Battle Report 29: Grayle vs. Issyria

Continuing my train of self abuse, I decided to drop Grayle into the local Ret player, little realizing that he would be playing Issyria with a mountain of angry jacks!

This is a really bad matchup in most cases since I can't kill most of his army fast enough, and his feat really negates my feat. I would have to force him to pop feat first in order to even have a chance.

My list, same as last time:


War Wolves

Max Reeves
Max Wolves
Max Skinwalkers

His list:



Pain Knight Skareth Issyan
Eiryss 2
Mage Hunter Assassin x2
Arcanist x3

We rolled Outlast for a Scenario. I won the roll off and opted to go first, thinking I needed to get Grayle's upkeeps out on a turn when he couldn't accidentally die. additionally, there really wasn't a table edge that I didn't want, so I felt pretty good about going first.

Also, my list is really fast and pretty much melee based, and that's a good reason to go first.

Note how I've deployed my feral - he's the more important beast here and his role is to load Brennos up with Primal one turn, and then get sent in to murder whatever kills Brennos. As such, he gets deployed behind the lines like a defensive beast.

Right away I've noticed something kind of huge here - my opponent has almost given me the right side of the table, and there's a nice big piece of LOS blocking terrain there for me to exploit. He *is* going to jam Nayl down my throat turn 1, but I can't do much about that, and Grayle can usually handle loosing fury.

Circle turn 1:

Pretty standard. Grayle puts Storm Rager on himself and Death March on the Skinwalkers before charging.

Literally everything else runs. I skew my heavy beasts and the Skinwalkers left to tie up his Hyperion if he goes for that zone. The Feral plus Brennos can actually likely take the colossal down in one activation too, so that's something.

Lanyssa is really bad in this particular matchup thanks to Arcane Vortex on Issyria and Witch Hunter on Eiryss, PLUS the Wailing on the Banshee. She's mostly going to contest.

Ret turn 1:

My opponent puts Inviolable Resolve on Hyperion and Admonition on Issyria. Speed of Death goes up from Elara (holy crap that's a good spell) and everything runs. Nayl goes to the left zone as well, leaving a lone Mage Hunter Assassin in the right zone to contest.

Circle turn 2:

I upkeep both spells.

Brennos goes first and casts Ravaging Winds at the Banshee. Eiryss shoots him back with Witch Hunter, but fails to do anything.

Brennos connects and then boosts damage on both the Banshee and Eiryss, sadly not killing the solo, but doing a little damage to the Banshee.

The Feral moves up, and then Grayle charges Nayl. Before making my charge attack, I put down two Gale Winds right in front of Hyperion so that he can't shoot his Starburst (hereforward called the Sparkleburst because that's what I call it) cannon at anything important. Grayle then murders Nayl, loses his fury, side steps, and then Sprints back behind the forest. Cheeky little begger.

Skinwalkers run and mini feat, Wolves run. War Wolves run. Reeves....yeah they run too.

Look at that awesome "no shooting" zone! :D
Ret turn 2:

His Mage Hunter Assassin in the right zone murders the poor War Wolf.

The Pain knight murders the other War Wolf.

The Banshee moves up and kills the Skinwalker engaging Eiryss.

Moros fails to kill a Skinwalker, and so does a Mage Hunter Assassin (woot!), meaning Hyperion goes in and kills them himself.

No points are scored.

Circle turn 3:

Well I was moderately expecting to be down on Scenario here, but I'll take it! Grayle cuts for six (ouch) and upkeeps his spells.

Lanyssa lands the Hunters Mark on the Banshee.

Brennos charges in and misses 3 of 5 attacks. Yay.

The Skinwalkers charge Hyperion (they Vengeanced at the beginning of the turn and killed the MHA) and Sylys respectively. Despite hitting him, my Skinwalker fails to kill Sylyss with a charge attack. Awkward.

The Feral moves back. Morraig moves through my own models to kill the MHA and then Repositions up.

Grayle casts two more Wind Blasts and backs up into the zone.

Wolves move up, whack the Banshee, and reposition, waiting for a better mini feat turn. Two 8 man CRA shots fail to dismount the Pain Knight.

I get two points!

Score 2-0
Advantage Circle

Ret turn 3:

We spend a LONG time trying to figure out how my opponent can contest with the Pain Knight without taking a free strike. 

Eventually, Issyria pops feat, and the Pain Knight charges in, impacting one Wolf and then killing a second, before Repositioning into the zone. 

