Showing posts with label Makeda. Show all posts
Showing posts with label Makeda. Show all posts

Monday, June 19, 2023

Battle Report: Orgoth Sea Raiders vs Skorne (Unlimited)

Orgoth (Horruskh) vs Skorne (Makeda2)

After how badly I'd been getting destroyed by the Orgoth recently in the Black Tide scenarios, we decided to take a break and play some vanilla Steamroller.

 

Orgoth Sea Raiders

  • Horruskh, The Thousand Wraths
  • Tyrant
  • Tyrant
  • Tyrant
  • Siege Tarask (proxied)
  • Vulcar Forge Master (proxied)
  • Reaver Commander (proxied)
  • Warwitch Coven
  • Warwitch Coven



 



Skorne (Unlimited)

  • Supreme Archdomina Makeda
  • Basilisk Krea
  • Bronzeback Titan
  • Molik Karn
  • The Wastelander
  • Cataphract Cetrati
  • Legends of Halaak
  • Paingiver Beast Handlers
  • Praetorian Ferox
  • Swamp Gobber Bellows Crew
  • Venator Catapult Crew



Deployment


 A burned out Khador building was placed in the central zone, and a wall near each outer zone. One zone had a small building spewing some kind of acid into a pool, and the Orgoth side had a gallows obstruction, a building, and a hill. Orgoth won the roll and decided to go first.

Orgoth deployed centrally. With no solos other than The Wastelander, I knew I'd be going for something other than a points victory. I set up the bellows crew to protect the catapult Ferox to sprint down the left, and beasts to go for the close zone.


Orgoth Turn 1

The reaver commander runs up to the objective, the siege tarrask runs towards the far zone, and the rest of the Orgoth horde lumbers down the center.



Skorne Turn 1

 

Fully aware that anything I place within the range of Titans on turn one won't make it to turn 2, I move the Ferox far less than their full speed, and carefully hide them behind a wall.

The catapult runs up and hides behind the edge of the Khador ruin, and the gobber blows smoke just in front. Cetrati sprint up the center and Makeda moves in behind, casting Deflection and Storm Rager.

The wastelander hides behind a building beside the acid, protecting the Krea and Molik Karn, and the Krea puts up Force Aura. The Bronzeback Titan runs up to the objective and the beast handlers move up behind to heal him in the unlikely event that Orgoth can reach that far with shots.



Orgoth Turn 2

The tyrants move up, and the first one nearly shoots the Bronzeback off the table, leaving him on three boxes. The second easily finishes it off, shoots the gobber who dropped smoke, and gets upset that there are no more targets in range.

Then Horruskh feats for extra armor.



Skorne Turn 2

Skorne makes its first and only attack of the battle, firing the catapult at a tyrant, hoping to hurt some warwitches with blast damage. Zero damage to anything.

The Ferox and Legends of Halaak run to engage, and the Cetrati slowly run up the center. The lone bellows crew member moves up and drops smoke, which Makeda hides behind. The krea moves in to help with a force aura.

Molik Karn is left in a tough spot - if he doesn't hide, the tarrask will drag him in and eat him. Perhaps I should have let that happen. Orgoth score a flag for one point.



Orgoth Turn 3

Orgoth does a bunch of stuff in the center and kills a bunch of models. Then a tyrant shoots out the objective and the siege tarrask runs to the zone.

That's one point for the objective, one for the zone, and one for the same flag, bringing Orgoth to 4.

Horruskh runs into the Orgoth zone for the win. Skorne never got an alpha.

(Orgoth Victory!)




Final Thoughts

  • When a Tyrant can one-round an ARM19 heavy at extreme range, I worry that there might be a balance issue.
  • This was my final attempt to fight Orgoth with the Skorne. I'm now convinced that victory is not at all possible.

Monday, May 1, 2023

Black Tide Battle Report - Chapter 5: Burn the Bridges

Battle Report: Army of the Western Reaches vs Sea Raiders

This was the 5th scenario in the Black Tide narrative campaign: Burn the Bridges. The idea behind this one is that both armies are fighting in the rushing water beneath the bridge, and the defenders are trying to destroy the bridge to prevent the invaders from transporting their armies across. The tape across the table marks the edges of the water - everything between is rushing water. Not only are models in the water in rough terrain - they all lose pathfinder. This means that the Orgoth cavalry is at a distinct advantage, as they can fly, and the Skorne cavalry is at a disadvantage, as they can now only reposition one inch.

