Thursday, October 22, 2020

First Impressions: Star Wars Legion

Ah yes, time for another review/first impression of a game that Jeremy bought into and wanted me to try. So here we are with Star Wars Legion!

We did the starter scenario laid on in the rulebook, albeit with a few small changes to add special weapons into the mix with our squads. I opted to take on the role of the Empire, and Jeremy ran the rebels. The special weapons taken were a single Ion Blaster in one Rebel Trooper squad, the other had a Z6. The two squads of Stormtroopers each had a DLT-19 heavy blaster and an HH-12 Rocket launcher. It's a good thing I never fired said rocket launchers since those weapon loadouts are totally illegal (Stormtroopers can only take one special weapon). We also had more terrain on the table than the book suggests, mostly left over from the Heavy Gear game we had just played (which I took no pictures of since my models weren't painted).

The forces are deployed

Now you might be wondering why I'm not doing a full review of this, and the answer is pretty simply that I don't think we played enough, or deep enough, to really give a legit review. Also the rulebook is free on Fantasy Flight's website, so you can absolutely take a look for yourself if you're really interested in something more in depth (or hit up YouTube, I'm sure there are several reviews up).

A Rebel AT-RT takes up the flank

I will admit that I've had my trepidations about Legion. I'm a big Star Wars fan, enjoy the movies (well, five of them at least) and I tend to find myself looking at the books anytime I go Barnes & Noble. It's been a part of my life for a long time, and I have lots of fond memories tied to it. I used to play X-Wing back before Fantasy Flight decided that it needed a second edition overhaul that invalidated all the cards I had. Anyway, my concerns about Legion. It needs a lot of models. In a standard 800 point game you need at least 13 models, and that's barely going to scratch the surface. In a 28mm scale game (or maybe closer to 32mm?) that's more models than I care to have to paint. 

I'm also not, generally speaking, a big fan of licensed miniatures games. They tend to be a little pricier because of licensing issues, and they feel more narrow in scope since the creator of the game can't just make new stuff and when it comes to painting it feels really narrow if you wanna avoid people bitching about "you didn't paint it right!"

Okay, on to the actual game. Sorry, just needed to get those out there.

Stormtroopers prepare to move

Mechanically I actually enjoy quite a bit about this game. First thing I want to note is the turn priority. Using command cards from a hand of seven, trying to outplay the opponent to play the card with the lowest number of pips while also making sure you can get enough units orders that you wanted right from the get go. It adds an extra sense of outsmarting the enemy, and I know that commander and operative specific command cards can also have extra special effects on them. 

The order system is pretty neat as well. As I mentioned command cards will let you place order tokens on a certain number of units (and sometimes on specific types if I recall). So what happens with the units you can't issue orders to? Those tokens get shuffled up and put into a stack that you can draw from, essentially giving you a random activation order. This is one of my favorite mechanics in wargaming, so I was stoked to see it in some capacity here as well. When it's your turn to activate a unit you can either pick a unit on the board with an order, or pull from your stack depending on what you want to do.

The Speeder Bikes down a guy in a single salvo

Movement is one of the nicer things about this game as well. Each unit can move using a predetermined measuring tool (because FFG is apparently morally opposed to things like tape measures and not milking you for every cent you have with peripherals), with speeds of one, two or three. What makes it so nice is that you just move the unit leader, then place the rest of the models within move one of them. This speeds up movement immensely, and I like the idea that you can shuffle guys around to suit what your goal is. It adds a lot of flexibility and some tactical depth to positioning your forces.

Imperial Stormtroopers unleash a hail of blaster fire

 Combat is pretty simple, really, although it can seem clunky when trying to read it as written in the book. It does, of course, require special dice because it's a Fantasy Flight game, but I'm a little less hostile towards this than other folks. I will say, however, that it's bullshit to only give three of each dice when a basic squad of four Stormtroopers without any special weapons will need to roll four white attack dice. At the very least they could have included enough dice to preform a basic attack in the start box.

The trickiest part with combat, that we found, was figuring out defense and how many dice defenders got. It's not that it's actually complicated (you get to roll a die per hit rolled by your opponent), but the rulebook is laid out pretty terribly and we found ourselves having to flip through multiple pages to find some pretty basic information. In fact, the layout of the rules is one of the biggest gripes we had with the game. Some stuff just seemed to be in weird places, and it seems like it could have used another pair of eyes to point stuff out. It's not the worst book I've ever seen, but it isn't great by any means.

