[Wargaming] Guardians of Tyr (Northampton): 4-Headed Hydra - 22/06/2014

Another month, another Guardians of Tyr Warmachine tournament! This time it was back to Northampton for another 35pts Steamroller even. However, this was no ordinary Steamroller. One of the things that I like about the Guardians of Tyr setup is that they try to mix up the even formats throughout the year. They ran a Highlander (there can be only one!) event at Northampton to start the year which I sadly missed out on, and have run Who's The Boss at Milton Keynes this year as well. This time it was "4-Headed Hyda".

The idea of the Hydra event is that you make a single list, assuming a set number of warjack/warbeast points - in this case 35pts, with +5 warjack/beast points. You then choose a number of warcasters/warlocks equal to the maximum number of rounds to run the list - in this case 4. Each round of the tournament you select one of your warcasters/warlocks to use, and each can only be used once. It's an interesting twist, and forces you to think about list selection in a different manner. For example, the Cryx warcasters that I have either want a pair of arcnodes (or more), or don't really mind whether they have any or not. I can't cover both options in a single list without handicapping one group or the other, so my choice of warcasters is more limited than normal. The slight downside is that because it's only a single list you tend to see more of the 'power pieces' than normal.


After thinking about my selection for a while I went with the following:
Skarre1 / Skarre2 / Venethrax / Goreshade1
*Deathjack
*Skarlock
Max. Satyxis Blood Witches
*Blood Hag UA
Necrosurgeon & Stitch Thralls
Min. Mechanithralls
*Brute Thrall UA x1
Withershadow Combine
Min. Bile Thralls
Gorman di Wulfe
Obviously I went with the non-arcnode warcasters. Deathjack was the biggest, meanest warjack I could take, and I wanted to use him for once. The Skarlock is essential for Skarre1, and useful for Skarre2 and Venethrax. The Blood Witches are great in any situation, and the Necrosurgeon + Mechanithrall package is there to mop up the casualties and provide a bit more punch to the list. The Combine are there for the free upkeep, Puppet Strings on key models, and to be snipers, and Gorman is a great utility piece. The Bile Thralls were there because of the format. I often find that they don't achieve much, as opponents prioritise them. But I thought that the format would encourage lots of infantry, which is an ideal environment for them.

The idea was that Goreshade1 and Skarre1 would take on the high-armour lists. Goreshade1 can bring in the Bane Thralls with his feat, and Skarre1 has the big +5 strength buff on feat turn. Goreshade1 would also be there for magic-heavy opponents, or for warcasters who rely on spells/feats (like Butcher3), as Mage Blight really hurts them. Venethrax was there for Hordes, and Skarre2 was a catch-all for when none of the others seemed appropriate, and I wanted to save them. At least that was the theory.

One of two Stormwalls that was present at the tournament. There was also a pair of Conquests - Callum brought his usual two colossal list! (Credit: David Brown)

Unfortunately there were a few last-minute drop outs and no shows, so we were down to 12 players. That made three rounds a real possibility, and added another wrinkle to the warcaster selection process each round.

Game 1: David Sampson (Cygnar) - Process of Elimination
David had Caine1, Stryker1, Haley1, and Sturgis1. His list was as follows:
Warcaster
* Ol' Rowdy
* Sylys Wyshnalyrr
Black 13th
Max. Horgenhold Forge Guard
* Captain Jonas Murdoch
Captain Arlan Strangewayes
Captain Maxwell Finn
Eiryss2
Gorman di Wulfe
Rhupert Carvolo
Stormsmith Stormcaller
Stormsmith Stormcaller
Stormsmith Stormcaller
Venethrax was straight out - there were plenty of Hordes players that I might face later in the day. There wasn't enough beef for Skarre to take on, and although the Forge Guard could be an issue I had the Bile Thralls for them. I considered Goreshade1 in case he picked Haley1 for the magic hate, but in the end decided that as he had a fairly well-rounded selection I'd go with my 'all comers' warcaster in Skarre2. That worked out well for me, as he picked Caine1. My feat would give me a guaranteed round of safety against his ridiculous assassination threat, allowing me to focus on scenario for a bit.

