We’re winding down to the end of the winter league. I have to say, I’m looking forward to it finishing. Not because I did not enjoy it – on the contrary I had a great time getting back to my Neverborn. But after six weeks, I’m actually finding that I’m itching to play some Ressers and even the Vikis again.
I got in two games last night against two locals. By the time I had arrived at the store, there was only one player without a game going. So I challenged Second Generation Awesome Dan to a match and we set up our game. I had been told that I sound arrogant when I ask my opponent who they would want to or not want to face, so instead I told Dan that it did not matter who I played – that he had no chance anyway – and who would he want to lose to or not lose to. Some of the players in the store were satisfied with my new message. Dan refused to restrict my choices.
GAME ONE VS SECOND GENERATION AWESOME DAN, 30 Stones
Skill-less Brian had been talking about a Grow List in emails earlier in the day and it reminded me that I hadn’t played one in a while. Later someone in my email conversations mentioned the Dreamer, and I decided I wanted to play him too. So my goal of the evening was to play one game of each. I decided to start with a Lilith grow list.
I know a lot of other people have been saying the Grow list works better with Zoraida. She does have some nice benefits – Obey to get more bang out of your models helps, and helping them get the extra actions to grow and move is a nice boon. But I’m still a fan of bringing Lilith to the table in a grow list. In my experience, a couple Matures are really nice, but they’ll drop before they take everything down, and Liilith is the perfect clean-up tool at that point. By herself, Zoraida’s a bit harder to finish games, but Lilith’s got the speed and melee power to put people in their place if need be.
Lilith, Primordial Magic, Nekima, Terror Tot x3, Desperate Merc x2, 6 stones
Strategy: Reconnoiter (not a great list for it, but I didn’t care)
Schemes: Bodyguard, Stake a Claim
Seamus w/ Avatar, Molly, Belle x2, Sybelle, Necrotic Machine (on Molly), 7 stones
Strategy: Consolidate Power
Schemes: Breakthrough, Kill Protégé (Nekima)
TURN ONE – SEAMUS INITIATIVE
This turn saw very little action yet, but saw some Belles trying to mess with my plan. One of them moved up and Lured a Desperate Merc away from my lines. The Merc walked back towards her death, only to be Lured again by a the second Belle. I managed to get both Mercs killed and one Tot to a Mature and another to a Younger by the end of the first turn. Lilith put up a forest to block LOS to my army while it was prepping. Seamus put up Face of Fear for his manifest requirements.
TURN TWO – SEAMUS INITIATIVE
One of the Belles moved around the forest (when they activate near Molly and Seamus, those things can truck it!) and lured my Mature towards his doom. I activated Lilith and used Transposition to swap a Belle with the Tot, then killed the Belle, grabbing a blood token. Seamus put up Face of Fear again, completing one requirement, then put up No Escape on my Tot. Nekima gave my Younger and Tot an extra Mask on Combat, and then pulled another blood. Sybelle ran around the far side of the board by herself, trying to get to breakthrough. My Tot moved back, giving Seamus the option to charge it. With another Belle out there, he was going to trigger No Escape no matter what, and this way I could force him to charge towards my lines and hopefully get out in the open. He charged, got his trigger, but I ditched two cards to stay alive. No matter – Avatar Seamus was ready to come play. My tot used its second action to attack Seamus, hitting with an automatic Flay, taking 3 wounds off him. The other Belle lured Seamus back out of my lines and my Younger turned into a Mature.
TURN THREE – LILITH INITIATIVE
I think I won initiative here, but I can’t remember. One of my Matures charged Seamus. I wanted to do as much damage to the guy as I could before he manifested. Run him out of stones or cards or something to minimize the damage. I managed to hit twice, sapping stones from him to prevent wounds, and in the end he took 4 more damage putting him 7 down. I expected aSeamus to come play, but forgot about the Necrotic Machine. It licked its lips, moved up on the Mature, and sacrificed itself to kill him. Oops. My other Mature charged in and knocked Seamus down even more, running him completely out of stones. Finally aSeamus came to play. He dropped his WP to increase his Anathema, then pounded the Mature once for 3 wounds. Lilith killed off the second Belle, and Nekima started going after Sybelle. Molly tossed her damage spell at the Mature but I cheated to prevent damage.
