Battle Report 102: Una 2 (Devourer's Host) vs. Kreoss 2 (Exemplar Interdiction)

Prologue:

Following the recent discussion on Facebook regarding my assessment of the faction, I decided to break my longstanding "play it painted" rule for Circle and test out a list that I had formerly written off as sub-optimal.

I've been hearing talk of double Tharn Ravagers in Devourer's Host being good enough to play, and DGI even had a top 3 place with it as a third list, so I copied it model for model and decided to put it onto the table.

My opponent had chosen, unbeknownst to me, a very infantry heavy Kreoss 2 list, a list which I believe gives the Tharn a great opportunity to show off what they can do.

Una 2

- Gorax

- Scarsfell x5

The Death Wolves

Tharn Ravagers (max) x2

- CA x2 (free)

Tharn Bloodtrackers

vs.

Kreoss 2

- Vanquisher

- Fire of Salvation

Bastion Seneschal (free)

- Crusader

Wrack x2

Knights Exemplar

- CA

Errants

- CA

Bastions

Rhoven and Co.

We rolled up Extraction, and I was able to go first - again, optimal conditions for my list.

Blood Pack on the right are Ravagers #2, and the Whiteman is their CA.

I put prey on the Errants, distribute my corpse tokens to the Death Wolves, and off we went.

Circle turn 1:

Una goes first and puts

Mirage

on the right unit of Ravagers,

Hand of Fate

 on the Bloodtrackers, and advances.

Side note - I just got the Circle upgrade pack from Broken Egg Games, and it is SO nice to finally have the

Hand of Fate

token.

The Bloodtrackers ran up to 10.1 inches away from the Errants, with Ravagers behind them. On the right, the Tharn run up and the Birds all fly into spaces where they can land.

Menoth turn 1:

Kreoss puts out some spells,

Sacrosanct

 on the Errants (ewww),

Inviolable Resolve

 on the Knights Exemplar, and then charges forward.

Errants assault a couple of targets, picking off a Bloodtracker and dinging up a Ravager on the right hand side, triggering Vengeance.

The Bastions run up behind the wall, and the Knights do as well.

On the right, Crusader and Seneschal move up.

Circle turn 2:

Una pulls Fury, upkeeps both spells, and Vengeance and Apparition extend the Ravagers threat range by 5 inches.

Una moves up first, shooting down two Errants.

With her up so far, I am able to move Griffons around, kill a couple Errants each, and then Sprint back.

By the time I get around to activating my Ravagers, there are only four Errants left, three behind the wall and then one on the flag.

My Ravagers activate, and the comedy of errors ensues. First of all, I screw up placement and let my opponent freestrike one as I charge the KE behind the right hand Errant (mark your arcs guys, it saves so many headaches).

Then I forget that the Bastion Seneschal has defensive strike and lose another one that way.

THEN I miss four attacks in a row needing 5s and 7s. I was laughing my head off by the end of that activation.

Tharn: 0, Exemplars: 2

The Bloodtrackers murder the remaining Errant over there, getting a knocked down guy thanks to

Sacrosanct. 

I toss a random spear into a Bastion and hit, doing 6 damage thanks to

Hand of Fate

.

Ravagers and Death Wolves move up.

Menoth turn 2:

Ravagers die en masse on the right side, leaving two alive at the end.

Kreoss puts

Sacrosanct

 on the Bastions and moves up.

The Bastions jam me, and Fire runs up over the wall rather than risk being trapped behind it for the rest of the game.

The Vanquisher gets Eyeless Sight from Rhoven and blasts my clump of Griffons, doing over half their health each and lighting them all on fire.

Circle turn 3:

I upkeep both spells, and somehow all but one griffon loses fire.

Apparition plus Vengeance = two dead Knights Exemplar and a Corpse Token on both my remaining Ravagers.

Bloodtrackers with

Hand of Fate

 gun down the Bastions and get knocked down all over the place. Silly girls, don't go falling for Exemplars, they'll just die on you. I run the back Griffon to engage Fire, use Una to heal a damage off each Griffon that was hurt, and pop Feat.

Gorax puts

Primal

up, and that Griffon walks into Melee with Fire, killing him.

Two more Griffons go in and only do about half the health on the Crusader.

I get one point after running the Ravagers into the flag.

I forgot to photograph this turn, but Circle moves to 1-0.

Menoth turn 3:

He's got about 8 models left, but with Kreoss' feat, I still lose nearly half my army, including two Griffons and a bunch of Tharn.

He contests my flag with Choir and gets a point.

Score 1-1

Tie!

Circle turn 4:

With Knocked down Bloodtrackers, I can't do a whole lot. 

Tharn go in and kill Rhoven, but not his buddies. 

Una kills off the last two Knights Exemplar. 

The two usable Griffons kill off the Crusader, and one sprints out. Prey swaps to Rhoven and buddies. 

I take my flag again and go to 2. 

By this point, my opponent and I have combined 8 minutes left on our clock. 

Score 2-1

Advantage Circle

Menoth turn 4:

Kreoss charges in and kills off four Tharn. The Vanquisher and Seneschal leave the right hand Griffon on 1 box and on fire.

Gaius and Cassian charge in and kill a Tharn and a Griffon and contest. My opponent clocks himself in here somewhere but we keep going.

I didn't take a picture here, but look at the next turn picture and imagine Gaius and Cassian in there somewhere.

Circle turn 5:

Fire on the Griffon goes out!

The remaining Male Tharn kill off Gaius and Cassian, and Prey swaps to Kreoss.

Bloodtrackers with Prey and

Hand of Fate

 need sixes to hit Kreoss at dice -6, and the Warcaster dies under a hail of spears.

Victory for the Druids!

Post-Game Thoughts:

So....an infantry list for my POW 13 weapons to handle, Bastions (which are insanely squishy and ineffective outside of Harbinger it turns out), and terrain that heavily favored me, and I still felt like I had serious options to lose the game despite these advantages. 

The only thing that was exceptional about this list, I felt, was

Hand of Fate

 on Bloodtrackers, and let's be honest -

Hand of Fate

 on weaponmasters has never been disputed as strong.

First impression of the list - I'm not particularly impressed so far. Had this been a bunch of Menoth heavies under Kreoss, I would have basically bounced off them with my Ravagers, killed a couple with Griffons (like I did) and then lost most of/all of my Griffons to the ensuing counter-feat. I'd kill another heavy with Bloodtrackers probably, and then run out of steam.

I don't think it's going to be very common to bring this many dudes without threat extensions, so next time I play this list I'm going to ask my opponent to bring a bunch of warjacks and see how it goes.

Thanks for reading!

Battle Report 101: Tanith (Storm Raptor, The Wild Hunt) vs. Thagrosh 1

Prologue:

I hadn't played a game with Circle in about a week, and I really wanted to bust Stormy out and put him on the table, so when my gaming group all were busy/out of town, I enlisted my roommate to let me get some of the Warmachine withdrawals out of my system.

I tossed together a really derpy list.

