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 25, High Reward Steamroller round 1, Wurmwood vs. Haley 2

Prologue:

I was able to attend a High Reward Steamroller at Mox Boarding House in Bellevue this last weekend, a format with an 8 person cap and a $25 buy-in price (which is a lot for an 8 man steamroller).

I took my tried and true pairing of Tanith and Wurmwood:

Tanith
-Warpwolf Stalker
-Pureblood Warpwolf
-Scarsfell Griffon
-Gorax

Una
-Scarsfell Griffon x2

Wrong-Eye
-Snapjaw

Lanyssa

Sentry Stones x2
Shifting Stones
Swamp Gobbers Bellow Crew
Obective: Fuel Cache

This is my Circle, Ret, and situationally Trolls, Mercs, or other dudespam drop. Scarsfell Griffons trade into squishy heavies really, really well, and they're not easy to kill on the backswing without significant investment.

My Wurmwood list is a bit of an oddball, with Brennos and Megalith being a module I haven't seen anywhere else. The idea here is that Brennos plus Megalith can literally shut down a colossal for an entire game. Brennos also has blessed naturally on his staff, and that has come up quite a few times for me now.

Wurmwood
-Cassius
-Warpwolf Stalker
-Brennos
-Megalith
-Gorax

Lanyssa
Gallows Grove

Sentry Stones x2
Shifting Stones x2
Min Bone Grinders
Gatormen Bokur and Shamblers
Swamp Gobbers Bellows Crew
Objective: Fuel Cache

The field was pretty non-diverse, with three Circle players all rocking Wurmwood and Tanith (one of the guys had the exact same Tanith list as I did!), two Ret players with Issyria/Kaelyssa and Rahn/Vyros 1, one Khador player with Butcher 3/Irusk 2, one Cygnar player with Haley 2/Caine 2, and one Skorne player running Rasheth with a billion Shamans/Zaal 2 with a billion immortals.

I was pretty nervous going into this event, I hadn't really stretched my competitive wings for solo events in nearly 4 months, and I was worried that I had lost any edge I once had.



Round one, I was paired with the Cygnar player. His lists were interesting, Caine 2 was running two Stormclads and Haley was running:

Haley 2
-Squire
-Stormclad
-Thunderhead
-Thorn

Journeyman
-Sentinel

Max Stormlances
Black 13th
Objective: Bunker

Ultimately, I had a very strong feeling he would drop Haley 2, and since there was so much Circle for me to drop Tanith into and this was a good chance to test Wurmwood into Haley, I ultimately dropped Wurmwood.

We were playing Extraction, and my opponent won the roll off and opted for first.

One side had a forest right in front of the middle deployment zone, and the other had a forest up and to the right. There was a wall on that side, a hill on the edges of the Scenario, and a cloud in the center with a trench on the far side.

I opted for the side with the more central forest and wall, hoping that the forest in his face would force him to split his army, and it did.

Cygnar Deployment:


I counter-deployed:


The important things here are really just the forest and the wall and the trench. The cloud is going to go away most likely, and the forest here allows me to completely hide Wurmwood from his entire army. I lined up the Stalker across from the Lances since the game plan was to bait them with the Sentry Stones and then kill as many as possible.


Cygnar turn 1:

He's pretty aggressive here.

Arcane Shield goes onto the Stormlances and the Jr. moves up behind the forest. The Black 13th run and spread out to avoid Hellmouth. Thorn and Thunderhead run, the Stormclad gets TKed, and Haley puts up Deceleration, moving almost into the trench. The Sentinel runs.

As you can see, the sun was pretty bright and this would lead to issues for pics.

Circle turn 1:

I go into the tank for a while and then decide that since I'm the one going second, I'd really like to just bubble up and force him to commit. If he does and feats, I counterfeat and get a control point most likely, which is a bad place for him to be.

I place my cloud, and Cassius runs. I try for an unboosted Curse of Shadows on the Stormlances and miss, then I Dark Path Cassius back and cast Wild Growth to continue my wall of LOS denial.

Bone Grinders murder eachother, as usual.

Everything else advances or cross runs to get into better position for next turn. I do like one point of damage to a Stormlance with a Mannikin spray.


Cygnar turn 2:

He thinks about it for a bit, and then measures from Thunderhead to the farthest up Sentry Stone, finding he can get within five of it with a TK. Thunderhead gets two focus, Jr. upkeeps Arcane Shield.

The Centurion moves and shoots the Mannikin blocking the black Stormlance. Thorn shuffles to get LOS to Thunderhead.

