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 63: Las Vegas Open Invitational Round 3 - Wurmwood vs. Baldur 2

Prologue:

Going into the Semi-Finals, there were three Circle players and a Convergence player. I really didn't feel great into any of the lists (or the players, the shark tank at LVO is real!), and looking back at it, I hadn't eaten or had anything to drink in about 8 hours at this point. 

Pro tip - stay hydrated and eat snacks at big events, it's important. 

Ready or not, I was paired with Tom Guan in the Semi-finals. He had a Wurmwood list that was similar to mine and a REALLY cool Baldur 2 list with the Storm Raptor on Una 1. 

He dropped Baldur, I dropped Wurmwood. 


Baldur 2:
- Megalith 
- Pureblood

Una 1
- Stormraptor
Ogrun Bokur x2 (clients to Sentry Stones)
Gobber Chef

Sentry Stone x2
Shifting Stones
Swamp Gobbers Bellow Crew

vs. 

Wurmwood
- Cassius
- Megalith
- Pureblood
- Woldwyrd x3

Gallows Grove
Blackclad Wayfarer

Sentry Stone x2
Shifting Stone x2
Min Bone Grinders
Gatormen Bokur


I won the roll off and chose second, taking the side with the big forest. 

Also I forgot that Una 1 gives her battlegroup Birds Eye - I haven't played her with anything but Scarsfells in so long that I just remember they have tracker. 




Baldur turn 1:

He runs at me turn 1. No spells up, nothing. Una snuggles into the Storm Raptor and stays in the trio of Shifting Stones.

Megalith tramples at the very end and puts Roots of the Earth on the Storm Raptor.


Wurmwood turn 1:

This turn kind of signals how the rest of the game is going to go, and it all starts so innocently.

The Bone Grinders craft Wurmwood a talisman and then try and ritualistically murder eachother like they do every game, but I miss two attack rolls.

Awkward.

I have a Woldwyrd shoot two of them, but miss once and then the second one toughs.

Basically I can't get to three souls on the tree to save my ilfe.

I port Wurmwood to exactly 12 inches from the Storm Raptor, and Tom kindly reminds me about Birds Eye, so I try, and fail, to Stranglehold the Raptor before camping four.

Megalith tramples up and also tries to Stranglehold the Raptor, but fails.

I brace for impact. Tom likes to go for assassinations I've been told, and Wurmwood is within charge range.

Unfortunately I really don't have a choice here. He's up a gargantuan to my three lights, and I need to bait it out in order to have a chance.

I flood the zone and pass the clock.


Baldur turn 2:

Tom's Sentry Mannikins go nuts and blow up everything the Storm Raptor needed dead.

Una gets ported up, casts Dog Pile at Wurmwood and misses somehow, and then casts it again and hits.

The Storm Raptor charges in but fails to kill Wurmwood. Phew.

Everything else he has toes the zone and he passes the turn. Una is camping nothing.



Wurmwood turn 2:

I place a Mannikin in melee with Una, and another in the zone.

Wurmwood gets nine fury.

Una dies to the first Mannikin attack, and I breath a sigh of relief. I was still playing in my head with Mark 2 wild beast rules, which meant that I thought the Raptor was stuck where he was. (Spoilers, I was wrong).

Lanyssa casts Hunters Mark at the Bokur in front of bad Megalith (she couldn't reach Megalith with it).

Wurmwood gets Curse of Shadows onto bad Megalith, and yanks Cassius back.

My Megalith charges and kills bad Megalith, but for some reason I don't buy my last attack on the knocked down Bokur.

One of my Woldwyrds kills his Central Sentry Stone, and I push into the zone with Shamblers.

I score 1 point, and Baldur does not thanks to a contesting Mannikin.

Score 1-0
Advantage Wurmwood

Baldur turn 3:

Tom spends a few minutes reading the Wild rules, and then has me look at them to confirm we both get it. Turns out, you can literally run a Wild warbeast anywhere now. Uh oh.

He clears a landing spot for the Storm Raptor.

His Pureblood warps Strength and kills Megalith (remember, I had to transfer to him).