Tanith
- Loki
- Pureblood
- Storm Raptor
- Woldwyrd x2
- Gorax

Shifting Stones x2

In the Wild Hunt theme to give the Storm Raptor tracker.

My opponent played:

Thagrosh 1
- Typhon
- Scythean
- Carnivean
- Seraph
- Protector

Deathstalker x2
Forsaken
Shepherd
Nyss Warlord

We rolled up Extraction, he won the roll off and correctly chose to go first.


I had forgotten how much Stormy makes taking pictures impossible. 

Off to the right, you can see my opponents homemade dice tray and then the Wyrmwood dice tray that I got sent last weekend to try out and review - expect that sometime soon!

Legion turn 1:

Fog of War goes up, which is annoying since Thagrosh will be too far back to really punish him for having the upkeep out. 

Everything runs at me, except the Deathstalkers who chill out. 


Circle turn 1:

Well I can move up and prevent him from charging me, but I can't really do much about his ranged presence. Fortunately, my opponent chose to put Typhon in the forest, and with that in mind, his threat range is really limited. 

Admonition ends up on Loki, who is in some Shifting Stones, and Scything Touch goes onto Stormy. I run the Gorax up the right side in case he doesn't contest on his next turn and I need something to take the flag with. 


Legion turn 2:

Another aggressive advance, the Seraph putting Flare onto both Loki and the Wyrd. His Carnivean moves up and shoots at the Woldwyrd, doing a small amount of damage. Typhon derps out of the forest, and the Protector moves up so it can shield guard the three combat heavies. 

Thagrosh moves outside of the killbox. 


Circle turn 2:

I get REALLY greedy this turn, and decide to try and shoot down at least one heavy and then commit Stormy to kill off another without Primal. 

Between Pureblood sprays and Wyrd shots, both Typhon and the Carnivean are on life support when Stormy does go in (I rolled really hot) and then proceeds to miss all but two (?) attacks, leaving them both alive. I should have just Primaled him.

Loki hooks in the Seraph but can't do enough damage to it. 

Tanith moves up, boosts a shot into the Carnivean and misses, hitting Stormy instead and doing 6 damage >< 

Stones port both Loki and Tanith back. I get a point from the Gorax, so...yay?




Score 1-0
Advantage Circle

Legion turn 3:

Stormy dies to the Scythean plus Carnivean, and then Typhon forces to regen and charges my Pureblood killing it. 

The Protector runs up to the flag, taking it and standing in Shield Guard range of basically everyone. 

A Deathstalker runs up to contest the flag where the Gorax is hiding out. 


Score 1-1
Tie

Circle turn 3:

I figure I can try and kill all of his heavies with Loki and Wyrds (not impossible actually) OR I can try and win here with the opening I've been given. 

Wyrds do 95% of the Protectors boxes, with the last Wyrd missing 2 of 3 attacks. 

Tanith moves up and shoots down the Protector, Feating, and casting Affliction onto Thagrosh. She puts Primal onto Loki and camps one - I should have put Scything Touch on Loki. 

Loki gets ported up, warps Strength, and boosts a hit into Thagrosh, yanking him in. His free attack connects and leaves him on 1 (should have been five, forgot about the Strength debuff). 

He's on two transfers and I have three attacks at dice damage, needing 3s to hit. 

I hit all three attacks, doing enough to force him to transfer every time, even with five boxes. The last attack connects and he fails his tough check. 


(Undeserved) Victory for the Druids!

Post-Game Thoughts:

Man I made a mess out of this. If Tanith could have shot at the Carnivean before Stormy went in (translation, if I hadn't boxed her out turn 1) he would have murdered both him and Typhon. If I'd just put Primal up, the Storm Raptor lives for another turn, as does the Pureblood. 

I got extremely lucky on my last turn with Loki's attacks all hitting and doing enough damage AND my opponent not making a tough check. Any one of those things change and I lose this game, plain and simple. 

A goofy list, I probably won't be coming back to it without extensive revamping - Stormy has to be playable with more than just Kromac 2 right? 

Thanks for reading!


Battle Report 88 - Spokane Team Championship Round 3: Baldur 2 (Bones of Orboros) vs. Thyra

Prologue:

I felt like really crushed the pairing round for this matchup. I got my Vlad 2 player into the Captain of Team Salt who was running Caine 2 and Caine 3. I was able to match Fyanna into Non-Kreoss 1 Menoth, and I got Doomshaper into Karchev, which also felt like a good matchup.

Myself? I was playing my regular Menoth opponent, and we had played this matchup what felt like a dozen times. He had an Amon list that he had built to be all the desert things (Idrians, Amon, Punch Monks etc.) and also a Thyra list.

We were playing Recon, and there was an off center obstacle, so I knew I was playing Baldur.

He chose to drop Thyra.

Baldur 2 (Bones of Orboros)
- Woldwrath
- Woldwrath
- Megalith

Sentry Stone x2
Stoneshaper x3

Bunker

vs.

Thyra
- Blood of Martyrs
- Castigator
- Heirophant

Avatar of Menoth
Punch Monk x2
Wracks

Choir of Menoth (Min)
Knights Exemplar
- CA
Flamebringers
Daughters of the Flame

Fuel Cache

I won the roll off and decided to go first. He took the side where his Fuel Cache cloud and a forest would be able to block my LOS.



Circle turn 1:

Smalls and Tiny gallop up the field. I cannot even remember if I bothered to put up Roots of the Earth this turn since my opponent has no shooting.

Baldur moves up and Purifies himself.


Menoth turn 1:

I have given my opponent one Mannikin to charge if he wants to. He goes for it, and the rest run to engage.

Thyra puts up Silence of Death on the Knights, Occultation on the Flamebringers, and Gates of Death on herself.

Knights run up on the left, Flamebringers scream up the table on the right. His Jacks all move up behind the cloud/forest wall.

His Punch Monks do Shifting Sands Stance and move up.


Circle turn 2:

I'm about to get to try out one of the Woldwrath tricks I've been wanting to. I place a Mannikin in the middle of his Daughters and Monk.

Mannikins activate and spend an absurd amount of Fury to kill off two Daughters.

Smalls shoots the central Mannikin, killing all four Daughters there, and doing enough damage to the Monk to force a Tough Check, which it passes (curses!).

Tiny shoots the Knight in the zone, boosting blast damage on the Punch Monk next to him but failing to kill.

At the end of the turn, I've put a huge no-go zone for his Knights if they want to be relevant.

Megalith puts Roots of the Earth on Tiny and Baldur casts Rock Wall to prevent the Avatar from getting to either of my Wraths.




Menoth turn 2:

My opponent chances his left Punch Monk moving up, and it dies to the lightning storm. The other one moves up out of the one he was in.

The Avatar pops Gaze and runs, catching Tiny in it.

Flamebringers run again, one going to engage Baldur.



Circle turn 3:

Well...I can't really say no to the Avatar can I?

Mannikins move out of the way and spray the objective. Tiny charges and smashes the Avatar to bits.

