgrima Stonetruth, Winter Witch [+28] in Power of Dhunia
– Dire Troll Bomber [19]
– Dire Troll Brawler [16]
– Dire Troll Mauler [15]
– Mulg the Ancient [22]
– Troll Axer [10]
– Trollkin Runebearer [0(5)]
Bog Trog Mist Speaker [4]
Troll Whelps [0(4)]
Troll Whelps [0(4)]
Dhunian Knot [6]
Krielstone Bearer & Stone Scribes (min) [6]
– Stone Scribe Elder [3]
Swamp Gobbers Bellows Crew [2]

There were three undefeated after four rounds, and I ended up being the pair down.  Fortunately we all agreed that we weren’t about to play through 10:30 or 11:00 and that we’d just split in the event that I won and we didn’t have a clear winner at the end of the round.  That decision proved wise as both my opponent and I were tired in this one.  Early on I cemented in his mind the conclusion that he didn’t like his chances in a long game by very nearly killing his Bomber for free via a Rampager and the Aiyana/Croe unit activations (and I will add because I can’t stop myself that I should actually have killed it).  He ended up spending his turn two (bottom of two) tanking for a good thirty minutes trying to find a way to kill me, which I didn’t think he could, as Thexus was on a hill, camping 3, with a shield guard and both on the other side of a forest from Kolgrimma and Mulg and more than 21″ from the former and 19″ from the latter (and there weren’t really viable Hunter’s Mark targets around, the angle that would be created would require Mulg to turn to face away from Thexus to get up the table).  Happily for me my opponent eventually decided that I had done a good job of avoiding offering any sort of viable assassination and he conceded, having taken up most of his clock and also having not done anything significant to keep his shot at attrition alive.

The night was capped off by discovering that the game that I didn’t have to play would have been into Madrak I.  I could certainly stand to get more practice in that one, but in this particular case I was more than happy to let the opportunity escape me.

The aim in this series is to talk about the core “psychographic” profiles as originally dreamed up by the Wizards of the Coast R&D department to try to encompass clusters of traits that they had begun to identify in particular players and which they used to help be sure that each set released contained something for everyone.  The profiles have been covered with more authority than I can provide there, but rather than try to further hijack the concept I’m going to explain each very briefly and then suggest what factions and within them particular themes and warcasters might be suited to a player who leans towards each profile.  Hopefully doing so will help players getting into the game to have a better sense of what might most appeal to them while also providing more experienced players food for thought, and direction when they get the urge to expand.

images

The first profile is the first to have been named – Timmy (“Power Gamer” is Timmy’s title, though not because he “power games” as the term is usually used in tabletop games, but because he likes big things).  Timmy plays for emotional experience and is drawn to excitement and to things that are big and dramatic and which create narratives in a game.  Timmy wants to win big when he wins, to win in one huge swoop, to wipe his opponent out entirely; Timmy sure isn’t worried about overkill.  Younger players are often a Timmy, but that doesn’t mean that older and experienced players can’t be, or that there’s anything wrong with being a Timmy (or that it’s something that you do or should outgrow).

In Warmachine then, Timmy would be drawn to things that are big, that look intimidating, that hit hard, and have high stats.  Timmy is a player generally not interested in paying costs for benefits (doing so feels bad) nor necessarily in being responsive to what the other player is doing (seeing cool and impressive things happen is part of the fun, as is a social experience, so Timmy would most naturally want everybody to do what they’re trying to do and see what happens).  So, naturally, the factions that we should recommend here are those that are the biggest, the meanest, and which look as much.

Timmy’s Top Factions

  • Khador
  • Trollbloods
  • Skorne
  • Legion

Khador

This is the easiest Timmy pick.  How many times have you heard the story of someone being drawn into the game by the chunky, brutal look of Khador heavies?  Khador in MKII was a faction that was more likely to seduce and then disappoint Timmy players than anything, but the faction is much closer to delivering on the desired play experience in MKIII.  Jaws of the Wolf and Armored Korps are perhaps the two most Timmy-friendly themes in the game.  Warcaster suggestions: Butcher I, Butcher III, Karchev, Vlad III, Sorscha III.

karchev-concept

Khador also doesn’t obviously pay for its strengths, not in a way that is immediately, viscerally apparent in game.  Khador generally pays in having fewer abilities that interact with enemy models to prevent them from leveraging their rules and strengths, or which allow the Khador player to solve problems that an enemy list might present (problems that aren’t models with DEF, ARM, and boxes, things like Incorporeal).  Khador is also a faction largely without rules that provide incentive to allow harm to come to your own models – relatively few instances of rules like Vengeance and Battle Driven, and very little in the way of alternative resource mechanics.  This also suits Timmy, who doesn’t generally like having to accept downsides in order to get benefits.  The general heartiness of Khadoran warcasters also suits Timmy.  Warcasters are often provided the stats and tools to be relatively potent combatants, but aren’t necessarily best used to make anything more than opportunistic attacks in many cases, but it is more often a good idea to get stuck in properly in Khador than in just about any other faction.

