Friday, August 1, 2008

And now we've pushed our luck too far

The interesting note about the game against John is that no turn lasted longer than five minutes.

With this, the night was still young after two matches. So, in my madness, I organised a game with Hank.

His list was basically the closest thing you'll ever too to a Lizzie-gunline, featuring lots of Skinks, plus a pack of two Salamanders.

Turn 1 saw me advance in coherency (I might have moved the Gnoblars up too far by mistake but hey, I was tired and they died without doing anything anyway). Turn 2 was pure evil. The Skinks fired away at my Ironguts, doing a few wounds, after camping in a forest to the side. As the Shoot Phase began to close, Hank remembered his Salamanders. 2 Artillery D6 shots at -1 save. Oh dear. I had never seen so many sixes from eighteen dice, karmic distribution from the last games no doubt. From there, Thor was a lone ranger.

Next turn, he charged another unit of Skinks. They ran, only to get caught, but he ended up in front of a unit of Kroxigors on a hill. After fleeing from them (and sending said Gnoblars running), he decided to provide morale support (ie, he got caught).

The Bulls were surprisingly amazing. They killed off the unit of Kroxies despite not getting the charge, before getting shot up and becoming food for the crows, ironic as that is.

The final event of interest was the realisation that I had forgotten the Gorger Thankfully, I rolled a 2+, and he showed up behind the Salamanders, shrugged off a conflagration from them, before charging in, killing one and getting close to killing another. He was also able to kill off a JSoD with a 0+ save (I now love Killing Blow XD). At least I killed something other than the Skinks. The result was a massacre in his favour, and the first ever loss to the Tribe of Two Shoulders.

Fatal mistake #1- Turning my Bulls to take on the Chameleons Turn 1. They got stuck in a forest and didn't see any action until Turn 4. I should have just ignored them, expecting to take no more than one-two wounds per turn.

Fatal mistake #2- Not taking any Armour at all. I faced a lot of Poisoned shots. As you can guess, Ogres should learn to get their immunities up.

Fatal mistake #3- Charging up the centre trying to reach the Salamanders. they moved back, and my Ironguts ended up high and dry, surrounded by Skinks.

Learning points:
*Ogres are still fast. Against M6 Skinks though, this advantage counted for less.
*Salamanders are evil. My Ogres are becoming real pyrophobes.
*Gorgers are amazing assassins.
*I really need some ranged power of my own. Maybe next week the Leadbelchers will get dusted off.
*A Butcher would be a sneaky addition, with his immunity to poison. I'll see what I can conjure next week.

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