The Raptor runs, taking one pretty good free strike. Baldur walks up and spends a fury to restart the engine, and I'm suddenly in big trouble again. Baldur Feats, and casts a Rock Wall as well.

I score again.

Score 2-0
Advantage Wurmwood

Wurmwood turn 3:

This is the turn where things started to go really wrong.

I get Curse of Shadows on the Storm Raptor and put Wraithbane on one Woldwyrd and the Pureblood.

And then I don't Feat because I want the Bokur to charge the Pureblood.

What I SHOULD have done is simply put Wraithbane on both Wyrds and Strangleheld the Storm Raptor before popping feat.

This would have let me shoot the Raptor down to about half health, protected Cassius, and let me get another point, all the while making his entire list basically useless.

Instead, I get greedy and charge the Storm Raptor.

I miss my charge and one bought attack, and my Woldwyrds whiff for damage rolls, leaving the thing on 17 boxes.

I jam the Pureblood with the Bokur (again, he should have been hanging out in the back of the zone under Wurmwoods feat here).

I get another point.



Score 3-0
Advantage Wurmwood

Baldur turn 4:

Turns out, Curse of Shadows lets any model move through the model.

The Gobber Chef and Bokur do some damage to the Pureblood, and then Baldur finishes it, putting Roots of the Earth on the Storm Raptor.

The Storm Raptor kills the Bokur, and the Pureblood assaults Cassius, killing him and the Sentry Stone next to him AND contesting.



Score 3-0
Advantage Wurmwood

Wurmwood turn 4:

I see an opening here. If I can kill the Raptor with two wyrds, a charging pair of Shamblers, and Lanyssa, I can use the other to kill the contesting Shifting Stone. I can port Wurmwood into the zone, Hellmouth the Pureblood OUT of the zone, and Hellmouth the two contesting models to death (if the Sentry Stones don't kill them first).

Long story short, it takes every single attack I have to kill the Raptor, and I don't kill the Chef.

I Hellmouth the Pureblood away from the flag, and then I just sit on four fury with no transfer targets instead of healing up to 10 boxes. I feat.

I surround the Pureblood with Shifting Stones and score again.


Score 4-0
Advantage Wurmwood

Baldur turn 5:

Tom has Baldur heal the Pureblood to full. The Pureblood Warps Ghostly and tramples to Wurmwood, killing him.


Victory for the (other) Druids!

Post-Game Thoughts:

This was such a grind. There were probably ten people watching this game just shaking their heads at the craziness as Tom and I traded advantages back and forth. I feel like I made a couple of critical mistakes in the later turns that cost me the game, although the only reason I've found them is by looking back at the game over and over and over again. ( I had a long plane ride home with not much else to do). 

If I'd gone with the plan of Feating a turn earlier and whittling the Storm Raptor down, my Pureblood would have lived, and the Raptor would have been dead after one more turn of shooting and having the Pureblood charge at the end of that. If I'd healed Wurmwood every turn after the first, I would have likely liver through the Pureblood assassination. 

Those two mistakes cost me the game. I'm incredibly impressed that Tom was able to salvage his situation after turn 2 - the guy is an incredible player. 

I'll be writing a "what now" article at some point in the next couple of days, but I was very happy with my performance at the LVO. Breaking into the semi-finals undefeated was a huge accomplishment for me, and I'm extremely excited to look ahead to the next set of tournaments in 2017. 

Thanks for reading!

Battle Report 61: Las Vegas Open Masters Invitational Round 1 - Wurmwood vs. Una 2

Oh boy oh boy oh boy!

The mythical day two.

Naturally this is a good time to panic right?

In consultation with Bret F. (chocobsessed) and a few other people, I made a quick pair of swaps in my Wurmwood list.


Out
- Brennos
- Blackclad

In
- Pureblood
- Lanyssa


The reason for these changes was simple - there was a lot of armor buffs in the top 16, and there was a LOT of Una 2. The Pureblood is better into both of these, and Lanyssa can randomly strip flight off a few birds, making them much less scary.


Of course, this meant that I was destined to play Bret round 1.

I was very nervous going into this game. Bret is one of the most respected players in the states, and he's also been playing Circle for a lot longer than I have.