The six objective markers represent six legs supporting the bridge. The defender's goal is to destroy at least four of them. This is done by placing charges - a trooper model base to base with a bridge support can place a charge by taking an action while base to base with it and rolling 2d6. A roll of 9 or higher places the charge. On a roll of 2, the charge explodes immediately. Otherwise nothing happens and you've got to try again. An armed charge will explode at the end of the defender's next turn, giving models time to get clear, which is good because when a charge explodes, the bridge leg is destroyed, and all models within two inches are automatically destroyed. Once the defender destroys four bridge legs, he wins. If he hasn't done so by the end of his sixth turn, the invader wins.


 I would also be using my Siege Oliphaunt for the first time this game, which was exciting.

Skorne

  • Supreme Archdomina Makeda
  • Baslisk Krea
  • Baslisk Krea
  • Titan Sentry (Proxied by a Titan Cannoneer)
  • Siege Oliphaunt
  • Legends of Halaak
  • Paingiver Beast Handlers
  • Praetorian Ferox
  • Praetorian Ferox
  • Venator Catapult Crew



Orgoth

  • Horruskh, The Thousand Wraths
  • Jackal
  • Tyrant
  • Siege Tarask
  • Rhok Harriers
  • Rhok Harriers
  • Ulkor Axers
  • Ulkor Barragers



Deployment

Although each player is allowed to place 4 pieces of terrain, we didn't want to be stupid by placing houses and forests in the river. So one side got an underwater hill, and the other side got a pile of rocks that would act as a wall. Underwater rubble on one side would also grant cover.

The Orgoth deploy to send six Rhok up one side of the board, and Axers on the other. Horruskh aims for the hill. Skorne points a unit of Ferox at each set of bridge legs, and aims the Oliphaunt straight up the center.


Skorne Turn 1

Skorne runs into the river, although the Ferox hold back a bit to avoid being shot at on turn one. The flag falls off my Makeda model, and we decided that she dropped it before heading into the river because she didn't want her flag to get wet.



Orgoth Turn 1


Orgoth run up, the Axers getting Inviolable Resolve.


Skorne Turn 2

The oliphaunt unloads on the Tyrant, doing some damage, and the Tyrant moves forward because of hyper-agressive.

The Ferox walk forward, the moving model stopping at the bridge support and the other two placing far enough forward to attack. The two walking ferox fail to do much damage, but the one in the back successfully plants a charge on the bridge. On the other side, Ferox do the same, and the two forward Ferox kill two rhok harriers, but the rear ferox fails to place a charge.

The catapult kills an axer, and a member of the catapult crew sets a charge on the other bridge pillar. Two down! The legends of Halaak run to the other side of the board, and the Krea put up force auras.



Orgoth Turn 2

The tyrant unloads on the Oliphaunt, doing more than half its boxes in damage. The tarask and rhok kill two ferox, and axers on the other side kill one ferox.


Skorne Turn 3


The oliphaunt backs up to stay out of the axers' charge range. It then heals itself with its rage tokens, shoots at the tyrant and kills a rhok. The unstoppable ferox walk away from the axers, and one is placed close enough to a pillar to try to place a charge, which fails. The other unit of ferox also tries to place a charge and fails, but does kill one rhok.

Legends of Halaak jockey for position. Makeda puts up deflection.



Orgoth Turn 3


The tyrant lets loose with its quad bolter again, pincushioning the oliphaunt. Shield guard from the Sentry helps. The Ulkor barragers help out, but it takes the two rhok harriers to finally move in and finish off the olpihaunt. That still only counts as one!

Ulkor axers and the siege tarask take out the two Ferox who are outside of the range of Makeda's stay death, but she keeps the one on the bridge pillar alive.



Skorne Turn 4

What I'd really like to do here is have a ferox walk to the far side of the pillar, then place another four inches away base to base with the furthest pillar so that I could try to set charges on each. However, the siege tarask is blocking me from doing that, so instead all three Ferox charge the tarask, doing decent damage and killing two Rhok.

A beast handler successfully sets a charge on a pillar, leaving only one.

The Sentry positions to block for Makeda, but I fail to use his animus. The Legends of Halaak position to charge anyone who they want next turn. Makeda casts Force Aura and Deflection. It's a costly but effective combination: +4 DEF vs ranged.