The Banshee trivially murders Brennos. No big deal. Crippled weapon even. *sigh*

Hyperion moves up after the Skinwalkers are dealt with and shoots the Feral, doing about half it's health. *sigh*. 

Lanyssa dies to...something? Eiryss maybe? My opponent gets a point. 

Score 2-1
Advantage Circle

Circle turn 4:

Alright, he's got ONE model that can contest once the Pain Knight dies, and it's a moderately banged up Banshee.

Grayle charges the Pain Knight and pops his feat, killing the elf and moving a Wolf into the forest. He heals the Feral for a bunch. He then Sprints back to safety. Dang I love doing that.

The Wolves mini feat and charge, killing the Banshee, and then repositioning into the left zone.

Morraig runs and engages half his remaining models.

I get two more points.

Score 4-1
Advantage Circle

Ret turn 4:

My opponent knows he can't catch me here, so he opts to just murder as much stuff as he can. 

He ends his turn after killing 2/3 of my remaining models, and I get 2 more points to his 1. 

Score 6-2
Victory for the Druids!

Post Game Thoughts:

Yeah this is a terrible matchup for Grayle in general. Sure, I won, but my opponent almost gave me the right hand zone, and at the end of the game I had half a unit of Reeves, a Feral, Morraig, and Grayle to his almost completely healthy Hyperion, Moros, and Eiryss. 

Not a great matchup there if the game keeps going. 

I still can't get over how much fun Grayle is, looking forward to playing him a whole bunch more in the next little while!

Battle Report 22, i5 Team Tournament Round 2, Tanith vs. Vyros 2

Round 2 my team got paired against a team that had spent something like 100 hours on matchup theorizing.

Needless to say, I got crushed on the matchup selection, and the one good matchup I actually got for us got diced.

I got Vyros 2, which I believe is a terrible matchup for both of my lists. That being said, Star-Crossed is a really good effect against his list since if he can't get Synergy up, he's not hitting most of my models.

The Scenario was Recon, and my opponent was playing:

Vyros 2
-Griffon x5
-Aspis x2

3x Arcanist

Min Invictors with CA

I won the roll off and decided to go second, which in hindsight is really where I lost the game. I 100% should have gone first in this matchup since none of the terrain actually mattered to either of our lists and getting up the field should have been my priority.

His deployment:

My Deployment:

Ret turn 1:

He ran a me, and I realized how bad of an idea going Second had been instantly. I had no room to maneuver, and no where to hide against his whole battlegroup having Birds Eye.

Synergy and Deceleration both went up.

Circle turn 1:

I thought I could bait him into giving me Imperatus and a Griffon, so I positioned everything so that he could get at Snapjaw with Imperatus if he put a lot of other models up first.

Unfortunately, I also screwed up and put one of my Scarsfells right next to Snapjaw, so he had plenty to go after.

Ret turn 2:

Stuff kills stuff, Synergy gets to 3 and Imperatus gets the bonus damage from an Arcanist.

He does charge in and kill Snapjaw and a Scarsfell, but he's given me a chance to even out the attrition fight nicely.

Vyros Feats.

Circle turn 2:

I screw up major bad here. I shouldn't have put Primal on the Stalker, but rather feated and used the Grey Griffon to finish off a seriously banged up Imperatus (which happened anyway because of dice). Had I not put Primal on the Stalker here, I think the game goes very differently.

Tanith shoots Imperatus and puts Primal on the Stalker. I still can't believe I did that.

Anyway, Primal on the Stalker, he goes in at Imperatus, triggers Phoenix Protocol easily with Scything Touch and warping Strength, whacks the Griffon a bit too.

Grey Scarsfell charges in and finishes off Imperatus, a spray from the Pureblood kills the Griffon.

The Yellow Griffon goes into the far right Aspis and does about half its health.

Star Crossed is up.

Ret turn 3:

He goes into the Stalker with a few things, I believe missing his only two attacks of the game here.

I trigger Admonition on the Pureblood to threaten Vyros, and he puts his other lights between the two of them.

Side bar - I was a total moron in a number of ways this game, but this one really takes the cake. I put the Pureblood a millimeter closer to the Stalker than his Griffon was, so the Stalker would frenzy into the Pureblood next turn rather than into the Griffon. Yeah. Bad times were had.

He uses his far right jack to one round my Scarsfell.

Circle turn 3:

Stalker frenzies, actually hitting the Pureblood with his Mind out, and doing a couple of damage.

