Thursday, August 15, 2024

Kings of War 3rd Edition: #080 Abyssals vs Brothermark in Control

Into and Lists

My August filled up with many other things besides wargaming, but I did have one free weekend, and was able to pack four games into it. These two were against Trevor, friend, forum-goer, and blogger behind Data and Dice. He’s been kicking around a playstyle idea for a bit, and we decided to test it out. 

He discusses his thinking in depth on his own recent blog post, and that is worth checking out for some additional insight. Summarizing the history and the thinking here, he likes Penitents, as they are dirt cheap while still providing surprising utility on the battlefield by just taking up space and threatening spiky rolls with their innate Crushing Strength. For the playstyle idea, he likens it to Goblins, with lots of large and expendable units, supported by a few characters and a battery of war engines. For the second list, he brought the following:


For the second list, all our favorite infantry units return, with a horde of Villein Bowmen, three hordes of Penitents, and four regiments of Penitents. Supporting the line was three Phoenixes, three Siege Artillery to see over the heads of the Penitents, and a slew of individuals. Most were for healing and support, but there was a small toolbox of offensive heroes, including a War Wizard with Alchemist's Curse, and two Exemplar Hunters from the Order of the Hawk for some fluffy slayer fun.

My second list was meant to stress-test the Brothermark a bit, but given my unexpected victory in the first game, we decided to do something very unusual for me, and I ran the same list as before, meaning I had the same kinds of things to test:

  • Lower Abyssals with CS and Brew of Sharpness. My tournament partner ran a horde and the Brew with BC support. Knowing Penitents were coming, I opted not to run my usual ASB, and just see what a brawling, regenerating unit could do.
  • Succubi with and without Lurker (Pathfinder). My partner kitted his out with both Lurkers and magic items. They delivered, but I think if you toss 50+ points of upgrades on something it probably will do some good work regardless of the situation? I hobbied up two more regiments recently, so wanted to see how they did stock, though gave one the Lurker upgrade for a comparison. We’ll test out as much as we can while we have the chance. 
  • Abyssal Ghouls. Their debut! We just saw them recently across the table. They are a relative cheap unlock, and while they don’t hit hard, they should provide some decent holding power to sneak around and grab tokens and play the scenarios. We’ll see what trouble they can do.
  • Imps. I had the points, so fit in the Imps as well. It’s been a long while since they hit the table. Again, these are more for blocking charges and playing the scenario than anything else. 
  • Chroneas. These have been wonderful monsters, and all-stars in my lists. They provide lots of utility to a list with high CS, Cloak of Death, and heals, and Fearless means your opponent really needs to commit to taking them off. 
  • Abyssal Fiend. The titanic Fiend also provides some great utility, with Inspiring, a Fireball and decent combat stats. 
  • Abyssal Warlock. I have liked the Warlock, but Drain Life was underwhelming at the tournament for me… because I didn’t see that the spell had Piercing 1. We’re taking two this time, and giving them a more proper showing. 

Table and Terrain

We were still out at his place, utilizing his table and terrain, and using our typical terrain rules, running the buildings as Height 9 blocking terrain, the forests as Height 6 Difficult Terrain, fences as Height 2 Obstacles, and Hills as Height 3, and the field as Height 0.

We got Control for our second game. For the scenario, the board is divided up into six 2’x2’ sections, and each section is worth 1 point at the end of the game, except your opponent’s central zone, which is worth 2 points to encourage some aggression.

I won the roll off for sides, liked the lazy side, and we got down to it.

He didn’t like his hordes being multi-charged last game, so he tried checkerboarding things slightly this time, with the hordes back an inch or so, to try and mitigate incoming charges.
Very slight checkerboarding from the Brothermark.

The Brothermark deployed pretty wide again, which makes sense, given the number of hordes they brought. Some Penitents sat in the corner to sit tight and secure that zone. Nearby was the Exemplar Paladin on foot, and a Phoenix.

Deployment for the Brothermark.

Left-to-right the main line was a Penitent horde, regiment, horde in the forest, regiment, Bowmen horde, and regiment with a supporting Phoenix. The central forest had the last Penitent horde in reserve, as well as the AC War Wizard and a Hunter. Augustus was nearby (to the left of the Bowmen) and the second Hunter was in front of the Bowmen, on the line.