Thunderhead gets TKed, and so does the Stormlance at the very top of the above picture.

Haley moves into the trench, no feat.

Thunderhead moves up and murders the painted Sentry Stone.

The Stormlances go in and murder the other Sentry Stone, actually doing a few damage to Brennos with eLeaps.

Black 13th move up and do nothing. The cloud goes away.


Circle turn 2:

I measure it out and I can get Megalith into Thunderhead, and I think I can kill 3 Stormlances. This is critical because the less models Haley gets to Alpha with on her feat turn, the better the game goes for me.

Shamblers get placed and one runs between the three stormlances that I don't expect Brennos to kill.

Cassius runs up.

Brennos charges in anddddd whiffs damage on the second lance, leaving it on one.

Wurmwood casts Curse of Shadows on Thunderhead and Hellmouths the Shambler to yank Stormlances closer together.

The Stalker goes in and kill two Lances, and then Sprints out into some Shifting Stones, who port him to the other side of Wurmwood.

Megalith charges in and kills Thunderhead with a fury to spare, so I throw an unboosted Stranglehold at Thorn, but miss.

The sun made picture taking impossible, so here's this Vassal diagram.
Brennos is the green empty base. 


Cygnar turn 3:

Haley hems and haws. Because I've placed the Stalker so far back and within charge range of where Megalith is, Haley would have to expose herself a lot to Feat and catch him to prevent the countercharge if the Stormclad goes into Megalith.

Side note - when two control casters play, generally whichever one feats first without getting a monstrous attrition or Scenario advantage, they lose.

He loads up the Stormclad and drops Arcane Shield.

Haley casts Temporal Acceleration on the Stormclad and does not feat, camping four in the trench. The Stormclad assaults in and murders Brennos. The Stormlances kill the Bokur (sad!).

His Sentinel shoots Megalith and rolls fire for damage. The Black 13th come in and do some Brutal Shots at Megalith, rolling pretty hot as well and leaving him on half. Thorn runs away.



Circle turn 3:

I'm surprised he didn't feat here, and so I spend a few minutes rethinking my turn. I measure from Megalith to Haley and realize she's less than 15 inches away.

I've got ten fury thanks to Stormlances and the Bokur dying, and I can get my new Shambler leader within 3 of Haley, and one Gobber within 3 of Megalith.

I decide to go for it.

Shambler runs. Gobber runs. Shifting Stones port up in front of his Sentinel so that it can't get dragged with Hellmouth.



Cassius runs.

I arc a Hellmouth through Cassius a the Shambler, hitting, and pulling Haley in. I boost damage on her and roll 6, 5, 4, doing 8 damage even after he cancels out five with a focus.

I arc another Hellmouth at the Gobber, boosting to hit, and drag Megalith 3 inches closer.



Megalith heals a d3, and charges Haley. I opt not to boost the charge attack since she has set defense.

Here was my math:

She's got 7 boxes left (averages say she should have 11 left but hey, dice). I miss my first attack, boost the second needing a nine and hit, doing 5 damage after focus reduction (dice +3 = 10, minus 5 = 5). She's now DEF 13, and Megalith buys two more attacks and kills her.

Instead...I roll the hard 11 on the charge and murder her.

Yay!



Victory for the Druids!

Post Game Thoughts:

I actually had several plays open to me here. and I really like both the play I went with and the other option, which was to use a Hellmouth to drag the Sentinel out of control from the Jr. and away from the objective, Hellmouth a placed Shifting Stone to murder all of the Black 13th, and then Feat. 

Port Wurmwood into the center ish part of the table so the forest covers literally everything, have Megalith blow up the objective from trample plus 3 bought attacks, and then have the Stalker control the flag for a point. Following turn, 

I expect him to feat but get no points if I contest with a bunch of shamblers, and I don't actually know if anything was in range to contest the right hand flag, so I could possibly be at 3 points at the end of his turn. 

I'd just need to Stranglehold both light jacks the following turn, possibly murdering Thorn with the Stalker, and keep Wurmwood safe before eventually killing off all of his models and winning on Scenario. 

Battle Report 24, i5 Team Tournament Round 4: Wurmwood vs. Lylyth 2

For our final round, my opponent's team threw their Legion player to the wolves and I got Lylyth 2 AND I got to choose the table on Take and Hold. His other list was an eTwins list that looked like it had even less game into Wurmwood, so I was not surprised when he dropped.....


