Welsh Round 6

Am finally out of Cryx infested waters, and into the high seas of Trollbloods. Am paired against Toby Nathan, a fantastic Troll player who is running Madrak 3 and Doomie 3. Since there is no way I’m dropping Butcher 3 into doomie (because implacability), I drop Strakhov. He drops Madrak, and off we go. Scenario was take and hold. List below:

Trollbloods Army – 74 / 75 points
[Theme] Band of Heroes

(Madrak 3) Madrak, Great Chieftain [+29]
– Pyre Troll [9]
– Troll Bouncer [9]
– Troll Impaler [11]
Fell Caller Hero [0(5)]
Fennblade Kithkar [4]
Fennblade Kithkar [4]
Stone Scribe Chronicler [4]
Trollkin Champion Hero [0(5)]
Trollkin Champions (min) [10]
Trollkin Champions (max) [17]
– Skaldi Bonehammer [5]
Trollkin Fennblades (max) [15]
– Fennblade Officer and Drummer [5]
Trollkin Warders (min) [10]

Pre-deployment:

I win the roll off and choose to go first. Terrain is pretty unimportant, rubble in the centre of my side of the board, a wall to the right of his flag. I deploy in standard formation, with strakhov behind the rubble. He deploys with his fennblades spread across his line, champions central, warders with madrak, solos in the centre and the kithkars on either flank.

Round 1: Fight!

I run everything forward, central unit getting inviolable, right hand unit getting quicken.

My opponent does much the same, running everything as far forward as possible and feating.

Round 2:

So I have a wall of trolls in my face, and 2 choices. Back off or dive head first into the meat grinder. I decide to dive in, as it will allow me to dictate some positioning. The turn gets messy quickly as 1 fennblade keeps toughing and moves in to jam 1 of my units. I manage to cut down most of the fennblades in the end as well as a champion. Not a huge amount dies but I get most of the front rank off the table, spending my mini-feats to get into shield wall. Strakhov feats, covering as much as possible and gets within walking distance of the flag.

My opponent is now faced with much the same dilemma as me, and on the vengeance move, procs a counter charge from the kovnik. He goes through his turn killing bits and pieces, bouncing off armour in most cases. He fails to kill markov, after setting up a charge for his champions on him, he moves the fennblade CA within 6 inches and gets countercharged, with Markov ending up outside of most of the charges. He eats a champion to the face and survives. The great bears also make some counter charges, killing a champion and some fennblades. By the end of the turn, I’ve lost most of my centre unit, some on the left and none on the right. He scores the flag and goes to 1

Round 3:

I continue stabbing trolls to death, killing most of the champions, the rest of the fennblades, both kithkars, the fell caller and the chronicler. I contest the flag with some pikemen, and get strakhov on the flag. Score is 1 all.

My opponent manages to clean up most of the pikemen, kill the great bears and markov. He ends his turn having cleared the flag and scores another 1, contesting my flag with the pyre troll.

Round 4

The game is rapidly going down to time, so I have to start playing fast. I run the devastator into contest the flag and also block off the warders and bouncer that are poised to approach my flag. Torch kills the pyre troll and sprints to also block off the warders. The remaining pikemen charge and damage the impaler. Strakhov and co shoot some things and remain on the flag.

My opponent is almost out of time, but also in a position to possibly win the game next turn. He runs madrak off the flag, positioning him to clear my flag out next turn, while blocking in my jacks with the warders. As he is running his remaining fennblades in to threaten as well, he runs out of time, with me scoring 1 more time to make the score 3-2.

Victory for the motherland!

Post game thoughts:

Trolls are hard to kill. I think I made the right decision on list drop. Butcher does better into this list because of silence of death, but Doomie is a concern. The decision to commit turn 2 was correct as well I think, good use of counter charge made things hard on my opponent and armour 23 when you can’t charge is hard to break even for weapon masters. Anyway, onto round 7!