He had sprinkled his war machines around the field last game, trying to give himself options and just focus-firing with whatever was at hand. This game, all three pieces came down after I had finished deploying, and were sequestered in the corner. A Phoenix came down here as well.

Abyssal deployment on the left and in the center.

On the left I put some Tortured Souls, hoping to wrest control of the top-left. The Fiend and a Chroneas were here as well, intending to use the blocking buildings to protect them a bit while they pushed into the center. Lastly, the Abyssal Ghouls sat here, intending to just relax and hold this corner for me.

The building split the line a bit, so my center had some Succubi, the Lower Abyssals, the second Fiend and second Chroneas, with the Gargoyles and Warlock in reserve. I am doubling up on the Inspiring bubble here, but I figured the center zones were going to be pounded by artillery, and I wanted to make sure I had a backup source on hand for the Chroneas and Lower Abyssals.

Deployment out on the right.

The right had Tortured Souls behind a hill with the Gargoyles. I had angled the Gargoyles and the Warlock in the hopes of making a quick push should the war machines arrive in the corner, which they did! From the previous game, Height 2 limited them a bit as well, so I was hoping being quick would let the Gargoyles be aggressive and hop the battle line.

I couldn’t get the non-pathfinding Succubi to not be touching the woods, so two units of Succubi, one with Pathfinder and one without) occupied the woods The advance wouldn’t be as uniform, but I would do what I could, and the Warlock and Succubi arrangement would be a good test of Drain Life and how the two worked together, since one of the drawbacks to the Succubi is that they do not have innate regeneration like so many other Abyssal battle line units. Lastly, Imps were deployed nice and early out on the right, hiding behind the hills to just sit there and score this scenario.

Generally, I was hoping I could lock down a few zones with the Ghouls and Imps, and fight for a few more zone and look for a narrow win. So, fight first and then see what could be salvaged as the game went on. 

My opponent again won the roll for determining first turn, and with war machines, wisely opted to go first to try and leverage his shooting units.

Top of Round 1: Brothermark

Seeing double-Succubi out and largely uncontested on the right, the reserve horde of Penitents pivots and moves that way while the rest of the central line advances.

Movement for the Brothermark.

Seeing how effective the Chroneas was last game, my opponent tried to prioritize those over the Fiends this game. The Brothermark line moved up, and things shot.

Probably insane due to all the temporal manipulation.

All three Siege Artillery fired over into the central Chroneas. Two missed entirely, one hit, dealing 2 damage. The Bowmen move-and-shoot with a penalty, but manage 2 against the temporal monster as well, bringing her to 4 damage. She is found to be insane, but she’s -/18 so this is pretty immaterial.

Bottom of Round 1: Abyssals

Out on the left, the Tortured Souls fly up. The Chroneas moves up aggressively, but stays out of charge range of the Penitents. The Fiend won’t be able to Fireball anything this turn, so he moves up as well, but pivots to get closer towards the center where Inspiring might be more helpful in the long run. The Ghouls over here just hold.

Movement on the left in Round 1.

Centrally, I push up, trying to use the hill to shield my units. The normal Succubi, like the Chroneas is threatening things while being safe, and the Lower Abyssals move up, opting to hide behind the hill for a turn. The Gargoyles join the Lowers. I want to use these to block a horde up, if I can, and have nothing for them to do currently. 

The central line-ups.

The Fiend moves his speed, but is just shy of contributing a Fireball to anything. The Chroneas moves up, and the central Warlock attempts some Firebolts into a Hunter, but he’s an individual. I land only 1 damage, which is immediately Iron-Resolved back.

Movement on the right, with the Succubi trying to be quick.

Out on the right, Tortured Souls safely take the hill to see what they can threaten. The pathfinding Succubi race up 10 inches to threaten things while being safe themselves. The stock Succubi just exit the woods. The Warlock isn’t going to be able to shoot anything worthwhile, so he nimbly runs up to keep the Succubi Inspired. The Gargoyles fly up, and are considering a run at the war machines next turn.

Top of Round 2: Brothermark

On the right, the Brothermark pulls back, denying charges to the Succubi units and attempting to draw them out more.

An overview of the battle.

Phoenixes  on the right focus their sparks onto the Gargoyles on the right, landing 6 damage. It’s Inspired, but it is chaff, and will Rout.

The Alchemist Wizard is kept back to prevent them from being charged, and does nothing this turn.

The Bowmen inch back to prevent some charges, take a penalty, and land 1 damage into the Tortured Souls out on the hill.  

