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


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


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 20, October 8 Steamroller Round 4: Tanith vs. Butcher 3

This opponent and I have played each-other in the semi finals or finals of many, many, many tournaments. Even in the short time I've been documenting these games, you can read 2 of our Butcher 3 vs. Wurmwood games (I think we've had 4 or 5) and basically it always ends up with him tableing me more or less and then me getting a seemingly miracle assassination.

I decided to buck the norm and play Tanith.

-Scarsfell x3

Wrong Eye

Shifting Stones
Sentry Stones x2

Objective: Fuel Cache

And he dropped this whirling mass of insanity.

Butcher 3
-War Argus x2

Man O'War Drakhun x2
Alexia 2
Widowmaker Marksman

Kayazy Eliminators x2

We were playing Take and Hold (a big part of why I picked Tanith, this isn't a particularly live Scenario for Wurmwood). He won the roll off and slammed the side with the trees.

I deployed pretty centrally. I missed Una again. Sweet sweet Una.

He deployed with the clear intention of making a beeline for his flag.

Circle turn 1:

Stuff ran. I couldn't spray any of his models since he'd deployed them back 1.2 inches. Scything Touch on the Stalker and Admonition on the Pureblood. Notice a pattern? I put one Griffon way right to go and tie up his Drakhun for a turn or two.

Khador turn 1:

Lots of Mannikins died. His central Drakhun ran up pretty far, his battlegroup got Energized and Butcher thought pretty hard about Energizing himself before I pointed out that if he did and charged, Snapjaw could get to him. Suffice to say, he did not Energize the Butcher.

Circle turn 2:

I was in a unique position here of being able to actually kill Butcher's dogs since his positioning with Butcher won't let him Vengeance at all.

Tanith upkept her spells, I saluted my darling Una in my mind and pretended to upkeep Guardian Beast and Wrong Eye took Snapjaws Fury.

Wrong Eye put up Submerge and Star-Crossed before advancing.

Snapjaw charged and murdered the middle Drakhun.

The right Griffon charged and 2 damage to the Drakhun.

Unpainted Mannikin missed 2 boosted nines on the middle Kayazy. These two Kayazy single-handedly almost lost me the game. Read on.

The other Mannikins killed the other two Kayazy and a few widowmakers.

The Pureblood moved up to the tip of the wall and sprayed both Argii, missing the first and killing the second.

The Grey Griffon moved up and killed the first Argus, and then cast Dodge.

The Blue Griffon went into the remaining Kayazy and missed....3 boosted 11s.

"No problem, I've got a Stalker in the stones, port him up, kill on, sprint out, easy!"

He missed 3 boosted 11s too.

I'm in panic mode here, 'till I realize that Butcher won't get pathfinder on the charge now that his pups are dead.

Tanith feats, casting Rift for the first time EVER and getting the right Kodiak and Butcher, boosting damage on the man himself and doing a couple.

Sweating profusely, I end my turn.

Khador turn 2:

The left Kodiak headbutts the Grey Griffon, and Ruin kills it. The red Kodiak hits both initials and then throws Snapjaw into the Stalker, killing one Kayazy and knocking the Stalker, the Bird, and Snapjaw down.

The Drakhun half kills the yellow Griffon.

Butcher feats and moves onto the flag.

Score 1-0
Advantage Khador

Circle turn 3:

Well...I have one chance at this. The Pureblood is within walking range of the Butcher. 

Tanith drops her spells, pulls fury from him and the Stalker. The blue Griffon Frenzies at the Kodiak and doesn't do much. Snapjaw passes his Frenzy check somehow, and Wrong Eye cuts for 4. 

After agonizing about the best way to do things for about ten minutes, I start with Tanith who moves up, shoots Butcher, boosting to hit. She hits, and does another couple of damage with a boosted damage roll. She puts Scything Touch and Primal on the Pureblood. 

I try like crazy to spray the War Dog down, but whiff the damage rolls and he lives. 

The Pureblood activates and walks up to Butcher. I need to do 18 damage with 6 attacks at dice -3 once his power shield is taken into account. 