Welsh Masters Round 5

Round 5 sees me paired against, you guessed it, Cryx. And once again no ghost fleet. He ducks, he dodges, he doesn’t play Ghost Fleet! My opponent is one Joe Sutton, and he has a Venethrax list with all the jacks, and a Denny 3 list with 2 units of soul hunters, among other things. I drop Strakhov (due to a jack spam on one side and a lack of corrosion or really good infantry clearing in the lists), and he drops Denny. Scenario is Incursion. List below:

Cryx Army – 75 / 75 points
[Theme] Infernal Machines

(Deneghra 3) Deneghra, the Soul Weaver [+27]
– Deathjack [23]
– Deathripper [6]
– Reaper [13]
– Stalker [8]
Necrotech [2]
Necrotech [2]
Pistol Wraith [0(5)]
Pistol Wraith [0(5)]
Mechanithralls (min) [6]
– Brute Thrall (3) [6]
Soulhunters (max) [18]
Soulhunters (max) [18]

Pre-deployment:

I win the roll and decide to go first. There is a big forest on my left and right flank, with a house of centre to the left of the centre flag as well as some other terrain that wasn’t super important. Usual deployment of left, right and centre pikemen, with the solos and Great Bears in the centre. Strakhov and Torch to the right of the centre unit and the devastator to the left. My opponent sets his jacks up centrally, with soul hunters on either flank and Denny behind the house. The mechanithralls ambush.

Round 1: Fight!

I run everything as far forward as it will go, not particularly caring if they get within Pistol wraith range, as I am guessing at this point that they are there to contest, not to shoot things. Inviolable and quicken get put out, on the central and right hand units respectively.

My opponent spreads his force out, staying outside of 13 inches of my pikemen. He moves his stalker over to the right flank, to try and set up for moves towards my caster. The pistol wraiths run to contest the flags.

Round 2:

I upkeep everything and shield wall everything forward, taking ground as far forward as possible, leaving a couple of guys in charge range of things to try and bait my opponent. The left hand pikemen move to threaten the left flag. Strakhov moves up and attempts to lock the target on one of the pistol wraiths, but misses.

My opponent continues spreading out his force, with the stalker practically sat on the right table edge. Denny continues moving to the left flank, and he puts death jack on the flag. He attempts to put his arc node in between Deathjack and the pikemen, but forgets counter charge. 2 of the great bears charge and kill the arc node with 2 attacks. The left hand cavalry are now spread out along the whole left table edge. My opponent scores 1

Round 3:

This is feat turn, in more than one way. I upkeep everything, and start off with the left hand pikemen charging Death jack. They kill him with their attacks and minifeat to control the flag. The great bears run up behind to cover their front with the countercharge bubble. Markov positions centrally and the pikemen in the centre shield wall forward. Strakhov takes another pot shot at a Pistol Wraith and misses again, before feating and positioning centrally to cover as much as possible. The pikemen on the right charge and kill the Stalker, mini-feating back into shield wall. I score 1.

My opponent spends the turn prepping for the next turn, killing some pikemen on the right flank and moving up to threaten the centre of the board. The soul hunters position somewhat. The mechanithralls ambush on and are sent to contest. Denehgra positions along the left table edge, out of threat of Last standed pikemen. She also feats for more focus next turn.

Round 4:

I spend the turn mopping up what I can reach. Killing all of the soul hunters in the centre of the table (between torch, the right hand pikemen and the Kovnik), strakhov finally kills a pistol wraith (in melee) and repositions onto the central flag. On the left flank the great bears charge through the screen of pikemen, killing most of the mechanithralls and a brute thrall. The Markov moves up to extend the tactician bubble, and the pikemen charge through the great bears, killing all but 3 of the soul hunters and all the remaining thralls. The great bears are positioned so that they score the flag. In the centre, the pikemen unit there finally break shield wall and, with the help of quicken, charge over a wall to kill the reaper. I score 2 and go to 3.

My opponent has lost a lot of stuff, and spends the turn killing the great bears and the pikemen on the left. He scores the flag at the end of his turn, and runs his remaining pistol wraith to contest the centre flag.

Round 5:

Denny is currently in threat range of Strakhov, so he gets the hell out of dodge, running to the right hand flag and re positioning my horde of pikemen between me and the other side of the board. I score 1 and go to 4.