TURN FOUR – aSEAMUS INITIATIVE
I really wanted to win this one, but he flipped high enough to discourage me. aSeamus started. I had a hand with a 13 and two 11s, so I was feeling good, especially since he had no stones. If I could keep the Mature alive, I could probably kill aSeamus. Just needed to stop one hit. Sure enough, three swings later, the Mature was alive with two wounds left. He activated and flipped a 12 to bypass the 17 Anathema at that point (I still had an 11 in hand in case I needed it) and then ripped apart aSeamus. Molly, upset, blasted the Mature to death and created a new Necrotic Machine to go after Nekima. Nekima went after Sybelle, cutting her wounds down but not killing her, and Lilith moved in on Molly and my one attack scored a hit and I cheated the 11 for Severe damage.
TURN FIVE – LILITH INITIATIVE
The Necrotic Machine was close enough to Nekima that if the girl went after Sybelle and didn’t finish her off, there was a chance of killing Nekima. Nekima activated, killed Sybelle, and then flew away. The Necrotic Machine chased her and my Primordial Magic charged it, hitting for 1 wound. Meanwhile, Lilith spent all three attacks on Molly, but Pitiful prevented one attack, she took wounds from the second dropping her to 2 left, and the third was ignored when she flipped a crow on defense and dropped two cards. She revealed Phillip’s head a bunch, but Lilith was unimpressed.
TURN SIX – LILITH INITIATIVE
Nekima moved up and finished off the Necrotic Machine, then moved back to Stake a Claim. The Primordial Magic stuck with her. Molly gave herself Terrifying, Pitiful, and Revealed Phillip a bit more. Lilith passed all her tests and started attacking. Pitiful prevented one hit, and then Dan was able to cheat in one crow and ditch two cards, then flipped his second crow and ditched his last two cards to prevent my hits.
We checked to see if the game went on another turn. I flipped a 13 and we continued.
TURN SEVEN – LILITH INITIATIVE
Finally broke through Molly’s defenses and finished of the crying girl. Nekima stuck by her Claim Jump. The Primordial Magic joined her. Because it was one of the achievements to go to 8 turns, we flipped to see if the game went on. It went on to turn 8, but stopped before turn 9.
FINAL SCORE
Lilith 4 (0 Reconnoiter, 2 Bodyguard, 2 Stake a Claim)
aSeamus 0 (0 Contain Power, 0 Breakthrough, 0 Kill Protégé)
Before my second game, Skill-less Brian decided to have a lapse of sanity and start spouting nonsense from the rules manual. There was a brief but heated argument with a lot of finger-waggling and raised voices, then things settled down with no resolution and Brian and I racked up to get a game in.
GAME TWO VS SKILL-LESS BRIAN, 30 stones
Having just played a Grow list, I decided I’d go with the Dreamer this time. We settled on 30 stones and drew out scenarios.
Dreamer, Daydream x2, Stitched Together x2, Lelu, Lilitu, 7 stones
Strategy: Contain Power
Schemes: Kill Protégé (Nino), Bodyguard
Perdita, Nino, Santiago, Francisco, Death Marshall x2, 5 stones
Strategy: Plant Evidence
Schemes: Breakthrough, Steal Relic
Seeing him put down a bunch of models with Immune to Influence or Stubborn made me sad. I guess my Stitched Togethers were going to be less effective. Though given that I was facing a gun line, it meant their smoke would be all the more useful.
Dreamer’s one of my less used Neverborn masters, so I know I made a few mistakes this game.
TURN ONE – PERDITA INITIATIVE
This turn was all pretty basic. Perdita’s crew all moved up with a Death Marshall running around each flank to try to swing past the Dreamer. I had a Stitched put up smoke, another go to ground, and Lilitu go to ground, then buried everyone except the Dreamer and a Daydream. Brian had been dropping his models into defensive stances, so I didn’t bother with a slingshot (I’m still not a huge fan of the tactic in the first place) and instead moved up the field to prepare for turn two.