Trollbloods

Troll warbeasts are probably the closest Hordes analog for Khador warjacks in being visually intimidating and exciting in a way that often draws in players (though they have competition in Hordes in Legion, more on that upcoming).  The extreme Mauler has long been a favorite of painters and a model that draws oohs when done well.  The Mountain King (and now the Glacier and Sea Kings as well) is also still often lauded as one of the best and most inspiring sculpts in the game.  These models visually reflect the Troll identity of being bigger and meaner – and as Troll infantry has gotten bigger over time Troll heavy infantry lists similarly have a very satisfying beefiness.  The Mountain King is also a model which naturally creates very cinematic activations (in addition to being a strong huge base) between Bulldoze, Assault, and Kill Shot it can generate productive activations that might appeal to other players for other reasons, but which Timmy likes because they involve a huge monster being a huge monster.

A number of the other features of Khador also apply here – the relative lack of rules that benefit from taking damage (despite it being a feature of the faction’s style that it often takes the first hit in a fight – something that might cause tension for Timmy), the number of buffs possible (which can appeal to Johnny in a different way – in creating synergistic combo play), the number of high durability brawling warlocks available.

Warlock Suggestions: Madrak I, Madrak II, Borka II, Grissel II, Ragnor

Honorable Mentions – Skorne & Legion

Skorne is an honorable mention here because it has some claim to being the Hordes faction of big angry monsters in lieu of Trolls.  Titans appeal to a slightly narrower range of aesthetic sensibilities, in my experience, than do Dire Trolls, but they’re similarly impressive.  Skorne are, however, a faction that looks to use debuffs and denial more often than Khador or Trollbloods, and one that does have a significant soul collection subtheme.  That focus on cost-for-benefit play doesn’t suit Timmy nearly as well, and Cataphracts are less often seen currently as well – which is another aspect of the faction more likely to appeal to a Timmy.

Legion is here partially because there’s something about dragons for some people and because they have traditionally been the go to answer to anyone very new to the game who asks to be directed to a faction which doesn’t have to play any boring infantry – big monsters or robots only.  That last element of the faction’s identity has been somewhat eroded, and there are other elements of Legion which are not particularly in line with a Timmy experience (incremental damage and yo-yoing beasts), leaving Legion as a less pure Timmy draw.

Timmy’s Bottom Factions

  • Mercenaries
  • Circle
  • Grymkin
  • Cryx

The factions that populate this list are those that don’t necessarily create visually striking lists (Mercenaries, Cryx), which tend to have heavily responsible or denial based play (Circle, Grymkin, Mercs), which tend to focus on leveraging efficiency and cost-for-return rather than out and out exceptional stats (Cryx, Mercenaries) and which often focus on winning without a full blown engagement (Circle, Mercennaries).  This is not to say that each of these factions have nothing for a Timmy – waves of undead Cryxian warriors do appeal to a certain kind of Timmy in particular – but these are probably the factions that are farthest from the core Timmy experience.  I have to particularly note Cephalyx – which are control oriented, which have a strange aesthetic, which focus on cost effectiveness, and which have a heavy emphasis on paying significant costs for significant benefits, might be the farthest thing from a Timmy experience in Warmachine.

Top Timmy Warcasters for Each Faction

Cygnar – Lord Commander Stryker (Stryker II).
There’s not much more cinematic than overloading for three dice, and Stryker is a warcaster who is great at creating evocative experiences (though also a very Spike friendly option).
Honorable mentions – Siege II, Nemo III.

The Protectorate – Feora, Priestess of the Flame (Feora I).
Randomness is something which appeals to Timmy more so than any of the other player archetypes, and there are few things in the game which can lead to the stories that Scorched Earth (Feora’s feat) can.
Honorable Mentions – Reznik I, Feora III.

Khador – Karchev the Terrible
Karchev needs very little justification here – he’s a warcaster who is also a warjack (which has long been a very Timmy thing to be, even though it generally just makes him more vulnerable to more things in the game than he would be absent Man in the Machine).
Honorable Mentions – Butcher I, Butcher III.

Cryx – Lich Lord Venethrax
Countercharge is an ability that is very viscerally fun to pull off, and Venethrax, even when more niche and much more boring in MKII, long appealed as a warcaster who could brawl with battlegroups of warbeasts.  Cryx is a faction that is generally a little less well suited to Timmy experiences, and so while Vengeance of the Dragonfather (Venethrax’s feat, which is weirdly named given what it does), Deadweight, and Lamentation aren’t really Timmy rules to have, he is still probably holistically the best fit here.
Honorable Mentions – Terminus, Skarre III.

Retribution – Vyros, Incissar of the Dawnguard (Vyros II)
Retribution is another faction that isn’t perfectly suited to the Timmy experience, but Vyros II is a pretty solid offering.  Synergy is a Timmy-friendly spell (in making for good stories, in leading to big numbers and dramatic activations, in supporting battlegroup heavy play) and he is himself a pretty bad dude.  Tide of War (his feat) is, again, not a great Timmy fit, but it can sometimes suddenly create assassinations, which potentially creates exciting stories.
Honorable Mentions – Vyros I, Thyron, Ravyn.