My opponent charges his soulhunters into my lines, killing a few pikemen. Denny moves up and ends up killing Markov with her gun and a scourge, before repositioning back to the left hand flag. The pistol wraith contests.

Round 6:

Strakhov kills the pistol wraith and repos back to the flag. The devastator contests the left flag and the game ends 5-3 in Khadors favour.

Victory for the motherland!

Post game thoughts:

Pikemen are hard bastards to kill. I don’t think I lost any on the feat turn. They also kill cryx jacks just fine without last stand. I think the most crucial moments here were me winning the initial roll and my opponent just giving me death jack. He could have been an issue during my feat. As can be seen in the pictures (which if they aren’t here will be added soon), going first was pretty big as I got to control the centre of the board and project force out from there. I was a bit worried about the terrain at first, and moved up as far as possible to get to the gaps between forest and building. If I had been more conservative, it would have been difficult to properly threaten the left flank. Just goes to show that being aggressive with positioning can really force your opponent onto the back foot and give you a big lead in tempo. Onto round 6!

Welsh Masters Round 4

Round 4 pairs me against…. cryx again, this time piloted by Nigel Doherty. There were only 11 cryx players at this event, and this is my second. Le sigh. Hilariously though, he has no ghost fleet. Instead he drops Mortenebra 1 with a Jack spam, which is something I’ve thought would be awesome since mark 3 dropped. His other list is a Gaspy 1 list with lots of corrosion (bile thralls and everything, what is this Mark 2?) so Butcher goes down. Scenario was Recon, list below:

Cryx Army – 75 / 75 points
[Theme] Infernal Machines

(Mortenebra 1) Master Necrotech Mortenebra [+24]
– Corruptor [16]
– Reaper [13]
– Reaper [13]
– Seether [13]
– Slayer [10]
– Slayer [10]
– Slayer [10]
Necrotech [2]
Scrap Thrall [2]
Scrap Thrall [2]
Warwitch Siren [4]
Warwitch Siren [4]

Pre-Deployment:

He wins the roll off and goes first, which is less than optimal. I pick the side with a forest to spawn cloud walls off of, and give him the side with fewer walls (def 17 to shooting is a thing). Only other notable terrain is an obstacle on the right hand side of the zone. He deploys symmetrically, with a seether on the right side and the desecrator on the left. I put the winterguard on the opposite side from the seether and all my jacks on the left.

Round 1: Fight!

He runs everything forward, re-deploying the corruptor to the right hand side as he does. Puts out spectral steel onto one of the Reapers.

My turn and I have some thinking to do. He has left the Seether and a slayer in advance and shoot range of my rockets. Which seems good, but if I miss 1 I probably don’t do enough damage, and Hyper aggressive gets him close enough to charge next turn. I opt to bait him by shooting with my Marksman first and he takes it, moving into aim and shoot range of the rockets…. who proceed to take him off the board. Butcher and the jacks move up to just outside advance and drag from the closest reaper.

Round 2:

My opponent spends most of his turn re-deploying, putting things behind obstacles and walls to prevent me from getting another jack with shooting.

I spend my turn doing much the same, using energiser, Kodiak clouds, the devastator and a wall on my left flank to fence off my jacks for another turn. The infantry take some combined ranged shots into his high defence jacks and spread out. I can’t avoid overrun next turn, so I make sure to minimise it’s effect by keeping my cloud wall more than 6 inchs away from his jacks.

Round 3:

Nigel decides he has to do something to win the game or I’ll just keep taking jacks with my POW 12 guns. He clears the zone (which only had a single winter guard in it), and destroys my objective, going to 2 as he feels pressured by Ruins threat range (he’s behind a wall within 13 inches of his objective).

I decide this is the turn to commit, and between all my jacks and infantry, I kill 2 slayers, and a reaper, crippling another slayer. Butcher remains un-commited.

Round 4:

My opponent feats and puts everything he can into my jacks, bringing down a Kodiak,  and crippling ruin. The corruptor kills a bunch of winter guard and the marksman.

I finish off a bunch of his jacks, leaving him with a fully functional slayer, the corruptor and not much else, and Butcher is sat in the zone with 2 focus (having missed a bunch of 5s to finish off the last reaper.