I put a lot more into the objective, ending with Smalls' gun, and it still doesn't die. That being said, there's a lovely 5 inch AOE of death to Knights Exemplar between them and Tiny.

Smalls also cast Druid's Wrath and a Stoneshaper sprays down the Flamebringer engaging Baldur.

Megalith pops Undergrowth and the other Stoneshaper kills the Punch Monk (yes!).

Baldur moves over, pops a Rock Wall, and uses his Feat.


Menoth turn 3:

Blood gets two Focus and Apparates up. Thyra charges Tiny and Feats.

The Choir awkwardly cannot get to Blood without going through the AOE of Death, but they do battle the Castigator.

He moves up and Combusts the two Mannikins away before bashing Tiny with a bought attack.

Blood charges Tiny. Daughter Cav charge Tiny.

At the end, Tiny has about 33 boxes left. Thyra pops over to the flag with Gates of Death. 


Circle turn 4:

Tiny smashes Blood to bits and then knocks the Castigator down.

Mannikin and Stoneshaper Sprays kill off all but one KE and all but one Flamebringer.

Smalls charges and kills the Castigator but cannot quite reach the objective.

Look, the Wraths are having a conversation, how nice!
Menoth turn 4:

Thyra goes ABSOLUTELY ham here. She charges Tiny at dice - 9 and does 25 damage in three boosted attacks.

The Daughter Cav does another five, and the lone remaining KE goes in and finishes Tiny off.

NOOO TINYYYYYY.

Many tears were shed. My opponent and I agree that Menoth ought to raise Thyra's husband from the dead as payment for this.

My opponent scores a point.


Score 0-1
Advantage Menoth

Circle turn 5:

Smalls, in a fit of rage, tramples over four guys and kills them all before realizing he cannot see the objective anymore.

Stoneshapers and Mannikins and Megalith and Baldur ALL have to put spells into killing the last two guys in the zone.

A Stoneshaper kills off the remaining Flamebringer, and another goes with him to contest.

I score 3 points.


Score 3-1
Advantage Circle

Menoth turn 4:

Thyra charges and kills a Stoneshaper before Strangleholding the other one to Death and porting back to her flag to score a final control point.

I also score two, going to five.


Score 5-2

Victory for the Druids!

Post-Game Thoughts:

Pow 11 Weaponmasters do not deal with ARM 23 58 box stone monkeys very well, and even less so when I can trivially put down a wall to prevent their poor pathfinder-less selves from charging me from all angles. 

Thyra going bananas there was quite a sight to behold, truly terrifying. 


As for the team? The matchups paid off. Kayazy Eliminators under Vlad's feat killed Caine, Doomie Ground out 5 control points against Karchev, and Fyanna killed Feora, leading my team to 9 wins overall and first place!

Most impressive? The event started at 9:30 and we were done by 3:30, including a thirty minute lunch break. Props to our EO, I have never been to an event with such a tight time-line. 



Battle Report 87 - Spokane Team Championship Round 2: Baldur 2 (Bones of Orboros) vs. Kaya 3

Prologue:

I had not known specifically what the other team captains were playing ahead of time (we had to submit lists by a certain date), but I had had a pretty good idea, and I had deliberately teched for their play styles.

Unfortunately, this worked too well round 2, and the Captain of Team Friends United in the Chorus of Kaen and Menoth Everywhere chickened I mean whimped I mean strategically chose to match himself into something a little less hostile towards him.

That meant that I was paired into the other Circle player in the Meta playing Krueger 2 and Kaya 3.

Krueger 2 was a slam dunk loss for Tanith, and so Baldur 2 was coming out to play.

My list was:

Baldur 2 (Bones of Orboros)
- Woldwrath
- Woldwrath
- Megalith

Sentry Stone x2
Stoneshaper x3

Bunker


And my opponent dropped Kaya 3:

Kaya 3
- Feral Warpwolf
- Shadowhorn Satyr x2
- Gnarlhorn Satyr
- Scarsfell Griffon x3

Blackclad

Wolf Riders
Swamp Gobbers

Fuel Cache

I got to go first on Extraction. The plan was simple - march my Woldwraths up to the flags and sit there, putting a Rock Wall in front of whichever one is likely to get charged by more things.



Good Circle turn 1:

Baldur got his Wurm token, and everything ran up. He kept his Wurm token and took a damage. Turn 1 for this list is really boring usually. 

There was a bit of a problem with this table though, since the wall on the right was going to make placing that Woldwrath tricky. 

I've been playing too much Infinity, look at the right side Manikins
Baa-aaaad Circle turn 1:

My opponent used the Wolf Riders to jam me up. Goats ran up everywhere. 

A cloud was placed next to the one from the Fuel Cache.

Kaya cast Synergy and Soothing Song to figure out Fury problems and passed the turn.


Good Circle turn 2:

I basically just need to get the Wraths within 4 of the flags this turn and keep them out of the charge range of the Feral. I also need to keep Baldur way, way away from the Shadowhorns. 

Mannikins aim and kill a few Wolf Riders. Forests are placed again, and the Sentry Stones port behind them. 

The left Wrath moves up and blasts a Wolf Rider down, doing about 1/3 of the health on the two Griffons. 

The Right Woldwrath (that one is named Tiny by the way) moved up and finished off the remaining central Wolf Rider (and several Mannikins). 

Baldur activated, healed one from Megalith, Feated, and cast a rock wall next to him just in case I had not considered every threat range from the Shadowhorns. He took two more from his tokens and I passed the turn.



Baaa-aaad Circle turn 2:

Griffons charge in to start the Synergy train. 

The Wolf Rider moves up and shoots at a Stoneshaper, doing 1, and then backing up. 

The central Shadowhorn moves around the house, leaps in, and only kills one Sentry Stone thanks to my feat, and then repositions out of the way.

The Blackclad charges (!!!) Tiny and ACTUALLY HURTS HIM (!!!!!).

My opponent passes.


Good Circle turn 3:

I pour a lot of resources into killing the closest Griffon so that the Woldwrath (That one is called Smalls) can move up, take the flag, and kill the other one. 

Megalith kills the impertinent Shadowhorn, staying 10 inches from the Gnarlhorn. Tiny fails to kill the Blackclad. 

Baldur casts Druid's Wrath and also puts Rock Wall down between the Gnarlhorn and Smalls. 

I score 1 point.


Score 1-0
Advantage Good Circle

Baa-aad Circle turn 3:

Well...with the Blackclad not dying, I think I am about to lose Megalith. 

Kaya moves over and Feats. 

The Griffon starts the Synergy, the Feral moves over and puts Primal on the Gnarlhorn, and the Blackclad Hunters' Marks Megalith. 

The Gnarlhorn goes in, and cannot quite seal the deal, leaving Megalith on 8 boxes. 


Score 1-0
Advantage Good Circle

Good Circle turn 4:

I make a Mannikin and beasts Heal from the theme. 