David won the roll, and chose the table edge with a hill on his left flank, and some linear obstacles on his right flank. Which gave me the side with a hill on my right flank, with some obstacles out beyond it towards the table edge, and a shallow water feature on my left flank. But it also gave me the first turn. I setup the Bloodwitches on my right flank to go for that zone, the Withershadow on the left flank with the Bile Thralls behind them, and the Mechanithralls in the centre with the Necrosurgeon and Stitches lined up behind both them and the Blood Witches. Skarre2, the Skarlock, and Gorman went in the centre. David counter-deployed with his Forgeguard+Murdoch and Finn on my left flank opposite the Bile Thralls, and the Stormcallers, Black 13th, Gorman, and Strangeways on my right flank opposite the Witches. Caine, Sylys, Rowdy, and the Piper went in the middle. I advance deployed the Deathjack on the left flank to stay away from the Stormsmiths, to which David responded by deploying Eiryss on the same flank next to the wall.

Game 1 - Skarre2 in her bunker at the end of my second turn. Feat to prevent her being targeted, smoke cloud, Admonition, three focus.
I'm safe right? (Credit: David Brown)

My first turn involved less running than normal. I didn't want to get too close to the Forgeguard, Caine1, or the Black 13th. I put Death Ward on the Deathjack and Admonition on Skarre2 herself, then charged Rowdy for the extra distance. Deathjack edged forwards into the zone, the Bloodwitches did likewise to get a present into the zone on their flank, and everything else ran up behind, including Gorman as I wasn't close enough to get a cloud on Skarre2 this turn with her charge. I also thought she was fairly safe. However David started his turn by saying "I'm this far out of assassination range", with 'this far' being about a quarter of an inch! Uh oh! He started with Eiryss2 advancing, and after a very careful measurement she was just in range, so shot Skarre for a couple of points and the loss of all of her focus. Hmmm. Then the Forgeguard ran to take up position on the edge of the left-hand zone to threaten Deathjack, and Ol' Rowdy ran forwards. Caine put up Deadeye on the Black 13th, and moved forwards. The Black 13th then shot down a couple of Blood Witches with Sniped shots, and put up Fire Beacon on the objective on my right flank. The Piper piped for Tough on the Forge Guard, and everything else advance.

That was lucky! If I was just out of range last turn, then I was definitely in range this turn, which meant I had to feat now and jam. Skarre cut for 1 to upkeep Death Ward. The Blood Witches called their mini-feat, and ran. I lost one when I tried to sneak between the Blood Hag and the Fire Beacon, and another when she got too close to Ol' Rowdy and got counter-charged. But I also managed to engage a couple of the Forge Guard, and get one right into the top corner of the zone to be in the way. I then decided that the Deathjack didn't really want to take on the Forge Guard, and ran him sideways from the left zone to the right. He was replaced by the Withershadow, who moved up to just toe into the zone, with the Bile Thralls moving up behind them. Skarre2 also shifted to the right, feating for three on herself, Deathjack, and Eiryss2, and cast Admonition on herself. For good measure, I had Gorman drop a cloud on her head. The Mechanithralls moved up around her.

Game 1 - the end of my second turn. Deathjack runs away from the Forge Guard, and Skarre sets up her bunker to survive.
It's all a bit cagey at this point. (Credit: David Brown)

David looked at the board, and though about it for a bit. He then started with the Forge Guard; 6 charged the objective in the left hand zone, easily killing it, while the rest shuffled around. The Piper gave them Tough again. Then Caine advance into the zone and declared Feat. Checking his control area he caught all three of the Withershadow, the front rank of three Bile Thralls, the Skarlock, and a single Mechanithrall. The Mechanithrall and Bile Thralls were toast, but all three of the Withershadow survived, as did the Skarlock! He then bought shots to kill off two of the Withershadow, before teleporting away out of the zone towards the side of the zone. Not as good as he hoped. Eiryss2 also advanced backwards to survive for another day. On my right flank, the Black 13th destroyed all but one of the remaining Blood Witches, and the Stormsmiths advanced up onto the hill, with one making it to the corner of the zone.

I was lucky to survive Caine's feat. David had hoped to catch more of my army with it, and he'd rolled poorly on the Withershadow and Skarlock to leave them alive. On the other hand I'd forgotten about their Granted: Stealth on the follow-up shots. But with one of them surviving I was only 0-1 down on CP, and could easily score 3 this turn. I cut to upkeep both Death Ward and Admonition, and allocated three to Deathjack. He charged the objective, easily destroying it with his initials. He then cast a boosted Perdition at the Stormsmith in the corner of the zone, killing it, and allowing him to move towards the other one on the hill. Which he also killed. Then the Black 13th failed their Abomination check! On the left I had a Bile Thrall move up and Purge, killing two of the Forge Guard and corroding another four. The remaining member of the Withershadow then moved deeper into the zone to contest. With Deathjack having cleared the right-hand zone, I moved Skarre up into it and away from Caine. As I was checking the Killbox, David looked at the board, looked at me, and said "You've won". I was initially confused, as I was only going to score 3 CPs, but then he pointed out that he'd Killboxed himself when he teleported away. He hadn't realised it was a Killbox scenario until I checked it!