I spike the first couple of dice rolls and kill him. 

A Lucky Victory for the Druids!

Post Game Thoughts:

I didn't really deserve this win I don't think. I did deliberately move the Pureblood over there to threaten Butcher should he choose to come to the flag, but I was expecting more of a spray than a walk and hit. The rough terrain forced him to charge in order to get to the flag and that was my only saving grace. 

Also, Tanith is the wrong drop, it should always be Wurmwood. 

At 4-0, I ended up taking first, and my round 4 opponent came second, with my round 3 opponent coming third! I had a real blast, some very interesting games were had, and the spread of factions was incredibly diverse outside the block of 3 Khador players.

The Western Washington PG's, of which I am a member, are hoping that we can get attendance up to 16-20 people by 2017, and I'm excited to see where the meta develops from here. We have a ton of new guys coming fresh out of a Journeyman League in about a month, and we're all pulling to have them keep playing once the league is over.

Thanks for reading!

Battle Report 11: Wurmwood vs. Butcher 3

Butcher 3 is one of those casters that you hear stories about, don't believe, and then play against and get face rolled because he's really that scary. My Khador friends and I joke that he's put three heavies on the table but his list really has four, because the big man can put down anything in the game on his feat turn.

The common consensus among Khador players is that Butcher 3 is not a Wurmwood drop. Stranglehold hurts his game plan too much, the forest screws with his heavies, Irusk 2 is better etc.

I don't think they're right, having played against both Irusk 2 and Butcher 3 many times now with Wurmwood, I feel that Butcher 3 is a far scarier Wurmwood counter than Irusk is.

With that in mind, I started off my day of practice games for the i5 Team Tournament in Portland playing against none other than Butcher himself. I don't like my Tanith list into the Butcher very much, although I should probably try it at some point, so I dropped Wurmwood.


Gallows Grove

Bokur and Shamblers
Sentry Stone x2
Shifting Stone x2
Swamp Gobbers Bellow Crew

And my opponent, rocking the same evil Butcher list I've come to hate:

Butcher 3
-War Argus x2
-Kodiak x2

Alexia 2
Widowmaker Marksman
Man O' War Drakhun x2

Kayazy Eliminators x2

We were playing the Scenario Take and Hold, and my opponent won the roll off, opting to take the side that didn't have a massive house and pond in the way. I was just fine with this as I'd wanted the table edge I got anyway.

Table Analysis and Pre-Game Thoughts:

I've gotten a few requests to do a quick pre-game analysis of the board, the scenario, and my first few turns thoughts of the game. Here's the table with us already deployed, but I'll talk about why I wanted the side I got and how I thought the game was going to develop. H

The Hellmouth Tentacles are the Flags

Interesting and important terrain features include a pair of forests flanking the friendly flag. With Wurmwood, I can fairly easily block that gap with forests every turn, making it very hard for him to contest. He also probably won't deploy a bunch of guys on that side because he won't want to funnel them through the forests as that's a very good way to get them killed.

The house is going to cause me a headache turn 1, and then it's going to be a non-issue for the game.

Given this, I put the Stalker on the right since I want him to clear the flag turn after turn, and I put Brennos and Megalith central since their guns are going to be useful for doing damage before the lines cross.

Alright you've already seen deployment so I'll jump right into the game!

Circle turn 1:

Stuff ran.

Bonegrinders murdered each-other to give Wurmwood souls and the Bokur corpses. The Stalker and Cassius swung wide, trying to bait his Drakhun into running up to engage Cassius so I could murder it with the Stalker and sprint out.

Forests were grown to hide the Bokur, and the beasts in the middle shuffled up.

Wurmwood got ported up to just next to the flag, and Shifting Stones went up to surround him again. He cast Wild Growth to give my forces more cover from the Widowmakers.

Khador turn 1:

Widowmakers are a thing. They activated first and killed the Gallows Grove and a few Mannikins. 

His Drakhun on the left ran up hard and the one on the right ran to engage Cassius. 