The Mannikin sprays Smalls in the back, boosting to hit the contesting Gobber and succeeding. 

Smalls turns and punches the Mannikin, knocking the Griffon over and then killing it.

Tiny manages to kill the Blackclad after putting ALL of his attacks into it. 

Megalith barely kills the Gnarlhorn.

Baldur kills the Wolf Rider and I get two more points. 


Score 3-0
Advantage Good Circle

Baa-aad Circle turn 4:

My opponent wants to get a control point for his team, so Kaya charges Smalls. The Feral puts Primal on the Shadowhorn, which goes in and kills the objective. My opponent concedes, and I score two more points. 


Victory for the Druids!

Post-Game Thoughts:

This went basically as expected. Without multiple heavies starting out at PS 18 or higher and a Pureblood, Kaya 3 has very little game into an ARM skew this extreme. 

This team was the leading team after round 1. My team managed to split 2-2 with them, but they got 5 more control points than us, leading us by 7 control points overall. Round 3 we would have to win at least one more game than them or score at least 8 more control points than they did. A tall order. 

This game, I lost 7 30 mm, 1 40 mm, and 1 50 mm model as well as a win, for a total of 130 reps of push ups and sit ups. 

Battle Report 86 - Spokane Team Championship Round 1: Tanith (The Wild Hunt) vs. Vlad 1 (Winter Guard Command)

Prologue:

This event was the first (hopefully) annual Team Tournament for Eastern Washington. Four captains were chosen from among the meta, and those four captains drafted teams from among a pool of pre-registered participants.

I was chosen as Captain of Team Mom (long story, ask at your peril), and we had 12 other people sign up for the event, meaning teams of four.

My team consisted of myself (Tanith/Baldur 2), my roommate (Fyanna 2/Lylyth 3), a Khador player (Vlad 2/Irusk 2), and our lone trolls player (Doomie 3/Ragnor).

Scoring for the event was based on the number of wins per team as first tie breaker, total control points as second tie breaker, and army points destroyed as third tie breaker.

My strategy for this event was basically to force the other captains to play me if I could in the pairing stage and to get at least one good matchup for Khador or Trolls while trusting Fyanna 2 or Lylyth 3 to pose serious problems for basically any pairing in the game.

Round 1 this worked out, and I ended up across the table from my good friend Adam running Strakhov 2 with Legion of Steel and Vlad 1 in Winter Guard Kommand.

My lists were:

Tanith (The Wild Hunt)
- Loki
- Wyrd x3
- Moonhound x2

Reeves and CA x2
Wolves and CA

Fuel Cache

And:

Baldur 2
- Woldwrath
- Woldwrath
- Megalith

Sentry Stone x2
Stoneshaper x3

I knew my opponent could not drop Legion of Steel into Tanith. It's an all melee army based on single wound ARM spam with no less than three upkeeps. I also knew I could not drop Baldur 2 into his Vlad list easily since it had three Marauders in it.

This led to me picking Tanith and my opponent picking Vlad. I lost the roll, and my opponent opted to choose the side with the best defensive terrain.

Vlad 1
- Marauder x3
- Juggernaut x2

Rifle Corps (min) and 3 Rockeeteers x3
Field Gun
Mortar Crew



My opponent advanced moved his Jacks before I took a picture of his deployment, but they were basically all back 4 inches.


Circle turn 1:

I have to get up the table fast - those Jacks can run 16 inches on Vlad's feat turn, and I can only kill a couple of them per turn.

Fortunately, he is going to have to funnel all of his Winterguard into the middle or else risk losing half his army to ambushing Wolves.

Loki runs up, carefully staying just over fourteen inches away from his heavies (they're so fast!). Tanith puts Scything Touch on Loki and Admonition on herself, drops a fury, and advances.

Everything else runs up to just outside of shooting ranges on his Winterguard. I spread out the left side unit a LOT, carefully checking to make sure a 4 inch AOE from the Mortar can't clip more than a couple of them.


Khador turn 1:

Vlad casts Windwall, Feats, and charges into the trench. (Side note, I need a Pureblood in this list somewhere).

His Jacks all run at me. Greattt.

Winterguard move in, but the far left unit cannot get far enough away from the edge of the board...

That's a lot of Khador heavies in my face.


Circle turn 2:

I have to kill two heavies, preferably more, and all of the rockets this turn.

Time for an Ambush!

Wolves come in on the left side, and after Tanith leaches and upkeeps both spells, they charge in. Somehow, two of the Winterguard survive, but most die and I reposition to engage some of the other unit.

On the home front, the two Wyrds next to Loki's Marauder mostly kill it. Loki moves to the space between them, warps for no CRA's, and kills the mostly dead one before dinging up the second one.

Two big Reeve CRA's (they pop their mini feat) and a Wyrd nearly finish it, and the Moonhound walks up and puts him down.

Tanith moves up and out of killbox, pops her feat and channels Affliction onto the remaining Marauder.

She camps two, and the last unit of Reeves activate.

They move up, kill all six remaining rockets, and put 16 individual shots into the Marauder for 16 damage. That alone took nearly three minutes to roll out >< The Reeves on the right also pop their mini-feat. Lots of DEF 17 models.


Khador turn 2:

My opponent decides he needs to assassinate or lose here. He allocates two to his Juggernaut.

I'm a little curious as to how he is planning on making this work, since I have Admonition on Tanith (see the token on he picture above?), and then I remember that the Field Gun knocks down.

Then I also remember that it can only move four inches and I am pretty sure I am still safe.

My opponent has Vlad cast Signs and Portents. His right side Winterguard all CRA the Reeve in the way of his Juggernaut.

He moves up his other unit and take a pot shot at another Reeve, which I Shield Guard with Loki.

His Field Gun is indeed out of range, and he shoots at my Argus, missing.

At this point, I move the Admonition token and the Fury in front of Tanith to be sure it is visible.

My opponent activates his Marauder and kills a couple Reeves.

His right hand Juggernaut kills a couple more.

"Hey would you mind moving that token for me so I can put the Juggernaut in front of Tanith please?" (Side Note - he asked me to put this in the battle report, I would not do it to be mean, Adam and I are good buds)

I move the Admonition token out of the way for his Juggernaut to move up.

"Trigger Admonition, scoot three inches to the right".

The deflated Juggernaut kills a bunch of Reeves and the Woldwyrd.


Circle turn 3:

The Fury is pulled, the spells are upkept.

The Argus moves up and kills a Rifleman.

Loki warps Strength, rolls pretty hot, and kills the Juggernaut without assistance (I was counting on a couple of big CRAs to finish him off).

The right hand Reeves and the Wyrd kill the Marauder with a bunch more individual shots.

The other Wyrd kills a pair of Riflemen.

The left unit of Reeves kills off most of the remaining Riflemen.

The two living Winterguard from the Ambush annoyingly tie up half the unit of Wolves, but there are enough to charge over and kill the Field Gun and engage the Mortar.

Tanith moves up to the flag and re-casts Admonition.

I get one point.