TURN TWO – DREAMER INITIATIVE
The Daydream started by moving towards the Death Marshall on the right flank, dropping Lord Chompy Bits, then burying him for the Dreamer. The Dreamer activated and summoned his Nightmares himself, triggering All My Friends. Lord Chompy Bits dropped out in front of the Death Marshall and everyone but one Daydream popped out too. The Stitched with smoke up stuck himself between the Nightmares and the gunline, blocking their sight. LCB went after the Death Marshall and did manage to kill him, though some poor flips meant it cost me two of my stones to do so. Perdita’s crew just moved up, Francisco and Perdita getting up near the middle of the field while Santiago held firm a little behind them and Nino kept further back, trying to avoid being too big a target (he didn’t companion to do all this – I just don’t remember the order it all happened). Finally, Lilitu lured Francisco towards her, hitting him for 2 wounds. I looked over the field and thought I might have the distance for Lelu to reach Perdita and start hitting her. He double moved, and I was short on reaching Perdita and too far to hit Francisco.
Oh, somewhere in there he killed a Daydream and forced me to unbury my second one.
TURN THREE – PERDITA INITIATIVE
This was going to hurt. Perdita, Santiago, and Francisco all activated. Santiago shot Lelu to death while Francisco attacked Lilitu for some damage. Perdita tagged one of the Plant Evidence points, shot the last Daydream, then moved to the second activation point. Francisco attacked Lilitu, killing her off. I went with the Dreamer who moved up, then unburied Lord Chompy Bits near Perdita. Thank god for 3” reach, because that’s what had me in range to counter. Chompy had two attacks. He hit with the first triggering Flay for four wounds. Brian prevented one. He hit a second time with Onslaught, then hit again with Onslaught. Brian had only one stone, and the last hit came in. I flipped the Red Joker for Flay, and then flipped a Severe on the Damage flip, dealing her 8 wounds of the 4 she had left. Rather than risk the 1 in 54 chance of getting the Red Joker (he had no hand and had just reshuffled his deck), he held the stone for initiative later. Nino spotted Lord Chompy Bits and opened fire, hitting for a massive stroke of wounds. I prevented three of them and took only 4 over the shots. My Stitched moved into Francisco and attacked him in melee, while the other one moved in and attacked Nino in melee. The Death Marshall grabbed an objective point too.
TURN FOUR – PERDITA INITIATIVE
Nino tried to move out of range of the Stitched, but was held firm, and then attacked it but did no wounds. Lord Chompy Bits moved up between Francisco and Santiago and attacked Santiago twice. I was hoping for some Onslaught magic, but instead dropped him to 2 wounds left and turned into the Dreamer who promptly flew next to Francisco and the Stitched. All the wounds dealt were able to bring LCB back to only 1 wound on him. Nice, right? Francisco hit the Stitched for a little damage, and Santiago moved in to help, but they did not kill him. My other Stitched put some wounds on Nino. The Death Marshall got the third Plant Evidence point. He was too far for me to deal with.
TURN FIVE – DREAMER INITIATIVE
The Dreamer activated dropped the (-) flip on Santiago against Nightmares, then brought LCB back out to play. He attacked Santiago twice, killing him, and Francisco once, killing him. My Stitched started rushing towards Nino and tried to Gamble His Life to deal some wounds, but died instead. He reactivated and did it twice more, failing both times. My other Stitched just attacked Nino in melee, dropping him to one wound left. The Death Marshall was in my deployment zone now and got the fourth point. The current tally of points was 6 to me (2 Bodyguard, 0 Kill Protégé, 4 Contain Power), and 6 to him (2 Breakthrough, 0 Steal Relic, 4 Plant Evidence).
TURN SIX – DREAMER INITIATIVE
The Stitched killed Nino in melee, finally netting me my Kill Protégé, and Lord Chompy Bits rushed into my deployment zone to hold off the Breakthruogh. The Death Marshall did not want to get any closer, instead hanging further away.
FINAL SCORE
Dreamer 8 (4 Contain Power, 2 Kill Protégé, 2 Bodyguard)
Perdita 4 (4 Plant Evidence, 0 Breakthrough, 0 Steal Relic)
There's a chance these might be the last games of the league for me, or I might be able to make it out to play a couple more on Saturday. We'll see. Either way, the league's been great fun. I've played against a few new people, and got to test my mettle against some old friends. Final results and prizes will be handed out on Saturday.