Thursday, December 23, 2004

A refreshing change of pace

Wednesday (yesterday) I picked Carson up and brought him over for gaming group. With Phil on vacation, instead of playing D&D we played Magic and Mordheim. I always have fun gaming (even a bad day gaming beats a good day at most other things), but after a few months without Magic or Mordheim, it was a refreshing change of pace. First, we played best two out of three at Magic, and stuck with the decks we each brought out first. His deck was classic, called "Tapdancer," with Instill Energy and related effects that allowed Llanowar Elves to provide extra mana, lands to untap and retap for extra mana, and big fatties to get bigger and fatter. One turn, he put three Rancors on a big fattie and took a swing. My standard deck, which I named "Not Again," takes advantage of the return of Terror and Fireball to the standard environment, along with Raise Dead, Gravedigger, Necrataal, Shock Troopers and similar creature destruction/damage effects of my creatures coming into play or leaving play. Theoretically, it's a good Sligh-type deck with a ridiculous amount of creature destruction, much of it recursive. But if it stalls for too long before getting to four mana (as it did in game three vs. Tapdancer), it has some real problems, because without Gravedigger and some of the other four-cost creatures and spells, it just doesn't go off very well. Also, I really miss Animate Dead and Dark Ritual , because when they were Standard legal I could bring out big enforcers quickly and dominate the board (unless the other guy had Disenchant handy). Game 1, Tapdancer looked like it was going to lose. I had such a big lead, I thought it was in the bag and then his deck went off and I lost. Game 2, I drew up 6 after having 1 mana in my first hand. I had 5 mana in my second hand, and kept it anyway. Then towards the end I drew a second Fireball, and it was all over; what seemed like a mana flush problem was no problem at all. Game 3 was close and a bit long, but I just couldn't draw that 3rd mana and got stuck with 5 or 6 cards in my hand that I couldn't play. Carson mana shorted too, but he was able to get 5 mana out of 2 lands pretty easily, and brought out his fatty. I chump blocked and stalled as long as I could, but that 4th land still just wouldn't come up, and in the end, it would have been to late anyway. So I lost in three. But it was fun. Carson's deck was really cool, and when I saw how many cards he had that worked into his combo/theme, I felt like "Not Again" was not up to my old level of deck design. But then my deck is Standard, which limits it a bit. Maybe I'll try a Classic version for friendly play. Or not. I don't know but it might be fun to build and modify some more decks.

So we still had time for a quick game of Mordheim. Carson had worked up a new group of Witch Hunters. There were three heavily armored, mounted heroes with 5 war dogs (the Witch Hunter version, with 4 Strength) for a total rating of 89. His models looked great. I used my Lizardman warband (I had built it a months ago from Town Crier rules). I dug through my big Lizardman Warhammer army and picked out the 8 figures that best matched my roster sheet, which included 5 heroes (4 Skinks and a Saurus, with the Skink leader being a Shaman) and 3 henchmen (a Skink, a Saurus and a Kroxigor the warband recently purchased) for a total rating of 129. Carson rolled for the scenario, and it came up Wyrdstone Hunt (or was it Treasure Hunt?) with 4 shards up for grabs. We set up the terrain fairly heavy, put the wyrdstone markers out, placed our minis, and Carson started play. He kept his band together, went for the closest stone (horses have good movement) and cursed about having to dismount to explore/pick up wyrdstone. On my turn, I scattered my guys a bit, sending about half of them to the base of a long building right in front of me with a shard on the second level, and about half the guys off to my right toward the other two shards. Skinks and Kroxigors have a 6" movement, while humans (unmounted, not a factor in this game) and my Saurus move 4" when not running. My Skink henchman was kind of exposed, but oh well. On Carson's turn, he shot a crossbow and missed, picked up his first wyrdstone shard, and sent one of his armored horsemen after my vulnerable, lone Skink henchman, but he came up about 1" short. On my next turn, 3 of my Skinks scrambled up to claim the second shard, my Skink Henchman scrambled away and up a ladder to escape the horseman, and my two Saurus warriors who had joined up next to my Kroxigor toward the middle of the board could see that they were too far away to reach his horseman. But the Kroxigor, with his 6" movement, charged and took him out of action. The next turn, 2 or 3 of the Witch Hunter wardogs charged the Kroxigor (I forgot about his Fear effect, so they ended up not needing to take their required Leadership checks) inflicting 1 wound on the big guy before being taken yelping out of action (Krox has 3 wounds, 3 attacks and a 7 strength (-4 to armor saves!), but he attacks last and only has a 3 weapon skill). Soon after, my pair of Saurus warriors found themselves taking out 1 or 2 of the remaining war dogs (a lightning bolt from my Skink Shaman had taken one war dog out earlier). After making their Leadership check to avoid routing after losing 4 of thier original 8 warband members, the Witch Hunters voluntarily routed after seeing my Shaman was about to loose another lightning bolt (Automatic Strength 5 hit, Strength 6 vs. armored foes). So my rating went up by about 14 points, I rolled The Lad's Got Talent for that lone skink henchman and I now have 6 heroes. The warband is sitting on about 5 shards of wyrdstone and something like 70 gold crowns, and has a rating of 143, I think. When I get a chance, I should really spend some time with the minis to get their equipment looking as WYSIWYG as it should (What You See Is What You Get) by gluing swords, shields and bows to those little guys. Anyway, even though this was a very one-sided victory for the Lizard Men, I know that on the whole they are as balanced as any warband, with a bunch of guys with 2 Toughness. I have seen them get their butts kicked a bunch of times. One thing for sure, that Kroxigor was expensive, a big sacrifice to save up over many games for a guy who counts as an animal and never gains experience. Another sure thing: he was worth it!

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