Sunday 20 May 2018

#131: Age of Sigmar Battle Report - BrisVegas Open Game Three - Skaven Pestilens Vs. Greenskinz

Going into Game Three, I was optimistic. I'd beaten a Gnarlroot, and was now facing off against Greenskins, of all things. While I hadn't played against them before, I honestly hadn't considered them a particularly powerful army.

Says the guy playing Pestilens...

I'd met my opponent before, and we got along great, sharing a love for all things American Football, but we'd never actually played a game. I was happy with the draw of opponent at the end of day one, as I consider game three of a two day tournament to typically be the hardest. Not because of the game, but because its the third game that day, and being on your feet and thinking all day takes a surprising toll on your energy levels. It always helps getting through that game if you can have a bit of a laugh.

The scenario was Duality of Death, and here's what I was facing...
Orruk Warboss on Wyvern (General)
Orruk Warboss on Wyvern
Wurrgog Prophet (Allies)
40 Orruk Boyz (Battleline)
10 Orruk Boarboyz (Battleline)
2 Orruk Chariots (Batlleline)
Spear Chukka (Allies)
Spear Chukka (Allies)
Rogue Idol
(bonus points for his three terrain pieces, which are 1:1 scale cut outs of the Rogue Idol)

Now, looking at this list, my main concern was the Spear Chukkas. In Duality of Death, I knew that my Heroes weren't the toughest, and that if I wanted to win, I needed to take them down. I knew the Rogue Idol would take a beating, but other than that, I was overall pretty happy with my prospects of winning. 

Boy, was I in for a surprise!
My deployment centred around the two objectives in the middle of the board. I wanted to claim both on the first turn, and made sure that I put myself in the best possible position to do so! A Priest and the Corruptor took up their places on the left side of the board, while a catapult sat back, being in range of anything that set foot near the objective. I also wanted the option to hit the big unit of Orruks if need be, so it sat a smidge off the back line so that I could move and shoot. The Arch Warlock parked his butt next to Arcane terrain, and set himself up for a cheeky Balewind-push on the Furnace, forcing it to move out of the way of the vortex (and toward the middle of the table) before the movement phase to ensure it got into the zone and started ticking points over. 
My right flank was held down by a Priest, the other unit of forty Monks and my second catapult, who was similarly deployed to be able to threaten the Orruks and the objective.
My opponent deployed the bulk of his army in the centre of the table, with the Spear Chukkas taking up prime real estate to be able to draw lines on both objectives; no hero would be safe! On my right hand side, both Wyvern Warbosses set up, with the movement and aggression to cause me serious problems...
...while on the left side of the board, the Rogue Idol was supported (because it needs support?) by the two chariots. It was at this point that I realised that I was in for a rough ride. Greenskins are hardly top tier, but in this scenario, I realised I was going to have a real fight on my hands. Rogue Idols are no push overs, and two Wyverns were going for the throat on the other... Uh oh.
Having out-dropped my opponent by a single unit, and knowing that I would really struggle to shift the Idol off an objective, I took first turn; the single bloodiest turn of Age of Sigmar I have ever, ever played. Don't believe me? Just wait.

It all started so well. My Arch-Warlock popped up on a balewind, pushed the furnace forward, and unleashed spells with the best possible outcome. I managed to put a two wounds on the Rogue Idol, as well as wiping out both Spear Chukka crews. Not only did this nab me the secondary objective (kill two units in your first turn), but it shut down a huge threat! 
While the Furnace didn't reach the objective, the Priest on the right did reach the objective. Sixty monks flooded forward to support them too. On the left, the Corruptor Mystic Shielded himself and raced up onto the objective, followed by forty Monks and a Priest. To top the turn off, both catapults moved forward and fired upon the Orruks. They suffered horrific losses, dropping them well below half strength! Excellent start, am I right? Right, guys?
Then came the bloodshed. The boarboys and Wyverns slammed into my right flank, dragging every possible unit into combat...
...while on the left flank, the chariots and Idol slammed into my Monks and Corruptor. Then came a brutal cycle of death and carnage. Between exploding rats, Rabid Fever, Great Plague Censers and rock fists, a LOT of models died. And I mean a LOT!
The Rogue Idol turned the Corrupter to paste, and mashed a few Monks in the process. The Chariots also ran down their fair share of Monks, losing a chariot in return. With the Corruptor being turned into a mashed banana, the Idol took the objective. 
In the other swirling maelstrom of combat, things were no less horrific. The Priest on the objective met a horrible end by having the top half of him bitten off the bottom half of him by a Wyvern, while the Monks lost over thirty of their numbers and the Boarboys lost six from their unit. The Plague Furnace made its mark by dishing out mortal wounds, but things had taken a sharp turn toward Greenskinz. 