Lylyth 2
- Ravagore x2
- Bolt Thrower
- Naga Nightlurker

Max Raptors
Blackfrost Shard

Anyssa (Not Lanyssa)
Shepherd x3
Strider Deathstalker x2

I won the roll off and asked to go second, taking the side where the forest would protect the friendly flag.

His deployment:


After seeing the way he deployed, I immediately made two important decisions.

1) I was giving him nothing but stealth models and stones on the right side of the table for his raptors to shoot at. Everything else in the list could prey on things with Prowl, but the Raptors don't ignore stealth and I needed to capitalize on that.

2) I was going to build me a forest wall to advance behind until I could get my Stalker into his Ravagore. I don't need Primal to kill it, and once it's dead, he has to trade his other Ravagore for it, assuming that the Raptors are dead.

With that in mind, I deployed with Wurmwood and not much else on the right, as well as the Gobbers to give him Stealth.


Anyssa chose....a Sentry Stone unit? as her prey and the game began!

Legion turn 1:

His stuff all ran up. He doesn't have anything to shoot at and he doesn't have any reason not to. Mirage goes on the Raptors, and it's a darn good spell. I forgot about it on a crucial turn later in the game, and I'm lucky it didn't cost me. 


Circle turn 1:

The other reason I had chosen this side was the trench, and man was I going to abuse it. Without aiming, his Ravagores need boosted 13s to hit a Stalker in a trench, and that was the only target I wanted to give him.

I pulled the usual Sentry Stone trick on the right and killed one of his Deathstalkers (yay!).

Then I decided to activate Brennos and see if I could get lucky. I shot Ravaging Winds at the Ravagore and it scattered right onto him.

My turn was suddenly immensely easy.

Cassius ran up. Wurmwood cast Stranglehold and boosted damage, doing a couple points to the middle Ravagore. He also cast Dark Path and Wild Growth to get Cassius safe and complete the forest wall.

The other Sentry unit completed the forest wall for Megalith and co to hide behind.

Bone Grinders murdered eachother, and the Shamblers ran, the Bokur getting into the trench. The Bellows Crew made a nice big cloud for Wurmwood.

Lanyssa ran up between the different sections of the forest, and the Stalker ran into the trench, more than 14 inches from his Ravagores.


Legion turn 2:

My opponent considers feating this turn, but he doesn't have many good targets, and one Ravagore is totally out of commission.

Instead, he moves up and murders my left side Sentry Stone with one Ravagore, moves the other Ravagore behind the forest, and moves Lylyth up so as not to killbox herself.

One Raptor contests and the others get closer. He takes a shot at the Bokur, but misses.



Circle turn 2:

It's definitely feat turn. I can get models into his Ravagore, attacks on the Naga, and then probably Stranglehold the other Ravagore again while still killing the Blackfrost Shard dudes with Stalker and Megalith.

I measure it out and start my turn.

Sentry Stone unit sprays and does....not much, I think they kill the Deathstalker.

Brennos charges the Raptor on the flag and murders him dead.

Megalith charges the right hand Shard member, and then Strangleholds the left Ravagore.

Shamblers charge at the Naga.

The Stalker charges the other Shard member and sits there.

The Shifting Stones port Wurmwood to the flag.

Cassius runs, and Wurmwood Strangleholds the Raptor in the forest to death before popping feat and yanking Cassius back with Dark Path.

Lanyssa moves up and uses Winter Storm, catching the Ravagore and 2 raptors in her command range.

I get one point.


Score 1-0
Advantage Circle

Legion turn 3:

My opponent is in rough shape. He's got two heavy warbeasts he can't touch in charge range of Lylyth and a bunch of models that can't do much this turn. He upkeeps Mirage and his Raptors apparition...meaning one can get to Lanyssa and one can get to Wurmwood. Whoops....

The Raptors fail to hit Lanyssa, and they also don't damage Wurmwood. Phew. 

The Nightlurker munches a Shambler, the Strangled Ravagore does nothing, the other Ravagore backs up, and Lylyth runs to the right, away from my guys. 


Circle turn 3:

Alright, time to worry about dying again with the feat down.

I reeve fury after the stones leach one from Brennos, which means Megalith still has one on him.

The Stalker moves over, murders the Naga, and Sprints up the table to engage the Ravagore.

Shamblers charge the Ravagore for a few.

Brennos moves up, and casts Ravaging Winds at the Ravagore, doing a few damage. He then buys and boosts an attack into the Raptor next to Wurmwood, which kills it.

Cassius runs over to the far flag. Wurmwood Strangleholds 2 Raptors to death and then casts Dark Path to get to the flag.