I kill a couple of lights with a Primaled, Scything Touch Pureblood, and put Admonition on the Stalker as well.

Despite my opponent going deep into the tank, I know the game is effectively over.

Ret turn 4:

The Invictors do a massive CRA into the Stalker, miss, and then re-roll cuz they're awesome and hit, polishing him off.

Both my Objective and Wrong Eye die, and Vyros charges into my Pureblood, killing it.

His remaining jack murders Una.

He gets 3 points.

Circle turn 4:

I chuck his lights into eachother with the Gorax, and try for the REALLY long shot assassination with Tanith since Vyros is camping nothing. The dice don't smile on me (needed 2 boosted 15s in a row sooo) and I concede.

Sadly, a Loss for the Druids

Post Game Thoughts:

This is both a freaking awful matchup for Circle, and yet not as bad as I thought it would be. Really, my own stupidity lost me this game. Three glaring mistakes - not going first, putting Primal on the Stalker, and moving the Pureblood too close to him all prevented me from really executing the attrition fight that I wanted to make. 

Also my opponent couldn't miss under Star-Crossed, it was pretty impressive, we were both laughing at it by the end of the game. 

My entire team got stomped this round, 0-5. We left for lunch with pretty low morale. 

Battle Report 6: Kromac 2 vs. Thyron (Guest Starring the Woldwrath)

Isn't he pretty? I need to actually paint him up at some point.

I got in two games today, and the first one is totally unworthy of a battle report (Krueger 2 into Ossyan, on the Pit, opponent stayed way back to shoot at me and I dominated the friendly flag for 3 turns in a row), but the second one was janky and kinda fun so I thought I'd do a quick write up. 

I've been intrigued by Kromac 2 with a Woldwrath because Vengeful plus a 4" KD AOE on his fist means that an enemy heavy coming into him isn't going to actually do much damage unless they have steady and also because Primal Shock off a beast with Strength 16 can really catch some people off guard (as this battle report will show). 

I played:

Kromac 2


Double Shifting Stones
Double Sentry Stones

My opponent was trying some jank out as well. 


Dawnguard Scyir
Mage Hunter Asssassin x2
Arcanist Mechanic x3

Max Sentinels plus UA and Soulless Escort

I won the roll off and elected to go first, my opponent took the side with the forests so I couldn't make a giant forest wall like I had in the previous game. 

Circle turn 1:

My Sentry Stones moved up the table since he'd deployed everything 2 inches back in his AD. The Woldwrath ran, Kromac stuck Vengeful on it and Awakened Spirit on Ghetorix. 

The Pureblood warped ghostly and ran, Ghetorix ran, the Gorax ran. 

Ret turn 1:

My opponent puts up Onslaught for some reason (is it an upkeep?) and Storm Rager on the Mage Hunter Assassin before moving Thyron up. 

The Dawnguard unit runs to the side to benefit from Onslaught (must be an upkeep, this play makes no sense otherwise) and all of his 'jacks run. His hard hitting solos flank.

Circle turn 2:

I measure out the distance from the Woldwrath to Thyron, who is camping one focus, and it's 15.8 inches. I do some quick mental math. 

With Druid's Wrath Kromac is extremely likely to get both 8's he needs to hit Thyron with Primal Shock. At straight dice, the first one will do six assuming he burns a focus, and the second will do 11 (assuming I boost both, which I had decided to do because I wanted to upkeep Vengeful. In hindsight this was poor planning since with seven fury, Kromac can fully boost one, doing six, and then just hit with two more doing another 14 between them.)

Thyron has 18 hit points, and even if this doesn't work, not too much is getting to the Woldwrath this turn anyway so I decide to go for it. It's also getting late and I'm about ready to head out.

Woldwrath puts Druid's Wrath up and tramples directly at Thyron after the Gallows Grove moves out of his way. 

Kromac activates and rolls his two shots, leaving Thyron at 1. 

The right Sentry Stone activates, gets 2 more fury to put him at three, and I get two Mannikins in range. I roll the first boosted 13 needed to hit (Blade Shield makes him DEF 17 against range) and then I boost the damage and do at least 1 damage for the win. 

(Cheeky) Victory for the Druids....errrr...Tharn....errr...big stone Monkeys....

Post Game Thoughts:

Well that was dumb. I actually feel like this was an incredibly safe play for me here since the only thing that can get to the Wrath that I care about is...the Banshee, which will summarily get knocked down most likely. The Pureblood boosts a spray and kills the MHA on the left (I rolled it out), and Kromac gets ported to the flag by the shifting stones which puts some pretty good pressure on him. 