Orgoth Turn 4

Axers charge and kill the sentry. The lone remaining rhok charges and damages one of the legends of Halaak. The barragers kill the catapult because the crew wasn't close enough to use Take Up. The one guy left has nothing but a cannonball, and he's determined to use it, but he's not yet sure how.

The tarask takes out two of the three ferox, and the jackal moves up.



Skorne Turn 5

The last ferox walks around the tarask and makes a last-ditch attempt to place a charge, but fails.

The krea finishes off the final rhok in order to give the Legends of Halaak a charge lane. The Legends of Halaak then charge the jackal, ending with a combo smite slam that knocks it into a wall, so that charge attack actually uses five dice. Damage wasn't super high though.

Makeda backs away from the pillar that's about to explode, and the krea gives her force aura. That guy with the cannonball looks around, trying to decide who to throw it at.



Orgoth Turn 5

The tarask mauls the last ferox, but Makeda won't let it die, using up every last fury point. The warwitches charge, but can't kill it.

Axers charge the Legends of Halaak, but can't kill them.


Skorne Turn 6

The game ends after Skorne's 6th turn, so this is it. We realize that even if I set a charge successfully, it won't explode until after the game ends. Only rolling a 2 will cause it to explode immediately and win the game for Skorne. I roll a seven or something.

(Orgoth Victory!)



Final Thoughts

  • Early on, I did a lot of focusing on the bridge pillars rather than making attacks. My thinking is that if I could destroy the bridge and win, then it didn't matter how many models I'd lost. The issue is that setting charges is totally random and far less than 50%.
  • As ever, the tyrant's ranged attacks did so much work. I hate it.
  • I should probably have skipped the charge on turn 4 and had the ferox try to set a charge.
  • Leaving the catapult crew too far away from the catapult was a mistake on my part.
  • The Legends of Halaak spent a lot of time doing nothing.
  • I wonder if I could have saved my oliphaunt with the stealth card.
  • All things said, this is a really good scenario. Not competitive, but fun.

Thursday, April 27, 2023

Black Tide Battle Report - Chapter 3: Breakout

Battle Report: Army of the Western Reaches vs Sea Raiders

This was Scenario 3 from the Black Tide narrative campaign: Breakout. Two 3 inch wide trenches cross the table, and no terrain can be placed between. So this is some serious Iron Kingdoms trench warfare. The Skorne side had some walls, one with rough terrain making the wall annoying to use, and a Crucible Guard petrochemical plant placed centrally. The Orgoth side had two buildings and a small forest.

Skorne 

  • Makeda2
  • Cyclops Raider
  • Titan Gladiator
  • Baslisk Krea
  • Praetorian Ferox
  • Praetorian Ferox
  • Praetorian Swordsmen
  • Legends of Halaak
  • Catapult
  • Keltarii



Orgoth 

  • Kishtaar
  • Tyrant
  • Tyrant
  • Tyrant
  • Warwitch coven
  • Maulgreth
  • Ulkor axers
  • Reaver Standard



Deployment

This scenario has a number of special rules. The flagbearer allows a single warrior model to carry a flag, which is dropped if that model dies, and can be picked up. If the flagbearer moves forward, models behind it get an extra two inches of movement. A Ferox is the Skorne's flagbearer, and the Orgoth flagbearer is the one with the big flag.

Flags score one point, holding your own trench gets you one point, and holding the opponent's trench gets you three points. Destroying the opponent's flag by killing the flagbearer and ending up next to the dropped flag token gets you two points.


Orgoth Turn 1

The Orgoth run forward into the trench.



Skorne Turn 1

The keltarii and a unit of Ferox rush forward in the center, the Ferox running to jam the Tyrants and hopefully prevent those damn quad bolters from getting any shots. The rest of Skorne hunkers in the trench.



Orgoth Turn 2

Ulkor axers charge, killing the titan gladiator and threatening Makeda. The titans kill two ferox and a number of Keltarii.



Skorne Turn 2

The Ferox kill the Ulkor axers and a Ferox repositions onto the flag. On the other end of the board, a Ferox runs for the uncontested flag. The swordsmen run to contest the Orgoth trench. This should ensure that Skorne scores three and Orgoth scores zero this turn. Then, as an afterthought, the Legends of Halaak charge the Orgoth flagbearer and kill it. The flag token drops at the keltarii's feet and is destroyed. Oh - that's another two points. I guess I win?