Score 1-0
Advantage Circle

Khador turn 3:

The two remaining Winterguard run to contest. Joe kills a Wolf.

The Juggernaut kills the Argus and a Reeve, and then Vlad casts Blood of Kings on himself and charges Loki. He misses his charge attack and camps his three.


Score 1-0 
Advantage Circle
Circle turn 4:

I upkeep Scything Touch and Admonition.

First tie breaker is Wins, Second is Control Points, so even though I think Vlad is dead here, I decide to mop up the flags a bit.

Wolves kill Joe and Mortars and one Winterguard.

Wyrds kill the other Winterguard.

The right unit of Reeves run to form a lovely flower shaped clump around the flag.

Loki warps Strength and Headbutts Vlad, needing a boosted 11 to hit. He connects. His last two attacks barely scratch Vlad's paint.

Tanith activates, casts Affliction on Vlad, and my opponent concedes, scoring me three more control points for my team.


Victory for the Druids!

Post-Game Thoughts:

With my opponent remembering Admonition, this game gets much worse as I believe Loki just dies. I still think I can kill off two more heavies the next turn by upkeeping and then recasting Affliction, but without the heavy beast there it gets much harder.

The Reeves having Hunter made a BIG difference this game, as I was able to snipe out the rockets from the trench without worrying too much about it. 7s to hit and 6s to kill isn't too bad when you get to take 44 shots a turn.

Another interesting point - I had forgotten how strong a bunch of infantry can be on attrition. When your opponent gets down to lower and lower numbers of attacks, he just cannot kill enough fast enough to get ahead on Scenario. This was one of the main tenants of Mark 2, and it is something I had forgotten.

My team had done well, having had Fyanna take down Issyria, Vlad 2 scenario out Iron Mother, and Ragnor sadly killboxing himself against Haley 2, for a round 1 score of 3 wins and 12 control points, with about 300 army points (122 from my game).

I lost two 40 mm bases and 8 30 mm bases this game, as well as winning it for a grand total of 120 reps of push ups and sit ups for Warmachine Fight Club. Ouch.

On to round two!

Battle Report 84: Tanith, the Feral Song (The Wild Hunt) vs. Amon Ad-Raza

Warmachine Fight Club:

My roommate and I play a fair amount of Warmachine, and it's been really fun to see him grow as a player.

Unfortunately, he's decided that the best way to get us into shape is to make working out connected to Warmachine.

Here's what he's come up with - every time you lose a model, you do a set of sit ups or push ups.

If you lose a:

30 mm - 5 reps
40 mm - 15 reps
50 mm - 30 reps
120 mm - 80 reps

If you win the game - 50 reps.

You can't do the same thing twice in a row, so you have to alternate between the two forms, and you can do any variation on them that you like.

Being as I am an avid Warmachine player and also verrryyy out of shape, this is going to suck.


The Game:


Tonight I got a chance to play my ridiculous Tanith list into Amon Ad-Raza, running a slightly less battlegroup heavy build and including Idrians:

Amon
- Heirophant
- Crusader
- Reckoner
- Reckoner
- Castigator
- Guardian

Punch Monk x2

Choir (max)
Idrians and CA


I was playing my silly Wolf Sworn Tanith list:

Tanith
- Loki
- Wyrd x3
- Moonhound x2

Reeves (max) and CA x2
Wolves (max) and CA

We rolled up Extraction for the Scenario, and I won the roll off. I chose to go first, and my opponent took the side with the hill (the right call).



The Idrians put prey on my newest Woldwyrd, and we were off.



Circle turn 1:


Reeves on the left side ran up to just outside of 16 inches of his Idrians.

On the right, the unit ran up to just behind the forest.

Tanith put Scything Touch on Loki, put Admonition on herself, and moved up.

Everything else moved up.


Menoth turn 1:

The Idrians, outthreatened at every turn and with their mini-feat essentially useless, decided to run and get up on the hill and screen the Punch Monk.

The Choir sings "No Shooting".

The 'Jacks moved up to screen Amon after he cast Synergy and Mobility.



Circle turn 2:

No shooting is a problem for this list, but my opponent had deployed slightly wonky and two of his Jacks weren't going to get the benefit next turn.

I decided this was as good of a turn as any to Ambush my Wolves of Orboros.

Tanith pulled Fury and upkept both spells, and then the Wolves Ambushed on the left side.

They charged in, killing all but four Idrians and repositioning away.

The left Reeves killed the Punch Monk with a massive CRA, and then killed 3 of 4 Idrians.

A Wyrd killed the last one, and the right side of the table just moved up a little bit.

I knew my opponent would likely commit to get three scenario points, but I also felt like I could then kill two of his heavies and contest for the rest of the game.



Menoth turn 2:

Stuff commits. The two Jacks that don't get choir songs go in and clear/control the flag and almost kill the objective.

Fort Amon bunkers up again, and my opponent gets 2 points.


Score 0-2
Advantage Menoth


Circle turn 3:

Time to go! The left Moonhound moves up to engage the Guardian for future Scything Touch silliness.

Loki moves up, warps Strength, and hooks the Reckoner in.

He then misses 3 attacks.

The left Reeves CRA the Reckoner down to about 10 boxes, and the first Wyrd finishes off the 'Jack.

Tanith moves up, Feats, puts Scything Touch on the Moonhound and shoots the Guardian with her gun. She hits, and then casts Affliction on him.

The remaining Wyrds kill him pretty handily and then the Reeves on the right CRA the Punch Monk to death.

The Wolves move around the forest to engage some Choir and be ready to pop mini-feat and charge next turn with the CA hiding behind the little forest.


Score 0-2
Advantage Menoth

Menoth turn 3:

My opponent sees the writing on the wall and decides to just inflict maximum sit up and push up pain on me.

Amon kills some wolves, the Crusader kills some Reeves.

I lose a Moonhound to the Castigator and then lose Loki and the objective to the Reckoner.

My opponent gets another point.

Score 0-3
Advantage Menoth

Circle turn 4:

Tanith moves up and cranks her hit roll, Shadow Binding Amon. 

The Wolves pop mini-feat and charge in, the first attack taking the Warcaster down. 


Victory for the Druids!

Post-Game Thoughts:

If I want this list to play into Menoth, I really, really need a Pureblood. 

I really should have dropped my Baldur 2 list, but I still don't have my second Woldwrath painted up, and I didn't want to use my borrowed one. I expect that with better choir deployment, this game goes a lot worse for me. 

I must say though, this list is silly fun to play, an entire ambushing weaponmaster unit is AWESOME and having two units of Reeves means that the world is pretty much gonna die. 


At the end of the match, I had lost 6 small based models, 1 medium, 2 large, and won the game, for a grand total of 155 reps of various things. Ughhh. 


Battle Report 83: Tanith, the Feral Song (The Wild Hunt) vs. Fyanna (Ravens of War)

Prologue:

I had a very long and involved love affair with Tanith in early Mark III. I played her in dozens of variations, teching for nearly any matchup available.