Hot shooting for the Brothermark.

Centrally, two of the three Siege Artillery hit the Chroneas, with one dealing 1, and the other contributing a whopping 7 damage. A Hunter lands another 3, bringing her to 15 damage, and securing the Rout.

The other Hunter lands a staggering 5 damage into the Fiend, and secures a Waver.

A little extra damage slips in against the Succubi.

The final Phoenix has nothing better to do, so spews as the stealthy Succubi near the center of the board, getting 2 damage through.

Bottom of Round 2: Abyssals

The Brothermark have had some good shooting so far, but the battle lines are drawing nearer.

Start of the turn, for reference.

Over on the left, the Tortured Souls pivot and move, looking to get in a more meaningful fight first before they try to bully the Penitents in the corner.

Movement on the left, with some blocking courtesy of the Gargoyles.

The Gargoyles fly up to block in the Horde, allowing the Chroneas, Fiend, and Succubi to advance. The Fiend is out of Fireball range here, which is a bummer.
    
The Lower Abyssals take the hill. Their charge distance is equal to that of the Penitents, so they take advantage of the checkerboarding, getting in range of the nearest regiment, while avoiding the hordes. 

The Warlocks focus fire, doing very well against the Penitents!

The wavering Fiend holds. The central Warlock steps up, and along with the other Warlock, throws some Firebolts into a Penitent regiment, dealing a total of 7, and getting a waver.

Movement on the right, with the Succubi booking it.

Out on the right, the Tortured Souls on the hill charge into the nearest Penitent regiment, indending to block them up. The Souls are wider, and will prevent the Bowmen from moving up next turn. This blocking charge lets both Succubi units and the Warlock move up a bit. The Warlock helped sling some Firebolts, and the Succubi both moved up as far as they could, trying to reach the war machines next turn.

View from the table edge at the end of the round.

However, the Souls deal 5, and the Penitents are actually not Inspired right now, and I get a lucky 9 on the dice to rout them unexpectedly! Their job is to block, so they will victoriously pivot, to try and protect the advancing Succubi still. 

Top of Round 3: Brothermark

The Brothermark makes use of all their Penitents, using just a regiment to charge in and disorder the Gargoyles. The Horde advances a bit, but does not charge. The aim is to Waver and/or disorder the Gargoyles. With the spacing, this would prevent too many things from being able to charge in and slide down against the horde, and given the starting positions, the Succubi in particular are going to have a hard time fitting.

Movement for the Brothermark in the center.

The charging Penitents started slightly in the woods, so this is Hindered, and they actually land 0 damage into the Gargoyles.

The two central Penitent hordes position themselves for the onslaught.

Movement on the right, with the Phoenix well-protected.

The reserve Penitent horde again pivots and moves to try and deal with the springing Succubi.
The Bowmen pivot to face the Tortured Souls and offer a charge, while shooting with a penalty and landing 1 with their bows.

A few small heals pass through the Brothermark line, but coming from characters and the Phoenixes are busy spraying sparks. Both Phoenixes and a Hunter will shoot into the Warlock on the right, landing 10 damage and routing him.

The Fiend is nowhere to be seen after the shooting phase, and the Warlock is in danger as well.

The other Hunter will charge into the other Warlock looking for the disorder and will land 4 damage, but the caster holds steady.

The Alchemist’s Curse War Wizard pop out to try his luck against the Fiend, but with some poor hits, lands just 2 damage. The Siege Artillery all hit against the wavering Fiend, landing 3, 2, and 1 damage, and brining him to 13 damage, and will pick him up.

Out on the right, the Phoenix flies down to get out of the way of the rushing Succubi.

Bottom of Round 3: Abyssals

Unfortunately for me, this rush against the war machines is a bit of a bust. The Succubi moved up as far as they could last turn. I eyeballed it, and neither happen to be in range when we check this turn. That lapse is definitely a bit of error, though I still needed to be moving them up last turn, and not quite sure what I could have done differently. Gaining that ground seems worth it, so I am hesitant o be too hard on my self here.

Unable to silence the war machines, and now uninspired, the Succubi do what they can.

The flying Tortured Souls don’t want to charge the Bowmen with Phalanx. They could still sneak a few damage in, but being unlikely to break them in one turn, they decline to charge. They can see the Phoenix, but can’t land to connect with a charge, and being Height 2, they unfortunately see anything else, like the inviting flank of those wavering Penitents. They just side-step to let the Succubi get line of sight to make the charge here.