With both players having lost over half their army before the end of turn one, both my opponent and I just stood there staring at the table in disbelief. It had taken us a fair while to get through the turn, as every time a monk died, it piled in and attacked, then exploded before another Greenskin unit swung, killed and was killed in return. We had several players walk past, asking us how the game was going onto to be shocked by the fact that it was still in the opening moments of the game.

But not satisfied with the level of pure carnage already unleashed upon the table, we continued.
My opponent jagged a sneaky double turn, and, having everything in combat and both objectives firmly in his control, it was straight into the combat phase. Thanks to Mystic Shield, the Rogue Idol had shrugged off most damage from the turn before, and didn't hesitate to start his rampage, wiping out fifteen Monks without even trying! I knew Rogue Idols had some moves, but this was insane! The damage output on them is pretty wild. Luckily for me, Inspiring Presence from the bloody smear that used to be the Corruptor was still in effect until my next hero phase, but it was only delaying the inevitable. 
The two Wyverns set about consolidating their flank, by butchering the remaining Monks, and while they took some more mortal wounds from the Plague Furnace, they had overtaken me on the scoreboard, with no signs that I would be taking objectives back. I was running out of Heroes, and getting battered around the ears. Turns began blurring into each other, as the combat and sheer scale of death inflicted reached critical mass.
The only other significant move my opponent made (outside of the two main combats) was to send the survivors of the Plagueclaw barrage to distribute some retribution on the war machines. Not having a bar of that, my Plagueclaws kept showering them with sprays of acidic goo (and who knows what else). My Arch-Warlock didn't miss a spell all game, and consistently took wounds off whatever he could see.
After a decisively positive start to the game, things went dramatically down hill. My opponent ended up running away with the scoreboard, as I was only able to get two scenario points to his twenty. I ended up killing a huge percentage of his army, but the only two significant units left alive were the two holding the objectives. Regardless of the outcome, both of us had a fantastic game. We could hardly believe the sheer level of violence in this game, and were both just laughing. I ended up giving my best opponent vote to this player, and I earned his; a great reflection of how much we both enjoyed the game!

Having managed to grab my secondary before everything hit the fan, I was sitting on one major win, two major losses and two secondaries. I was sitting in the bottom half of the pool, but I was optimistic. Perhaps, sitting on the bottom tables would eventuate in a favourable matchup. But then, leading into this game, I considered Greenskinz a favourable match up.

And look how that ended.

Tune in next time to read about Game Four against Swifthawk Agents!

Thanks for reading,
Gabe 

#130: Age of Sigmar Battle Report - BrisVegas Open Game Two - Skaven Pestilens Vs. Sylvaneth

After suffering a horrific loss in my first round, and failing to score my secondary, I started Round Two with zero battle points. Just how I like it...

I found myself lurking down on the bottom tables, and my opponent turned out to be a Sylvaneth Player running a Gnarlroot Wargrove. His list is as follows.

Treelord Ancient (General, Gnarled Warrior, Oaken Armour)
Branchwych (Acorn of Ages)
Drycha Hamadreth
30 Dryads (Battleline)
5 Tree-Revenants (Battleline)
5 Tree-Revenants (Battleline)
3 Kurnoth Hunters (Scythes)
3 Kurnoth Hunters (Bows)
3 Kurnoth Hunters (Bows)
Household (Warscroll Battalion)
Gnarlroot Wargrove (Warscroll Battalion)

The scenario was Battle for the Pass. This was probably the best possibly scenario, as it meant my wave of rats could box my opponent in his own half of the board, making it very hard for him to get behind me. I knew that the Tree Revenants would be in a position to assault my home objective, but I had every intention of zoning out as much of the board as I could to prevent the unwelcome spread of hostile forestry.