Darth Vader wants to play, too

I'll say this: I enjoyed most aspects of the game. It has those classic Fantasy Flight touches that can be a bit annoying (specialty tools for everything, several shipping containers worth of tokens, more cards than a desperate businessman), but overall it's a fairly solid game. Mechanically everything seems to work pretty well, and nothing seemed overly complicated but also not super easy and dumbed down (although I'm sure someone will argue that point with me).

The things that bother me most are the rulebook layout, the number of models required (honestly, the moment I need more than a dozen guys I want it to be 15mm), Fantasy Flight's seemingly inability to keep anything in stock (how long have B2 Battle Droids and Phase 2 Clone Troopers been out of stock now?) and the starter sets.

Wait, what's wrong with the starter sets? They seem a great deal! Sure, if you like both armies that come in them. If you don't, then they're sort of a pain in the dick. I know, I know, the idea is to trade with others or simply sell the models you don't want, but selling stuff can be a hassle and you might have stuff taking up space for a while. The trading argument really riles me up because this isn't a god damned card game, I shouldn't have to go around asking people for trades. I wish Fantasy Flight just did faction specific starter sets. Just take the models from the two player sets, maybe a different commander to entice people further, slap them in a box with some upgrades and get them on the shelves. It just seems so odd that they chose not to do this, and it bugs the hell out of me because that's just sort of what you do with a miniatures game. 

Luke Skywalker waltzes into the fray

Overall, I actually do like the game. Despite my issues with it, it is a solid game with some strong mechanics. Everything flows pretty smoothly, and there's a deceptive amount of depth here that one might miss by a quick glance. The Rebels and the Empire have tons of options and playstyles available, and it looks like the CIS and Republic are slowly getting there as well. The models are pretty nice as well, despite some wonky bases (seriously, they're like five inches tall). This is a good game, and if you're a Star Wars fan who loves land battles it's worth checking out. I don't see myself diving headlong into it right now, but it may well be on my list of future investments.

Hope you folks enjoyed this little look into Legion, and I'll hopefully have some hobby stuff done in the near future to show off along with more battle reports.

Sunday, September 27, 2020

Review: Heavy Gear Blitz Peace River Defense Force plastic starter army.

 Alright, thought I'd dive into these guys as I got them a couple of weeks ago and have been meaning to do this since they arrived. So let's dive in with some info.

This is the new plastic starter army for the Peace River faction of Heavy Gear Blitz. This is the stuff that was funded via Kickstarter a couple years back, and I managed to get my hands on a set as PRDF is my primary faction of choice in Heavy Gear. In fact, two of their units, the Crusader IV and Red Bull Mk.2, are what really got me into Heavy Gear as a world and tabletop game.

I'm going to be making a lot of comparisons to the plastic Southern army that came out about five years back, since they are much easier direct comparisons than going against my Caprice army. For those of you who maybe have the plastic Northern models, the same basic comparisons will suffice.

Stacks and stacks of plastic!

So in this set you get 18 models: six Warriors, six Warrior IVs, three Skirmishers and three Crusaders (you can build them as either the IV or the V variant). This is a pretty hefty number of units, and gets you well more than enough to get to a standard 150 point game. Compared to the Southern box you get five more Gears (the South box comes with three drones as well, but those are hardly comparable to a full on Gear).

So really you get quite a bit of stuff, and each sprue comes with plenty of weapon options (although not all of them as you'll see) which makes this a very flexible set for, what I assume will be, $60 USD.

Let's get into the individual models, shall we?

Starting off we'll go with the Warrior. This is the standard workhorse Gear of Peace River, being fairly similar to the Northern Hunter or Southern Jager. Nothing super fancy, but Peace River does tend to have better Electronic Warfare stats than the polar armies which sets them apart gameplay wise. The Warrior isn't great at EW stuff, but can pull its weight with a slightly better EW score than its polar competition. Let's take a look at the sprue, then.



So first thing you might notice is that there are quite a few parts on this sprue. It's pretty tightly packed with bits and bobs. Three different legs, two sets of arms, two heads (one for the Chieftain command model) various weapons and so forth. You get the parts to build the aforementioned command unit, as well as weapons to build the Vanguard, Scourge and Sweeper variants (medium autocannon, light bazooka and light frag cannon, respectively). The one thing missing, in my opinion, is the option to build a Pilum variant with the light anti-tank missile. You only get the light rocket pack as far as missiles go in this. Bit of a shame, but if you have the plastic models from the North or South you should have  a few laying around to build one if you wish (which is what I'll be doing).