Mercenaries – Bartolo Montador
Bart runs a Galleon and makes it do crazy, impressive things.  He produces some pretty intense numbers and, generally, effectively allows (nearly requires) you to play with the colossal as your de facto warcaster.  Broadsides can also create some unpredictable and dramatic effects (especially if Bart’s battlegroup has more ranged warjacks in it than it should).  Typhoon (Bart’s feat) is not a very Timmy effect, but it is very evocative, at least.
Honorable Mentions – Drake MacBain, Durgen Madhammer.

Convergence – Forgemaster Syntherion
There isn’t really a perfect Timmy fit in Convergence.  Each of Synthertion, Lucant, and Axis offer some features that appeal, but Syntherion’s Axiom on his feat turn likely is the most Timmy-centric experience in Convergence, and that pushes him over the edge.  Very few other models in the game can do the damage across the area of table in a single activation, and that kind of dramatic knockout punch play is big, flashy, exciting, and a great story afterwards (Timmy likes to win big when he wins, recall).
Honorable Mentions – Axis.

Trollbloods – Madrak Ironhide, World Ender (Madrak II)
Desperate Hour (Madrak’s feat) is one of the most quintessentially Timmy effects in the game – it can be hugely swingy and can win the game outright and very emphatically when it swings high.  Madrak is himself can brawl about as safely as any Warlock or Warcaster in the game (though Grim Salvation is a bit of a cost, which Timmy might not love).  Blood Fury is another fairly Timmy-friendly effect, though the DEF debuff might rankle Timmy more than say Spike – who is more likely to view the cost as close to irrelevant based on the spell’s impact.
Honorable Mentions – Madrak I, Borka II.

Mulg_FeaturedImage

Circle Orboros – Kromac, Champion of the Wurm (Kromac II)
Kromac is here because he is by far the Warlock in Circle I’ve most often had people speak about their desire to put on the table and make work based on coolness factor (Borka II is also way up there in the game on Timmy factor for the same reason).  He was also a payoff to a call in Circle for a warbeast-as-Warlock release that a subset of the faction’s players had been crossing their fingers for.  He’s big, he’s impressive, he brawls, he has dramatic, intimidating activations.
Honorable Mentions – Baldur II.

Skorne – Xerxis, Fury of Halaak (Xerxis II)
This is another very self-evident pick.  Xerxis is a huge brawler on a giant Rhino (and as an aside – Battleengine warcasters and warlocks generally are much more a Timmy thing than a Spike or Johnny thing).  Ignite and Rapport are Timmy-friendly spells and Hand of the Ancients (his feat) is an enabler for the dramatic swings that let Timmy go home happy.  Makeda III did get a long look here because her feat is also a very Timmy effect.
Honorable Mentions – Makeda III, Hexeris I.

Legion – Thagrosh the Messiah (Thagorash II)
Another large monster man to win fairly safely.  Thagrosh is an intimidating melee presence in his own right and runs an aggressive, high damage battlegroup.  As with Stryker II he appeals to Spike because he enables more complicated lines of play and (at least historically) was high on raw power, but while Spike can feel smart about using Dragon Storm (Thag’s feat) to back up and avoid trading, Timmy can dig that much deeper, and have a very exciting turn.
Honorable Mentions – Lylyth II, Absylonia II.

Minions – Helga the Conquerer
This is actually something of an upset in my own mind, as Barnabas II felt like the most immediately obvious pick (another frontline monster).  There’s not much in the game that is as good for chaos, for excitement, and for creating memorable game experiences than Grand Finale (Helga’s feat), however, and that’s what pushed her to the top for me.  Helga is also very Johnny friendly (Minions generally are).  Cyclone when used for to actually generate attacks is also a very Timmy spell.
Honorable Mentions – Barnabas II.

Grymkin – The Child
Grymkin are really another of the factions that seem fairly far from Timmy’s core interests, but the Child is another big brawling Warlock, and Wrath is a very Timmy-friendly Arcana.  A fair amount of what the Child does otherwise is benefit for cost (if minor costs – e.g. Tantrum, Abuse, and Pain Response) which aren’t really what Timmy is normally looking for, but that’s also something that’s really very core to how Grymkin play, so it’s hard to avoid and part of why Grymkin aren’t a faction with a ton of good picks here.
Honorable Mentions – The Heretic.

I took Minions out for the first time yesterday for a sort of mini steamroller (three rounds, one list, 35 points, 30 minute deathclock) in order to try to refamiliarize myself with the faction and with Hordes, neither of which I’ve really played very much of in a few years now (and really I’ve never dedicated serious time to Minions).  Low points events are inherently a little silly and people can contribute to that by bringing swingy lists.  Lover of midrange that I am I brought a list that I thought had a little of everything:

(Rask 1) Rask [+27] (Will Work for Food)
– Blackhide Wrastler [16]
– Bull Snapper [5]
– Swamp Horror [15]
– Gatorman Soul Slave [0(5)]
Bog Trog Mist Speaker [4]
Dahlia Hallyr [17]
Eilish Garrity, the Occultist [0(5)]
Orin Midwinter, Rogue Inquisitor [5]

The list generally fared fairly well throughout the evening, and in the hypothetical that I were to try to critique a list built for a 35 point single list format I think I’d only reconsider the Mist Speaker – whom I felt I had to include on the off chance that someone brought a Wraith Engine (or Deneghra II I guess).