Game 1 - the end of my third turn, and I've won accidentally! 1 CP for the objective, 2 CP for dominating, 2 CP for David's
inadvertent Killbox. Yay? The large base is where the Deathjack ended up, but he wouldn't balance on the hill. (Credit: David Brown) 

1-0, 5 CPs, 2 AP destroyed

David and I chatted about the game a bit afterwards. It would have been interesting to see how it went after that, as we were sort of concentrated on opposite flanks. We also talked about his possible turn 1 assassination run, and concluded that he was about an inch short in the end. But that's still a little close for comfort. It's a shame that the game ended the way it did, as it had been quite close up to that point and a lot of fun.

Game 1 - Caine (next to the smoke cloud) accidentally steps outside the Killbox! (Credit: David Brown)

Game 2: Glenn Few (Retribution of Scyrah) - Two Fronts
I'd previously met Glen at the Milton Keynes tournament in May, where we'd had a quick chat about painting, and making time for the hobby. Chatting before the game he he told me that Kaelyssa would be his normal Cryx drop, but he'd already played her in round 1 - just another little wrinkle in the Hydra format. His other options were Issyria, Rahn, and I think Vyros (although I can't really remember). I suspected that he might go for Rahn, and with the general magical strength of the Retribution I decided to go for Goreshade to take advantage of Mage Blight where possible. The scenario also factored into my decision, as the additional troops from his feat would help a lot with the two zones against Glenn's relatively high model count. Glenn did in fact pick Rahn, who led the following:
Adeptis Rahn
*Phoenix
*Aspis
Max. Dawnguard Sentinels
*UA
Battle Mages
Stormfall Archers
Mage Hunter Assassin
Eiryss2
Arcanist

The board (which incidentally was top table, my first time at such dizzying heights) was rather interesting. There were an assortment of linear obstacles dotted around, a wood just in front of one of the deployment zones, a large hill on one flank, and various impassable, line-of-sight blocking obstacles in the form of houses. But there was also a very large open space in the middle of the board; although access routes were limited, that area was going to be the focus. The hill was sloped, but also had a clearly defined 'flat top'; Glenn and I agreed that that would be the part granting elevation, with the slope not counting as the hill.


Game 2 - deployment. I've gone heavily for Glenn's zone, whereas he's setup more centrally. But his Sentinels are behind the
woods, which will hamper them, and my list is faster. (Credit: David Brown)


Glenn won the roll-off, and decided to go first. I picked the side without the wood, as with no way to get Pathfinder in the list I'd be rather hampered by it. That put the large hill on my right flank, and some linear obstacles on my left as a nice hidey hole. Sadly though I couldn't stand in there and dominate, so it wasn't as useful as it seemed. Glenn set up the Sentinels in the middle, with the Stormfall on my left, the Battle Mages aimed at the hill, and Rahn's battlegroup between the Mages and Sentinels. I weighted heavily towards his zone, with the Blood Witches in front of the Mechanithralls and Necrosurgeon. The Bile Thralls went up the middle between one of the houses and a linear obstacles, while Gorman, Goreshade, and the Withershadow went on the left to go for my zone. For advance deployment, Glenn put Eiryss2 in the woods, and the Assassin out on my left flank. I put the Deathjack just on the edge of my zone.

Glenn's first turn was fairly standard. He pushed the Stormfall up towards my zone, the Sentinels through the woods, and the Battle Mages into his zone. Two of the Mages made it onto the hill. Rahn and his battlegroup also went for home base, with Aspis making it into the zone, the Phoenix toeing into the woods, and Rahn hiding among the trees behind Eiryss. The Assassin ran out wide on a flanking manoeuvre, ending Glenn's turn behind the leftmost building. Where she stayed for the rest of the game, as Glenn forgot about her!