Butcher and Co. advanced up and Eliminators got in my face. 

(Sorry for the blurry picture)

Circle turn 2:

I had a couple of clear goals for this turn. I needed to spray down as many Widowmakers and Eliminators as possible, Stranglehold the left hand Drakhun since he was .1 inches out of Megalith's charge range, and kill the Drakhun on the right. I also needed to get Wurmwood onto the flag and kill off the Kayazy there. 

Things got off to a rocky start as the Stalker had to use every single attack available to put down the Drakhun, so no sprinting out. This meant that I couldn't hold my feat for a turn, since he would easily get murdered by Ruin otherwise. 

Megalith landed the Stranglehold and cranked the damage on the left Drakhun, doing 4 damage. 

I was able to hit all four Kayazy, the Marksman, and one Widowmaker, but I failed to roll the six required to kill two of the Kayazy so they survived. 

Cassius ran up between the Kodiaks.

Wurmwood got teleported to the flag, activated, cast Stranglehold successfully on both Kodiaks, and then popped feat before yanking Cassius back with Dark Path. 

The circle fury tokens represent the forest edge

Khador turn 2:

Between Butcher himself, the lone Kayazy left on that side, and Widowmakers being able to see some things, the flag is cleared and dominated. 

The red Kodiak gets to just barely within contesting range of my flag, and the other one also walks up with Ruin behind. 

Score 0-1
Advantage Khador

Circle turn 3:

I feel like I'm in a pretty bad spot here. I had to pop my feat without getting a free heavy, didn't score on my feat turn, and my opponent managed to score on my feat turn. 

Shamblers activate and charge stuff, doing a point or two the Drakhun and killing the Kayazy. 

Mannikins activate and charge, missing the boosted 9 on Ragman. 

Megalith goes into the Drakhun and kills it. This was a massive mistake, Megalith should have just cast Stranglehold again and gotten behind the wall. 

Wurmwood activates, puts Curse of Shadows on the Grey Kodiak and opts not to primal Brennos, but does Primal the Stalker. He also Strangleholds the Kayazy on the right, killing it, and puts up Wild Growth between himself and Ruin.  

Brennos fishes for the crit pitch on his horns but fails to land it, knocking about 1/3 of the Red Kodiaks health off. Lanyssa lands Hunters Mark on the Grey Kodiak. 

The Stalker charges in, and rolls triple sixes for damage at dice +2. He then proceeds to kill both heavies and Lightning Strike over to engage both Ruin and Alexia. 

Yeah....that happened. Don't worry, my opponents dice get pretty hot in the coming turns too. 

The Gobbers move up and Cloud, and Shifting Stones move up to make it impossible for Alexia to charge Wurmwood. 

With me contesting his flag, I score and he does not. 

Score 1-1

Khador turn 3:

Even with his Kodiak duo in the dust, my opponent's list still has a ton of firepower left. 

Ragman does Death Field and Ruin murders the Stalker with his last attack. 

Butcher charges in and kills Megalith handily, popping feat so I can't get Brennos into him. 

Alexia contests by charging and killing a Shifting Stone. 

Score 1-1

Circle turn 4:

Well I'm in a bit of a bind, but with so few models left on the table for him I see an opportunity to score 2 points this turn and make things difficult for him. I upkeep Wild Growth.

The broken unit of Shifting Stones ports up around Ruin. Brennos walks up to Alexia and uses his entire stack to try and kill her. Def 15 is so strong! He does succeed with his last attack. 

The Bone Grinder and remaining Gobber move up, and the Gorax slaughters them both so Wurmwood can have souls. 

Cassius runs left, and I get a Stranglehold off on Butcher. Since I've already damaged him, the Bokur and Shamblers walk up and murder the Argus contesting his flag. The Bokur boosts a Hand of Glory into him and misses the boosted 9. I had trouble with boosted 9s all day. 

The remaining Sentry Stone unit activates and kills Ragman, capping the flag. 