He had Tanith and Una, and we had both agreed his Tanith list had next to no chance into my Wurmwood gunline, so I knew he was playing Una and he knew I was playing Wurmwood.


Bret:

Una 2
- Scarsfell x8
- Pureblood
- Gorax

Wrong Eye
- Snapjaw
Gobber Chef

Sentry Stone x1

Arcane Wonder

and me!

Wurmwood
- Cassius
- Pureblood
- Megalith
- Woldwyrd x3

Lanyssa
Gallows Grove

Shifting Stones x2
Sentry Stones x2
Min Bone Grinders
Gatormen Bokur

Fuel Cache

I won the roll off and windmill slammed going first, and Bret took the side with the trench for Una to hide in.

We were playing on the sweet, sweet table that Tyson had made for LVO. The Terrain for Bret's side is a trench and a forest and a huge obstacle.

On my side, it's a forest, a pond, and a hill.


I deployed nice and centrally. I needed to force him to come to me with his feat to run around my models or I didn't have a chance, and I actually present quite a significant shooting threat to his list. 

The birds...so many.

I should also point out that this game was played pre-Una 2 nerf, so her original feat was still here and so was the Scarsfells having Long Leash.


Good Circle turn 1:

I basically run like mad. I need to project as many threats as possible. I keep Megalith and the Pureblood central, there are so many griffons on my right side that I suspect he's going for Scenario here and I want to keep my options open.

The Bokur is great into the birds, he stops so many landing spots, and he keeps on coming.



Bad Circle turn 1:

He skews the Griffons hard to the right and puts Una into the trench. Mirage is on a Griffon, and he doesn't cast Hand of Fate, electing to shoot down Sentry Mannikins with Una instead.


Good Circle turn 2:

I see an opening. I can Hellmouth Una out of the trench with a Mannikin. She's only camping two, and I can get two Woldwyrds, Megalith's animus, and a Pureblood spray on her.

I run Shamblers around like crazy, keeping them in command. We premeasure it out, and Una gets Hellmouthed out of the trench. I boost damage and she transfers.

Megalith tramples up, pops his animus to make her DEF 13, and Strangleholds her for a few more.

The two Woldwyrds leave her on a few boxes, and the Pureblood sprays her to death.


Victory for the (good) Druids!

Post-Game Thoughts:

We had a decent laugh after this game because I'd talked about how this tended to happen and Bret told me what I already knew - put two heavies in front of your caster and this is basically impossible. 

If that hadn't have worked, I think I was going to be able to get a really, REALLY good Winter Storm of with Lanyssa by walking her over to the obstacle and making....all? of the Griffons lose flight the next turn. I don't think that he could have walked more than one over to her, and I could have stopped that by blocking her in with a Woldwyrd. 

I'm really glad I didn't have to play this out, since I don't think I am favored in this matchup. 

That being said, after consulting with various other Circle players since then, I think that a Wurmwood gunline can be built to have a very strong matchup into pre-nerf Una 2 (not that that matters anymore), and with the loss of long leash, I think Wurmwood is actually quite favored into the matchup now, since Una has to be constantly afraid of dying. 

Battle Report 26, High Reward Steamroller Round 2, Tanith vs. Tanith

Prologue:

As I mentioned in my previous post, there were 2 other Circle players in this event. One of them had lost round one to my Khador buddy, and the other had won round 1 vs. Issyria playing Wurmwood.

We also had the Skorne player winning his first round, so I was slated to get either Khador, Skorne, or Circle.

Out of the three, I really didn't want to play against Khador since 1) he's my good friend and we'd both commuted quite a ways to get to Mox and 2) his lists were the ones I felt I had the worst matchups into.


The stars shined on me and I was dropped into the Circle player who was running a Wurmwood list with 4 heavies and the exact same Tanith list as me!

Unsurprisingly, we both picked Tanith, and we both played:

Tanith
-Warpwolf Stalker
-Pureblood Warpwolf
-Scarsfell
-Gorax

Una
-Scarsfell x2

Wrong Eye
-Snapjaw

Lanyssa

Sentry Stones x2
Shifting Stones
Swamp Gobbers Bellows Crew

He won the roll off and opted to go first on Incursion. I picked the side that would give me the best protection from his heavies thanks to a nicely placed forest and away we went.