(Skorne Victory!)



Final Thoughts

  • I think the five points in a single turn surprised us both. These narrative scenarios aren't really meant to be super competitive anyway.
  • The Ferox and their movement shenanigans are always awesome.
  • I hate Tyrants and their stupid quad bolters.


Friday, July 29, 2022

Battle Report: Skorne (Makeda1) vs Crucible Guard (Bennet)

This was a game that a friend and I played at my house the night before Warmachine MK4 was announced. It was casual, our kids were playing loudly together, and there was a lot of distraction.


Skorne deployment

Skorne (Masters of War)

  • Archdomina Makeda
  • Aptimus Marketh
  • Baslisk Krea
  • Razor Wurm
  • Razor Wurm
  • Aradus Soldier
  • Nihilators (max)
  • The Wastelander (proxied by a thrall warrior)
  • Paingiver Beast Handlers (min)



Crucible Guard deployment

Crucible Guard (Magnus Opus)

  • Major Aline Bennet
  • Vindicator
  • Suppressor
  • Gorman Di Wulfe
  • Crucible Guard Rocketmen (max)
  • Crucible Guard Rocketmen Captain
  • Rocketmen Gunner
  • Rocketmen Gunner
  • Rocketmen Gunner



Deployment 

Deployment

Terrain included one side with rubble and two open graves, so lots of cover. In one zone was a lava (burning earth) hazard, and the other zone abutted a gallows obstacle and a windstorm. That zone also had a wall on the other side, far off on the flank. All other terrain was too far spaced to be much of a factor.

After the discord bot I'd created rolled Split Decision for the 3rd or 4th time running, I began questioning the randomness of the software. We re-rolled scenario, and got Recon II.

As seems to be always the case, my opponent won the roll due to a re-roll granted by his theme, and chose to go first. I chose the side with the graves and rubble, for cover against all his shooting.


Crucible Guard Turn 1

End Crucible Guard Turn 1

Crucible Guard runs forward, putting up down range on the massive rocketman unit and arcane propulsion on a heavy. Bennet feats and puts a new rocketman unit into play, and it's very nearly able to take shots at advance deployed models before any Skorne models have even activated.



Skorne Turn 1

End Skorne Turn 1

One razor wurm sees an opportunity, and after getting concealment from the objective, it charges the rocketman solo, risking the lava. The boosted attack misses and the rocketman dodges back. If it had hit, the razor wurm could have activated drag below and moved back to safety. Instead, the razor wurm puts up spiny growth for an extra two armor.

The aradus soldier and the baslisk krea run, Makeda hides behind the gallows, Marketh takes to the rubble, the nihilators get quicken and run forward, being careful to stay mostly out of range, and the other razor wurm hides behind a wall.



Crucible Guard Turn 2

End Crucible Guard Turn 2

Gorman throws an acid bomb at the flanking nihilators and corrodes one, then repositions back onto the flag.

The rest of the rocketman army focuses fire on the razor wurm in the lava, which has concealment and is thus DEF15. It's hard to hit, and my opponent's rolls are terrible. At one point, he kills it and then we remember that it has spiny growth, which we'd failed to take into account, so we rewind and give it back six boxes for the three hits. He then re-kills it.



Skorne Turn 2

End Skorne Turn 2

Time for an alpha. Makeda feats and puts up carnage, giving her army +2 to hit in melee. The razor wurm behind the wall charges and eats Gorman and drags him below, moving back to the wall.

In what I consider my best move of the game, Aptimus Marketh spells slaves The Lash at a rocketman, boosting with a dead nihilator soul, and kills it. This allows the aradus soldier to move two inches, putting it within charge range of the suppressor. The soldier charges and four fury later, barely manages to kill the suppressor.

The nihilators charge, killing some rocketmen, and one of them knocks down his buddy. Two of the nihilators are out of range, and run, one engaging Bennet and the other engaging a rocketman. I only later realize that these two are now out of formation and thus cannot make free strikes.

Marketh scores a flag, and the razor wurm scores the zone it's barely touching.

(Skorne 2, Crucible Guard 0)



Crucible Guard Turn 3

End Crucible Guard Turn 3

When we realize that two nihilators are out of formation and can't make free strikes, Bennet flees, hiding behind her vindicator.