Round 5:

My opponents only real play is to try and get the slayer to butcher, and between over-run and spectral steel can manage it. The wheels come off the bus immeadiatly though when the corruptor shot fails to kill one winter guard and the other toughs. From there he pretty much concedes, though we play another round for me to clear up. I end having killed everything but Mortenebra and on 5 CPs

Victory to the motherland

Post Game Thoughts:

Probably the right drop here, though Strakhov would have done better. As I pointed out, his other list makes it unlikely I can drop him though. Made a minor mistake in commiting butcher, probably didn’t need to as I still had 4 jacks left, and most of my infantry. On to round 5!

Welsh Masters Round 3

Round 3 comes up and I’m paired against Richard Oakley, a familiar face from the Warlords of Walsall. He’s playing Cryx, which is a fairly new faction for him, and drops Gaspy 2 into me (no ghost fleet! Whoop!). I elect to put down Butcher 3. Scenario was Entrenched. List below:

Cryx Army – 75 / 75 points

(Asphyxious 2) Lich Lord Asphyxious [+28]
– Cankerworm [9]
– Nightwretch [7]
– Nightwretch [7]
– Stalker [8]
Machine Wraith [2]
Bane Warriors (max) [17]
Bane Warriors (max) [17]
Satyxis Blood Witches (max) [13]
– Satyxis Blood Hag [4]
Satyxis Raiders (max) [16]
– Satyxis Raider Sea Witch [3]

Pre-deployment:

I win the roll off and go first. Only important terrain was a building in the centre of the board. I deploy butcher and his battlegroup centre right, with the mortar on the right flank and the Winterguard and the Devastator hard flanking on my left (as usual with the goal of making a nuisance of himself). He deploys his Raiders opposite the winter guard and the Blood witches on the right, with the banes and gaspy central.

Round 1: Fight!

Everything runs really far forward. Shocking I know. Butcher gets out SOD on himself.

Rich runs everything forward, staying out of easy advance and shoot range, dropping a cloud wall to the right of the building to hide an arc node. The machine wraith flanks hard to the right.

Round 2:

The jacks continue their march up the board. The mortar gets a lucky deviation and kills three witches. The winterguard take some combined shots and kill a few raiders, before repositioning backwards to stay as far away as possible. Butcher positions himself within my zone. Ruin charges, killing about 3 witches and loading up on souls.The Kodiaks trample through the cloud wall and broil some witches to death, including the Hag. They leave a cloud wall blocking LOS to a bunch of banes. I’ve left the Kodiaks within 3 inches of Ruin to deny parasite. The marksman (whos been lurking in a wood on the back of my zone) gets magic weapons from the armoury and guns down the Machine wraith.

My opponent is somewhat on the back foot (not expecting the trample through the clouds and thought his CA was pretty safe). He elects not to try parasiting the Kodiaks and sends both units of Banes and Cankerworm in on them, leaving them on a couple of boxes each. The raiders charge where they can and run to engage the winterguard. One of the Kodiaks goes down to shooting from an arc node (not a sentence I’d ever thought I’d write, but there you go). Gaspy walks into the zone and scores 1.

Round 3:

I spend some time in the tank on this turn, but manage to kill all of the banes between Butcher and Ruin, removing them all from play. The feat gets used in this process, and butcher energises back into the zone. Ruin is also filled back up on souls and within 3 of him. The winterguard minifeat and run-charge, forming a human wall between butcher and the world to deny landing spots to Gaspy feat infantry. They also manage to kill some Raiders through sheer weight of dice rolling (needing 9s due to joe). The mortar accidently kills a bane thrall (which can now be feated back) because I’m an idiot and the devastator shows the ridiculousness of bulldoze by walking through some models to get into the enemy zone (taking a bunch of free strikes but who cares, it’s there to die contesting). I manage to get a juggernaut freed up enough to charge cankerworm, crippling it and beating an arc node to death. I end my turn on 3 points.

My opponent decides it’s assassination or broke time, but between all the stuff in the way, and the not being able to get Parasite on butcher, it fails. I score another 1 and then win on my turn.