I even went so far as to consider dropping Wurmwood from my pairing to play ADR with her and Baldur, and that at the high of Wurmwood's amazing pre-errata power.

It's been a while (five months I think), since I last put her on the table, but I did tonight and boy was it a game.

Coincidentally, my roommate had just gotten a girls number and was feeling rather impressed with himself - what better time to take him down a notch?

Tanith
- Woldwyrd
- Woldwyrd
- Woldwyrd
- Loki
- Argus Moonhound
- Argus Moonhound

Reeves of Orboros (max)
- CA (free!)
Reeves of Orboros (max)
- CA (free!)
Wolves of Orboros (max)
- CA (not free :( )


Against:

Fyanna
- Angelius
- Neraph
- Seraph
- Naga

Deathstalker
Deathstalker
Forsaken
Anyssa

Raptors (max)
Raptors (max)

For once, I had no Advanced Deployment to get screwed over by the theme.

I (critically) won the roll off and opted to go first. Ambushing Wolves get far, far worse when you don't get to ambush them right off the bat.

We were playing The Pit, and my opponent took the side with a big forest in front of his flag.

My deployment plan was essentially to set up for a turn two where I could threaten the other side of the forest with Reeves, Loki, and a Wyrd but also be able to put tremendous amounts of fire power in the middle of the table.

The Argus Moonhounds really negate Fyanna's Feat, and Hunter on the Reeves makes the trench in the middle largely irrelevant.

Add to that that the sides of the table are VERY dangerous, and I felt like I had a solid game plan.



Prey goes on a Moonhound.

Circle turn 1:

Stuff runs up. Reeves move to just outside max threat of the Raptors, and I basically give up on any notion of keeping four of them alive (Deathstalkers are a pain).

I certainly wasn't going to give up table space to mini-feat turn one.

Tanith puts Admonition on herself after all the beasts have run up, and then dumps fury and charges a Raptor, bouncing into the House, and conveniently outside of killbox.


Legion turn 1:

My opponent has a couple of very unhappy choices to make here. Normally, the correct play is to dance outside of your opponents' threat ranges and then Feat turn 2 with a decisive alpha.

The problem here is that my threat ranges are actually huge, and if he doesn't Feat this turn, he has to keep far, far back.

My opponent opts to Feat this turn and just get as far up the table as he can. I am not sure what the correct play here was, it's possible that dancing far back is right, but I feel like he gives up too much table space.

Deathstalker #1 kills off two Reeves.

Deathstalker #2 gets Shield Guarded by Loki.

Raptors run, Anyssa runs, and beasts run. At some point, Fyanna dumps three Fury and Feats before charging my Woldwyrd. She gets a pair of heavies in front of her as escorts.

Annoyingly, my opponent hasn't given me anywhere devastating to Ambush my Wolves yet.


Circle turn 2:

This list is sooo accurate.

Tanith upkeeps Admonition. 

I run some numbers. The far left Raptor wasn't in Fyanna's Feat, so I throw a Woldwyrd at it to start things off - I really need the Moonhound up the table.

The Wyrd misses all of its shots *sigh*.

I run up the Argus, and then I premeasure out so that the left unit of Reeves can aim with two front models and CRA off them to the far back of the hill.

I manage to put three Raptors down, but I miss the last shot needing a four, and the cavalry dodges away. I mini-feat with the left unit.

I run the other Moonhound up to just within 5" of the Angelius. The idea here is that Loki can hook it needing a boosted nine, and then I can put two REALLY big Reeve CRAs into it.

The Hook is POW 17, which boosted should do 11.

With Scything Touch on Loki, the Reeve shots are RAT 19 POW 21, doing 9 damage each. I can then follow that up with a Woldwyrd in the back arc, which should kill the Angelius if the previous shots do not.

I Feat, put Scything Touch on Loki and drop a bunch of Fury.

Loki moves way off to the right - if he fails here, I want the retaliation to be in charge range of the Wolves - and misses his hook.

The Reeves move up and mini-feat.


Legion turn 2:

Both my opponent and I were expecting him to have two less Raptors and one less Angelius at the end of this turn. 

He capitalizes on it, killing 5 Reeves from the right unit needing 8s and 9s to hit.

His Seraph Slipstreams his Neraph up, scooting to the right to get LOS to Loki and tagging him with a Flare bolt. He also tags the Argus Moonhound in the forest with a Flare shot. 

The Angelius gets Fury put on it, and then charges and kills Loki before overtaking into the forest some more. 

The Neraph kills the Moonhound and Sprints out. 


Circle turn 3:

I ambush my Wolves on the right side as I can get 3-4 on the Angelius, a couple onto the Deathstalker, and then 4-5 on the Seraph. 

I upkeep Admonition again. 

Wolves go first, pop their mini- feat, and then charge in. 

Three of them drop the Angelius to two boxes, one kills the Deathstalker, and then five more of them take the Seraph out. 

Repositioning happens all over the place, but I screw up and engage the Forsaken. 

My Woldwyrd near the Angelius moves up and kills it, but then realizes that it needs an 11 to hit the Forsaken now that it is engaged. 

I try anyway, but miss both it and the Wolf I miss onto. 

Meanwhile, the left side of the board goes nuts. The left unit of Reeves kills Anyssa AND a Raptor with 2 CRAs. 

The Wyrds finish off a couple more, and then the other unit of Reeves moves up and shoots down another few. 

At the end of the turn, my opponent is left with a Neraph, a couple Raptors, a Naga, a Deathstalker, and a Forsaken. 


Legion turn 3:

The Deathstalker aims and kills a pair of the Wolves engaging the Forsaken. 

The Neraph kills the close Wyrd before Sprinting to engage more Reeves.

His remaining Raptor charges in, misses both impact attacks, and kills its charge target. 

Fyanna kills the remaining Wolf engaging the Forsaken, and then overtakes into the zone. 

The Forsaken explodes, killing off yet more wolves. 


Circle turn 4:

Minimal things happen this turn. 

Wolves charge and kill the Forsaken, and those that didn't run Reposition into controlling range of the flag. 

Tanith shoots and hits the Neraph, Shadowbinding it and Fyanna. 

I leave the Neraph on two boxes after all the Reeves are done with it (Spirit is out critically), and my Wyrd kills the Raptor. 

The Naga and the left hand Wyrd continue their slap fight. 

I score 1 point. 


Score 1-0
Advantage Circle


Legion turn 4:

My opponent can't shake Shadow Bind on the Neraph, and spends most of his resources trying to clear a charge lane for Fyanna to Tanith. 

Not only does that not work, but he then realizes that Tanith has Admonition on her, so Fyanna instead goes on a Reeve murdering spree. 

I score again. 


Score 2-0
Advantage Circle

Circle turn 5:

It's clean-up time. 

The left Wyrd spikes a damage roll and is able to kill the Naga. 

The Left unit of Reeves kills the Neraph, and my Woldwyrd moves up to shoot the Deathstalker down. 

Tanith moves up into the zone, and I score 3 more points to end the game. 