The vindicator fires withering humor at the aradus soldier, and the rocketmen descend, doing a surprising amount of damage with gravity bombs. Other rocketmen shoot out a few nihilators, but Makeda's feat keeps many alive. A rocketman flies around the lava and takes a shot at Marketh, but misses.

(Skorne 2, Crucible Guard 0)



Skorne Turn 3

End Skorne Turn 3

The soldier has two aspects out, so I note that I need to activate Makeda first to heal them.

But first, with four fury on the aradus soldier, two on the krea, and two on the razor wurm, Makeda is only able to leech four from the soldier. Both the krea and the razor wurm frenzy. The razor wurm eats a rocketman, and the krea eats a nihilator.

Makeda activates and casts Carnage, then jackhammers the soldier, missing since it can't boost. Marketh aims and boosts a shot into a rocketman, killing him. The nihilators charge, killing some rocketmen.

This is when we realize that I forgot to heal the two damaged aspects on the soldier, despite telling myself to remember to. My opponent graciously allows me to rewind, and I remove Makeda's two last fury to heal those aspects. Then, the soldier moves up and snacks on a bunch of rocketmen.

Skorne scores the flag and one zone.

(Skorne 4, Crucible Guard 0)



Crucible Guard Turn 4 

End Crucible Guard Turn 4

After a rocketman moves up and shoots Marketh to death, the rest of the rocketmen shoot the aradus soldier to death, despite its carapace. Both zones and the flag are now contested.

(Skorne 4, Crucible Guard 0)



Skorne Turn 4

End Skorne Turn 4

Seeing that one point grants victory, Skorne targets the rocketman in the zone. What makes it difficult is that the rocketmen have dodge. Three beast handlers run to surround the rocketmen, then the krea charges and boosts, killing him.

The Wastelander runs to the flag, and Skorne scores both the flag and the zone. The rest of the army chooses not to activate.

(Skorne 6, Crucible Guard 0)

(Skorne Victory!)



End game

Final Thoughts

  • On turn two, my opponent spent his whole turn trying to take out the razor wurm, but his rolls were terrible - he couldn't roll a 7. I nearly named this game Razor Wurm Time Walk. Sounds like Hot Tub Time Machine.
  • I've never used The Lash before, largely because it costs three fury. But it's far easier when Aptimus Marketh uses it. It allowed the super-slow Aradus Soldier to get the movement it needed to charge and kill the Crucible Guard heavy.
  • We rewound to enable a couple of my key moves. Without the rewinds, I'd likely not have won.
  • He's a five point model, but The Wastelander is great. He's naturally DEF17 against shooting, and I can stack cover and the krea's force aura on top of that. Any shot that misses is reflected back to the shooter. If a shot somehow does manage to hit, I can shield guard it, and Makeda1 gives field marshal: shield guard.


Thursday, July 21, 2022

Battle Report: Skorne (Makeda1) vs Crucible Guard (Bennet)

This was a game played at the FLGS, where my friend was playing his new faction, Crucible Guard, for the first time ever, hence the unpainted models, and the small 15 point game.


Skorne deployment

Skorne (Masters of War)

  • Archdomina Makeda
  • Agonizer
  • Baslisk Krea
  • Molik Karn
  • Nihilators (max)



Crucible Guard deployment

Crucible Guard (Magnus Opus)

  • Major Aline Bennet
  • Vindicator
  • Suppressor
  • Rocketmen (max)



Deployment

Deployment

The scenario we'd rolled was Split Decision, which has a zone for units, and three flags. Neither of our armies had solos, so scenario looked difficult.

The terrain was unusual for us, placed using a new method. It was very dense, with two lakes on one side, a crater in the zone with a flag in its center, and multiple houses and forests. Added to that were numerous single trees, placed as scatter terrain.

My opponent won the roll due to a re-roll granted by his theme, and chose to go first. I picked the side with the hidey spot behind the house and forest near the flag and objective.


Crucible Guard Turn 1

End Crucible Guard Turn 1

The rocketmen fly forward, moving well past the objective and flag.



Skorne Turn 1

End Skorne Turn 1

The nihilators circle up around the baslisk krea, within its three inch force aura bubble, getting +2 defense and armor against shooting. Makeda also gives them quicken, for another +2 DEF, bringing them to DEF 17 against shooting.