Now, I haven't played Sylvaneth a lot, but I knew they had some pretty wild moves, and I knew what to look out for. They're not an army that I face a lot, so I was acutely aware of my actions in the game. I knew that one mistake from me would leave my opponent with an opportunity to absolutely punish my force.
 The table was set. My opponent deployed the majority of his force in and around his three Wildwoods. He won the roll off to pick sides, and chose the end with two pieces of Mystical Terrain, hoping to gain those precious re-rolls but risking a horrible price. His objective was deep in his forest surrounded by thirty Dryads, and I knew that my chances of claiming it were pretty slim. My deployment was very much scenario based. Both Plagueclaws deployed behind my objective, close enough to lay claim later in the game, but as far back as possible. The Arch Warlock parked his mangy backside next to some arcane terrain to assist with Balewind casting, while the small unit of Monks lurked on my other back flank in preparation for zoning out my backfield objective once the main force had moved forward. Both big Monk units prepared to march upon each midfield objective, supported by my other four heroes. All I had to do was survive that first turn...
The trees weren't playing games! The Ancient successfully summoned some woods, which encircled the middle left objective, and was pounced upon by both units of Kurnoth Hunters with bows. They successfully teleported on, and had no need to make any further moves. He unleashed the full power of their longbows, but the Plague Furnace shrugged off almost all of the damage.
Knowing that I needed to take control of the midway line, the bulk of my army pushed hard onto the objectives. Thanks to a cheeky Balewind push and a lucky run roll, the right unit made it to the ruins to lay claim to that objective, making sure that they were close enough to the Verminlord to dive in front of any incoming damage. The Warlock popped up on his Vortex, chipped three wounds off the Treelord, two off a unit of Kurnoth Hunters and four off the Branchwych! Nearly got her before she could plant the Acorn! The left unit of monks were ready for battle. Popping the Contagion Banner, and gaining the bonuses for Rabid Fever and the command ability, they were almost at optimum damage output. I managed to avoid too many casualties from charging into the Wildwood, while the pile-in allowed me to get a huge number of Monks into the fray! Fighting the trees in the woods was not ideal, but if I wanted to gain the lead, I needed to get them off that objective and zone it out to prevent reinforcements teleporting in and causing mayhem. 
I also knew that Drycha was going to give me headaches if she got near my big units, so in a vain attempt to draw her (or anyone really...) away from the battle, and in turn, the objectives, the Gutter Runners popped up on the backfield and pelted her with gravel. 
The ensuing beat down in the forest was a sight to behold. The monks mashed their way through four Kurnoth Hunters, and actually managed to pull up relatively in one piece. That's not to say there weren't casualties (which I am all about, if Rabid Fever is active), but they were still on the board and above twenty models. Excellent. 
In a stroke of pure good luck, Drycha AND the Scythe Hunters wandered a little too close to Mystical Terrain, and found themselves dumbfounded by the wonders of stone architecture. This was a real blessing, as she was probably the one model I hadn't quite figured out a solution for yet...

Things really started to slide for my opponent, when the last two Bow Hunters fell to a flurry of poisoned blades. The objective was mine! To add insult to injury, the Treelord Ancient successfully called forth a woods, only to find that purely through accident, I had zoned out my back left field with a solitary Plague Priest! He had successfully closed out any space large enough for a woods to fit by less than half an inch! In response to this immense frustration, the Treelord charged up the purple hill, and reduced my damaged Plague Furnace to a smoking pile of splintered wood and twisted metal.
In retaliation, the Arch Warlock and both Plagueclaws unleashed their considerable arsenal into the Ancient, taking him below half wounds. Filled with blind, misguided optimism, the Verminlord Corruptor cast Mystic Shield upon himself and charged in, inflicting some actual wounds. The towering Treeman was down to four wounds, and I took the lead in scenario points. The Plague Priest who unintentionally saved the day moved to a more commanding position to zone out forests, while the Monks on the left objective spread out to stop any units from teleporting into the forest. They were taking damage left, right and centre from shooting and the woods, but they were stubbornly holding the objective. 

Having suffered my fair share of wounds on the Verminlord, I used the double turn to my full advantage, and sent a chain of Monks from my right objective to get within 3". This allowed me to make the most of Verminous Valour. Despite my best efforts, I simply could not put the Treelord Ancient down! 
Finally dropping the Acorn, the Branchwych opened a path for the Scythe Hunters to teleport and threaten my right flank. Luckily for me, their charge was far too short to reach me! They were swiftly (and surprisingly) dealt with by my Plagueclaws, of all things... On the other side of the board, Drycha teleported over to my Monks holding the objective in the wood. I wasn't worried, as she was only in range of six rats with her hectic shooting attack.

