Rules 13/6/13
30 SS
Strategy: Squatter's Rights
Deployment: Flank
Scheme pool: Line in the sand, Distract, Breakthrough, Plant Explosives, Power Ritual
Crew 1: Pandora (Nexus, Box Opens, -Flip to WP upgrade, 4SS)
2 Sorrow
Waldgeist
Doppleganger
Primordial Magic
Strategy: 2 vp
Scheme 1 Breakthrough (announced) 1 vp
Scheme 2:Plant Explosives (announced) 0 vp
Crew 2: Lillith (Gaze, Sword upgrade, base cache)
3 Tots
Barbaros (Crushing upgrade thing)
Primordial Magic
Strategy: 2 vps
Scheme 1: Breakthrough (announced) 3 vps
Scheme 2: Power Ritual 3 vps
8-3 to Lillith
Key Data from the game:
I was beaten essentially from crew construction here, as I was building a crew with the Doppleganger and Waldgeist with sorrows to try and castle the middle of the board and then break for the deployment zone at the end, figuring I could drop a marker for plant explosives and get points when the inevitable clash happened, while my opponent took the obvious synergy of breakthrough and power ritual and basically built a Tot, Barbaros, Lillith crew to scrambled for the corners with the tots while Lillith and Barbaros chopped through my crew in the center. Sprint did what it does here, with Power Ritual essentially completed at the end of the first turn. I was going to need some card help to even try to make this competitive, and I didn't get it. Barbaros and Pandora were on even card flips when she attacked him, which really didn't feel right (insert perpetual grumbling about Pandora's cast of 6 here). Barbaros stood in and weathered the whole crew for a turn, having one wound remaining but then pushing all my models off with his crash ability to slow me down from taking squatter tokens and then being saved by Lillith with Tangled Shadows to avoid Sorrow death. While I did manage to kill Lillith, she had ostensibly butchered all my sorrows, my waldgeist, and my doppleganger before I could get it done. In the end I had Pandora running but not able to drop a breakthrough marker and the Primordial Magic in the enemy deployment zone, counting for 1.
Pandora's crew needs a heavy hitter like Teddy, I think, as you really can't rely on her to kill things in any kind of timely manner. Gone are the days of just being able to trust that she's going to accomplish the things I send her to do at the beginning of the turn, which is partially me still adjusting to the new soulstone use rules and partially my continued frustration with her less than stellar CA. I was also hurt by the lack of ranged symbol on anything in Lillith's crew, as it meant using Pandora at range meant throwing the spell that needs two masks or the one that targets defense, neither of which were optimal since I was trying to play with a smaller SS pool and the Lillith crew has much higher defense than Willpower. Pair that up with an opponent who played very intelligently in managing Pandora's Terrifying by essentially ignoring her and attacking other things in Lillith's melee range and me playing on tilt for most of the game out of frustration (seriously, a hand of ace, four, four, eight, nine, and black joker on turn 2?), and you have the formula for a pretty one-sided match.
I did enjoy using the Doppelganger, though I don't know if it's really worth 7 stones. I do wish the model had instinctual, as the choice between using Mimic or her - flips ability basically means the difference between life and death for this model versus being able to actually play her as a Doppelganger and steal spells. Poor hands made the Initiative cheating essentially useless. Stealing misery loves company from a sorrow, however, made for some fun maneuverability, as I jumped up onto a tot who was guarding one of the squatter tokens and flipped it for my team, since she can do interacts while engaged.
Maybe I need to give Pandora a break and try some of the other Neverborn masters while I gather my thoughts, as Zoraida would have undoubtedly been better at this scenario and Lillith demonstrated pretty effectively how much trouble she could cause in this one. I'm doing a lot of complaining in this when, bottom line, I was just out played in this game. A heavy swampfiend crew with Sillurids, Juju, and Big Z could have made for some amusing times, I'm thinking, and done a better job of chasing down those markers. More testing required, I suppose.
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