He deployed skewed to the right because of the forest, with only Sentry Stone unit 1 and Wrong Eye/Snapjaw over there.



Looking at his deployment, I immediately decided this game was going to be a Scenario game. If he wants to keep contesting that far left flag, he's going to have to sacrifice something to keep contesting.

If that something is Wrong Eye and Snapjaw, then his army doesn't get Star-Crossed and I'll massively win that fight barring goofy dice. If he decides to move them central like he needs to for them to be a big impact on the game, then I get to kill one unit of Sentry Stones and run Lanyssa to control that flag for a few turns.

I deploy very centrally with that in mind.


Bad Guy Tanith Turn 1:

He does exactly what I normally do, Scything Touch on a Griffon and Admonition on the Pureblood.

Una casts Guardian Beast and everything runs up. He tries to bait me with a single Mannikin out of the left unit, but I'm not going to take it.


Good Guy Tanith Turn 1:

Well I do...pretty much the same thing! Except that I get to actually make attacks this turn.

I kill one of my own Mannikins on the right and get a spray into the Scarsfell he has with Scything Touch, cranking the damage a bit and doing 10.

I put my Griffons out of charge range of his Griffons by a sliver, except one which I'm happy to give him if he wants to heal the hurt Griffon and then commit his Scything touch model to somewhere it's not going to do much except maybe kill another Griffon. I'd also put Evasive on the one Griffon he could get to, so if he misses an attack, I get to capitalize.

I DO NOT take the bait, leaving his Mannikin on the left alive, and just generally make a beeline for the hill, staying out of his charge ranges with everything.

His Lanyssa is way off to the side, and I can already feel him shifting his momentum right and abandoning the left flag. He's going to have a hard time contesting meaningfully on the center next turn as well without giving me a really good charge target.

Wrong Eye has Star-Crossed up, but one transfer instead of Submerge. There are enough things around that he can target other stuff with sprays and still get to him.

An important note here - My Tanith stays central after casting Scything Touch on a Griffon and Admonition on the Pureblood, whereas his Tanith is already scooting off to the side.


Bad Guy Tanith Turn 2:

He upkeeps all of his spells and goes to work. Tanith heals the one Griffon and moves over again before it charges in, boosting hits and killing my Yellow Griffon. Darn.

He moves another Griffon up to the flag so that if I don't contest he gets to score.

His Pureblood warps Spell Ward and sprays my unpainted Sentry Stone, leaving it on one.

His Mannikins have a hard time hitting Star-Crossed 10s and kill one Mannikin of mine.


Good Guy Tanith Turn 2:

It's time to score!

I upkeep my spells and start my turn. Tanith moves first, advancing to 10 inches away from his Pureblood and boosting a shot at it, connects, and then whiffs damage and only does 1.

The Gorax moves up and Primals the Grey Scarsfell.

It charges into the Pureblood, who tries to trigger Admonition. I remind him he is Shadow Bound, and the Pureblood goes nowhere. The Griffon kills him handily.

Side note - this list is designed to trade Griffons for heavies, and this is the first time I've ever pulled it off thanks to other attempts getting diced, and it felt pretty awesome to have it work.

The Grey Sentry unit activates, gets more Fury, caps the flag and Sprays the left hand Sentry Stone itself down to 2 boxes. A forest is made for Tanith to hide behind.

The Pureblood moves up and finishes off the Sentry Stone with another Spray.

The Blue Griffon moves up and headbutts the bad Griffon, then buys an attack and does some damage.

Una moves up, shoots him a few times, and then gets ported back with the Shifting Stones.

The Painted Stone unit rolls 3 fury, places a Mannikin contesting the right flag and in the bad Griffons back arc. A forest is made to complete Tanith's wall, and the Mannikin boosts damage on a Spray, killing that Griffon dead.

I can't get anything over to the far left flag, but Lanyssa runs for next turn.

Star-Crossed goes up again with Wrong Eye right in the middle of the table.

I get one point.


Score 1-0
Advantage Good Guy Circle


Bad Guy Tanith turn 3:

The remaining Sentry Unit sprays down the Grey Stone on my side and kills the contesting Mannikin.