Before the event began I played a quick scrimmage game against a local Cygnar player who had done the sensible thing and brought a very powerful and resilient Nemo III list to the event.

(Nemo 3) Artificer General Nemo [+25] (Heavy Metal)
– Dynamo [18]
– Firefly [8]
– Firefly [8]
– Firefly [8]
– Squire [0(5)]
Harlan Versh, Illuminated One [0(4)]
Storm Strider [18]

I went first in this one and was able to leverage that, scenario pressure, and Dark Waters to force Nemo into me.  When he did move in I was able to make kind of an odd play moving Skarath into melee with Dynamo at an angle so that the snake bounced diagonally forward off of Repulsor Field and into melee with Finch, which it used to overtake into Nemo and eat him.  That was a promising start, but I suspected things wouldn’t be so easy if I had to do it again – part of Rask’s game into Nemo has to do with forcing the issue in scenario – which is hard to do in many scenarios in the pack at such a low points level – and if Nemo were able to just wait me out I’d have to be more creative. . .

Round I – The Pit II

Vs.

(Barnabas 2) Barnabas, Lord of Blood [+23] (Will Work for Food)
– Blackhide Wrastler [16]
– Boneswarm [7]
– Gatorman Soul Slave [0(5)]
Orin Midwinter, Rogue Inquisitor [5]
Swamp Gobber Chef [1]
Swamp Gobber Chef [1]
Wrong Eye [17]
Greygore Boomhowler & Co. (min) [11]

I went second here, but that wasn’t necessarily a bad thing to have to do in a reasonably live scenario with Rask’s engagement power.  Barnabas kept fairly central on his side, with the Bone Swarm heading to my right and the Boomhowlers to my left, and Wrongeye and Snapjaw unsurprisingly hugging their boss up the field – so that I would never not have to attack into Star Crossed if I were trying to engage Barny.

I had to split a little around a central Obstruction (of course so did he) and chose to keep Skarath – easily the most dangerous heavy in the army to Barnabas – to my left to start clearing the unit out of that zone and set up scoring on it, and to ensure that Barnabas couldn’t really try to personally threaten Rask without being charged by the snake.  Specifically, Skarath shot and killed Boomhowler while Dahlia cast Haunting Melody and moved up to probably annoy Barnabas a lot later in the game.  The Bull Snapper also went that way, equipped with Fury to trade up if it was allowed to.  On my Right I moved up the Wrastler with Admonition on it and screened it with Veil.  It likely couldn’t do much to scare Barnabas without Rask’s help (hard to provide with the Bone Shakers around) but at least Barnabas couldn’t really feasibly do anything to it either.

Barnabas did move my way, pushing towards the other side of the central obstruction while casting Execration and putting Swarm on himself and otherwise his army mostly tried to play around my threat ranges.  Wrongeye and Snapjaw also toed the central zone to make my scoring it harder, but at an angle that would make actually getting to them a tall order.  Another member of the Boomhowler unit ran at Skarath to engage it but was knocked down by a Retaliatory Strike spray.

Figuring that with my feat left to use very little could actually go wrong either way, I decided to see how close Skarath could come to killing Barnabas at effectively 17/18 with Star Crossed up and three transfers.  I suspected it was pretty close, and that I’d at least be chewing through most of Barnabas’ battlegroup in doing it.  So on my second turn I upkept Fury for free and first charged the Snapper into his objective to see what I could manage there.  What I managed was about 10 damage.  Rask then swapped Fury to Skarath and added Rage on top of that before feating and moving so that Barnabas couldn’t really walk around the building to get to him.  The Soul Slave popped Boundless onto Skarath as well and Dahlia ran to get both her bond onto Barny and also Haunting Melody.  Eilish added Puppet Master to complete the suite of buffs and Skarath charged in and boosted, hit, paralyzing Barny, and very nearly killed the Bone Swarm in one go on the damage roll.  The next three buys were exactly the worst kind for a model with Puppet Master on it – a lot of 6s that I didn’t want to reroll ending in a 7, and when the dust settled the Bone Swarm was dead, the Wrastler was at least hurting, and Barnabas had something like 7 boxes left.

Things didn’t get better for Big B as he had more trouble killing Skarath than he’d like, because none of the Bone Shakers were in walking range to provide Dark Shroud.  He did eventually get through the Snake but couldn’t do a great deal else other than get his Wrastler into the Snapper, which very immediately died.

Barny had deprived himself of Sac Pawn targets with his feat, which made it a much surer thing for me to give Rask Puppet Strings, walk around the building to Paralyze Barnabas with the Harpoon, and then send an overbuffed Swamp Horror in to get me the rest of the way to an assassination.

Round II – Breakdown

Vs.