Victory for the Motherland

 

Post game thoughts:

This was a game where I got a lot of things right. Clearing the right flank, making sure to RFP the bane thralls, killing the Blood Hag when I had the chance. Need to work on not taking shots just because I can (looking at you mortar), but generally I had a plan and I stuck to the plan.

 

Welsh Masters round 2

So having lost my first round (and pretty annoyed with myself too) I move onto round 2 with a new goal. Win the rest of my games. Sounds easy right?

Am paired in this round with Jack Shenton, who is running Legion. I don’t recall his second list (it was probably Fyanna, she seems all the rage these days) but he ended up dropping Lylyth 3 into Strakhov on the Pit. List below:

Legion Army – 75 / 75 points

(Lylyth 3) Lylyth, Reckoning of Everblight [+29]
– Naga Nightlurker [8]
– Nephilim Bolt Thrower [11]
– Ravagore [19]
– Typhon [24]
Annyssa Ryvaal [8]
Strider Deathstalker [4]
Strider Deathstalker [4]
The Forsaken [4]
The Forsaken [4]
Blighted Nyss Raptors (max) [18]

Weird to see Legion out of theme and no Hell mouth, but what do I know about Legion?

Pre-deployment:

I win the roll off and go first, deploying in my usual Strakhov formation, Pikemen left, right and centre, solos behind the centre. The one variation is both jacks on either side of Strakhov, who will form fort Strakhov to protect him from being shot to death by Lylyth. Fort Strakhov is the best!

Round 1: Fight!

The centre pikemen advance move. Everything runs forward. I um and ah for a bit and end up leaving the centre pikemen with quicken and only in reach of Lylyth and the Deathstalkers. Fort Strakhov is formed.

My opponent moves everything forward, gets his spells out and Wraithbanes the 2 stalkers. One of them kills 2 pikemen and the other obligingly misses a 4 on the first shot.

Round 2:

So with the unexpected miss, one stalker is in charge range of a lot of pikemen, who do that, and reposition to jam. Fort Strakhov moves forward and the feat goes up, with the pikemen on either side running forward and the counter charge dudes taking the centre of the zone.

My opponent spends a lot of time on his turn flailing ineffectually, killing a great bear, having the Naga die to counter charges, and moving lylyth onto the flag. Typhon fails miserably with his sprays and I make 5 tough rolls on Yarovich (yes I know the individual great bears names)

Round 3:

I charge a bunch of stuff this turn, by the end of it: the zone is clear, and only Lylyth, 2 raptors, the bolt thrower and a severely wounded ravagore are alive and I’ve scored 2.

My opponent flails ineffectually, killing the great bears and markov. I score on his turn and we shake hands.

Victory for the Motherland!

Post game thoughts:

I thought this was a terrible matchup for me, with the front row getting sand papered off. Turns out running 16 or reforming 18, both into shield wall and being armour 21 with tough is a thing that jams gun lines. Go figure.

Welsh Masters Report

So I haven’t posted in a while, due to practice and holidays. However, the practice has paid off and I drove down to Cardiff with some club members for the Welsh Masters event at Firestorm Games. A 7 round event, D&C 1 event, held over 2 days is a daunting task and one I was looking forward too. I took my 2 lists I had been practicing down, as follows:

Khador Army – 75 / 75 points
[Theme] Winter Guard Kommand

(Butcher 3) Kommander Zoktavir, The Butcher Unleashed [+22]
– Devastator [14]
– Juggernaut [12]
– Kodiak [13]
– Kodiak [13]
– Ruin [17]
Kovnik Jozef Grigorovich [4]
Widowmaker Marksman [4]
Winter Guard Infantry (max) [10]
– Winter Guard Infantry Officer & Standard [4]
– Winter Guard Rocketeer (3) [6]
Winter Guard Mortar Crew [0(5)]

Khador Army – 75 / 75 points
[Theme] Legion of Steel

(Strakhov 2) Assault Kommander Strakhov [+22]
– Devastator [14]
– Torch [18]
Iron Fang Kovnik [0(4)]
Uhlan Kovnik Markov [7]
Great Bears of the Gallowswood [9]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [0(4)]
Iron Fang Pikemen (max) [15]
– Iron Fang Pikemen Officer & Standard [4]