Now there are a ton of little parts around the edges of the sprue there, and most of those are the skirt armor that attaches to the legs along with some extra bits like extra ammo magazines and such. And this is where things get a little bonkers with these guys, the parts count per model is insane.

Pictured: insanity.

That's a single Gear. That's 20 damn parts if you put the vibro-blade on the model. The skirt armor being separate bits, the antennae on the head being separate and the new arm assembly means there is a ton of stuff to clean. I timed myself doing just prep (not assembly) of the Warrior IV I built for this and it took 11 god damn minutes. Just clipping and filing. Cleaning the skirt armor, especially, was a huge pain in the ass because they're so freaking small. I get the idea behind it, and it does lead to lots of posing options over the plastic Jager, but I'm not entirely sure that it was worth it. The Jager is ten parts in comparison. I'm not super slow when it comes to prep, but that's still daunting when I need to build more of these things.

Once built, however, the model looks quite good. The detail is real nice and sharp, and the new posing options are pretty nice. I dig the new arm assembly allowing for the swivel opens up a lot, although the ball jointing the legs didn't seem to do as much as I would have expected.

Full disclosure: I glued the butt plate on upside down, I should have checked the pictures first. The plastic assembly guide hasn't been updated yet, so I was mostly winging it.


Always double check before gluing on butt plates.
Side by side with an enemy Jager.


Moving on to the Warrior IV, this is an upgraded version of the Warrior. Same base chassis, better armor and EW equipment. The miniatures can look fairly similar, obviously, but there are some differences. The shoulder armor is different, the body is slightly different and the rocket pack is at a jaunty angle on the Warrior IV as you'll see.



The Warrior IV sprue comes with the same weapons as the Warrior, allowing you to build the same types of variants. Again, it lacks the ATM to make a Pilum variant. More crucially, though, I feel like I would have gladly sacrificed the frag cannon to get the rotary laser to make the Fusillade variant. I just think it's an overall better weapon, and it would have made this sprue feel a little more distinct from the standard Warrior. If you have the plastic kits for the South you'll have access to some as the Black Mamba sprue has one, so at least I can still build one. Still, I think that would have been a nice option to come on the sprue to start with (granted I think the Fusillade got added back into the game after these kits were already planned out, so I'm not too annoyed by it).




I will say, with the new ball joint attachment for the legs it makes trying to do a standing pose much trickier because now you have to line up more stuff. On the Southern models the legs just plugged into pre-shaped slots so it worked a little easier. I didn't intend for this guy to be walking, and he's actually not making much contact with the base. The pose looks nice and menacing, but it was a total accident.

I also think these guys may end up a little shorter than the Black Mamba, but I won't know for sure until I can get one built in a similar pose. 

On to the recon Gear of the set, the Skirmisher. These guys are small, fast, can pack a decent punch and carry all the EW equipment. Not to mention having better sensors with longer range, being able to deploy via airdrop and having the Agile trait so they're harder to hit. These guys are able to get across the battlefield quickly, paint some targets for bigger guns and dodge enemy fire all at the same time while being able to throw out some impressive firepower for a Gear their size.



The Skirmisher sprue actually gives you quite a few options as far as weapons. You can build a stock model (light rifle), the Vanguard variant (light autocannon), Sweeper (light frag cannon), Scourge (light bazooka) or the Assassin (medium rifle). You can also build it as the TAG version of all these with the included Satellite Uplink. So this is actually a pretty versatile little sprue, all things considered.

There is something to note, however. The two arms bent at a 90 degree angle are both left arms. There was some sort of screw up when the sprue was being made and instead of a left and a right we got two of the same. So that sucks a bit, but it's not the end of the world.




 First thing to note here: this thing is way more posable than it's Southern counterpart the Iguana. The Iguana is a sort of static model (at least the plastic ones), but the Skirmisher is able to bust a move like there's no tomorrow. The other thing to note is that because of the smaller size of the Gear itself, the parts are a bit smaller. What does this mean? It means those skirt plates are an even bigger pain to clean properly. If you've got something to clamp them down with that's advised. I will admit to a fair bit of swearing trying to clean parts on this guy. Also some of the connection points on the Sat Uplink are weird and were a bit tricky to get at with my files. It looks great once built, but it took more effort than I was thrilled with.