That same Nemo III list

Sooo, as I mentioned this is game is a much harder one in a situation like this – there’s really only the one scenario element for me to score, and it’s not one that it is hard for Nemo to contest without making huge concessions.  As a result, Dark Waters isn’t a free engage as it was in our prior game.  I did go first in this one, putting Admonition on the Wrastler and Fury on the Horror (which is a nice early game target because it really can’t meaningfully have its DEF reduced).  Nemo wasn’t having it this time, and was very cautious on the advance on his first turn.  So I moved to threaten significantly through the zones, but to generally stay out of 10/11” of his models, and popped my feat, hoping he’d feel more compelled to move into me than he was.  Fury was moved to Skarath this turn.

He unfortunately did not, and mostly spent his second turn shooting at his own Firefly to kill my Snapper, which was keeping the Wrastler company on my right side (the Wrastler did use Admonition to walk away from Orin once the Firefly ran so that at least leaps would only be hitting the two beasts).

I was left, then, with a Firefly in melee with my Wrastler but the true key model, the Strider, about 13.5” away from Skarath, and so a puzzle.  I certainly couldn’t just make attacks on the light in front of me for the turn, even scoring two I’d then immediately lose two beasts to Nemo’s feat and with them the ability to play the game meaningfully.  So I settled for a more ambitious line and had the Wrastler angle itself, Rage itself, and throw the Firefly directly away at such an angle that Skarath could use its entire charge distance to end up a legal charge on it while still moving right at the Storm Strider.  Rask then moved over to put Rage on the Snake and boosted his gun on the knocked down Firefly to be sure that Skarath would kill it in one attack.  Skarath then charged, killed the Firefly, and overtook to be in melee range of the Storm Strider, and wedged against a second Firefly so that I couldn’t be pushed out of melee.  It took my full four buys to do it, but I ate through the Strider and overtook to engage both of the remaining Fireflies.

Nemo on his turn used Forcehammer to disengage the two lights, and his feat and their shots as well as his own to remove the Snake, Dahlia, and Eilish (who I’d moved forward as sort of a firebreak – Dahlia was visible in my Veil of Mists cloud and not stealth because she’d had to run so Eilish moved up close to her but 4” away from Rask so that all Nemo could do was kill her but not in a way that could put damage rolls on Rask.  Dynamo also obliterated the Wrastler.

This all left Nemo a little out in the wind, however, so Rask moved up and shot him (paralysis again) and put Fury on the Horror, and the Soul Slave added Boundless.  It then charged a Firefly that had been sort of screening Nemo from it, dragged him in, and ate him.

Round III – Recon II

Vs.

(Ossrum 1) General Ossrum [+28] (Irregulars)
– Ghordson Avalancher [17]
– Grundback Blaster [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
Eiryss, Mage Hunter of Ios [0(7)]
Orin Midwinter, Rogue Inquisitor [0(5)]
Horgenhold Artillery Corps [6]
Horgenhold Forge Guard (max) [16]

This was an interesting matchup, as I’m actually a more experienced Ossrum player than my opponent (Vic of the Beer Thralls podcast – go have a listen) but he has also definitely played more Minions and specifically Rask Zoo lists than I have.  Fortunately for me, this was a very live scenario, which is quite a thing for Rask at this point level.  I went second here again, but again it was not such a bad thing for me that I did.  He moved up, put Snipe on the Avalancher and Bullet Dodger on Eiryss, and in return I more or less ran full tilt at him and feated, trying to keep too many of his Gunners/Blasters from having walk and shoot threat on a single heavy.  I kept Skarath and the Horror to my right zone, and the Wrastler toward the left (which ended up being a mild issue when I wanted to start spreading my battlegroup and then remembered that in Hordes this is not so easy a thing to do).

He contested the right zone with most of the Forge Guard unit on his second turn, and ran a Gunner more or less right at the Horror, somewhat screening its charge angles.  Otherwise he mostly remained cautious, and Ossrum set up shop behind his flag.

On my second turn I used the Horror and Skarath to bounce around the back end of the right zone to clear it and kill 8 Forge Guard in the process, and did a little incidental damage otherwise, and capped my flag with Orin, scoring two.  I kept Rask on Four (consciously running a little hot – the Horror was maxed on fury) and in a trench, and tried to move him to prevent Eiryss from drawing a bead – there was a central forest between us.

It is sometimes better to be lucky than good, as I did manage that, and so on his turn Ossrum feated and removed Dahlia (though it took him more effort than it probably should have, again, lucky on my part).  He also killed Orin in the Blaster spray that ultimately killed Dahlia, but did not get back into the right zone, letting me score another point and move to 3 at the end of his turn.  I was able to just run Rask to the flag in that zone to end the game.

All in all, the event was a good time, and a good way to start to get my feet wet in a faction.  Rask is obviously very good, and I think Minions are holistically rock solid at this point.  Minions have a ton of strong and interesting Warlocks, strange and effective tech pieces, and I really love the lesser Warlocks (even Brun at this point).  I can’t promise any protracted periods of dedicated Minions play for a bit, but they’re doing a good job of selling me on the idea of getting them on the table more.

Thanks for reading!