She rolled a six for her teleport. Moving to just outside of 3", she proceeded to melt the faces off almost every rat within range, obliterating the unit and wiping out the survivors with Battleshock. Well, then... That was probably fair, after she stood around in Mystical Terrain. But she had now cleared the objective, leaving it ripe for the picking by the recently arrived Tree-Revenants.
 Not content to stand by, and watch his brother-rats die for nought, the Plague Priest hobbled forward from where he was zoning out forests to lay claim to the objective once more. I was determined to throw everything that I had at that objective until the very last. For the scenario, every unit in my army is expendable; it's just the Skaven mindset to have.

Atop the hill, there was unfolding a true duel of the titans. Both the Treelord Ancient and Verminlord Corruptor stood bloodied but not beaten, each on a single wound. The fight had lasted several rounds by this point, with the Treelord healing and mystic shielding himself, while the damage inflicted upon the Verminlord were either passed off to nearby Monks or saved by some of the most ridiculous rolling I have ever seen!
Intent on cleansing their precious woods of the vermin that plagued them, the Spite Revenants charged in to claim the objective, and kill the Priest. He was in for a bad time... 
As if to spite me, Lady Luck once again smiled upon my opponent. Drycha, coming off the adrenalin rush of clearing one objective, decided to try her hand at the other flank, and teleported over. Now worries, she could only hit four rats this time...

And another six. She moved right up to the unit and nuked half of them off the board. Luckily for me, I'd planned for the worst and given them Inspiring Presence, so the impact was not quite ass horrific, despit losing sixteen monks to the onslaught. 
Filled with confidence, Drycha made a terrible mistake. She charged into the severely depleted Monk unit, who were, by this point, thoroughly upset. With other crucial combats elsewhere on the table, her attacks were left too late, and the deranged lunatics piled in and hacked her to pieces! The right flank was secure! At long last, the Treelord Ancient fell; his healing and natural armour not enough to save him from the slicing blades of the Corruptor! This was a huge deal, as killing my opponent's General was my secondary.
I was not to be so lucky on the left flank. Both units of Tree-Revs made their charges and cut down the solitary Priest, taking the woods and the objective back for Sylvaneth! 

The game came to an end there, with a satisfying win for Pestilens. While I managed to tear away on the scoreboard, it didn't accurately reflect the pace or fever pitch of the game. It was one of the most up and down games we'd both played, with dice favouring us against all possibility one minute, before indiscriminately punishing us for taking the most negligible of risks! It was an excellent game, and my opponent was a great fellow who I'd gladly play again in a heartbeat. I think the scenario didn't favour my opponent, as he struggled to place Wildwoods with any kind of serious impact upon the game. Sylvaneth needs room to stretch its legs and take control of the board, and having only a 48" frontage, he just didn't have the room to gain the flexibility it needs.  It was unfortunate that he wasn't able to plant woods over the top of my army and assault my poorly guarded rear objective, because ten Tree-Revs wouldn't have been able to do it unsupported. 

I was stoked to be at one win-one loss going into game three. I wasn't throwing punches with the big dogs on the top tables, but I was also off the very bottom of the ladder. My goal to hit the top half of the roster at the end of the event. 

Tune in next time for my third game against a Greenskin horde!

Thanks for reading,
Gabe


Saturday 5 May 2018

#129: Age of Sigmar Battle Report - BrisVegas Open Game One - Skaven Pestilens Vs. Stormcast Eternals

It was upon me; the dreaded grudge match. Pitted against an opponent far mightier than I, I was determined to channel my inner Mighty Duck, and claw an underdog victory!

The scenario was Starstrike.

Here's what I was staring down the barrel of for Game One...

Lord-Aquilor (General, Staunch Defender, Mirrorshield, Keen-clawed)
Knight-Azyros
Knight-Venator (Luckstone)
Lord-Relictor (Lightning Chariot)
Lord-Relictor (Lightning Chariot)
5 Judicators (Battleline)
5 Judicators (Battleline)
5 Liberators (Battleline)
3 Vanguard-Raptors with Longstrike Crossbows
9 Vanguard-Raptors with Longstrike Crossbows
3 Aetherwings
3 Aetherwings
Aetherstrike Force (Warscroll Battalion)

Now, if you're unaware of how this army works, it will scare the pants off you! Basically, if you get too close to the Aetherwings or the Knights (all super fast, and with Lightning Chariot where needed), then the big Raptor unit gets to shoot in the hero phase. To add insult to injury, if you kill a unit from the battalion, that Raptor unit is going to shoot you again. Once for each unit you kill...