Game 2 - the end of Glenn's first turn. Out of sight on the left is the Mage Hunter Assassin, who stayed there all game.
The Dawnguard Sentinels are somewhat mired in the woods. (Credit: David Brown)

I thought for a bit about whether or not to mini-feat with the Blood Witches. They were opposite the Battle Mages, who wouldn't care either way, but I thought that it would at least help against the Myrmidons. So mini-feat and run it was, with the Witches spreading out across the hilltop. The Mechanithralls ran up behind them, with the Necrosurgeon spreading out her Stitch Thralls for optimal corpse collection. The Bile Thrall conga line advanced up beside the building in front of my deployment zone, with the Skarlock running in front of them. On the left, Goreshade cast Shadowmancer for protection against the Stormfall and advanced in to the zone, with Gorman dropping a cloud to just clip his base. The Withershadow ran into my zone, and Deathjack cautiously advanced up with them.

Game 2 - the end of my first turn. The minifeat on the Blood Witches is less useful than normal with the
Battle Mages up there, but could still help to save them. (Credit: David Brown)

Glenn's turn 2 did little damage to me, but put him in a pretty decent board position for the following turns. His Sentinels made it through the woods and took up position in front of his objective, threatening my zone and the Deathjack. Rahn cast Polarity Shield on them too, which was annoying, before he cast Chain Blast through the Phoenix at my Skarlock, killing him outright. The secondary blast scattered off to kill a Mechanithrall and a Bile Thrall. The Stormfall advanced, with two gaining the zone. The Battle Mages stood still and sent bolts the way of the Blood Witches, but thanks to the elevation bonus only killed a couple. The Phoenix then charged in and killed a third (stupid magic weapons on myrmidons), but the charging Aspis wasn't able to hit them.

Game 2 - the end of Glenn's second turn. Not much damage done yet, but those Sentinels are in an annoying position.
I'm feeling good about the right flank though. (Credit: David Brown)

I'm in an interesting position at the start of my second turn. I'd not lost as many Blood Witches as I was expecting, but I'm concerned about the Sentinels. On the plus side though, I think I can catch Rahn with Mage Blight and stay relatively safe. I start by allocating three to Deathjack. The Withershadow advance and Dark Fire one of the Stormfall who'd advanced into the zone. Deathjack charges the other, conveniently also getting one of the Sentinels in melee. He easily munches both of them, then Hex Blasts another Sentinel to knock off Polarity Shield, killing him. Goreshade then advances to get Rahn in his control area, casts Mage Blight, and feats. The Bane Thralls charge the now vulnerable Sentinels, killing three more and getting up in Glenn's face. On my right flank, the Blood Witches charge the Battle Mages, and reposition around the myrmidons. I then promptly forget the attacks against the Mages after only dinging the two myrmidons. The Necrosurgeon resurrects three Mechanithralls, who charge the Aspis whilst big brother (the Brute) goes for the Phoenix. Both myrmidons take some damage, but not enough to be a serious worry to them. At the end of my turn I've cleared my zone, but unfortunately I've had to advance into range of Glenn's objective to catch Rahn with Mage Blight, so don't score a point for dominating. I also ran out of time to activate Gorman.

Game 2 - the end of my second turn. Rahn's caught in Mage Blight, so has to move back if he wants to cast spells or feat.
My feat Bane Thralls are now right in the way too. (Credit: David Brown)

The Sentinels Vengeance moves put some damage into Deathjack, and kill some Bane Thralls. Rahn allocates three to the Phoenix, then backs away out of Mage Blight range. The remaining Stormfall take some potshots at Goreshade, but either miss or fail to do damage. The Sentinels activation puts some serious hurt into Deathjack, including taking out one of his arms, but fortunately he's still standing. On the right flank, the Phoenix combusts and then goes to town, while the Aspis does some serious damage as well. When they're both done my Necrosurgeon has a bucket load of souls, and I've lost my Brute Thrall, about 8 Mechanithralls, and a pair of Blood Witches. That hurt, a lot.

The previously solid right flank is looking shaky, but the left flank and centre are looking ok. I allocate three to Deathjack, and he starts chomping on Dawnguard Sentinels. His first soul fixes his left arm, and with the remaining attacks he takes the Sentinels down to three and heals over half of the damage he'd taken. The Bane Thralls kill another two to leave just the standard bearer alive, but he stands firm. The Withershadow advance deeper into my zone and Dark Fire another Stormfall, leaving one. I remember the Blood Witch attacks this turn, and kill four Battle Mages, breaking the unit. The Necrosurgeon resurrects some more Mechanithralls, who charge into the Phoenix and Aspis, again doing decent damage but leaving them both standing. I still don't score any control points.