This past weekend I had a chance to get out to a local event that served as a qualifier for a local invitational.  A great local organizer and player (and also writer – see the link to his blog below left) organizes the circuit and also a running commentary on it including periodic updates on faction representation.  Prior to this event he noted that there were only two factions that had not yet made an appearance at a qualifier (of which there had been three): Legion and Convergence.  I have no plans to play any Legion, but I’m not averse to Convergence, and I’d put in two weeks of play into the faction a few weeks ago (five games total) which was surely enough to show up and round out some statistics at an event if nothing else.  This entire set of events makes use of the Master’s packet as well, making limited factions and their invariably formidable ADR sets that much more appealing.

I ended up taking two lists fairly similar to those I’d built and used previously, though as much because I hadn’t played enough games to be sure of their shortcomings as any affirmative reason.

My list set was as follows:

Main List – Axis

(Axis 1) Axis, the Harmonic Enforcer [+30]

– Corollary [6]
– Diffuser [6]
– Galvanizer [5]
– Galvanizer [5]
– Galvanizer [5]
– Galvanizer [5]
– Galvanizer [5]
– Inverter [15]
– Inverter [15]
– Inverter [15]
Attunement Servitors [0(4)]
Elimination Servitors [0(3)]
Reflex Servitors [0(4)]
Reflex Servitors [0(4)]
Optifex Directive [4]
Transfinite Emergence Projector [19]

Sideboard

Diffuser [6]
Inverter [15]
Transfinite Emergence Projector [19]

Main List – Orion

(Orion 1) Eminent Configurator Orion [+28]
– Assimilator [16]
– Assimilator [16]
– Assimilator [16]
– Assimilator [16]
– Corollary [6]
– Diffuser [6]
– Diffuser [6]
Algorithmic Dispersion Optifex [2]
Attunement Servitors [0(4)]
Elimination Servitors [0(3)]
Reflex Servitors [0(4)]
Reflex Servitors [0(4)]
Transfinite Emergence Projector [19]

Sideboard

Diffuser [6]
Inverter [15]
Transfinite Emergence Projector [19]

The event ended up being more well attended than I had expected it to be, given that it was happening concurrently with Captaincon (and a shout-out both to Charles Soong for his strong results there generally and to local Anthony Gibbs for a strong weekend as well).  There were 20 total players (19 and also the organizer as a pitch hitter) and slightly bizarrely 5 Retribution players, and resultantly a total of 9 Arcantrik Force Generators in evidence.  I haven’t been abreast of the cutting edge of Ret list technology, but apparently there was a memo circulated that never reached me, because there were a lot of fairly similar Rahn and Elara II builds about (naturally in Defender’s of Ios).  While my practice games hadn’t provided me a chance to play into Ret, I assumed that an AFG v. TEP fight would be miserable, and so hoped not to have to do that.

I did.

Round I – Pit II

Axis (plus TEP, Minus Three Galvanizers and Optifex Directive)

Vs.

(Rahn 1) Adeptis Rahn [+26]
– Chimera [8]
– Chimera [8]
– Discordia [18]
Aelyth Vyr, Blade of Nyssor [0(5)]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Priest of Nyssor [0(4)]
Priest of Nyssor [4]
Ryssovass Defenders (max) [16]
Stormfall Archers [9]
Arcantrik Force Generator [17]
Arcantrik Force Generator [17]

This was, as was a theme for the weekend and I have found is a theme for Convergence, a grind.  The the early game involved my trying to leverage Axis’ strong ability to build a strong attritional advantage in DI to push myself far enough ahead that I could coast.  I did pull ahead initially – particularly in removing the Chimeras quickly and making relatively short work of the Defender unit (which I’m not sure I totally understand the inclusion of – but Michael Ireland has endorsed as being sort of alright given the support available in this list to which I say “whatever”).  My opponent intelligently focused on putting himself in a position to be able to strip the TEPs of their defenses and to start to actually grind them down, lest they run away with the game against a somewhat ranged reliant force.  I eventually lost one on my right flank, but at the same point in the game that I collapsed his, and at the end of five turns we both took a moment to assess and recognized that the game itself was very close but that my ability to score absent any dramatic shifts likely would outpace his over the remaining two turns.  This compelled my opponent to commit Rahn himself to help to clear the central zone to shift equilibrium back his way, which left him in a position to threaten a scenario win, but also within 11” of both an Inverter and Diffusor.  The latter aimed and, with its Lucky reroll, pegged the Adeptis, resulting in an assassination win at the end of turn six (I had gone second).  This was a close game throughout, and the final breakdown reflected it – we had both scored 82 army points and I had a slim scenario lead at 7-6.

Having rolled that particular boulder up the hill once I hoped not to have to again, and did not at least immediately.  I was instead paired against another local player whom I know to be a very tough out and a fellow Mercenary player (though a more faithful one).  I was worried he might drop MacBain but he felt that my lists didn’t suit the offensive options available to him with MacBain, so instead he dropped Magnus II, while I dropped Axis again out of concern that Orion’s ranged focus would be too stifled by Countermeasures.

Round II – Breakdown

Axis (as in the first game)

Vs.