Lastly we come to the Crusader. As I mentioned, this is one of the models that got me into Heavy Gear in the first place. Something about how no frills, utilitarian and bad-ass it looks just drew me in. This is Peace River's primary fire support gear, comparable to the Southern Spitting Cobra. While it lacks some of the versatility of the Spitting Cobra (no field guns, sadly) it still packs a hell of a punch and is a beast on the battlefield. While the Crusader IV is susceptible to particle accelerators and haywire effects, the Crusader V has accounted for this weakness at the expense of a single rocket pack.



The first thing to note on the Crusader is that everything is so chunky, which was great. The size of the parts made prep way smoother, even if there are still a ton of parts. Weapon wise the Crusader doesn't come with a ton of options, but it does come with all the options it needs. You have the standard (heavy autocannon), Scourge (medium bazooka) and Demolisher (medium snub-cannon). The only visual difference between the IV and the V is that the V will only have one rocket pack while the IV has the dual set-up. The Crusader is a simple beast compared to the Spitting Cobra, but it does come with a huge screw you axe.

The arm assembly on this guy is also pretty interesting. On the Spitting Cobra the arm is two parts: the upper arm and shoulder are one piece and the lower arm and hands are another that connect at the elbow with a hinge joint there for posing. The Crusader has a three part arm assembly (four if you count the extra armor on the shoulder section) with the shoulder part, some of the upper arm and then the rest from the bicep down. This gives the arm an outward swing, plus the bicep swivel and the ball-joint connection at the shoulder proper. 



This means that without even doing any cutting or anything you get tons of posing potential out of the arms on this guy. While I did like the elbow joint on the Spitting Cobra, this does seem a better deal and opens up way more doors. Considering that I'm planning to build one of my Crusaders as a duelist this makes me real thrilled with getting it into a cool pose. Considering the Crusader doesn't come with much in the way of leg posing this is still a nice way to mix things up.



Welcome to the Big Boys Club.

As you can see, this boy is thicc. Fairly bulky compared to the Spitting Cobra. I love the way he looks when all built, even when put into a fairly static pose like I went with here the Crusader looks mean. Assembly is, obviously, the easiest on this guy due to the chunkitude of all the parts involved, and I feel like it was pretty quick going together as well. I will say, since the legs can't do much in terms of posing I sort of wish they had stuck with the old peg and slot system. Getting him to stand up properly and not be all wonky was a bit more hassle than I'd have liked. I get why these guys don't come with a running leg, but having extra options would have been nice.

The obligatory group shot.


I want to give a few assembly tips on these guys (if you want a more in depth guide let me know and I'll see what I can do).

1) Glue the butt plate on before gluing on the legs so you and ensure that everything fits together.

2) Glue the rocket packs on before gluing on the arms.

3) On the Skirmisher, if you're going to build the TAG variant make sure you glue in the head before putting on the rocket pack and Sat Uplink. It gets real crowded real fast there.

4) I suggest gluing the legs on and then the skirt armor to try and cover gaps as best you can. It may not always work, but if you do the skirt armor before gluing on the legs it can make posing a bit trickier.

So what are my overall opinions on this set? I dig them, but I'm also annoyed with them. The detail is wonderful (which was a complaint on the original plastics), the new arm system allows lots of poses and character and once built these guys look amazing. But, there are some pretty major gripes here. The ball jointed hips don't feel like they add enough in terms of posing to be worth it, the separate skirt pieces adds to the parts count and are a real bitch to clean, the Warrior and Warrior IV sprues are a bit too similar and lacking some options I'd have liked to see and the prep and assembly time per model is a bit obscene compared to how quickly my Southern stuff went together. While I'm stoked to have gotten my hands on these, and stoked that there's now a cheaper option to get started with my favorite army in the game, the frustrations do add up. I'm happy to have these, but I will say I'm dreading building the rest of the models and I certainly don't see myself opting to buy a second starter in the future.

Hope you all have enjoyed, stay safe and stay sexy.

Sunday, September 6, 2020

Marvel Crisis Protocol Battle report: Ultron ultimate encounter!

Alright, so in keeping with my catching up to several weeks ago thing, I present you the second game me and Jeremy played.

This time we threw down in some Marvel Crisis Protocol, but in a twist we opted to try out one of the ultimate encounters the game does. For those unaware, these ultimate encounters are designed to be played either co-op with two players vs. an AI controlled baddie, or as three player games with one person playing the baddie. Since we just had the two of us, we teamed up to take on Ultron is his ultimate encounter.