The left Sentry Stone unit kills Nayl pretty handily (rolled that out too) and at that point I'm sitting on a flag with only an Aspis and a Scyir that can really contest and an incredibly good feat turn next turn. 

Woldwrath with Kromac 2....too early to say but I feel like this is probably legit. 

Battle Report 2: Tanith vs. Garryth

Another game of Warmachine against Retribution, this time against Garryth! I've had some pretty scary encounters with this warcaster in mark 2, as his own personal assassination threat is pretty nuts and his feat can absolutely wreck an unprepared player. Not being able to transfer is a terrible position for a warlock to be in and Garryth's feat stops not just transfering, but spending focus or fury, casting spells, or channeling.

I also took many more pictures this time around, lesson learned from last time!

My list was once again my Tannith list running six scarsfell griffons.

Tannith, the Feral Song
-Druid Wilder
-Feral Warpwolf
-Scarsfell Griffon x4

-Scarsfell Griffon x2

Alten Ashley
Lanyssa Ryssyl
Bloodweaver Night Witch x2

Sentry Stone and Mannikin x2

Objective: Fuel Cache

And my opponent was playing a very speedy looking Garryth list:

-Sylys Wyshnallyr
-Moros (proxied by an aspis for the first couple of turns)


Dawnguard Destors
Dester Thane (proxied by Skareth Issyan)

Arcanist Mechanic x3
Mage Hunter Assassin x2
Souless Voidtracer

Nayl made me raise my eyebrows a bit, remembering his awfulness in mark 2. He hasn't changed much, but the only shooting I have is arcing spells on Tannith's feat turn or sentry stones which will probably be dead to Destors pretty quickly anyway. Nayl removes focus and fury from models within 8 inches of him when he is killed by an enemy attack, and then prevents them from casting spells or being forced for a round.

We rolled up Scenario 1: Entrenched.

My opponent won the roll and opted to go first. It took me less than a second to decide on the bottom half of the table. The objective being so close to that forest would be a big deal with the ability to place a 4" cloud every turn, and I could run my griffons up behind the central forest pretty aggressively without fear of retaliation. The trench was an added bonus, lots of my models like having cover. 

My opponent skewed his destors right to take advantage of the relatively terrain free half of the board. 

I deployed fairly centrally, dedicating Una and one sentry stone to the far zone and Tannith's much larger battlegroup towards the right. I stuck the Feral in the middle as sort of a flex piece, he can go either way depending on how the lines get drawn. 

The most important pieces placement wise here are the sentry stones. The Mage Hunter Assassins are very, very capable of killing a griffon in one attack (Dice -4 on four dice = 10 damage, double that for decap and you're looking at 20 damage per on average, and the griffons only have 22 boxes), and I cannot afford to lose two of them early since they are what the list is completely built around. 

The sentry stones can keep the mage hunters off of me for at least a turn just by being there. My opponent also has a very healthy respect for them due to past games and doesn't like to sit inside the 20" threat turn 1. 

The other piece of note is Hutchuk - he's very central but skewed left. My idea here is that my opponent will have to split his forces to contest his own zone and that means Hutchuk will get to rust one heavy and probably live to rust the next one.

Ret Turn 1:

My opponent has a pretty standard turn here. The Phoenix and Moros run up the table on the right, while Garryth sticks Sentry on the Sphinx, Psychic Vampire on himself, and Mirage on the Phoenix. The apparition on his arc node is going to be very annoying if I can't kill it in one turn. 

His Mage Hunter Assassin's park themselves 20.1 inches away from my sentry stones, and Elara's battlegroup moves up on the right, with the Sphinx sitting behind the wall. I had no idea what a Sphinx did, and apparently its gun allows any friendly faction model to get +2 inches of range on their spells against whatever it shoots. That combined with Speed of Death which Elara cast on herself and Sentry which allows it to make a ranged attack during his maintenance phase could be very problematic with Gallows on Garryth's spell list. 

Elara moves up and casts the aforementioned Speed of Death and the Destors scream up the side as expected. The Thane moves up behind them to give them Unyielding and the mechanics and other sundry solos run up as well.


Circle turn 1:

I place the cloud generated from my objective so that it connects with the forest to block LOS to everything behind it. 