Unable to get into the war machines this turn, one regiment crashes into the Bowmen, and the other unit moves up, threatening some charges next turn into the war machines or the Bowmen.

A very lucky waver!

The charging Succubi land 9 damage, and with a very lucky 11 on the dice, secure a very lucky Waver against the shooters.

Big charges in the center.

Centrally, since the Gargoyles  aren’t disordered, so they retain Fly. They ignore the Penitents and make a flying charge into the Phoenix. The Phoenix will take 1 from a Cloak of Death trigger, and then the Gargoyles will land 3 damage and actually disorder it.

With the space freed up, the Chroneas, Fiend, and Succubi then triple charge the Penitents, sliding down as far as they can, and with the multi-charge completed, the Lower Abyssals charge off the hill into the Penitent regiment. 

Combats for the Abyssals go well here. The multi-charge results in 24 damage to the Penitents, who are devasted and then routed, as is proper. The Chroneas changes facing, along with the Succubi. The Fiend backs up.

Victorious reforms after starting to crack the left wing of the Brothermark.

The nearby Tortured Souls opt to do nothing. They can’t fit into the big combat, and the Penitents are pointed at the table edge, ready to charge in should the Souls try and sneak in. It’s Round 3, so the Souls will just bide their time.

The Lower Abyssals also win their combat. They just hold, happily facing off against the Penitent horde, who would be coming at them with a hindered charge.

The Warlock harassed by the Hunter pivots and runs, hoping to hold on to life 

Top of Round 4: Brothermark

The Penitent horde in the woods repositions a bit, and my opponent spies a charge I had accidentally overlooked. The nearby Penitent regiment makes a hindered flank charge into the Lower Abyssals… but lands just 1 damage. 

Movement for the Brothermark, as they try to hold on the left.

The Penitent regiment in the corner spins around to face the Gargoyles and try to free the Phoenix. The Phoenix strikes back at the Gargoyles, but surprisingly lands no damage against them! These Gargoyles have been very lucky this game.

The Phoenixes engage the Succubi from smart angles, hoping to drag the uninspired unit down.

Over on the right, the Phoenixes flank and rear charge the Succubi. This avoids their Ensnare. Seven damage is done (a pip or so shy of the expected output), and a 6 on the Nerve equals 13, and at 14/16, they are surprisingly (and luckily!) just fine.

The Succubi and the Tortured Souls both manage to hold.

The Siege Artillery target the nearby Tortured Souls, but all miss. The AC Wizard joins but the Souls aren't that heavily armored, and he lands just 1 damage. It’s not his preferred target either, and the Hunter only manages to contribute 1 as well. On just 3 damage, the lucky phantasms hold.

The other Hunter stalks after the more central Warlock, shooting at him, landing 3 and bringing him to 7 damage, but the Warlock holds on a low check, and is not disordered, since the damage came from shooting.

Bottom of Round 4: Abyssals

Since they are not disordered, the Gargoyles on the left slip away, flying out to threaten the Penitents here, along with the Tortured Souls. The Penitents had turned to try and help the Phoenix, and now have two fliers threatening them with impunity. 

The Fiend opts to charge the Phoenix, wanting to keep it disordered, and hits it for 5 damage, it's uninspired, accrued some damage, and hasn't regenerated nearly enough. A hot nerve check takes the bird off the field, and the Fiend reforms to face the Penitents.

Combats for the Abyssals.

The Warlock continues to flee. I've lost half of my Inspiring sources to shooting. He moves up to take the hill, and attempts a Drain Life into a combat for healing, but lands no hits.

The Lower Abyssals countercharge the upstart Penitants, and the Tortured Souls from out on the right join in with a rear-charge, Lifeleeching 2 damage back. The Penitents are obliterated. Given the scenario, and the central location of this fight, both simply spin around. 

The Succubi make a hindered charge into the central Penitent horde, with the Chroneas assisting with a striding charge. Cloak of Death triggers, the Chroneas contributes another 9 damage, and the Succubi roll crazy adding 10. At twenty damage... the 18/21 Penitents are found to be certifiably insane.

Fighting over on the right.

Out on the right, the Succubi fight on. One makes it into a war machine, besting it. The ladies will reform to face their next target.