Round 1 had me facing Mike Sherlock and his mercenaries. Scenario was Outlast and the only terrain of note was a big forest in the centre of the board. His list as follows:

Mercenary Army – 75 / 75 points

(Ossrum 1) General Ossrum [+28]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Grundback Gunner [6]
– Reinholdt, Gobber Speculator [4]
Anastasia di Bray [3]
Eiryss, Mage Hunter of Ios [7]
Kell Bailoch [5]
Horgenhold Artillery Corps [6]
Horgenhold Artillery Corps [6]
Horgenhold Forge Guard (max) [16]
Lady Aiyana & Master Holt [8]

I drop Butcher (due to his the number of guns in his list and Butcher being Tankier) and win the roll off, going first.

Round 1:

I deploy most of the jacks and infantry on the left flank with the mortar and devastator on the right. Everything runs forward and the kodiaks cloud wall. Marksman runs into the forest. The devastator runs towards the right hand zone.

Mike moves everything forwards, positioning for turn 2.

Round 2:

Everything runs forward again, staying behind the cloud wall as much as possible. Mortar shoots at a gun bunny and misses, killing a hammer dwarf, marksman does the same and swift hunters back into the forest. Rockets manage to cripple a gun bunny.

Mike harms one of the kodiaks and bombards it with everything, killing it and hurting the other. He runs a gun bunny over to contest the right flank and leaves 2 in the left zone to contest.

Round 3

Between the juggernaut, a couple of CRAs and the dogs, I clear the zone butcher is in, put the cloud wall up one more time. The marksman kills another hammer dwarf. The mortar kills a Horgenhold mortar and a hammer dwarf and I plink some damage off of a couple of gun bunnies.

Mike feats and puts hammer dwarves into my lines, killing the juggernaut and the wounded Kodiak, Anastasia ambushes on and kills my mortar. He also murders one of my dogs.

Round 4:

I consider sending butcher in to kill his remaining gun bunnies, but instead clear the zone with Ruin and Winterguard, fueling Ruin with souls. Butcher kills some dwarfs in the forest that are jamming the Winterguard and the Marksman and energises back into the zone. Here I make a mistake and get greedy, as only 5 Winterguard are within sac pawn range, in a pod of 3 and 2.

His turn and the score is 4 – 0. He decides he has no option other than to assasinate. Butcher is camping 3 and there are 5 sac pawns. Gorten shoots the 2 in the forest, the remaining mortar shoots and deviates onto the 3 remaining sac pawns, killing them. Eyriss shoots Butcher, stripping his focus. The remaining gun bunnies put him down to 5 health and Kell finishes it off.

Loss for the motherland.

Post Battle thoughts:

My plan was good, take the zone and win on scenario. Low risk, forces the shooting list to commit. The flaw was execution. If I forgo doing work with the winterguard round 4 and just run them to surround butcher, then there is no way he can clear them and still have enough to get butcher. Next round I clear the zone trivially. Even if he manages to Disruptor bolt Butcher, I still have feat to get focus to do work. Annoying thing is I know better than this with butcher. The 1 silver lining is I got 4 control points and alot of army points for tie breakers. Alas, on to round 2!

Barry’s Countryside Bonanza Round 2

Second round saw me facing a fellow power fister. The inestimable Andy liles, playing Cygnar. We had actually played this matchup the previous Thursday with him having Haley 2 and 3, dropping Haley 2 and me dropping Strakhov. That didn’t go well for me, so although it means I’m list locked into the final round, butcher gets put down. His list below

Cygnar Army – 75 / 75 points
[Theme] Heavy Metal

(Haley 2) Major Victoria Haley [+25]
– Charger [9]
– Ironclad [12]
– Stormwall [39]
– Thorn [13]
– Squire [0(5)]
Captain Arlan Strangewayes [0(4)]
Journeyman Warcaster [0(4)]
– Charger [9]
Lieutenant Allison Jakes [0(4)]
– Stormclad [18]