The Stalker gets Admonition put on him, and Tanith advances.

The Stalker charges in and murders the Sentry Stone.

He spends the activation of Una, a Griffon, and Snapjaw to kill the Grey Griffon.

The other Griffon charges but fails to kill my Blue Griffon.

Lanyssa caps his flag. Star-Crossed and Submerge go on Wrong Eye, but he's really far away from anything important.

His Shifting Stones go wayyy back, and the leader model is in the middle. I'm still not sure what the intent was here.

He gets one point.


Score 1-1
Tied Game

Good Guy Tanith turn 3:

My central placement of Tanith is about to pay off once more. She upkeeps Admonition and then moves around Wrong Eye to the hill. She shoots the Stalker, boosting hit and damage, and making him Shadow Bound. 

Wrong Eye moves up to cap the flag, casting both Submerge and Star-Crossed. Snapjaw charges in and murders the Stalker. 

Lanyssa runs to the far flag. The Pureblood advances and sprays at the Shifting Stone behind Wrong Eye, boosting hit and damage on him, doing enough to kill! And then he toughs. Darn!

Stalker runs up. 

Between Una and the Blue Griffon getting Primaled, the other Griffon dies. 

I get two more points and contest with the Shifting Stones. 


Score 3-1
Advantage Good Guy Circle

Bad Guy Tanith turn 4:

We measure it out and he can't contest the far flag with anything, but he wants to murder stuff so he charges in and kills Wrong Eye. Stuff runs futilely. 

I get another point.


Score 4-1
Advantage Good Guy Circle

Good Guy Tanith turn 4:

I'm not a fan of rubbing a win in, so I just activate everyone and do nothing, getting a fifth control point and the win. 


Score 5-1

Victory for the (good) Druids!

Post Game Thoughts:

So Tanith is really good, and this game basically came down to where we both placed our Tanith's. My central placement allowed me to get around Admonition and murder his relevant models without any retaliation of note.

The other thing that I did which he did not was place Wrong Eye in such a way that Star-Crossed actually mattered, and it did matter. 

Really interesting matchup, and a very good game. 

Skorne had won against Khador, so I was in for a rough time in the finals...






Battle Report 14: Tanith vs. Wurmwood

Image result for wurmwood, tree of fate


Ah Wurmwood, how I love thee. Well, how I love to play thee. How do I love to play against thee? Well...not so much turns out! 

Civil War time, Tanith vs. Wurmwood!


Tanith
-Stalker
-Pureblood
-Scarsfell
-Gorax

Una
-Scarsfell x2

Wrong Eye
-Snapjaw

Lanyssa

Sentry Stone x2
Shifting Stones
Swamp Gobbers Bellow Crew

Against:

Wurmwood
-Cassius
-Stalker
-Feral
-Argus Moonhound

Blackclad

Reeves of Orboros and CA
Farrow Brigands and CA
Sentry Stones x2
Shifting Stones x2


We were playing Outflank, and I won the roll off. Normally, I like to go second on this Scenario, but against Wurmwood you *have* to go first if you can. He's at his least potent turn 1 when he only has a guaranteed 7 fury, and you cannot let him dictate where he gets to be. 

I deployed pretty central, Una and her pair of Scarsfell's on one side, and Wrong Eye and Snapjaw anchoring the other. I felt pretty good about this particular Wurmwood list into me since he has so much shooting and only one way to ignore Stealth. I have the benefit of being able to trade my heavies 1 for 1 here and still come out ahead which is a big deal, and my Scarsfells will shred his Sentry Stones before they get to do too much work. 

He deployed his Brigands on my right and Reeves on my left. Prey went on my Stalker.



Circle Turn 1:

I run up the field as fast as possible. I'm trying to bait out a turn 1 feat here, and with the speed of my Griffons and the threat of my Stalker with all the buffs Tanith can put on him, I think he will. His models will need at least a turn of free set up before they can do anything, and so I'm happy to be very aggressive. 

Tanith does her usual thing when I play this list, Admonition on the Pureblood, Scything Touch on the Stalker, and then charge. 

Una sticks Guardian Beast up and advances. 