On Glenn's turn, he allocates a couple to the Phoenix who again combusts and kills the Mechanithralls engaging him. Then dice down is called, and we're left to figure out who won. Eventually, it turns out that I've won on third tiebreak, as Glen had left just over half of each of my units alive, and with the Blood Witches and Mechanithralls in his zone I came out ahead.

Game 2 - just before the end of the game. There's not much left on either side any more. (Credit: David Brown)


2-0, 5CPs, 16 AP destroyed.


What a game! This one was a real grind fest, and both of us forgot crucial things. If the Mage Hunter Assassin had come around the building to threaten Goreshade I wouldn't have been able to put as much into the Sentinels, and Glenn also didn't really use Eiryss. On the other hand, if I'd remembered to attack the Battle Mage in my second turn then my Blood Witches would have been off much more free in his backfield. For such a close, tense game it was a lot of fun, and played in great spirit. I really look forward to playing Glenn again in the future.

At the end of round 2 there were three players on 2-0, including me. I was the one that was paired down, which I didn't mind because it meant a change of scenery as far as table was concerned. I had to win my third game if we were to get a fourth round.
Game 3: Adam East (Cygnar) - Incursion
Adam and I had actually been chatting over the lunch break, and we'd discussed how the Hydra format affected your choice of warcaster, particularly against certain factions. Something else we'd talked about was which warcasters we were most comfortable with, and the subject of Haley2 came up. So when I got paired against Adam, I was fairly confident he'd pick her. His other option was Seige I think (he'd already used Haley1 and Caine1), but there wasn't anything in my army that was worth his armour cracking. My choice was obvious - with a Stormwall in Adam's list, and the possibility of playing Circle if I won (the top table was Circle vs Cryx), I had to choose Skarre.

Adam's list was:
Haley2
*Stormwall
*Squire
Black 13th
Gun Mage Pistoleers
*UA
Eiryss2
Gorman
Piper
Yay, Eiryss2 again. Not a huge list in terms of models, but exactly what I didn't want to see across the table. The Black 13th and Gun Mages heavily countered my Blood Witches and Mechanithralls, and even with Skarre's feat taking down Stormwall was going to be hard if I lost Deathjack.

I won the roll off, and chose to go first. After Adam had selected table edge, I had a curving linear obstacle on my left flank, with an area of rough terrain just behind the left flag from my perspective. The centre flag was completely open, while to get to the right flag we both had to deal with terrain - a wood in Adam's case, some obstructions in mine. I put the Withershadow on the left flank, with the Blood Witches adjacent to them, then the Bile Thralls, Skarre, Gorman, and Mechanithralls left-to-right. The Necrosurgeon and Stitch Thralls spread out along my lines, and Deathjack advance deployed next to the closer set of obstructions. Adam had pre-deployed the Stormwall bang in the centre, and he put the Black 13th to the left of it (as I looked), with the rest of his army spreading out behind the woods. Eiryss advance deployed in the woods.

Game 3 - setup. I significantly outnumber Adam's Cygnar force, but it's almost built to take on a list like mine. (Credit: David Brown)

My first turn was pretty standard - everything ran forwards. Deathjack got up to the centre line, and Skarre moved into position between the two obstructions on the closer terrain piece. I sacrificed a Stitch Thrall for 4 extra focus on turn 2.

In reply, the inevitable happened. Adam pulled a focus off the Squire, advanced Haley2, and feated, catching my three main units and Deathjack. He then ran Stormwall forward, obviously confident that I couldn't hurt it. The Black 13th advanced and put down a Mage Storm right in front of my Blood Witches, picking a couple off for good measure.  The Gun Mages advanced through the woods. Then we rolled for flag, and naturally the right-hand one disappeared.