(Magnus 2) Magnus the Warlord [+28]
– Buccaneer [6]
– Freebooter [9]
– Freebooter [9]
– Nomad [11]
– Nomad [11]
– Nomad [11]
Eiryss, Angel of Retribution [0(6)]
Gorman di Wulfe, Rogue Alchemist [0(4)]
Orin Midwinter, Rogue Inquisitor [0(5)]
Rhupert Carvolo, Piper of Ord [0(4)]
Kayazy Assassins (max) [15]
– Kayazy Assassin Underboss [4]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Lady Aiyana & Master Holt [8]
The Devil’s Shadow Mutineers [8]

This time I was able to go first and leveraged that into a very strong early game again (as I am increasingly finding it is easy to achieve with Axis, but which I might want to eschew for a stronger long game given that Convergence doesn’t easily provide the tools for fast scenario wins.  I feated on my second turn (which I believe I did in each instance of playing Axis – I might also want to reconsider that habit because I wasn’t incredibly reliably gaining significant offensive value by using it this way) and largely via TEP attacks took both Freebooters and one Nomad effectively out of the fight before they could effectively engage (with some strong early damage rolls).  Magnus was more patient in using his own feat, and only did so on the fourth turn after having sent in his remaining models and putting both TEPs in danger of being removed with relatively little effort (both ended that turn on five boxes).  I wasn’t overly worried at this point – each TEP was still capable of swinging the game significantly, but became more concerned when neither accomplished a great deal on my next turn – one particularly flubbed its attacks such that of the Devil’s shadow, Eiryss, and two Eliminators it removed only two members of the DSM (I had chosen to make four attacks with three dice to hit on the turn, a configuration that did not prove as reliable as I had hoped).

Magnus took a chance on his turn to execute a scenario gambit and, removing both battle engines, pushed ahead enough that I was not necessarily likely to be able to equilibrate over the remaining turns.  I was left, however, with a shot at Magnus, both an Inverter and Diffusor were in range but engaged by his Buccaneer.  Axis solved that problem by advancing into the scrum and using Battering Ram to clear my lanes and the Diffusor/Inverter pair again ended the game.

Having survived two grinds with Axis I was hoping for a reprieve and possibly a round in which I felt happy with the prospect of Orion, because at this point we were guaranteed to play only four rounds and I was obliged to find a fit for him in the next two.  This did not exactly work out for me – I was dealt another very strong local player for round III (who was also already qualified and crushing dreams throughout the event) who was certainly going to drop his well practiced Kreoss III list.  I did not like the idea of playing Orion into that because it had the range and the mobility to present too many significant threats for Orion to address at once, and without any control effects and backstopped by (poor) Convergence defensive stats he would struggle to hold up.  Fortunately, however, I did think that Orion would be acceptable into either of the other undefeated players – who were playing either Madrak I and Kolgrimma as a pair or Kaelyssa and Ossyan – in the event that I made it through the round.  So I once again dropped Axis.

Round III – Standoff

 
Axis (as previous)

Vs.

(Kreoss 3) Intercessor Kreoss [+28]
– Reckoner [16]
– Redeemer [11]
High Exemplar Gravus [9]
Rhupert Carvolo, Piper of Ord [4]
Vassal Mechanik [1]
Vassal Mechanik [1]
Vassal of Menoth [0(3)]
Wrack [1]
Choir of Menoth (min) [4]
Exemplar Vengers (max) [20]
Exemplar Vengers (max) [20]
Idrian Skirmishers (max) [15]
– Idrian Skirmisher Chieftain & Guide [0(5)]

This was the least smooth early game of the event for me – my opponent did a good job of spreading his Vengers so that it was not easy for me to either pick up a dramatic attritional advantage over them or to control his engagement via Circumpotence entirely.  In retrospect this may be an instance in which I want to pair my TEPs so that I can more reliably make dramatic inroads in attrition against a single unit of Vengers and have access to Axis (aha) to feat on the other to help get me through the risk of taking huge chunks of damage at a time from even a couple of cavalry charges.

I also somewhat overestimated by ability to clear Vengers quickly with TEPs (and rolled a little poorly, but not dramatically so).  I consistently put one Servitor each into ROF, Hit and Damage dice and sort of assumed that needing slightly below average rolls in all instances entitled me to kill every Venger I shot at, which it did not and I did not.  While his Warjacks did not contribute to the fight to a huge extent (the Redeemer’s melee damage actually did more than anything else) this was actually a more even to slightly poor attritional fight for me, which prompted me to become more aggressive with my battlegroup towards the center of the table.  On my fifth turn I put one Inverter into his Reckoner – crippling but not destroying it (both its Mace and Cortex were out) and another into the midst of his remaining few Idrians.  Significantly both were potentially in range to threaten Kreoss on the next turn.