My left sentry stone activates first, gets one fury and ports forward, with the mannikins running up in front to screen it. Una casts guardian beast and advances to well outside threat from the MHA and Phoenix and her Griffons activate, one casting Dodge on itself and charging and the other just running up to slightly outside the MHA threat range of 14". 

On the right, I again roll 1 for fury on the Sentry Stone after killing a Mannikin with a Nightwitch. The placed Mannikin aims, the other two advance. I manage to hit but not damage one Destor with sprays. 

Tannith casts Scything Touch on a Griffon and Admonition on herself before advancing. The Griffons mostly advance and animus up this turn, while the Feral warps armor and runs. Hutchuk goes mid ish and so does Alten, pinging the Phoenix for nothing but giving it a completely inconsequential Grievous Wound. 

Lanyssa chills out behind the forest with the Nightwitches since I probably need Hunter's Mark over there more. 

Ret turn 2:

The cloud/forest wall has thrown my opponent for a bit of a turn. I think he was expecting to hurl cavalry at me and instead is only presented with two Mannikins that I don't really care about. I've also managed, totally on accident, to put the frontmost Mannikin 10.5 inches from the Sphinx so he doesn't get to benefit from Sentry. 

He upkeeps all three of his spells from Garryth and Speed of Death on Elara. One focus is given to the Phoenix and one to Moros after the Phoenix apparitions up and to the left, mostly out of the rough terrain. 

His left mage hunter charges in and kills a Mannikin, and his Phoenix charges the yellow Scarsfell. I get cute here and trigger Guardian Beast and move the blue Scarsfell up around behind the Phoenix. My opponent, seeing this, chooses to combust the Phoenix rather than make his charge attack, lighting both of them on fire and frying another Mannikin. One bought and boosted attack later and the yellow Griffon is on two boxes, and is also on fire. 

We debated pretty hard before he went in here whether this was going to be worth it. He didn't think that the Feral with Paralysis was going to be enough to kill his Phoenix and he also was banking on one of those two Griffons dying. The math on that isn't great though, the fire damage should do about six to it, and then a bought POW 17 should do another 11. He cranked that second damage roll, but he would have needed a 12 to kill it with the one attack. 

The Destors move up and shoot things, notably killing my poorly faced Nightwitch. They reposition back and around, but critically he fails to kill the farthest up Mannikin. The Griffon (his Griffon, not mine, cuz, you know, we both have them) charges in at it and ALSO fails to hit it, so no triggering Silence of Death and waltzing out. 

Nayl runs straight at me, he had move up so very little on my opponents' turn that I had forgotten about him. He's about six inches away from Tannith and I'm more than a little concerned. 

Moros moves up and shoots my feral with a paralyzing shot, doing decent damage. 

Elara has to move up a touch to keep her jacks in control. She camps three. 

Garryth moves up and doesn't do much, and the other Mage Hunter Assassin runs behind a Destor. 

Circle turn 2:

I get lucky here and the fire on the nearly dead Scarsfell rolls out. The other one is not so fortunate and takes seven damage to his mind, crippling it. 

I've got a lot of models in my face, but I have a decent plan here. If I can throw the Phoenix into Moros, Hutchuk can Rust them both. I can have Una heal her scarsfells, which should be enough to kill them both if I can get Scything Touch onto one of them. 

With this in mind, I don't upkeep Scything Touch but I do upkeep Admonition

The cloud stays, but moves back a bit to keep his Destor out of it. 

The Feral is 6.5 inches from the Phoenix, so he activates first, warping Strength. He walks up to the jack and boosts a double handed throw into him, hitting, winning the strength check, and then boosting to hit Moros, which also connects. So far so good. 

Hutchuk walks up as far as he can and throws a rust bomb at the Phoenix. I roll double 1's. Fortunately, the rust bomb can only deviate 2.5 inches which is not enough to fall off the Phoenix, although it doesn't catch Moros with the drift. 

Tannith activates and feats, using the Feral as an arc node to channel Scything Touch onto the blue Scarsfell and putting Primal on a couple Scarsfell's near her (the brown one and the one curled up in a ball). She then puts Dodge on herself. 

Una activates and heals both of her Scarsfells to full aspect use, before pumping three shots into the Phoenix and not doing much damage. Her Griffons charge in, killing the Phoenix and leaving Moros on 7. 

The left Sentry Stone activates and makes a Mannikin and another fury (kept rolling one for those this game). The Mannikin charges the knocked down Moros and...doesn't quite kill him. Alten charges in, kills Moros, and repositions out of there. 