Game 3 - the end of round one. I'm in a bad way, as most of my army is affected by Haley2's feat. The rightmost
flag disappeared. (Credit: David Brown)

I wasn't in a great position; without the feat I could have filled up the Deathjack and put some serious hurt on the Stormwall. Instead, I was forced to do very little. I can't remember the activation order that I was forced to adopt for the feat-affected models/units, but I didn't deal with the board state very well. In hindsight, the correct thing to do would have been to shirt everything to the left. Admittedly that would be hard when not able to run, but I think it would have been better than what I actually did. I advanced Deathjack up to threaten the Gun Mages, figuring that they wouldn't do much to him. The Mechanithralls advanced up into the space he'd vacated, with the Bile Thrall conga line alongside. Skarre moved up as well, and popped feat to try and help my models survive. She then had a smoke bomb dropped on her head by Gorman. The Blood Witches mini-feated and advanced around the Mage Storm towards the left flag, with a couple moving up to engage the Stormwall (more to be annoying than anything else). The Withershadow killed one of the Black 13th using Dark Fire.

Game 3 - the end of my second turn. Haley's feat really screwed me over, but I've played it out very poorly, effectively wasting Deathjack. (Credit: David Brown)

Sadly, things didn't work out well. For a start, I forgot about the armour bonus from Skarre's feat for pretty much the entirety of Adam's second turn, rendering the feat pretty much irrelevant. The Black 13th advanced and shot down two of the Withershadow, the Stormwall got four focus thanks to Haley's bond and scrapped Deathjack without breaking a sweat, and the Gunmages did a number on my Mechanithralls and Bile Thralls. It wasn't looking good; without Deathjack and the Brute Thrall, and with the feat wasted, I had absolutely no way to get rid of Stormwall, which was still at pretty much full  health. A backlash run was an option but incredibly risky, and I didn't fancy it. Nor did I fancy a Skarre Bomb, as I'd have to get way too close to pull it off. However, after some careful measuring I did see a way to get ahead on scenario.

Skarre camped all of her focus. The Blood Witches carefully skirted around the Mage Storm separating them from the left flag, and after running I'd just managed to get them all within 4inches. That's 1CP. I then advanced up the Bile Thralls and purged with the foremost one, killing three Gun Mages. I'd hoped to catch Eiryss2 as well, but sadly she was just out of range. The Necrosurgeon crafted some new Mechanithralls out spare parts, and the unit ran/charged. Three went into Stormwall, and did some damage with combo-strikes. Skarre then legged it for the centre flag, getting base-to-base with it for a 2nd CP. Unfortunately Gorman was just too far away to get a smoke cloud on her, but she was camping on 10 focus so I felt ok. Everything else just tried to get in the way.

Game 3 - the end of my third turn. I've scored 2CPs, and Skarre's in the middle of the table. But she's camping 10 focus.
I'm seriously low on models at this point. (Credit: David Brown)

Sadly, I'd forgotten one crucial factor - Eiryss2. Haley allocated 4 to Stormwall, then shot one of the Mechanithralls engaging the colossal. Gorman acid bombed the other two, even with the scatter. Then Eiryss2 advanced, shot Skarre, and stripped all of that focus away. At which point the Stormwall turned around, walked over, and squashed the Satyxis warcaster into the dirt. Oh dear.

2-1, 7 CPs, 16 AP destroyed (yep, I killed the sum total of 0 AP in game 3)

Game 3 - Stormwall to the face! I have a tendency to get Skarre killed it seems. (Credit: David Brown)

Adam was another great opponent, and thrilled when he learnt that this win had won him the Cygnar coin. He completely outplayed me, and I failed to deal well with his feat. I panicked when I started losing models all over the place, and having faced Eiryss2 in both of my previous games I should have remembered that she strips focus on a hit. Stupid, stupid, stupid. Even without that though, I think that the Stormwall with 4 focus would have been too much for Skarre to withstand. I think the better option, rather than going for the 2nd CP that turn, would have been to run over towards the left and bunker up by that flag instead. I think the game was too far gone though for me to be able to pull it back.

Overall thoughts
So I finished 2-1, and won third place! My best tournament result ever (at least in an event with more than 6 people!), and I'm very pleased with how I did. Yes, I got lucky in game 1, but I feel that I played well in the turns that we had. I'm also very happy with how I did in game 2, particularly with such a grind fest. That's not the kind of game that I normally favour, and I'm pleased by how I dealt with it. Game 3 however I was out thought and outplayed at every turn, and I could (and should) have done much better. Particularly with a warcaster that's one of my most highly played.

The next Guardians of Tyr event is in Milton Keynes, and is a "Blood, Sweat, and Tiers" event - 35pts, with at least tier 2 required. I'm thinking that I might take some of the more unusual tier lists to that - Terminus and the zombie pirates for example, or the Deneghra turkey farm. We shall see.

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