The one mingling with his infantry was dealt with by Kreoss himself, who ended the turn on two focus.  The other was left entirely functional but a little scuffed and engaged by his semi-functional Reckoner, a Venger, and the Redeemer, which had done the damage to it in melee.  Not happy with my future prospects I put together a plan to clear that Inverter for a shot at Kreoss, though I did not have a neat way to entirely unengaged it (and Kreoss was at an angle that wouldn’t allow the use of Unstoppable Force to avoid any free strikes).  The Venger was dealt with easily enough via a charging Galvanizer, and I hoped to clear the Redeemer with a boosted Battering Ram from Axis himself.  I carelessly failed to note the scatter of a Flare Servitor early in the turn, however, (it had moved up to point blank to improve my odds of hitting the Venger, which was very nearly base to base with the Redeemer) and missed the boosted roll by one (which was entirely my own fault, we had agreed to just note Flare on the Venger without rolling a deviation at my request).  Instead I was faced with a Free Strike from both of the Warjacks.  It is actually fairly hard to cripple systems on Vectors because they have strange, spread out grids, but I was only working with around 18 hit points at this point and enough damage to the right column was liable to remove the Meteor Hammer, without which I certainly wasn’t assassinating anyone.  After setting things up by Flaring Kreoss and hitting him with the Diffusor I hoped for the best and got very lucky – after both free strikes and relatively poor damage rolls I was left on 13 boxes, but with all systems on the Inverter, which dropped Kreoss with its final attack.

I was a little chagrined to have to get to the finals that way, my opponent played the game very well, but there wasn’t anything to do but to drop Orion and hope for the best.  My luck continued as it turned out to be Retribution I’d face, and a pair not particularly well equipped to handle the fairly unique set of problems he poses.

Round IV – Outlast

 
Orion (Plus a TEP and Inverter, minus two Assimilators and the ADO).

Vs.

(Kaelyssa 1) Kaelyssa, the Night’s Whisper [+29]
– Banshee [18]
– Banshee [18]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Arcanist Mechanik [2]
Dawnguard Sentinel Scyir [0(4)]
– Hydra [15]
Lanyssa Ryssyl, Nyss Sorceress [0(4)]
Dawnguard Sentinels (max) [18]
– Dawnguard Sentinel Officer & Standard [4]
– Soulless Escort (2) [2]
Dawnguard Sentinels (max) [18]
– Dawnguard Sentinel Officer & Standard [4]
– Soulless Escort (1) [1]

Far from facing my just desserts for locking myself into Orion for the final, I was given a game in which he was pretty dramatically advantaged.  Taking the first turn I moved my TEPs and battlegroup into position to threaten through both zones and prepared to sandpaper, looking also to take the Sentinel units one at a time if I could to punish them for their mediocre threat ranges absent Vengeance.  He both Feated and mini-feated in order to help to get himself through the prospect of a very hard engage as best he could but was also conscious that he couldn’t simply throw the Sentinels forward because not even their relatively formidable armor would reliably hold up against the TEPs.

It did not, though because he was cautious in playing around my TEP kill zones I focused on chewing through about half of one of the two units and doing damage to his Hydra and Scyir on my next turn, semi-consciously ceding one TEP to force his forces closer.  That TEP did go down in response, clearing a zone and allowing him to build an early scenario lead but the remainder of his infantry was exposed as a result, and the second TEP combined with Ground Pounder shots to remove most of it and further damage the Hydra as well as chip the paint on one Banshee, and I scored in retaliation to leave him up at this point 2-1.  He started to move his battlegroup models into the fight at this point, and removed my Inverter, which had committed to help remove the last of the Sentinels.  He did not score, however, and I did, leveling us at 2-2.

Both a Banshee and the Hydra ended his turn with focus on them, which prompted me to feat, and I moved to start pushing for a scenario win via attrition, leaving him with a scuffed Banshee (it had taken something like 8-10 damage) as well as two Sentinels with weapons, a Soulless, the Standard for the surviving Sentinels, and Lanyssa, who had been hiding in one zone behind a forest.  I scored both flags at he end of the turn to put myself ahead 4-2.

There was relatively little he could do to alter the inevitable tide of attrition at this point, but I did not have an enormous amount of time left (about four minutes) so he committed his Banshee to doing damage to one of my two Assimilators, both of which were in the zone occupied by the Myrmidon and behind which Kaelyssa was camping out behind a wall.  The other models mostly moved into range to contest both flags.

Starting the turn up two I needed to score three to win outright, and thought I could, needing only to clear two models contesting my flags and to finish the Banshee to be able to move Orion into that zone.  It took a little longer to do the latter than I expected, but six focus worth of attacks from my Assimilators (Orion had activated earlier and moved into that zone to shift to MAT 6 which, combined with a Flare, made melee a less dicey proposition) eventually did it in, and the flags were cleared without issue, allowing me to end the game with about 30-40 seconds on my clock.

Had things really gone south I would hopefully have had the win on his next turn – as Orion was fairly safe from Kaelyssa (he had two Shield Guards and was camping four) and none of his remaining models would have been able to reach the zone Orion occupied to prevent my scoring it.

All in all I was at least as lucky as good throughout the day, but was very happy to have a chance to roughly double my experience with Convergence in a trial by fire.  I’m not so sure I’ll be so fortunate if I run into either of my last two opponents in the invitational (top three in each qualifier receive invites) but I look forward to finding out.

Thanks for reading!