The last two games were playing a master which with I wasn’t
familiar: Jack Daw. But the tables I was to play on featured something I don’t
usually encounter, namely Hazardous Terrain. And as Joe Girard mentioned in
this month’s Wyrd Chronicles (out today!), Hazardous Terrain adds a whole new
dimension to your games. It was a dimension that dear old Jack is more than
interested to explore, as he is a master of positioning and pushing, with the
ability to maneuver his and his enemy’s models via Writhing Torment.
The first game put me up against a Leviticus crew in a game of Headhunter, one
of the 2015 Gaining Grounds scenarios. Essentially, every significant model
that dies due to enemy action drops a head marker, and a (1) interact picks
that head up. There are other rules, but the nitty-gritty doesn’t matter, and I
trust you, gentle reader, to be capable of the research needed to delve into
the strategy’s finer details. Needless to say, engagement ranges factor into
your ability to interact, and it’s tough to collect scalps when a Teddy is
trying to eat your face. Speaking of Teddy, I was facing a finely tuned
Leviticus crew being run by “Jesus Ian.” Our battleground was a town square with large buildings on the flanks, a central
gallows, and hazardous terrain in the form of choking smoke.
I took Daw with Writhing Torment, Betrayer, and all the Curses, Ama no Zako
with Oathkeeper, Lady Liegia, 2 Drowned, 2 Crooked Men, and, last, but not
least, Jaakuna Ubume.
Ian brought Levi, with Pariah of Iron, Rusty Alyce, two Waifs, Abominations, a
Teddy, and possibly more, but since I have no pictures (round times were
short), I don’t recall.
It was Standard Deployment, Head Hunter, and I took Breakthrough (undeclared)
along with a declared Plant Evidence. Ian took Line in the Sand declared, and
Breakthrough undeclared. As for my choice of schemes, it seemed to make sense.
I know Daw isn’t that kill-oriented, but is the great wall of frustration.
Crooked Men are great at protecting and accomplishing schemes, and with
Hazardous terrain built into the board, Drowned seem ideal. It was my plan to
hook left with Daw and the main crew, and send a Crooked Man and Ama on the
right flank to accomplish schemes as a team. To that end, I moved most of my
models hard left at first, drawing Ian towards that side. When it came to my
second to last model, I activated Daw, cursing Ama with the Guillotine curse.
That, of course, does nothing to a Henchmen like Ama, but it does provide her
with a permanent Tormented Characteristic. So, she was able to push an
additional 3 inches on her initial movement, moving her an amazing 15 inches on
the first turn. Ian played Levi brilliantly, using the Teddy with its Regen 2
as a card draw engine and using the soon to be disposable aboms for the same
actions. Second turn saw Ian with a summoned Desolation Engine, and ready to
tear the heart out of my crew. I had gotten lucky with some lures, and I ended
up killing off Alyce before she became too great a threat, but with a Teddy and
a Desolation Engine in my face, with a Drowned and Jaakuna already dead, things
were looking grim.
It was at that point that I realized that Lady L is amazing. She does so much
by denying the enemy the ability to cheat. Terrifying goes from being an
annoyance to being an actual threat. Card drawing doesn’t really matter. Lady L
and Jack’s terrifying shut down the Desolation Engine and Teddy both. It was
great. I was able to get the Firing Squad curse off on the Engine, and I was
able to push him around, mostly into the hazardous terrain and out of combat. Levi
moved to my right to attempt to kill Ama, but I was saving high cards, and she
escaped wounded, but otherwise functional. The Crooked Man on the right also
was dropping and protecting markers with his zero, as was the crooked Man on
the left, who was sneaking around a building and was unable to be assailed. The
Lady/Daw bubble just absorbed a ton of flips, and kept upright because of the
no cheating lock down. Because of Daw’s and the remaining Drowned’s melee
range, Ian had no way of picking up heads, and I was able to push out of
combat, after forcing the Engine to abandon ideas of killing me. I picked up a
head marker with a Drowned, dropped scheme markers enough to get my six, and
had enough movement with Daw to kill one of his scheme markers for Line in the
Sand, denying him the points.
It ended up 7-5 in my favor.
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