The pathfinding Succubi continue on against the Bowmen. They got a heal, and the ladies only deal 6 more damage here, bringing them up to 12 damage. The Nerve check for the horde is low, and the Bowmen stick around, but are disordered.

Top of Round 5: Brothermark

On the right, one of the Phoenixes pursues the Succubi, hitting another rear-charge, but dealing only 3 more damage. On 12 damage, they are found to be Insane.

The ladies like it from behind.

The other unit isn't as lucky. The Bowmen back up, opening the Stealthy, Pathfinding Succubi up for some shooting. The AC Wizard strikes out, but one of the remaining Siege Artillery hits, landing 3 damage, while the nearby Hunter contributes 3 as well. 

Shooting prevails over the Stealthy Succubi.

The other Phoenix looks to play the scenario. It heads towards my side of the table, landing in the back-right zone. The Imps are holding the zone, but are just US1. As a titan, the Phoenix is US2, and the bird will wrest control of this zone from me.

I'd probably cower from a giant flaming creature too.

Having taken the hill, the remaining Warlock near the center can been seen by the Hunter, who charges in, and ends the spellcaster, removing my source of Inspiring here.

Shooting into the Lower Abyssals, apparently.

The insane Penitent horde is not devastated, gets some healing, and countercharges the Chroneas since she cannot heal herself. They spike some dice, and land a strong 7 damage, but the monster holds.

The other Siege Artillery piece has some line of sight issues, but can spot the Lower Abyssal Horde on the hill in the center of the field. A shot lands, and 3 damage is done, brining them up to 4 damage.

Bottom of Round 5: Abyssals

Over on the left, the Penitents charging the Fiend actually get them out of the charge arcs of both the Gargoyles and Tortured Souls. Oops. The Fiend smacks them for 5 damage, and both fliers take rear positions. I don't want to charge with both next turn. One should be enough, but I want the other positioned to zip over to the center in round 6 to help with the scenario and claim the central zone.

Fighting the Penitents.

The Chroneas and Succubi charge in again, with the Succubi making another hindered charge since they were not countercharged and were popped out of the existing combat. We take them to 29 damage, and pick them up.  

Combats in Round 5.

The Lower Abyssals regenerate nothing, and just pivot. Their base is majority in my opponent's zone, but should be able to side-step to get a majority into my central zone, should they need to for the scenario.

The Tortured Souls finally charge the Bowmen, tearing into the flank of the shooters. The Bowmen had not gotten healing (the spells are small casts, and I think the recent one failed). The Souls roll a little low, and just deal 5 to take the Bowmen to 17 damage. The Nerve check is good though, and the unit is bested. They are safe form the last horde of Penitents, and change facing to see my side of the table. The thinking was that all the units near him shoot, so if they survive, they can get them back to my corn and negate the Phoenix there.

Positioning on the right as Round 5 ends.

The Insane Succubi charge away from the Phoenix, slaying another war machine. Victorious, they will turn to face the final one, and in so doing, also get the Phoenix into their front arc, to maximize their chances of surviving another dive-bomb from the giant bird.

As Round 5 concludes, my center zone is unclaimed. I am winning in the bottom left with my Ghouls; tied in the top left against the Penitent regiment; winning my opponent's center; winning in top right with the Succubi and Souls vs the Phoenix, and losing in the bottom right. with the Phoenix winning against my Imps.

Top of Round 6: Brothermark

The Penitents strike back against the Fiend, who holds. 

The Exemplar Paladin on foot charges the Chroneas, landing 2 damage. The monster holds on by the skin of her teeth.

Combats in Round 6.

My opponent chooses to focus on the Lower Abyssals. The final Siege Artillery misses a shot into them, the AC War Wizard lands 3, and the Hunters deal a combined 5, bringing the horde to 12 damage.  Late in the game and uninspired, the Lower Abyssals are shot off!

Trying to play the scenario, the Phoenix cedes my zone back to the Imps, and flies into my center. My plans to contest my zone with the Lower Abyssals is no more.

The other Phoenix charges the Succubi, but lands no damage. The ladies have lucked out again!

Bottom of Round 6: Abyssals

We are casual and supportive players, and it's been a taxing day, and we've been talking each other through things as the game wraps up to make sure we're doing this all right.

The Fiend counter charges the Penitents, with the Tortured Souls hitting them in the rear. I opt to leave the Gargoyles just where they are, just in case of Insane Courage. That doesn't occur, and with the Penitents gone, I claim the top left for 1 VP. 