Molik Karn and the agonizer run forward.



Crucible Guard Turn 2

End Crucible Guard Turn 2

Rocketmen fly up around the side of the building and drop a bunch of gravity bombs on Molik Karn, doing decent damage. The suppressor boosts a shot into a nihilator, killing him and leaving the krea with withering humor.

Bennet feats, bringing in another unit of rocketmen and a solo.



Skorne Turn 2

End Skorne Turn 2

I'm expecting lots of rocketmen to fly over the cabin, so the agonizer moves up and screeches gnawing pain, lowering nearby enemies' strength by two.

Makeda feats and casts carnage, to give her allies +2 to hit, and they go to town. Nihilators go to town, killing half the new unit of rocketmen.

The krea puts up its force aura, and hits the suppressor with spiritual paralysis. Molik Karn attacks the original rocketmen, but is unable to roll a seven and only kills two.

Each caster scores a flag.

(Skorne 1, Crucible Guard 1)



Crucible Guard Turn 3 

End Crucible Guard Turn 3

The three rocketmen in the zone take shots at the DEF17 nihilators, but Makeda's feat keeps all but one alive. The vindicator takes a boosted withering humor shot at a nihilator, also catching the krea in the blast. The nihilator toughs. The suppressor has arcane propulsion from Bennet, and flies over the building and beats on Molik Karn from the rear arc, but has -2 STR due to the agonizer.

Bennet flies up and sets Molik Karn on fire.

(Skorne 1, Crucible Guard 1)



Skorne Turn 3

End Skorne Turn 3

Molik Karn's fire goes out. Makeda activates, knowing that she'll need to do things before Molik Karn can take out the suppressor. She casts carnage and charges the suppressor, confident that Molik Karn can do the job with a MAT9, and not wanting to waste a free charge. But I forgot that Molik Karn was missing two aspects. After buying an attack, I remember that I had wanted to jackhammer instead of buying an attack and I slap my forehead. After casting jackhammer, I notice that Molik Karn is missing two aspects, and so I spend Makeda's last fury fixing one of them, and leave her naked, on zero fury.

Molik Karn activates, but with one less damage die, he fails to kill the suppressor.

The agonizer moves up to the building and screeches spiritual affliction, preventing enemies from casting spells within 8 inches, and this easily catches Bennet in its area.

Nihilators kill a bunch of rocketmen, leaving just one in the zone.

(Skorne 1, Crucible Guard 1)



Crucible Guard Turn 4 

End Crucible Guard Turn 4

The suppressor and rocketmen kill Molik Karn, then turn to Makeda. She ends up on fire, but transfers all the damage to the agonizer, killing it.

The rocketman in the zone kills one of the two nihilators.

Bennet scores her flag.

(Skorne 1, Crucible Guard 2)



Skorne Turn 4 

End Skorne Turn 4

The last nihilator kills a rocketman and screams I'm the king of the mountain!

The krea moves up and activates force aura to protect Makeda.

Makeda, still on fire, kills the suppressor and one rocketman, but fails to sidestep back to the flag.

Skorne scores the zone, Crucible Guard scores a flag.

(Skorne 2, Crucible Guard 3)



Crucible Guard Turn 5 

End Crucible Guard Turn 5

The rocketman ace moves into the zone and shoots the king of the mountain nihilator to death.

The rest of the rocketmen shoot at Makeda and miss.

(Skorne 2, Crucible Guard 4)



Skorne Turn 5

End Skorne Turn 5

I'm realizing that there's no way for me to win on scenario, so this is my turn to position for a clutch assassination. Makeda gives herself quicken, and charges a rocketman, sidestepping after killing it. The krea moves up with its force aura, protecting Makeda.

(Skorne 2, Crucible Guard 5)



Crucible Guard Turn 6 

End game

After the fire damage, Makeda now has only three hits remaining. But she's DEF 21 due to the krea's force aura, quicken, and the concealment she got from the objective. Nonetheless, Bennet kills her with a flamethrower.

(Crucible Guard Victory!)



End game

Final Thoughts

  • In such a low-point game, Bennet's feat is very strong. I was effectively running my 15 point army against my opponent's 33 point army.
  • Not healing Molik Karn's aspects on turn 3 was my biggest mistake. If I'd done so, he could have killed that suppressor, and I'd have stood a far better chance.