So full disclosure before I get into this: we cocked up. We're two college educated adults with some two plus decades of gaming experience between us, and we can't read at a third grade level it would seem. See, the encounter is supposed to work like so: we activate three characters, Ultron goes, we do another three characters, Ultron goes and then we do another three and Ultron takes his last activation of the turn. For the first half of the game, at least, us two dumbasses played it as we activate a character, and then Ultron goes until we've activated three characters and end of turn. So we probably made the first half of the game way harder than it needed to be. So yeah: we cocked up.

Anywho, our teams! We ran 17 points, I brought Hawkeye, Hela, Black Panther and Vision. Jeremy ran Star Lord, Gamora, Nebula, Rocket Racoon and Ronan.

Jeremy's Crisis Team

My hodgepodge of "I like that character"

So we deployed on one side of the table, near two of the doomsday devices that Ultron was trying to activate and spreading out to cover as much ground as we could. Ultron deployed on the other side, as one might guess, and the stage was set.
Crisis Teams deployed and ready for action

We started moving up, trying to find the terrified civilians to keep Ultron from ganking them and scoring early victory points. Sadly, due to our ineptitude in the world of reading basic English, Ultron started moving up too, and quickly activated two of the doomsday devices. So now he was rolling a healthy number of dice each round to determine what he was going to do, and it ended up being bad for us. 

Gamora and Hawkeye were both able to find civilians pretty early on, and Gamora was able to rush up to the center and get hers to safety. Hawkeye wasn't quite so fortunate.
Hawkeye has a civilian, and a heap of trouble

Ultron quickly moved up the board, more or less ignoring the rest of the heroes to bum-rush Hawkeye and try to take out the civilian he was escorting. Due to how we played early we didn't move enough heroes up to screen for Hawkeye and so he earned Ultron's ire pretty quickly. Sadly this ended up resulting in Hawkeye taking a lot of damage pretty early on.

Insert witty quip about fighting robots with a bow here

So with Hawkeye getting pummeled without mercy, the rest of the team needed to move up and try and draw Ultron's attention. Hawkeye was able to get away, eventually, but lost his civilian in the process. Hela moved up and grabbed a civilian (because that's not terrifying or anything), but was quickly lost it to Ultron's devious plans. So we decided that the heroes on Jeremy's side of the table would start grabbing civilians if they could (when Ultron wasn't blowing up all the terrain they were hiding in) and everyone else would go on the offensive.

Hela moves in to lay some hurt on Ultron and draw his attention.

This actually worked fairly well for a bit, and we were able to put an impressive amount of damage on Ultron and stun him a couple of times fairly quickly. But he was still rolling tons of dice because of those doomsday devices. Hakweye, now having excused himself from the festivities, was sitting on a stockpile of power tokens and was able to use his hook arrow to move about quickly and turn off both doomsday devices. Gamora and Star Lord continued searching for civilians, Vision moved to engage Ultron as did Black Panther and Ronan. Nebula took a lot of damage from Ultron's rolls and was in bad shape. Rocket, on the other hand, basically hadn't moved yet.
Hawkeye pulling his weight in the backfield

With Ultron's devices all off, we went on a total offensive. Nebula moved up and began the attack, dealing some damage to the raging robot. Black Panther was able to use his speed to quickly get into the fray and start tossing dice, but Ultron was getting some good defense rolls and was really putting up a fight.
The King moves in to lay down the pain

After a slew of attacks (and us finally realizing how the damn rules worked) Ultron was on the ropes. He was still hanging on, though, and we couldn't have that. Nebula was taken out of action, followed soon by Gamora. Ronan, as it turns out, would avenge them in spades as he moved up and used his Kree Justice power to bring the pain in a serious way. Through a stunning failure of his defense rolls, and Jeremy rolling better than I've ever seen him do before, Ronan managed to score eight hits on Ultron! He was practically dead, only needing to be stunned one more time for us to win the game.
There's no justice like Kree Justice

We continued on the attack, Ronan hitting again with Vision coming in to assist and take Ultron down a few pegs. Finding himself surrounded Ultron had all the squishy fools he could ever want (and one robot) to beat on. He thrashed out and did some damage, but not enough to pose a real threat in the moment. Then Hela, the bad-ass she is, moved in for the kill. Using the obscene amount of power tokens she had accumulated (for real, she had like 17 or something) and her three lost souls tokens she was able to unleash a devastating attack that, despite his best efforts, Ultron could not stop. And so the machine fell, and the heroes won the day.
Hela stands triumphant!

All in all, despite our best efforts to fail at reading, the game was damn fun. We figured it'd probably be better with a third person controlling Ultron, since we were able to, eventually, just sort of pen him in and manipulate the AI into not chasing down the heroes rescuing the civilians. It was still a good time, and we're anxious to try the Thanos encounter at some point down the road. This is a really cool feature that Atomic Mass have put into the game, and allows for a fun alternative to just constantly fighting each other.