For an army as combat oriented and squishy as Pestilens, this was going to be a bad time. But I'd done my research and had concocted a plan that only required a metric ton of luck to pull off!
Knowing full well that I had the odds stacked against me, but that the eyes of just about the whole event were upon me, I had a game plan that I needed to stick to! I parked each of my monk units directly in line with the three possible locations of the first meteor, with the intent of running forward onto all three points and so controlling whatever point it landed on. Catapults deployed on the back board edge, staying in range of the objectives but out of range of my opponent's army. If he wanted them dead, he was going to have to put a unit in a very dangerous position! The Arch-Warlock did a similar thing, deploying right at the back. the thought behind this was that he could kill off small units and characters from outside the range of the big unit of Raptors, meaning there would be no negative ramifications. At least, that was the plan!
My opponent deployed very centrally, using the shipwreck and the occulus to anchor each of his flanks. The Aetherwings and Relictors sat on the right hand side, while the Liberators were put in the sky for some late-game shenanigans. Having been well and truly outdropped, my opponent took first turn and I braced myself for the horrific carnage that would ensue...
Much to my surprise (and my opponent's dismay, his plan to Lightning Chariot both Aetherwing units up the board failed miserably, with both Relictors rolling terribly low for their prayers. This had pretty much saved me a round of shooting from the Longstrikes, as there were no enemy units within 12" of his army to unleash on. With his first turn in disarray, my opponent made the most of a bad situation by pushing his Azyros up onto the right hand dropzone, while the Venator landed in the central forest, and pulled out a very special arrow. Thanks to a Luckstone, the Star-Fated Arrow put a whopping nine woulds on my right Plagueclaw Catapult, reducing it to splinters. Other damage was fairly minimal, with the Verminlord suffering three wounds at the hands of the two Judicator units. I was thrilled! Things had gotten off to a good start, and I was in a position for a cheeky double turn...
I very aggressively pushed up the table with my monks and did my best to start doing some damage. The Arch Warlock managed to leap up on his Balewind Vortex, and started kicking out mortal wounds. While he didn't manage to actually kill anything, he did smoke one of the Aetherwings and chipped a few wounds off the Venator. The survivng catapult missed, but I did manage to pull off the Neverplague, adding 1 to all Prayer attempts for the rest of the game. Excellent. But my big play, and big gamble, was with the Plague Furnace. Now, I knew that if I was going to gain the upper hand, it would involve a degree of risk, and so here was my plan; I knew that if I killed something, the Furnace was as good as dead. But if I could kill as many small units as I could, I would still lose the Furnace, but could take more units down with me. The last piece of the puzzle was the Great Plague Censor. With full wounds, this could do up to 6 mortal wounds, while also being able to hit units not within 3" of the furnace, as you pick a point within 3" and it can then potentially dmage units within 2" of that point, not the furnace. So, my goal was to sling him into both Aetherwings and the Venator, drop the Censor, and then use the remaining (admittedly not amazing) attacks to finish off whatever unit was weakest or surviving. 

So we rolled for priority, I rolled a five. My opponent matched it.

Then I rolled a six. My opponent matched it. 

Another five was matched.

Another six was matched.

Then I rolled ANOTHER five, but my opponent outrolled me with a six. Absolute heartbreak. 

The objective landed in the centre of the board, and my opponent went to work...
The first notable play was the arrival of five Liberators in my backline, but thanks to Bale-Chimes, failed their charge at the Plagueclaw. The rest of my opponent's phase was spent gunning down as many Monks as he could that were holding the centre objective, as will as killing off combo pieces in my army. Unsurprisingly, and much to my dismay, the Furnace met a terrible end at the hands of the Raptors. He also moved his Venator onto the central objective, to lay the groundwork for a counterattack to claim it off me.  
After missing out on that all-important double turn, I was left with no other option than to stick with the plan. I made the central unit of Monks immune to Battleshock, knowing full well they would be drawing far too much murderous attention to themselves. I was tempted to pop my Contagion Banner, and beat down the Venator, but that would have simply resulted in yet more shooting at them. So I moved right up to the objective, making sure to stay outside of 3" of the Venator. This meant that I held the objective (with not only more models within range, but also having a unit of over twenty; for now, at least...), and that my opponent would be forced to commit no small portion of his shooting at them and not other elements, if he wanted that objective. They did pop the champion's book to trim a few mortal wounds off here and there, but otherwise, they were doing their part. 