I score 2 points

Score 3-1
Advantage Circle

Khador turn 4:

I was feeling pretty good about the game now. 3 Widowmakers doesn't equal a dead Shifting Stone, and Butcher wasn't in range to shoot it, even with Vengeance, thanks to Stranglehold. I had forgotten that Butcher had Obliteration. 

The Butcher unit gets to Vengeance, and murders the Bokur. Butcher walks up and casts an Obliterate at the Stone in front of Ruin. We immediately realized the Widowmakers should have activated first, but my opponent rolls the hard 9 he needed to kill it anyway. He casts Energizer so that Ruin gets into the forest. Widowmakers kill off Mannikins. 

Ruin murders Brennos and contests by about half an inch. 

Score 3-1
Advantage Circle

Circle turn 5:

Well I'm in a bind again. Butcher is completely dry, but I do the math and I can boost a Curse of Shadows at his unit, and then Stranglehold him with boosted damage 2 times from Wurmwood for an average of 12 damage IF I hit both of them on unboosted 7s. I'd then get one boosted pow 11 from a Mannikin, doing another 6, leaving him at 2. 

Instead, I drop Wild Growth and see if I can get Ruin out of my face. If I can dominate my flag again without Wurmwood doing anything, I think I can clear out the War Dog and War Argus to capture the other flag. 

The Gorax slams Ruin, hitting and pushing him just out of contesting range. 

The two Shamblers run away, one taking a free strike and dying. 

The Sentry Stone unit gets a fury, already camping one, and spawns a Mannikin on the flag which aims and sprays down the War Dog. The Stone ports up to the flag as well, away from the Argus to unengage it. 

Cassius runs over to the far side of the wall (don't give things cover if you don't have to folks!) and Wurmwood puts a couple of boosted Strangleholds into the War Argus, killing it and allowing me to get 2 points. 

Score 5-1
Victory for the Druids!

Post-Game Thoughts:

I need to learn to be much more conservative with my heavies in this matchup. Megalith shouldn't be committing to a Drakhun with Butcher that close. Ever. Dumb luck allowed me to kill 2 heavies in one turn with the Stalker (At dice +2 on the grey Kodiak, he should have killed it with his initials and 2 bought attacks, leaving 2 more bought attacks for the Red one at dice, doing another 14 and leaving it on a couple of boxes) and keep Ruin out of my face for longer. 

Also, in this matchup the Kodiak's should not be my priority heavy. They don't kill my beasts without help from Butcher, and I always get caught in the trap of sending too much into them without thinking about Ruin. 

This was a crazy game, very close on both sides. 

Battle Report 7: Tanith vs. Harkevich

I've been asked to post more of my painted models, so I think at the beginning of each report I'll post one that's relevant to the thread. I present the most savage Griffon in all the land for your viewing pleasure today. 

Sometimes you just can't get in a real game, and when I can't, I turn to Vassal and play with my buds from across the country.

Tom Guan won Wargames Con with an awesome Tannith list, featuring three Scarsfell Griffons, which readers of this blog will know are favorites of mine with her. As soon as I saw this list I knew I had to try it, so I booted up Vassal and got in a game with a good friend of mine, a competitive Khador player trying out a new Harkevich list he'd been tossing around with 3 Kodiaks to make a giant cloud wall every turn.

My list:

- Gorax 
- Scarsfell
- Pureblood
- Stalker
- Scarsfell
- Scarsfell
Wrong Eye & Snap Jaw
Sentry Stone 
Sentry Stone 
Bellows Crew
Shifting Stones

I absolutely love this list. Scarsfells are monsters with Tannith, Scything touch and Primal bringing them up to excellent numbers. I like the Stalker for applying Scything touch in a lot of places, and he's also just an excellent beast. The Pureblood adds to the ranged game of the list and Wrong Eye and Snapjaw pile Star-Crossed on top of already hard to hit Griffons with Dodge to create some truly brutal dice math for your opponent. 

And my opponent dropped:


-Kodiak x3
-Juggernaut x2
Widowmaker Marksmen

Which basically puts up a 12 inch cloud wall every turn and has six heavy warjacks in the list....seems good!

