Warmachine and Hordes Circle Battle Report: Jeffcon 4 - Krueger 2 (Bones) vs. High Reclaimer 1 (Exemplar)

For the semi-finals, I was paired up with my good friend Kenny, who has been a regularly seen guest on this very website in the past! He had a High Reclaimer double Judicator monstrosity that he’d won his first three games with and a Harbinger Faithful Masses list with two Idrian units.

I knew I was dropping Krueger into both of these lists, and he picked High Reclaimer.

High Reclaimer
- Judicator

Sevy 0
- Judicator
Exemplar Warder

Rhoven and Co.
Choir (min)
- CA

Krueger 2
- Megalith
- Woldwarden
- Woldwarden
- Woldwyrd
- Woldwyrd

Celestial Fulcrum

Blackclad Stoneshaper
Blackclad Stoneshaper
Blackclad Wayfarer
Bog Trog Mistspeaker

Sentry Stone
Sentry Stone
Shifting Stones

In what would be the trend for the day, I once again won the roll for first and opted to go first to get Windstorm very far up the table.


Circle turn 1:

Everything more or less runs, except Krueger who casts Windstorm and charges, and a Warden who Telekinesis’ him forward to get Windstorm past where the Fulcrum would be.

The Fulcrum gets Telekinesised forward into the Shifting Stones, which port it up and let it blast 3 Errants off the table.


Protectorate turn 1:

Both Judicators run into the Scenario, since neither can really get to anything with blasts and Windstorm makes deviating pointless.

Errants run to engage stuff and High Reclaimer casts a couple of clouds.


Circle turn 2:

I can get all the Fulcrum guns, two Wyrds, two boosted Krueger shots, and a charging Megalith into the right hand Judicator, so I do. Rolling somewhat low, I leave it on 3 boxes of Cortex, Movement, and Left Arm. Importantly, I got a crit freeze on the Rhoven buddy behind the Judicator so he couldn’t shield guard.

Krueger feats on almost everything.

On the left, I kill a whole bunch of Errants and call that good.


Protectorate turn 2:

Even with just one good arm, the one eyed one armed Signs and Portents Judicator two shots Megalith under Battle and Eye of Menoth.

The other Judicator destroys the objective and a Sentry Stone with shooting.

All the Errants pile into the left zone and a bunch get Feated back, putting Kenny up 3 - 0.


Score: 0 - 3
Advantage Protectorate

Circle turn 3:

Being down three points is bad, but it’s not the end of the world. I kill the Judicator with a Woldwyrd, and am able to walk the Fulcrum into the far zone with a Telekinesis boost. The Spray kills the Mechanik and crit Freezes Rhoven which is lucky because it prevents his bodyguards from getting orders until he’s dead. Two shots into the Judicator do about 8 damage.

On the left, I get a Hunters’ Mark into the Judicator and charge it with one buffed Warden. A missed charge attack means no Chain Attack: Smite and the Judicator barely loses a side.

I am able to contest with the Sentry Stone and kill most of the Errants, and I port the Shifting Stones into the right zone to score that as well, bringing the score 2 - 3 in Kenny’s favor.


Score: 2 - 3
Advantage Protectorate

Protectorate turn 3:

Sev 0 stabs Rhoven to death so that the one bodyguard can charge the Fulcrum. After that and the two boosted Ashes to Ashes, the Fulcrum has ten boxes left. The Judicator shoots the good Rocket at the Sentry Stone which kills it, and sprays at the Warden and does about half damage to it. The busted Rocket leaves the Fulcrum on 4 boxes.

We both score one this turn, and sadly I don’t have a picture.

Score: 3 - 4
Advantage Protectorate

Circle turn 4:

The Judicator dies pretty easily, and I kill both of Rhovens’s bodyguards and score 2 points to nothing after leaving the objective on about 4 boxes.

Kenny opts to call it at this point, as Krueger is behind a forest camping 3 and he can’t contest my zone in any meaningful way and will shortly lose on scenario.


Victory for Circle!

This matchup turned out to be much better than expected. Windstorm is really strong into the rockets, and the Fulcrum being immune to fire means that it is hard for a single Judicator to one round it at range. Every gun being magical also means that I can soften up the Judicators really well before I commit a heavy.

One more round!