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NEEAT round 1 Vrks 1.08 Vs Squats

 Post subject: NEEAT round 1 Vrks 1.08 Vs Squats
PostPosted: Sat Jul 06, 2024 4:51 pm 
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Location: Lancaster, PA
North East Epic Armageddon Tourney

Before I tested how effective/abusive the manticore artillery company was with Garrisoning Malcadors. The 9 Manticores ruined my opponent's activations. There was no game for him.
The test for NEEAT is double Manticore detachments. The players at NEEAT are very experienced with number of games played and tourneys. If I can protect the manticores for alpha strikes, this is the tourney to do so. These players don't give the game away in deployment. The manticores should be least effect in NEEAT. My plan is to activate them first and retain with the goal to break as many detachments as possible.

In both games the double Manticores did the heavy lifting. I was able to bury them deep in my deployment zone. They sat within multiple layers of flak. Air assets that cam after them were shot down. Teleporters that tried were banged up with Disciples on over watch.

The Manticores went off turn 1 back to back and broke detachments. The ability to take 2-3 activations away places the Traitors at an unfair advantage. The opponent is left trying to play catch up the whole game.

Round 1


My double Manticore list;
Image

Squat List;
Image

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 Post subject: Re: NEEAT round 1 Vrks 1.08 Vs Squats
PostPosted: Sun Jul 07, 2024 8:45 pm 
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Joined: Fri May 20, 2005 8:45 pm
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Location: Canton, CT, USA
I was the round 1 opponent. It was a rough game for me and my dice didn't do my many favors for making saves. It went to points. If I had been able to rally better on the last turn, I may have won.

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