We played Take and Hold, and I won the roll off. My opponent opted for the side of the table with the trench, and I deployed. 

My opponent has played against Sentry Stones enough to know that he needs his Widowmakers wayyyy away from them, so they're more than 20 inches away and on the right. 

Sorry for the limited bottom edge of the screen, I had to edit my buddies Skype info out. 

Circle turn 1:

Stuff pretty much ran. Scything Touch got put on the Warpwolf Stalker, and Admonition on the Pureblood. Una cast Guardian Beast. Both Sentry Stones did pretty well for fury (2 each) and I prepared for a forest wall on the left side of the table. 

Gobbers stuck a big cloud over Tannith and the Shifting Stones made a triangle around the important things. 

Khador turn 1:

I haven't played against the new Widowmaker Marksmen enough. I totally spaced that he can do 3 damage to whatever he wants, and as a result, one of my Shifting Stones and a Mannikin die from him and the unit. 

He makes a cloud wall after Harkevich casts Mobility. I predict a long game somewhere in this turn. 

Circle turn 2:

It's another extremely exciting turn. I move Tannith over and get her close to the flag so I can take it next turn. My Sentry Stone on the right kills the Marksmen and my Pureblood kills a couple more Widowmakers.

Wrong Eye casts Submerge and Star-Crossed and advances. Snapjaw riles for three, casts Submerge and advances as well.

I make it so that the only models my opponent can charge at are Griffons under Star-Crossed with Dodge up OR at Mannikins which I don't care about anyway. Una begins her long journey around that forest, she will stay there the entire game.

Khador turn 2:

This is likely Harkevich's feat turn +3 ARM while within his control area) and we both know it.

In fact, Harkevich activates first, casts Mobility and does indeed pop his feat.

The Kodiaks advance, vent steam, and repo back behind the cloud. Side note, that's an amazing field marshal and I want it in Circle really badly.

On the second one, I admo the Pureblood in closer to his lines, and he runs a Juggernaut up to engage it.

Behemoth activates before the third Kodiak, boosts a hit into the Gobbers crew thanks to powerful shot and kills both of them. Sad days!

The third Kodiak makes a cloud and the other Jugger advances.

Circle turn 3:

Tannith upkeeps Scything Touch and the Shifting Stone pulls one fury of the Pureblood. 

We realize that Harkevich's feat is an aura rather than a pulse, so I activate the Pureblood and have him throw the Jugger towards the Stalker. 

Tannith feats, casts Primal on Una's Scarsfell (the central red one) and Admo back on the Pureblood, as well as healing the Stalker back up to full from the damage Behemoth's guns did to him. 

The Scarsfell with Primal charges the KD'd Jugger and does a couple damage. The Stalker kills him. 

The Sentry Stones use their Mannikins to jam and they build a forest wall in front of Tannith and the flag. 

One of Una's Griffons and one of Tannith's Griffons run way into my opponent's backfield to threaten Harkevich next turn. 

Scar-Crossed and Submerge go back up, and then Shifting Stones port up in front of my opponent. 

I get one point. 

Score 1-0
Advantage Circle

Khador turn 3:

My opponent is in a bit of a bind. He needs to cast Mobility to get his models where they need to go, but he also needs a lot of focus out there and he ALSO needs to worry about the two Griffons behind him. In the end, he gives one to Behemoth and camps two.

We talk a lot about his assassination potential here, but the Sentry Stones can't be moved or placed so he can't throw them, We also discover that Vent Steam doesn't damage Mannikins since they're neither alive nor dead, but constructs.

He decides to go for attrition, and he runs his two Widowmakers behind my Pureblood to pin him in.

He casts Mobility and moves up to the flag with Harkevich, and the right Kodiak goes into the Pureblood, missing 2 of 3 attacks and doing a few damage.

The left-most Kodiak tramples through the Mannikins, missing both of them needing 5's and contests the flag. Because of that, he can't put another heavy in position to throw the Kodiak at Tannith either.