The Griffon to Tannith's left walks up and boosts a double handed throw into Nayl, chucking him towards Elara and killing him, which strips his fury, her focus, the focus off the sentry stone, and catching the Scarsfell with Primal on him right in front of Tannith so he cannot be forced. 

The brown Griffon charges the Destor Thane and kills him, critically getting rid of the other Destors Unyielding, then puts Dodge on himself. The curled up Griffon walks up and kills the Destor engaging the Mannikin. I see a good opening here and the other one walks up and throws the Ret Griffon away as well. This allows my Sentry Stone to activate, roll 2 for fury (yesss), pop out a Mannikin within 8 of Elara and have him aim. One boosted spray later and she's off the table, rendering the Sphinx and Griffon inert. 

The remaining Nightwitch flubs her attack rolls and doesn't kill the Destor she goes into. 

This is one of the most janky turns I've ever had, power attacks everywhere! Unfortunately, Moros not dying meant that I couldn't use the Mannikin to try and kill the Mage Hunter Assassin, and the other Mage Hunter Assassin lived because the Nightwitch failed to kill the Destor (not that I really expected her to).

Ret turn 3:

Well my opponent surely isn't happy. I've killed his two main damage jacks and made the other two pretty much useless. He still has four Destors left, but that's not going to do much since they can't see Tannith. 

He upkeeps Psychic Vampire and lets Sentry drop. His Destors kill the Griffon closest to them in the zone, as well as the Nightwitch. They reposition slightly. The Mage Hunter Assassin on the right charges in needing a 6 to hit the blue Griffon and misses. The Arcanist charges it as well and also misses, although he needed an 8. 

Garryth shoots Alten to death, and moves up to feat, although I believe this was a mistake and he should have moved over and reactivated the Sphinx this turn. 

So many things are going to frenzy on my turn....

Circle turn 4, in which birds freak out and murder their brethren:

Una yanks three from the blue Scarsfell, and Tannith pulls some from the Feral. Una's remaining Griffon frenzies into the Mannikin in front of it. The curled up Griffon frenzies into the Mannikin next to it. The brown Scarsfell frenzies into the inert Ret Griffon. Tannith upkeeps Scything Touch and Admonition.

The blue Griffon kills both the Mage Hunter Assassin and the Arcanist, and the Sentry Stone Mannikin that gets spawned charges the objective. Despite some pretty hot rolls there, I can't get anything else to dent it much and I leave it on one after Una boosts three shots into it, Hutchuk bombs it, and Lanyssa ice bolts it. 

The Feral warps armor and runs to the right zone. The not frenzied Griffon flies over the objective and kills both the Destors in the zone. Tannith measures and finds she is 10" from the Mage Hunter Assassin, so walks six towards it and shoots it to death, conveniently catching the upper Destor with Shadow Bind and allowing me to dominate my zone for 1. The Druid Wilder pulls the fury off the Feral (say that ten times fast, I dare you).

Score 1-0
Advantage Circle

Ret turn 5, in which a Jack gets reactivated and elves on horses go bird hunting.

My opponent goes into the tank, wishing he'd cast Mirage on Garryth rather than upkeeping Psychic Vampire. He activates the Destors first, moving them up. I trigger Admonition and walk away from Garryth with Tannith, I have no desire to randomly die if I've forgotten something. He shoots the brown Griffon for trivial damage.

Sylys whispers Arcane Secrets to Garryth, who moves up, reactivates the Sphinx, and casts Gallows at the close Griffon until it dies. He charges an Arcanist at the Sentry Stone, needing an 18 to kill it and rolling a 17, phew!

Score 1-0
Advantage Circle

Circle turn 5, in which a bird tries to throw an elf and another bird goes horse elf hunting.

Tannith upkeeps Scything Touch for free, although in hindsight the Druid Wilder may have been too far away for that to happen....hmmm...must remember to check that every turn they're not practically base to base. 

The blue Scarsfell has a daring plan, so Una walks up and heals both her birds up. At some point turns previously the second fire had rolled out.

The blue Griffon walks up to Garryth and attempts to throw him, but misses. The Feral whines a little bit because he wanted to snack on an elf, but Tannith keeps him in check. 

The yellow Griffon charges the poor Arcanist and murders him. 

A spawned Mannikin on the left charges and kills the objective, and Hutchuk runs to control the zone. 