Their doomed, sacreficial part...

 Approaching the end of turn two, I implemented part two of my plan. With the other two objectives incoming, I pulled back with my army, making sure that I had at least one unit in each of my possible three objective sites. The Corruptor, having taken a wound or two, had no hesitation in performing a "tactical retreat" behind some arcane terrain and Mystic Shielding himself. 

The nearly unscathed unit of forty Monks on my left flank had two simple tasks. Move to the potential objective zone, and hack and slash their way through the Liberators. The Contagion Banner was popped, and they charged on in, making appropriately short work of blending the five Libs.

The Catapult trundled up the board with it's abysmal 3" move, putting itself in range of the Raptors but out of range of their return fire. It hit, and completely failed to wound. Rat-tears were shed. 
On the right flank, things were getting a bit heated. What started out as an Azyros attemping a cheap shot (typical Stormcast...) on my poor, defenceless Priest, had turned into a full-blown brawl in the forest. His intention to cheekily grab my objective when it landed ended up turning into a war of attrition, with bad rolls on both sides. My monks couldn't get past his impressive armour save and fortunate dice rolls, and he failed to do any significant damage; a few wounds were inflicted upon my Priest, but nothing fatal. I had my opportunity to put him down, mind you...

I cast Pestilent Breath with my Priest, and chipped a mortal wound off the Azyros. With that Prayer, I also triggered a "super-prayer", rolled to inflict D6 mortal wounds on him. He had three wounds remaining. I rolled a 1... Probably some vile scheme by a rival Warlord. 
Losing priority again, I was at the mercy of my opponent's shooting phase. His Judicators moved up to support the wounded Venator, and just about every available model shot at the Monks on the central objective, and the Verminlord Corruptor behind them, with predictably grim results. The centre was lost.
 With a rapidly diminishing number of units left on the board, I was left with little option but to hang tight, and scrap as hard as I could. The unit of forty on the left were compelled to stay where they were, lest the Aquilor & Friends teleport over and lay claim to the objective. The Arch Warlock, who had been putting in work all game, finally finished off a unit of Aetherwings, the Azyros and a unit of Judicators; all thanks to a near-perfect Warpstorm and Arcane Bolt. And thanks to his backline position, the Raptors were in no position to retaliate.
This left the Monks on my right flank free to go about their day, having lost the Priest to the Azyros' sword, before he was fried inside his armour by the Warlock. They began marching toward the centre objective, but it was too little too late. 
In the dying turns of the game, the Aquilor finally made his move, teleporting the Raptors onto my back board edge, punching holes through the Warlock and trimming four wounds off the catapult. The central Judicators and the Venator finished it off in a hail of arrows. My dwindling Monk unit was then pinned in place at each end by the Venator and Relictor. 

This signalled the end of Game One, and a punishing major loss for Clan Pestilens. I also missed out on my secondary objective, which was "Kill a Monster; if there are no Monsters in your opponent's army, kill the unit with the largest points cost". That unit would have been the 9-man Raptor unit, and my reasoning behind choosing that one, was that if I had any hope of winning the game, I needed to kill that unit. I tried to make the Scenario and the Secondary work towards a common goal, but it was not to be...

This was a highly anticipated Grudge Match, that was very heavily skewed in favour of the Stormcast, as I didn't really have an answer for a lot of his tricks. On the live stream before the event, I'd called this list as one that would hit the podium, and he was off to a screaming start. I feel there were a few moments that could have possibly changed the tide of battle, but the dice weren't on my side, and the odds were slim. As always, my opponent was an absolute gentleman, and he earned my vote for Best Painted, which he ended up winning. This army is exquisitely painted, and the prize was well deserved. 

Having scored zero tournament points in my first game, I was in the express lane to the bottom tables, where I would meet my next opponent...

A Gnarlroot Wargrove! 

But more on that next time... Check in soon for Game Two! 

As every time, thanks so much for reading.
Gabe