The middle Kodiak kills the left Shifting Stone and Repositions back to Harkevich, and the Juggernaut charges the Pureblood as well. The DEF 14 saves the beast again as he misses the charge and connects with his fist, doing a few more damage.

Behemoth moves up and spikes some crazy damage rolls, killing the Gorax with two shots, and then Repositioning back to Harkevich.

I have one Shifting Stone contesting his flag.

Score 1-0
Advantage Circle

Key: Left jack with a "2" is a Kodiak, top Jack with a "1" is Juggernaut, next lower Jack is a Kodiak, and the unmarked Jack is Behemoth. 

Circle turn 4:

Tannith pulls fury, and the Scarsfell with Primal from last turn charges the Jugger and does I believe one damage. Scything Touch gets upkept, but not Admonition.

The Pureblood passes his frenzy check.

The Pureblood goes first, warps Strength, and bashes the Juggernaut for a few damage. The Stalker advances to get both the Kodiak and the Jugger with Scything Touch and puts the Jugger into the dirt, rolling poorly though so it uses all his fury.

The two Griffons at the bottom charge Harkevich, doing a few each. Iron Sentinel is good. (+2 DEF and ARM whilst base-to-base with a 'jack).

The yellow Sentry unit sprays Harkevich, missing or not hurting him, but rolling the hard 11 to hit my own griffon TWICE and then doing FIFTEEN damage to it between two pow 10 sprays. Sheesh....

The other Sentry unit moves up and charges the Kodiak, doing a few. Both Sentries made a forest this turn.

Snapjaw eats the poor Kodiak. Wrong-Eye casts Submerge and Star-Crossed and charges the Kodiak on the far right so he can influence more of the table.

Tannith realizes she doesn't have any transfer targets, so she heals some damage and puts Admonition on herself before moving away from the flag and behind Snapjaw.

Una drops some fury and moves up.

Khador turn 4:

Harkevich is engaged by two Griffons, there are a bunch of heavies under Star-Crossed in his face, and Tannith is not really a viable assassination target. 

Harkevich hands out 2 focus to the top Kodiak and Behemoth.

The top Kodiak moves outside of Star-Crossed, hits both his initials and hucks the Pureblood towards the Stalker, falling an inch short.

The second Kodiak walks up and does the same, boosting the throw into the Stalker and connecting. He Repositions back towards Harkevich. 

Behemoth tramples over to the KD'd Stalker and buys two attacks, failing to kill him by 4. (Dice plus 3, two attacks does 20 and the Stalker had 24 left so this wasn't a likely plan. He ended up rolling just shy of average and did 19 damage). 

He repositions back to Harkevich and the Widowmaker shoots the Pureblood, dealing the last point. 

Harkevich can't get base-to-base with either of his Jacks without taking free strikes, so just goes to the opposite side of the flag. One Griffon connects and spikes the damaage, forcing Harkevich to take five damage even after the focus (rolled a 14 for damage). 

My opponent looks at the table, sees that I can get a Stalker and two Griffons into Harkevich on one focus, and concedes. 

Victory for the Druids!

Post-Game Thoughts:

The Harkevich list has some serious potential, that much LOS denial is an amazing tool, and at speed six, Khador 'jacks are really, really scary. It's also absurdly hard to kill those things under his feat. Unfortunately, the list is very focus starved and against the list I was playing, that meant less boosted attacks, which are pretty much required when you need 7's under Star-Crossed.

As for the Tannith list, I think I'm in love. It takes everything I love about the six Griffon version of the list and adds in more hitting power and more versatility and more DEF skew. Star-Crossed effectively adds 2 to your DEF when the math gets worked out, so DEF 16 heavies and DEF 17 Griffons with Dodge are just a nightmare for any list that doesn't have a lot of DEF debuffs or massive accuracy buffs. It hits hard, it's really fast, and it can play into lots of match-ups. I'll be taking this exact list to a Steamroller this weekend, so look forward to that. 

Thanks for reading!