Richard and I had a 750 game last night, using the "bushfire" scenario - the one where four fires rage out of control and get bigger and bigger - causing a POW12 damage roll on anything in them.
Since we knew this before we picked our armies, I went for something I wouldnt normally use in a game - full Jack Karchev list.
(btw, looked awesome set up as well - since all were fully painted)
Circle army was Baldur + construct heavy, 2 Woldwardens, a Woldwatcher and a Wyrd, a Warpy, 2 Argii, and then some solos - Sentry Stone, Shifting Stones, LotF and Saxon Orrick.
The game got very chaotic, fires raging out of control and doubling up on most of our models. The most casaulties were definitely from the fires, they burnt the majority of Richards army to a crisp, but not damaging my high armour models tooo much... untill the last two turns, where unlucky rolls practically disabled both Drago and the Zerker.
I ended up losing two of my Jacks, the Spriggan and Beast 09, from heavy pummelling and not a few fire rolls. Behemoth did exceptionally well, Bombarding away while sitting next to the centre of a fire, rolling at -9 to damage he took something like 3 damage from 10+ fire rolls. With the Aiming bonus and the Flare from the Spriggan (get to that in a second) he was on RAT 7 most of the time, and Karchev kept him fed full of Focus for boosts. He ended up with 3 / 36 boxes left, one damage away from being disabled.
The Spriggan did really well, and was the rock for the rest of my army. With a powerful charge he managed to kill a Woldwarden in a couple of hits, and then the combined attack from the rest of the circle army took out his movement. Then, being chain paralysed by an Argus, all the poor Spriggan could do was lob grenades into the tightly packed circle army, and I finally realised the value of the Spriggan - grenades are AWESOME!! Flashbangs and Flares went off all over the place, thoroughly splatting the circle army, and making them more vulnerable to the Behemoth. The Spriggan eventually died, but only after taking 3 turns of heavy pummelling, it was a Warpwolf + Woldwarden charge that got him in the end, but those two heavies took a massive pummelling to kill him.
End game, Karchev collected his 3 remaining Jacks with tow and hightailed it out of there. Baldur had one shifting stone, a badly damaged Woldwatcher and a Warpwolf left, and Baldur himself was heavily hurt. We chalked it up to a draw, as we couldnt get to each other any more. The fires had spread so big that if we wanted to advance, every model would take 4 POW12s - 2 from moving into the fire, and 2 from the fire expanding on the next round.
Good game though, was a lot of fun, but those damn fires made for a verrrry tricky game!
Making Deathguard a bit more Nurgley!!! - Tried my hand at green stuffing the other night to add a further point of difference to my remaining Death Guard marines. Still a bit of work to do blendi...
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