I hope you've enjoyed this, and I apologize for not covering every move as I'm running on two week old memory at this point. I look forward to playing some more in the future, and bringing it to you guys.
















Wednesday, August 26, 2020

Warhammer Underworlds Battle Report: Wild Hunt vs. Profiteers

 Alright, so I'm super behind on this but me and Jeremy were able to get together a few weeks back and play a couple of games. One of the games we got in was Warhammer Underworlds, so I thought I'd be nice and bring you a little battle report.

Full disclosure: I totally forgot to screencap our decklists, so I don't have that info readily available. Sorry, rookie mistake.

So our warbands were Skaeth's Wild Hunt played by yours truly, and Jeremy brought Thundrik's Profiteers. 

The Wild Hunt

The start of turn one

You can see the set up from the above picture. I tried to keep my guys near objectives in case I drew cards to let me score them (although the website we used for deck building didn't have either of us put in the simple "score objective X" cards), but also trying to play to my speed. Knowing how many ranged attacks Jeremy had made me a little cautious, but I was determined to get Althean up there to start shooting.

There was lots of positioning in turn one, mostly with Jeremy trying to keep up with whatever I was doing. I needed to hold three objectives to score one of my objective cards, so I had to be very aggressive from the word go to try and score it.

Karthean makes a bold move to smack some Dwarfs

I also had aKurnoth's Snare that I could score if I could push an enemy model into a lethal hex, so I rushed Karthean up into the fray pretty fast to try and score that. Sadly my dice rolls were having none of it, despite my best attempts to stack them in my favor.

At the end of turn one I managed to score a couple of glory points, while Jeremy I think got one. So we weren't off to a super fast start, but now I had models up in the thick of it with some Dwarfs looking for blood. Althean ended up getting blasted before the turn was done, which was not something I was excited about since she was the only model I had that could compete with the range of the Dwarfs. 

The end of the first turn

Skaeth got himself some upgrades.

Turn two saw a lot of me trying to get a push to score that one objective card, while also trying to figure out what I was going to do with the others in my hand. I kept Karthean and Lighaen on the offensive, trying to keep Jeremy from being able to swing around and advance to my side.

For the most part things went well, although through a serious of worthless dice rolls neither of us really accomplished too much. We did, however, decide to be smart-asses and both played Mischevious Spirits and moved the objective hexes around a bunch because why not?


This is what two Mischievous Spirits gets you, I guess.

Turn three saw more action as Skaeth finally got in on the action, but only after both Karthean and Mr. Whiskers took a bit more abuse and tried their damnedest to push Enrik into that lethal hex and failing miserably. Skaeth charged up, chucked his javelin and managed to do the job right by not only pushing Enrik into the hex but also killing him in the process. In doing so I managed to score two of my objective cards, including finally scoring Kurnoth's Snare! It's a bloody miracle!


Skaeth steps up to show the boys how its done

Going into the last turn Jeremy needs to pull off a combo to take the lead from me, and he tries so hard but only partially succeeds. Thundrik uses his ability to create a bunch of lethal hexes which ends up sort of locking down Karthean and Mr. Bigglesworth, and my dice rolls were simply not in any way doing me the good to deal damage to him. Skaeth couldn't reach him, so I opted to charge Dead-Eye Lund with Sheoch in a hope to hit hi hard. I realized I should have charged him up sooner to inspire him early, getting that vital extra die, but alas nothing comes of it. Thankfully Dead-Eye ends up failing to live up to his namesake and manages to fail to blow Sheoch away.


thundrikistiredofyournonsense.png

Jeremy makes a couple of last moves, moving Thundrik onto a lethal hex to try and score one of his objectives. Ultimately turn four ends with no further bloodshed, and the game ends with a 5-4 win for the Wild Hunt. 

Endgame

Overall it was a fun game, even with the frustration of my dice rolling being just awful. Seriously, I know dice can be finnicky, but the absurd number of supports I rolled instead of hits when I needed them was killing me a little. It was still fairly close, and had Jeremy been able to pull of the combo he was going for he would have taken the game. Going into turn four neither of us had great objective cards to work with, so I mostly had to try and keep Jeremy from doing what he hoped to do. 

I hope you've enjoyed this little battle report. I plan to do more in the future, and I'll make sure I have our decks available for all to see (and try to be more on top of actually posting).