In my opponent's center, I have the victorious Fiend (US2) Chroneas (US1) and Succubi (US3) against the Penitent Horde (US3). I control this zone for 2 VP. 

In the top right, the Succubi (US3) held on, and scenario-wise, beats the titanic bird (US2). I control this zone for 1 VP.

In the bottom right, we just have the Imps (US1), but against nothing, just the Imps is enough here. I control this zone for 1 VP.

In my center, the Tortured Souls make a hindered flank-charge the bird, but don't pick it up. The Phoenix (US2) ... is equal to the Tortured Souls (US2), and no one controls this. 

In the bottom left, the Ghouls haven't moved all game, and I control this zone for 1 VP.

Conclusion of the game.

We call it here. He can probably pick up a few units, but turning the tide and securing even a draw seems like too tall and order. We talk it through, can't think of a path the victory, and so just call it here.

It's an astonishing 6-0 victory for the Forces of the Abyss!

Game Conclusions

Games with Trevor are always a great time no matter the outcome. We both approach things with a similar demeanor and have learned a lot of good habits and good tactics squaring off against each other. It was a lot of fun to workshop a list idea with more dedication. 

This game was another upset though! A lot came down to luck, like the very lucky Gargoyles who were able to bounce around unharmed, and the very lucky Succubi, whose insanity helped them take out two of the three artillery pieces. Some things bounced the Brothermark's way for sure, but it was not enough.

Testing Conclusions

  • Lower Abyssals with CS and Brew of Sharpness. Didn't regenerate anything, and got a very unfortunate rout. They were good up until the end though, pressuring areas and battling a few units. The Brew of Sharpness looks really good on the CS Horde.
  • Succubi with and without Lurker (Pathfinder). Pathfinder was a little less impactful here, though it did let the one unit sprint out in Round 1.
  • Abyssal Ghouls. Given the scenario, they hid and held. I should have repositioned them during the game, so they could zip into my central zone if needed, but otherwise, they were used well.
  • Imps. Unit Strength 1 isn’t a lot, but the Imps also hid and held and contributed to things.
  • Chroneas. Learning from the previous game, my opponent prioritized shooting off the Chroneas this game. Unfortunately, I was never in range to heal them with a Drain Life, and while their effectiveness was more limited in this game, one did manage to stick around and do some good work for the Forces of the Abyss. 
  • Abyssal Fiend. I unfortunately didn't get to Fireball much - I was always just out of range. Still, the Fiend is a fantastic pick for the army, and is able to help support any playstyle.
  • Abyssal Warlock. The newcomer is winning me over. Drain Life was less impactful this game, but did some good throughout the day. I have really like the ASBs since they work well alongside the Abyssal Guard... but Warlocks make a compelling case.

Playstyle Conclusions

The idea with the Brothermark list was to hold with the Penitents and blast with war machines.

While most of my tall things were slain or at least maimed by the end of both games, it was not enough, and was not a clean sweep here. In short, the war machines were as effective as was hoped, and I think that generally jives with Trevor's opinion on war machines generally. They can spike dice and such, but are not reliable. 

The Penitents failed to hold, but I think that is more on me than the list concept. As it turned out, the mid-tier but kitted Lower Abyssals and higher-tier Succubi were really able to get in and devastate the Def3 Brothermark lines. I figured the Lower Abyssals would do well here, but the Succubi did real work here as well, often besting regiments in one go. They proved to have a decent niche against lower-tier infantry like the Penitents, and were more effective than I thought they would be. 

Goblins have a slew of war machines and other units with Blast to choose from, including some that move, the versatile Winggit, the mighty War-Trombone and the powerful Goblin Slasher's War Trumpets. It's hard to replicate or compete against that toolbox.

In the second game, the Hunters from the Order of the Hawk, with their ranged Slayer attacks proved to be relentless and pretty reliable at picking off my larger monsters. The various Individuals are expensive though, so I don't know how viable that is. I think the playstyle has some merit, and can probably catch some folks off-guard, but I think I accidently teched a little too hard against it today with the multiple Succubi units, and I think the approach is missing an ingredient or an aspect to make it more powerful and more consistent. Not sure what that might be yet. We'll just need to play some more games I guess!


A massive thank you to Trevor for fitting these games in, in addition to hosting us. I am down for this kind of stuff anytime!

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