Time for a new game, this time against Cyle Pool. He is perfecting his goblins for US Masters and I just hope to do better than last time we clashed. Scenario is stockpile, lists below.
After deployment
He got to choose sides and went for the one with two hills. At least that leaves me with a lot of leaves for cover against his shooting. I decided to make a strong bid for the centre, and put a strong left flank as well. The assassin is off running, hoping for that T1 charge.
After T1 for Goblins
A clever ploy on the right hill, where his shooting platform is safe behind the rabble, even better, his wiz with ej Periscope can see all, but only H6 stuff can see him. He gets the Hex on La’theal and scores a couple of dmg in the impaler regiment. On the left, the giant ran forward to loot the stockpile, while the king charged the assassin and broke his shield. Wingits fly up and form a weird line. It almost looks like they are performing an airshow.
After B1 for Twilight Kin
On the left, the assassin runs past the king and into the flank of the rabble horde. He really didn’t want to stay in the giant’s arc. The other units pull back out of range of giant, while the mutants, phantoms, and Soulbane move to support the left flank. The phantoms will get a rearcharge on rabble horde if they should cc assassin and fail to rout him, so I feel the assassin will be safe for a turn. The navigator and crone team up on a wingit, but only score 1 dmg. Skiffs back away out of range of the fast goblin cavalry, popping bloodhex to reduce the chance of bad things happening. La’theal dives for cover as she got no other options after getting hit by a hex. Terror moves up and grabs a token, 1-1 so far.
After T2
Disaster strikes as he rolls up a 6 6 on the skiffs! Without the bloodhex, they would be dead, so at least that was a relief to have in place at the right time. On the left the king decides to not go on a suicide mission, the giant picks up the other token and turns to face the mutants. He saw the danger to the rabble horde and wisely avoided counter charging the assassin. I left litte room for wing-its to stop and shoot, so they just flew past and into my back field. His trombones move off the hil to get closer to the centre, while the sharpsticks continue to pelt the impalers. His rabble hordes move closer to my lines.
After B2
Terror picks up a second token and turn to face the oncoming goblins. The impalers move up to block the first rabble horde from sliding far enough to allow the second rabble horde to connect with the terror’s flank. I combine all the shooting I got on one wingit, and do 1dmg… BUT mutants tore apart the giants in one turn so I’m still very happy with this turn. Left flank seems much more secure, but who knows what the wingits will be up to next turn. On the far right, skiffs have bo better option to turn to make all potential charging units hindered. In h spend a lot of time shuffling about to clear LOS for phantoms to go after a trombone. Most importantly this halts his shooting units getting closer to the terror, but removing one trombone is good too.
After T3
Unfortunately, the impaler horde that kept the terror safe, was themselves put un a prilous situatin, that Cyle exploited to great effect. He did his charge on terror with rabble in front, to less effect. The other weakened rabble horde failed to rout my phantoms as well. On bottom right my skiffs that got wavered had no way to escape and was routed. On the bottom left, wingits failed to impress the impalers.
After B3
In the centre, the terror does the clever thing and back away, out of range from shooting. Unfortunately this leaves my crone a target. The crones also fail miserably in their attempt to stop the fleabags. Assassin get a lucky waver on chariot king after a down hill charge.
After T4
This time the wingits get the better of the impalers, and routs them. The unflinching fleabags kill La’theal and turn to face the terror, but they rolled up a lot of 6s and some were killed by their own exploding bangsticks. The other crone was routed as well from shooting. Rabble horde go in again on terror and put more damage on it. The impalers in the forest barely survive. The impalers on bottom right are getting surrounded, as the cav reguse to charge their front. The sharpstick throwers also manage an annoying waver on my mutants.
After B4
On the right, the impalers turn and kill the king, before turning back again to face the rabble horde. The fleetwardens were given a juicy flank of the rabble horde, but as routing them don’t really impact the game, they rather rotated to block the fleabags possibilities to effectively move towards the centre. That they managed to get them in front as well was a nice bonus. In the centre the terror keep backing to reduce shooting, and to get closer to the reinforcements. The navigator stays perfectly still to aim the killing shot on the rabble in the centre. It was very important that they were removed from play. The assassin routs the king on chariot, making the left flank more secure, but the wingits are still at large.
After T5
He decides to stop fighting the terror and shoot at it i stead with fire, curses and trombones. It us not impressed. The stealthy kerp mutants and phantoms alive, while the impalers are saved by a 1,1. All my units are fine. Fleabags decided to step around the fleetwardens to get in range to charge something in the centre next turn.
After B5
The terror that has been riled up for several turns finally has had enough, and charges the rabble horde. The goblins gets really scared by this monstrosity, and wavers. The terror dropped the tokens behind it for the Soulbane to pick up. Along with the navigator, the terror has made a safe little cubby for him. Navigator also get a hex on the wiz, limiting his options. Phantoms rout one annoying wingit, while the assassin runs as fast as he csn to catch up. Mutants move to get cover from building. I’m not as lucky on the right flank, despite inflicting heavy damage, the goblins there are of solid nerve.
After T6
Fleabags charge up to rout the navigator that has been shrouding my army all game. The hexxed wiz ignores his hex and csdt AC to rout the impalers, suffering 6dmg himself (but is in no real danger). He shoots a lot at the terror, but it is too well hidden by its stealthy nature. The wingits fly in to terrorize ghe mutants, does a gret deal of dmg amd wavers them.
After B6 (end of game)
Pesky goblins are routed across the board. Terror grabs hold of tokens again, as the safest option for a possible T7. Assassin sat this one out.
After game thoughts.
The big swing in this game was when the mutants one-shotted the giant, the other was when I got phantoms in to rout a war trombone. Theese thjngs put Cyle on the back-foot. I had my bouts of bad luck as well, though, but not as decicive. A fun thing with this scenario is when I took two counters from the centre and left thr third, as I didn’t need it for the win. It would be very risky to try for one more! Thanks to Cyle for a very good game.