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

Prologue:

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

I tossed together a really derpy list.

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

Shifting Stones x2

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

My opponent played:

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

Deathstalker x2
Forsaken
Shepherd
Nyss Warlord

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


I had forgotten how much Stormy makes taking pictures impossible. 

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

Legion turn 1:

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

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


Circle turn 1:

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

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


Legion turn 2:

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

Thagrosh moves outside of the killbox. 


Circle turn 2:

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

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

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

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

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




Score 1-0
Advantage Circle

Legion turn 3:

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

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

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


Score 1-1
Tie

Circle turn 3:

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

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

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

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

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

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


(Undeserved) Victory for the Druids!

Post-Game Thoughts:

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

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

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

Thanks for reading!


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

Prologue:

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

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

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

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


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

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

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

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

Blackclad x2 (Free!)
Gallows Grove x2

Sentry Stone x2
Shifting Stone x2


vs.

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

Shepherd x2
Forsaken x2


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

Gotta say, I love two extra inches of deployment.


Circle turn 1:

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

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

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

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


Legion turn 1:

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

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

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

Both Forsaken get loaded up after beasts rile and run.


Circle turn 2:

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

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

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

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

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

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

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


Legion turn 2:

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

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

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


Circle turn 3:

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

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

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

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

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


Score 1-0
Advantage Circle

Legion turn 3:

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

I get another point.


Score 2-0
Advantage Circle

Circle turn 4:

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

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

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


Score 5-0
Victory for the Druids!


Post-Game Thoughts:

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

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

Thanks for reading :)