Pureblood warps Spell Ward and goes left, Stalker warps Prowl and goes into a cloud, praying it doesn't go out. 

He's deployed his important models behind that forest, so there's no point in doing the Sentry Stone trick. Snapjaw and Wrong Eye both cast Submerge and charge up. Griffons screech up the field. 


Other Circle...errr...Wurmwood turn 1:

He advances cautiously. Cassius runs up, Sentries spray stuff, and Wurmwood throws a Hellmouth at the forward Griffon, yanking models into it and killing a bunch of Mannikins. I can tell he wants to boost damage on the Griffon, but he can't do that and get Cassius back, and if Cassius dies this early I win. 

He casts Dark Path to yank Cassius back, and then pops feat to blunt my advance. 





Tanith turn 2:

I see an opportunity to kill both of his Sentry Stones this turn, and I decide to go for it. Tanith upkeeps her spells, Una upkeeps Guardian Beast

I have to do some work with my own Sentry Stones to get the landing zones for my Griffons, but they succeed in spraying down their targets. 

The glorious Golden Scarsfell on the left charges in and....doesn't even scratch the stone. Not one damage. Le sigh. He uses his last fury to cast Dodge. (note, the proxy base is where he is, not where his model is).

The drab, boring, uninteresting Scarsfell on the right charges in and murders his target with a fury to spare, so he casts Dodge. 

Snapjaw casts Submerge and taunts the Brigands by parking outside their charge range by .01 inches. He also riles for a bunch, and Wrong Eye casts both Submerge and Star Crossed. 

The Blue Griffon goes and gets cover, and the rest of my models durdle up. 


Wurmwood turn 2:

Okay this was a solid week ago, so some details are fuzzy. The Argus moves up and barks away my Stealth, and the Reeves double-tap a Sentry Stone to death. Both Griffons get murdered sadly. Critically, my opponent doesn't move a Reeve into the left zone. 

Brigands move up and shoot at the right stone but don't kill it. 

I get one point. 

Score 1-0
Advantage Circle...err...Tanith. Yeah the good guys. Them.


Tanith turn 3:

Well I wasn't expecting a control point, so that's a nice surprise. I see a good way to cripple that side of the table pretty permanently too, and ideally the Argus is going to die this turn. 

I'm also looking at a reasonably likely way for Snapjaw to get into his Stalker and start pounding on him. 

Tanith activates, pops her feat, and gets Affliction up on the Reeves. 

With a demonic smile on my face, my Pureblood and Sentry Stone Mannikins spray down all but a couple members of the unit, and also clear a way for Snapjaw to get to the Stalker. 

The Stalker goes into the Argus and...fails to kill it. Le Sigh. Una moves up and shoots him down. 

Wrong Eye moves up, casting Submerge and Star Crossed. 

Snapjaw charges the Stalker, doing decent damage. 

Tanith gets teleported into the rubble, and the Gorax follows her. 

I get another point. 

Score 2-0
Advantage Tanith


Wurmwood turn 3:

Well Star-Crossed is a thing, and the Stalker isn't able to take down Snapjaw, meaning the Feral has to go in as well after the Brigands ALSO fail to kill it and/or Wrong Eye. 

He contests the left zone with a couple of Reeves. 


Score 2-0
Advantage Tanith

Tanith turn 4:

I have a Stalker with a clear charge onto Wurmwood, who is camping 2. I pile on the buffs, but the dice rolls are incredibly bad, and Wurmwood survives. 
I clear and dominate the left zone again and start throwing things at the other side of the table in desperation because I know an Assassination run is coming. 

Score 4-0
Advantage Tanith



Wurmwood turn 4:

He can't actually get anything to Tanith except Wurmwood, so he ports over and tries to spell Assassinate her and fails, allowing me to dominate for 2 more points and the win. 

Score 6-0
Victory for the Druids!



Post Game Thoughts:

I think that if this is the direction Wurmwood starts trending, Tanith is going to be a very solid drop into him. The massive amounts of Stealth added together with a Heavy that can't be shot at at all are going to give the list fits, and the sheer speed of the Griffons is going to force some pretty early and inopportune feats. I'm looking forward to trying this matchup again for sure though, Wurmwood is a scary, scary thing to face down.