Victory for the Druids!



Post-Game Thoughts:

I have to say, I am very impressed with the first impression of this Tanith list. It's fast, accurate, and it can hit like a truck. 

The Argus Moonhounds were a bit of a joke inclusion, but they felt very, very important to the list once I got it on the table. Being able to more or less negate Fyanna's feat is very strong, and the shear threat ranges of all the guns/crossbows and the constant threat of ambushing Wolves can really bully the table. 

More testing is required, but what started out as a somewhat janky and jokey list might end up being fairly legit. 

Battle Report 81: Baldur 2 (Bones of Orboros) vs. Fyanna 2 (Ravens of War)


Prologue:

I'm testing for the Seattle Open this weekend (I have NO idea what I'm playing yet guys D: ), and this Baldur 2 list seemed really strong. I needed one more Stoneshaper to play it painted, so last night I sat down for an hour and finished the third one up before rolling up scenario.

My opponent opted for another Fyanna 2 theme force, which meant no AD for me.


Baldur 2
- Woldwrath
- Megalith
- Woldwarden
- Woldwyrd
- Woldwyrd

Stoneshaper x3 (all free)
Gallows Grove

Sentry Stone x2
Shifting Stones


Against:

Fyanna 2
- Archangel
- Seraph
- Angelius

Anyssa
Forsaken
Death Stalker
Spell Martyr

Max Raptors

The Scenario was Extraction, and my opponent won the roll off. He opted for first (dang it) so I took the side with the forest.




My plan here is to put the Wrath away from almost everything else so he can't get to Megalith and Baldur by charging the Wrath. I could also use Rock Wall to ensure that the Archangel didn't get into the fight until I wanted it to.

Also quick shout out to Broken Egg Games for sending me a preview set of the Circle War Sticks (you can see them forming my deployment line there). I'll be writing a review of them up in the next day or two time permitting, but suffice to say they are very pretty and they are VERY useful.


My opponent puts Prey from Anyssa on the right side Woldwyrd.

Legion turn 1:

Everything runs. The Seraph casts Slipstream to move the Angelius up, the Forsaken eats a ton of fury, and the Raptors are already in my face.

Fyanna dumps 3, feats, and charges the Woldwrath.

Remember that nice, empty table? Yeah it's not anymore.

Circle turn 1:

Well I'm in a bit of a pickle here. I really don't get much of a chance to advance anywhere major, and I don't think I want to Feat just yet.

The forest is going to do a great job of preventing the Archangel from getting a charge onto anything but the Woldwrath, and he's going to have to Slipstream his Angelius around to have LoS to anything other than the Wrath as well.

Furthermore (as my thought process goes), if he puts Fury on anything, ANYTHING, it's dead if I keep my Woldwyrds alive.

Alright, we have a plan, let's execute it.

I premeasure out where the Archangel can and can't go, and then I premeasure my Woldwrath's movement and the Rock Wall. The Woldwrath runs (not for free guys because apparently Baldur only lets them charge and trample and throw for free).

His entourage of Stoneshapers moves up base to base with him.

I apply Sentry Mannikins to jam up the side. Megalith advances and puts Roots of the Earth on the Woldwrath.

Baldur moves up, casts Rock Wall and Roots of the Earth on Megalith, and forgets to purify again. Doh!

The Waldwarden moves up and casts Roots of the Earth on himself.

Both Woldwyrds hide in the bunker of heavies, and the Shifting Stones port around Baldur.


Legion turn 2:

Now it's my opponents turn to be on the back foot!

He pulls fury and thinks. He's got two real choices here - back up and shoot a bit OR go all in.

This is Warmachine and Hordes guys, he goes all in.

Slipstream on the Seraph puts the Angelius in range of and in LoS of Megalith.

The Raptors clear out Mannikins with impact attacks and kill one of the Sentry Stones.

The Archangel moves up and shoots Megalith twice, but does no damage.

The Angelius charges Megalith, and does about a third to a half of his health boxes.


Circle turn 2:

I pull in my fury, place a Mannikin, and drop Rock Wall. Megalith heals 3 damage between the Feat and the Theme force, and Baldur heals his one.

The Warden tries a double handed throw on the Raptor next to him and...misses. He buys an attack and hits, killing it.

The Wyrd behind him aims and shoots down the Raptor in front of Megalith. Megalith charges the Angelius for free, boosts to hit, and does good damage. He uses two more attacks to kill off the beast.

The Woldwrath goes into the Seraph, killing it.

All three Stoneshapers move up and pull a Fury off of the Woldwrath each.

The Stones port up out of the way, and the other Woldwyrd rolls a bit hot on his damage rolls and kills two more Raptors.

An aiming Sentry Mannikin nearly kills Annyssa, and Baldur moves up.

I have two choices here - I can save Megalith with the Rock Wall or I can try and save the Woldwrath.

I run some quick math in my head and determine that even with super hot rolls, the Wrath survives an Archangel with Fury on it, so I place the Rock Wall so that the Archangel can't land anywhere near Megalith. Baldur Feats and I pass the turn.


Legion turn 3:

The Raptor on the right hand side charges the Sentry Stone, dropping it to two boxes.

Anyssa moves up, kills the Mannikin, and puts a shot into the Stone, doing nothing.

The Spell Martyr runs to control the flag, the Deathstalker moves up to control THAT flag, and Fyanna moves behind the house to cast Fury on the Archangel.

The Archangel moves up and proceeds to roll CRAZY FIRE DICE.

Quick math: Archangel gets 5 dice -1 attacks (that's 30 damage average) and 2 dice -2 attacks (another 10 damage) for 40 damage total.

Yeah not even close. The Wrath takes 51 damage and nearly dies. I was scared guys.

After that minor heart attack, my opponent scores two points and calls it a turn.

See the health boxes on the iPad??

Score 0-2
Advantage to the Blight

Circle turn 3:

Things heal one point. The Shifting Stones pull 2 from Megalith and one from the Wrath, and Baldur pulls four from the Wyrds.

The Wyrds go first, and drop the Archangel to 10 boxes. Love me some Purgation shots.

The Shifting Stones pop a Healing Field. Megalith moves up, contests the flag, and kills the Archangel before casting Crevasse at the Spell Martyr, killing it, and then boosting attack and damage on the Raptor, killing it.

The Woldwrath moves up and punches both solos to death, landing on the flag.

My Sentry Mannikin controls the flag while the Stone sits behind the forest.

The Woldwarden charges and misses Anyssa.

The Stoneshapers move up and heal 15 damage off of the Woldwrath. Nice.

Baldur moves up and puts Roots of the Earth on both Megalith and the Woldwrath.

This time I score two points.


Score 2-2
Advantage Circle

Legion turn 4:

Fyanna moves up and tries to kill Megalith. Anyssa punches the Warden.

I score another point.


Score 3-1
Advantage Circle

Circle turn 4:


I'm sure many of you are going "Fyanna is RIGHT THERE, just kill her already!"

