Encounter Size - 60
Deployment - Standard
Strategy - Reconnoiter
Available Schemes - A Line in the Sand, Distract, Murder Protege, Plant Evidence, Protect Territory.
My Crew & Schemes
Soulstone Pool - 5
- Cherufe's Imprint, Counterspell Aura, Reincarnation
- Witch Hunt
The strategy for this game was Reconnoiter which I felt I quite confident about scoring on while denying Fraggle any VPs.
I chose A Line in the Sand and Murder Protege partly for simplicity but also because I felt my crew would be too slow for Plant Evidence and Protect Territory and I just don't like Distract.
Fraggle's Crew & Schemes
Soulstone Pool - 6
- Challenge the Crowd, Frontline Leadership, Iron Determination
- Imbued Energies, Patron's Blessing
- Blood Ward
- Doom Ward
- Nemesis Ward
Fraggle chose A Line in the Sand and Murder Protege.
Me - 3/5
Fraggle - 2/5
Witchling Thrall - The Witchling Thralls were there to absorb damage to free up the rest of my crew to get into position to put down scheme markers, with Yank the Chain making them more mobile. They performed this role successfully and one of them killed two Oxfordian Mages in a single activation.
Reconnoiter - A lot of my crew were reliant on melee to do damage to Fraggle's crew so it was easy to just let them push into his half of the table to prevent him from scoring VPs while only leaving one or two into each of my table quarters. this worked perfectly allowing me to score maximum VPs.
Me - 4
Fraggle - 1
A Line in the Sand (revealed) - The Union Miners were an ideal choice for this due to False Claim, it was important for me to get rid of them and any scheme markers they were able to put down, which I managed to do by the end of turn 4. One of my Witchling Handlers was able to place two scheme markers with Fraggle's crew unable to get to her until late in the game without enough time to remove them. meaning half of the job was already done. One of my scheme markers was placed in the centre of the board, meaning Fraggle had to make a model ineligible for Reconnoiter in order to remove it, I only needed to place one more to score maximum VPs, this was easily achieved by a Witchling Stalker on my left flank.
Me - 3
Fraggle - 0
Murder Protege [Samael Hopkins -The Captain] (revealed) - This scheme was difficult for either of us to achieve as Samael Hopkins is more effective at range and The Captain tends to be more of a support model due to the utility of Airburst and Wind Wall. As a result neither of us scored any VPs from this scheme.
Me - 0
Fraggle - 0
Final Score: 7 - 1
This was an awkward game for me due to time restrictions and a poor (in my opinion) selection of schemes. Once I started to press into Fraggle's table quarters he found it difficult to turn me back. Sonnia's Flame Wall gave me a lot of denial and stopped the Gunsmiths from shooting at my crew for most of the game, while forcing Ironsides to move where I wanted her.
Fraggle's inexperience really showed and his refusal to just try things out in order to learn resulted in him overthinking every move and making even worse mistakes, this made the game quite easy for me but also gave me a chance to try out the offensive abilities of a master I'm not yet comfortable with.
I recall you saying that my weight of numbers should've given me an advantage - my poor positioning of the mages, along with simply not knowing the potency and synergy of your Thralls, caused me to lose them very quickly, which hindered my damage output somewhat - not getting at least one turn of Furious Casting is painful. Combined with the LoS denial of Flame Wall, this caused me serious issues. You managed to split my forces in precisely the right way, which, given my existing discomfort for the (in my eyes poor) selection of Schemes, made me flap somewhat. When I realised you'd be able to just remove the masses of scheme markers my miners were putting out by the time the game ended, I lost all hope of scraping a few points! I'll also openly confess to forgetting about Reconnoiter.
One thing I'm happy I did was to keep the black Joker in my hand for several turns; preventing an unexpected one from a flip. I need to learn when cheating is a good/bad idea, and when I can afford to leave Ironsides open to attacks; now that she has the built-in Tome for Good Shot, My Turn, she can dish out the pain out of activation even more.