The Griffon in the right zone walks over and puts down both cavalry models. A spawned Mannikin boosts and kills the Arcanist in the zone, and Tannith casts Admonition on herself and walks up into the zone but behind the cloud. The Druid Wilder runs over. 

Score 4-0
Advantage Circle

Ret turn 6, in which Garryth is a boss. 

My opponent knows it's over, but he wants to kill stuff regardless. Garryth casts Gallows at the Griffon engaging him until it dies, then walks over to the other Griffon and hits it twice to kill it. 

The Sphinx runs to the zone and contests, and the void tracer runs to the bottom zone to contest. 

Score 4-0
Advantage Circle

Circle turn 6, in which the Feral finally gets to kill something.

We want to see how many attacks it takes a Feral with Primal and Scything Touch to kill his Sphinx. Hutchuk backs up and the Sphinx misses it's free strike! He rusts it up. 

Tannith applies said buffs to the Feral, which charges the Sphinx and kills it with two initial attacks - swinging at dice +4 does crazy things to the math. 

The two Griffons on the right kill the inert Ret Griffon, and a Sentry Stone Mannikin murders the Void Tracer so Tannith dominates the bottom zone again. 

Victory for the Druids!

For fun, my opponent wanted to see what Garryth could do had he not lost that turn. He proceeded to charge the Feral and roll 6,6,6,6 for damage, killing it in two hits before murdering Hutchuk with a boosted Gallows

Post Game Thoughts:

Forests are this lists best friends. Every piece of terrain on the board is going to negatively affect my opponent in some way, but not most of this list. The damage that birds can get up to is absurd under the layers of buffs. Definitely need to keep Hutchuk safe, he is the lynchpin of this list into Warmachine lists. 

The other thing this list has going for it is a gross amount of out of activation movements. I've had games where a Griffon dodges away from 2 heavy jacks and just laughs as about 40 points worth of models went in and failed to kill it. The following turn, Hutchuk rusted them up and they blew up. 

This is not an easy list to play, but it is a ton of fun. I think I could have played Lanyssa a little tighter, she did almost nothing that entire game. Other than that, I think I played pretty well. My opponent gave me some openings that perhaps he should not have, but I don't think anyone looking at the table the turn I killed half his list would have foreseen 3 throws completely ruining his placement and allowing me to kill both of his Jacks, Nayl, and through Nayl, Elara. 

As always, thanks for reading, back soon with more silliness!

Battle Report 1: Tanith vs. Vyros 2

Hello and welcome to Druid's Dice, a blog dedicated to Warmachine and Hordes battle reports, hobby content, and occasional random musings about the game.

I am PG_Charles_Carmichael, Press Ganger for 3 years now, avid warmachine player for nearly 5, and a recently returned druid loving Circle Orboros.

The first game I'd like to document is a throw down between two very different armies.

My opponent played something like this:

Vyros 2
-Sylys Wyshnallyr
-Imperatus (proxied by Phoenix since I'm currently painting it for him)
-Helios (Hyperion)

Elara 1

Arcanist Mechanic x3

And I played a rather odd Tannith list:

Tannith the Feral Song
-Druid Wilder
-Feral Warpwolf
-Scarsfell Griffon x4

Una 1
-Scarsfell Griffon
-Scarsfell Griffon

Bloodweaver Night Witch x2
Hutchuk, Ogrun Bounty Hunter
Alten Ashley
Lanyssa Ryssyl, Nyss Sorceress

Sentry Stone and Mannikin x2

We played Scenario number 5: Extraction, which includes a friendly objective per player, and two neutral flags. The flags can be dominated or controlled for 1 starting on the second players second turn, and the objectives can be targeted/damaged/destroyed on the second players second turn as well. There is a killbox.

Turn 1:

I won the roll off, my opponent chose the side with the house to hide Elara behind and I deployed very centrally. Una and her battlegroup went off to my right, and everything else stayed middle. My opponent skewed his battlegroup to my right and deployed Una and her banshee off to the left.

I forgot to take a picture for this turn, but things ran up on my side rather aggressively. Guardian Beast on Una, Scything Touch on a griffin, and Admonition on Tannith. My opponent parked his guys about 11 inches from my griffins and runs his banshee up on my left side. Synergy goes on Vyros.

Turn 2:

I jammed him hard with sentry mannikins, a wall of all six about 3 inches from his lines on the right so Imperatus wouldn't have anything to side step off to my griffins which were in a line about 12 inches away from him. I stuck a bloodweaver night witch just 4 inches away from the flag and about 12 inches away from his banshee.

