I thought I'd take a different approach to writing up a tournament report, I'd love your feedback after reading this article. Please leave me some comments about how this format works for you. I'm going to start with a quick overview of my matches along with some of my thoughts for handling the pairing. Following that I'll go through my tournament 8 list and how each model performed during the day.
MatchesI didn't capture the specific lists that each of my opponents used during my games. It was a pretty long day of games, with an additional 3 hours of driving before and after the tournament. Due to that I'm not going to try and remember the specific teams or plays as I'll likely get them wrong. I want to talk about my thoughts going into the match, knowing only the team I'd be facing, along with any key moments that come to mind.
Round 1 - David's Fishermen
As my first game of the day I don't remember much of the play-by-play at this point. I remember my opponent was a fantastic sport and we had a fun game.
Round 2 - Dixon's Alchemists
We headed into our game and I knew what I needed to do. Blackheart, Coin, Hemlocke, Decimate, Rage, Mist was the team I fielded. Dixon flew down the field on turn 1 with Vitriol, scoring early in the turn and popping up to 4 points. I sent the ball over to Mist and then retaliated with Blackheart and Decimate (fueled up by Coin) destroying Vitriol for 2 points and a take out. Dixon began to group up a bit with Midas, Calculus, and Mercury, creating a tempting target for Rage to charge and go crazy. I dropped a poison cloud into that mess with Hemlocke then Dixon chose to move Flask forward and not use his smoke cloud. This put the robot in range of Rage, who took that opportunity to launch himself into the mascot and take him down to bleeding 3 health remaining. Dixons Hemlocke spent time healing Flask and Mist activated last, firing down the field and scoring to bring the score to 6/4 in my favor. Turn 2 had Dixon bringing Vitriol back onto the board and in range of Rage, if he were to become disengaged. We jockeyed on the board a bit giving Dixon the chance to score with Midas and me the opportunity to take out one of his other players. Rage then did his thing, hitting and killing Flask, clearing his burning, then charging Vitriol who was in the cover of a wall. I rolled 9 dice needing at least 4 rolls of 5 and ended up rolling 7 rolls of 6 to deal enough damage and take her out. That ended the game 12/8 in my favor.
This was possibly the quickest game of the tournament, completing the entire game in ~20 minutes combined. Dixon scored the most points during the day against me, a very tight match overall.
Round 3 - Matt's Engineers
Matt fielded Ballista, Mainspring, Salvo, Ratchet, Velocity, and Compound against my Blackheart, Coin, Rage, Gutter, Fangtooth, and Mist. I chose Fangtooth for this match-up because I know that Engineers hate to face a team who can knock them down. I thought Fangtooth's easy access to knockdown combined with his Gluttonous Mass would give me an edge in this game. I also from experience that the Engineers have a very tough time dealing with a super aggressive damage team being pushed into their lines. That's exactly what I planned to do and what happened during the game. We played the majority of the game within 4 inches of his goal starting on turn 2. This put Matt under a tremendous amount of pressure as my players were a constant damage threat to some significant portion of his team until the final take-down.
A key moment in this game was Velocity breaking free from Mist after 2 rounds of dancing, using second wind from Salvo to make it close to my goal. She was met near my goal by Coin, who proceeded to stay engaged with her for harassment sake. Matt rolled a 3 dice bonus timed kick on the goal and ended up missing, which essentially put him at 0 points for the game. I had enough pressure on him it was unlikely he would win, but this left him with no score at all. Throughout the game Blackheart, Gutter, and Rage were punishing the Engineers for even being on the field. I also used efficient use of engagement from Mist, Gutter, and Rage to tie down Compound and stop any thought of his Rush Keeper counter-charging ability. The final 2 points of the game ended up with Rage charging and killing Compound, who proceeded to blow up and deal the final damage to Ballista to score me 4 points and the win. Overall game 12/0 my favor.
Round 4 - Matt's Butchers
I have faced Butchers a fair amount and am comfortable playing across the pitch from them. I know they can deal out a disturbing amount of damage, but I also know that I can out-fight them with Union if I need to. That match up is a pretty rough one and I was on the top table, so I decided to go in another direction. I put in Blackheart and Coin then followed up with Mist, Decimate, and Hemlocke. This gave me a strong goal scoring core to my team with Hemlocke available to toss out Blind. Blind can be a real hurdle for Butchers to deal with and I wanted that tool available to me. Gutter rounded out my team as she can act as a quick goal-scoring model when needed along with bringing some real pain and board control to the board.
Matt chose not to commit to the pain-fest and tried to start the first turn avoiding Gutters 14 inch threat range. This let me do some positioning and draw out key models during the turn to gain a position advantage. Butchers playing against Union need to be aggressive without crossing over to being too-aggressive and that can be a tough line to walk. I was able to jump onto the ball fairly quickly, passing and generating momentum to get myself initiative on turn 2. A quick turn 1 score with Mist followed by some turn 2 attacks put me strongly in the game. Matt grouped up a bit with Ox, Princess, and Boiler and gave me a chance to run Gutter forward and deal some scything blow damage to his team. The overall game started to tip over the edge through round 3, ending on turn 4 with Blackheart holding 5 influence choosing to shift to the ball and kick in for a goal. Mist missing a turn 3 goal opened up the opportunity for Matt to clean up 3 heavily wounded players with Shank, bringing in 6 points before the end of the game.