Let's do some math here guys - you win if you get 5 points and you win if you kill their warlock. 

To get five points, I have to kill an auto hit objective at dice +1 and put a solo on one of two flags if I can kill a nearly dead Cavalry model with Megalith. 

To kill Fyanna, I have to hit every attack because she has Dodge, which will ruin my plans. 

I'm definitely going to go for the easy way out here. 

I put down another Sentry Mannikin on the right side flag. 

Megalith charges and kills Anyssa. 

The Wrath moves up and kills the objective, and his entourage heals him another 11 damage. Sweet. 

I end my turn and score 2 more points.


Score 5-2

Victory for the Druids!


Post-Game:

My opponent played a really aggressive turn 1 this game. I was backpedaling for the first two turns of the game, and the only reason I was able to survive was a combination of Rock Wall and my opponent not having a Naga in his list to hand out Wraithbane. My opponent could also have saved his Feat for one more turn I think, and I would have been in much bigger trouble.

I don't think Baldur can safely drop into a lot of Legion lists if they have the Naga.

Definitely a cool list, I'm excited to keep playtesting it - gotta love big stone monkeys punching stuff right?

Thanks for reading!

Battle Report 80: Baldur 1 (Bones of Orboros) vs. Thagrosh 1

Prologue:

I've been really thinking about Bones of Orboros as an effective gunline for the last couple weeks, and there are a few casters that really piqued my interest.

Baldur 1 sticks out for a couple of reasons. First of all, he's got a great feat to let you get 2-3 rounds of shooting in. He also has a great ARM buff for the Woldwrath, and he can heal Woldwyrds (a big plus). Add to that a great spell for Geomancy (Earth Spikes is amazing), and you've got a gunline that can reasonably kill a heavy a turn and also has a PS 21 ARM 22 Colossal running around at the back.

I tossed together a Bones of Orboros tier list to play since I was already playing mostly Wolds, and I discovered that I was DRASTICALLY under points in terms of painted models available. My ideal list would drop the second Shifting Stone unit and both Gallows Groves for another Wyrd (since I'm playing two points down) OR for two Stoneshapers and keep the second Stone unit.

Either way, I need to paint a Wyrd or two Stoneshapers before I can try it. Sometimes playing painted is hard.


My pair for this list was a Kromac 1 list with a billion beasts and a couple Wyrds. I can't not put Wyrds in lists guys, they're fantastic.

My opponent had for me Thagrosh 1 beast brick and Lylyth 3 with double Archangel.

No way on Earth am I dropping Kromac into a gunline that strong, so Baldur it was. My opponent decided on Thagrosh.

Baldur 1
- Druid Wilder (Free!)
- Woldwrath
- Megalith
- Woldwyrd x3

Blackclad x2 (Free!)
Gallows Grove x2

Sentry Stone x2
Shifting Stone x2


vs.

Thagrosh 1
- Proteus
- Carnivean
- Scythean
- Seraph
- Protector
- Naga

Shepherd x2
Forsaken x2


We were playing Outlast, and my opponent won the die roll, taking the side he liked better.

Gotta say, I love two extra inches of deployment.


Circle turn 1:

Full speed ahead! Wanna know what's great? Running without forcing.

Both Sentry Stones rolled max fury and ported up, making forests.

Megalith riled and ran into Stones, which ported him up as well.

Everything else ran full speed, except Baldur. He advanced, cast Stone Skin on the Woldwrath and put up Solid Ground. 


Legion turn 1:

I'm pretty far up the table already, and he can't really put up defensive animi or the Woldwyrds melt his heavies.

He Slipstreams Typhon forward, and puts the sprays into Megalith, doing 26 damage at dice -6 over three attacks. That means 41 pips on 9 dice, which for those counting at home is 10 over average. Oucchhhh.

Fortunately, he's just out of range of every other ranged attack in his list.

Both Forsaken get loaded up after beasts rile and run.


Circle turn 2:

Well Megalith wasn't supposed to be nearly so close to dead, but he lived and heals 4 (d3 from himself, 1 from the theme).

I measure it out, and the Woldwrath can get onto the Scythean if I Hunters Mark him, even with Stone Skin, so I upkeep both spells.

I do some quick math, and I think there's a reasonable chance of killing Typhon with shooting. I can get two Wyrds into him, a Blackclad spray, two fully boosted Earth Spikes, and some boosted Mannikin sprays. It's better to spray him here since Thagrosh's Strength Sapping aura makes the Mannikins PS 9.

I get that ball rolling first, and am able to kill Typhon without committing Baldur's Earth Spikes.

The Blackclad on the righ lands his Hunters Mark on the Scythean, and at dice +3, Tiny puts him down quite easily. (Max reach kept me just outside of Thagrosh's aura).

With that, I move Baldur up and Feat, healing Megalith for two and standing on the hill. Cover plus elevation means I'm DEF 19 against non-sprays, and DEF 15 against sprays.

Finally, my far right Wyrd moves up and shoots his Forsaken down.


Legion turn 2:

Since I've moved Megalith back, his only real target is the Woldwrath.

He puts Draconic Blessing on the Carnivean, and Wraithbane on both the Carnivean and the Seraph, and the beasts go in, doing about half the Wrath's health between them.

He Feats Typhon back, and keeps him in front of Thagrosh. His Protector charges the tree since he was going to contest anyway, and one Gallows Grove dies. The right zone gets both of the Shepherds in it, and the left has a Forsaken in the corner.


Circle turn 3:

Models heal (man I love that) and Baldur drops Solid Ground. Shifting Stones leach four Fury, letting me pull most of it back.

I start things off by shooting Typhon down again with roughly the same amount of models.

The Woldwrath punches the Carnivean to death, and then kills the Naga in two attacks. He buys a last one at the Seraph, actually hits it, and leaves it on six. (Dice +5 baby!)

The middle Woldwyrd moves around the Seraph to it's back arc and shoots it, hitting, boosting damage, and killing it.

I can't move Baldur into either zone without being in range of a Mutagenesis assassination, so he stays on the hill and I get one point.


Score 1-0
Advantage Circle

Legion turn 3:

The writing is on the wall as he literally cannot contest, but my opponent wants blood. He puts every attack he has into Megalith, and the mighty Wold goes down.

I get another point.


Score 2-0
Advantage Circle

Circle turn 4:

The Blackclad starts things off by moving to the Forsaken's back arc and spraying her to death, dinging up the Protector a bit, critically knocking him down. 

After that, Wyrds aim and shoot, and the Wrath fires his big gun in to finish off the poor Nephilim. 

I walk Baldur into the right zone and go to 5. 


Score 5-0
Victory for the Druids!


Post-Game Thoughts:

I tossed this together as sort of a trolly, fluffy gunline and...it works really well? I really want to play with a fourth Wyrd in this list, I think that pushes the potential damage output up to silly levels. 

Excited to keep messing around with this build (and others like it). I think Circle is probably best as a gunline right now, which is a really strange feeling. 

Thanks for reading :)