My opponent then does something brilliant and completely unexpected. He uses Helios to yank 2 mannikins backwards quite a ways and creates a perfect side step chain for Imperatus to get to my models. Imperatus charges in, side steps off both mannikins, one shots a sentry stone, and slaughters the scything touched griffin before leaving another griffin on six boxes and on fire. His banshee activates, walks up, shoots Alten to death, and then uses Elara's upkeep to advance into contesting range of the flag.

I apologize, but no picture was taken at the end of this turn either.

Turn 3:

Well I've already lost more than I was expecting to, and Imperatus is within 5 inches of my caster. Fortunately, I had positioned a night witch on the right side, so I had good odds of grievous wounds getting onto him. I also had Hutchuk alive and about six inches away from Imperatus. The fire fails to kill my griffin, and I upkeep Admonition for free thanks to the druid wilder.

Hutchuk walks to 2.1 inches away from Imperatus and throws a rust bomb at him. It misses, but deviates 1 inch onto him. The nightwitch activates and charges him, doing about 5 damage to his shields between her two attacks. Tannith activates and feats. There are two griffons off to the left, and both get Primal cast on them. One gets Scything Touch. One of my other griffons on the right gets Primal as well, and the banged up griffon gets his broken spirit healed. Tannith casts Dodge on herself and ends in the trench.

The feral walks up, warps strength, and puts Imperatus down in short order. The primaled griffon on the right charges and trashes an Aspis. The flaming griffon goes to control the flag. Una advances and puts Dodge on herself. Her right griffon advances and kills two mechanics.

Lanyssa puts Hunters Mark on the Banshee, and the two griffons charge in. Really bad dice leave him on two boxes, so the bloodweaver nightwitch goes in and finishes him off. I end my turn at 2 points.

Advantage Circle

My opponent has very few models left and he knows he needs them all to do work. Helios gets focus, Synergy gets upkept (I think I killed Sylys with a Mannikin the turn before) and he activates Vyros first. He charges the griffon at the top of the map, kills him handily and then repositions backwards. Helios rolls pretty badly and fails to kill either griffon on the right, although they are both primaled and have a small handful of boxes left each. Elara charges and through some sidesteps gets quite a ways towards "my" half of the table. The aspis runs over as well. 

I go to 3

Advantage Circle

Turn 4:

My griffons frenzy and do nothing to helios. The primaled griffon on the right cannot see anything, so drops fury and sits there. Fire goes out on the mostly dead griffon. Admonition is the only thing upkept. 

I'm safely going to go to 4 this turn, and probably going to be able to kill everything that can contest as well. That being said, I want to keep Tannith safe. She activates and casts Scything Touch on the nearly dead griffon, and then casts Dodge on herself. Hutchuk, the feral, and Lanyssa run to the left to be within 12 inches of Helios, but not within 11. The scything touched griffon goes in and kills the Aspis and then puts up Dodge. The bloodweaver nightwitch walks over to Elara and kills her. I have the druid wilder run up to control my right flag and I go to 4 points. 

Advantage Circle

Vyros charges in and kills the druid wilder. Helios swings and swings boosted twice needing 9s to hit my Griffons but fails to connect either time. He gripes about this, but ultimately it doesn't matter.

Turn 5:

I upkeep Admonition. Hutchuk rusts Helios. Lanyssa rolls double 1s for Hunters Mark on Helios. The griffon in front of the feral shunts over after Una heals it and does a point or two to Helios. Tannith activates, moves over, and casts Scything Touch and Primal on the Feral. The Feral charges Helios and warps strength at effective PS 23 on his claws and 22 on his bite. He fails to kill the colossal by one point. The griffin in the forest charges it and puts him down. The other griffon formerly engaged by Helios goes to control the left flag, and the griffon on the right moves to control the right flag. The bloodweaver charges Vyros to be cheeky and does a couple of damage before I end my turn and go to 6 points.

Victory for the Druids!

Post Game Thoughts:

Helios' guns took me completely by surprise. I had thought that Imperatus wasn't getting anywhere near me that turn and instead I lost a sentry stone, a griffon, and almost all of another griffon. Rust is key in this game, although man the griffons can do some serious work by themselves. It was very interesting to have a game where a large central forest literally meant nothing to almost every model on the table either thanks to birds eye on Vyros' battlegroup or tracker naturally on the griffons.

I'll definitely take more pictures next time, I had thought there were more but apparently I was wrong!

Thanks for reading!