Scenario was extraction.
Deployment:
Haley 2 is always a ball ache and somewhat key to this matchup is retaining some control over engagement. I win the roll and with this in mind I go first so I can get up the board without losing anything too much. He picks the side of the table with a big forest in the centre and leaves me with 2 obstructions and a pond. I deploy butcher and his battle-group centrally and a devastated and the infantry on my left flank. He drops the melee jacks on my right, stormwall in the centre and shooty jacks and thorn in the left.
Round 1:
Everything runs forward with the kodiaks trampling and dropping a cloud wall. This is to the right of the objective and is the area where butcher and his jacks are going to stay for the rest of the game. Winter guard run up and the sniper durdles.
Andy moves everything forward. Running thorn to hard flank on my left as well as a charger. I left everything in temporal acceleration advance and shoot but he can’t move everything. He derps and is initially going to try and dominate the sniper but tks it instead. He then bolts it and fails to roll the 5 to kill. Stormwall cliffs some shooting on my left kodiaks. Dec 12 is hard to hit apparently.
Round 2
Well since he’s put thorn out of the fight in the centre I decide to take the opportunity to put damage on it. The winterguard advance and cra into him. Even behind the wall at def 17 it’s hard to miss when your rat 13 doing 8 damage. The rockets hard roll an 8 and hit the back charger leaving it 3 boxes in it’s Gun, which the sniper shoots off. Winter guard get tough from Joe and the devastator runs to the flag. Butcher And co drop clouds and stay near the arcane wonder. Thorn isn’t read dead yet and Haley hasn’t feated so it’s not safe.
His turn and he allocates 1 to the Stormwall. He spends a long time in the tanki this turn and generally flails around, the Stormwall again fluffs some shooting, he keeps his heavies out of my threat ranges, guns down some winterguard and dominates my Devastator to smack a winterguard. He then puts thorn into the Winterguard in melee, hoping (I think) to save him from shooting by engaging. When the dust settles, he’s killed a couple of winterguard and not much else.
Round 3
I allocate 1 to the devastator and 2 to the right hand Kodiak. The devastator boosts a headbutt into Thorn, and the winterguard unleash all hell on Thorn and the Charger that is behind the wall on my left, doing some damage and leaving thorn on around 8 boxes. The reposition gets 1 of the infantry into melee with his charger. The Kodiak on the left drops his cloud and charges, finishing off thorn. Butcher and co continue camping behind the cloud wall. Mortar shoots the objective doing not very much to it.
His round 3 and he realises he messed up by giving me thorn. He also realises that he has to feat this turn or the winterguard will start running the table. So he feats, puts both heavies in position for a charge next turn and again does some ineffectual shooting with the stormwall (def 12 like a boss!).
Round 4
Not much to do this round. Winterguard sack movement and cra into the  charger on the left (who attacked the winterguard engaging, which toughed), crippling it. Butcher and co shift around to take the charge next turn. Devastator moves to the flag and scores.
His turn and due to a lack of thorn and not wanting Haley to die, he is forced to put the ironclad and Stormclad into my jack wall with no temporal acceleration. They fail to kill their targets, with the juggernaut losing his arms and the Kodiak losing nothing. Stormwall continues to shoot, doing some actual damage on the unengaged Kodiak. Non crippled Charger (who was repaired by arlan last turn) moves up to contest.
Round 5.
Well I still see no reason to move butcher, who allocates full focus to the Kodiaks. The juggernaut moves up and headbutts the stormclad (who lost sidekick to be fully fuelled). The Kodiaks then go in (1 on each heavy) boosting their initial damage rolls and throwing the jacks into each other. When the dust settles the stormclad is still alive with 2 boxes and the iron clad is dead. The Devastator scores another point after the winterguard gun down the charger that is contesting.
His turn sees him durdle around and clock himself, leaving a victory for the motherland.
Afterthoughts:
This was a weird game, really cagey. I think the turning point was right at the start when he ran thorn all the way onto my left flank, and then just gave me him. If he doesn’t do that he actually has options later on and probably manages an alpha on the feat turn. I had gone into this matchup expecting to lose ~3 jacks just from weathering the feat turn, but he kinda threw that option away. Ah well, onto round 3.