Megalith moves up and Strangleholds the right hand Ravagore.

I get two more points.


Score 3-0
Advantage Circle

Legion turn 4:

My opponent pops Lylyth's feat, does some damage to Brennos, and then contests with a Shepherd.

The left Ravagore tramples over some dudes.


Score 3-0
Advantage Circle

Circle turn 4:

My opponent requests that Cassius do the honors of killing his contesting Shepherd. 

He does so, and I go to 5 points. 



Victory for the Druids!


Post Game Thoughts:

Well Legion is definitely not something Circle has to fear nearly as much in mark 3 as it was in mark 2; My opponent and I laughed about how easy this would have been for him to win with Mark 2 Lylyth 2 and Eyeless Sight. 

I did get lucky with the turn 1 Brennos scatter, but other than that I felt like I controlled the game very deliberately and very well. Props to my opponent for being a super pleasant guy to play against, even while handling probably the hardest matchup his list had.

After I finished, only two other games had finished, both with game losses for my team. Then our Caine player was able to drop Egregore and our Madrak 2 player ground their Sevy 2 player down and won on clock.

Overall the team won 12 of 20 games, scoring 1 more control point than every other team with our win record, which meant we got Second Place!

We were all pretty thrilled, much pizza and rejoicing was had.

Next year, there will be much, much, much more prep!

Battle Report 23, i5 Team Tournament Round 3, Wurmwood vs. Sturm and Drang

Round 3 arrived, and most of my team had eaten a lot of lunch.

That being said, morale had improved. The other team captain decided to pick the tables rather than most of the matchups, and I felt like I had been able to secure most of my team good games.

The other team captain was my opponent, and he chose the table I had wanted most for myself with a beautifully terrain dense zone on one side for Wurmwood to hang out in.

He was playing:

Sturm and Drang
-War Hog
-War Hog
-Road Hog
-Battle Boar

Brigands with CA x2
Bone Grinders (min)

Maximus
Lanyssa

And I windmill slammed Wurmwood since his other list was Carver and I feel Wurmwood is fine into both.

I won the roll off and elected to go second on Outlast.


His deployment:



My deployment:


I had a really, really clear plan of attack here. Turn 1, I Hellmouth as many Brigands off the table as I can on the right side while getting Wurmwood into the forest to give him stealth on the left. Beasts would go pretty central to outthreat his beasts, and if he feats before I do, I counterfeat and ride it out. I'm pretty confidant I can get 3 points on my second turn unless he commits his beasts to die, and I'm fine with that too.

Minions turn 1:

Brigands run up on either side, Beasts make a wall centrally for Sturm to hide behind. Deceleration goes up, which I'd forgotten about and makes the Hellmouth I have planned less good.



Circle turn 1:

I measure the distance from Cassius to the middle Brigand not in the trench on my right side. It's just under 19 inches, so he goes first and runs up the field.

Wurmwood activates next, Hellmouth's that one and kills 3, knocking down two more due to tough. He then casts Dark Path and gets Cassius safe.

Bone Grinders murder each-other. Sentry Stones get a Mannikin killed from each, and they kill the remaining KD'd Brigands on the right.

Everything else advances up. He's put prey on one unit of Shifting Stones and one unit of Sentry Stones, so I play pretty aggressive with my beasts (although keeping them safe from TK plus charge on his hogs).


Minions turn 2:

As expected, he doesn't want to contest with his beasts, and just puts Brigands in the zones, killing some Mannikins and Shamblers.


Circle turn 2:

Between sprays, Strangleholds, and Hellmouth, I am able to completely clear the left zone, while the Shamblers clear the right zone. Wurmwood hops up behind the house and pops his feat.


Score 3-0 
Advantage Circle

Minions turn 3:

He moves up and feats, contesting the left zone with a Road Hog, but keeping his War Hogs central.


Score 3-0
Advantage Circle


Circle turn 3:

I just need to kill 3 Brigands, and I am able to do so with Shamblers and Sentry Stones.

Cassius runs to the right zone, and Wurmwood casts Dark Path to go over and dominate that zone for 2 more, getting me to 5.

I forgot to take a picture of this turn, sorry :/

Victory for the Druids!


Turns out I'd been very successful in lining up good matches for my teammates too, as we all won our games leaving our overall record at 9-6 and in contention for second place. 

Battle Report 18, October 8 Steamroller round 2: Wurmwood vs. Caine 2



Round two I was paired with one of my teammates for the upcoming i5 event in Portland, Oregon. His pairing is Stryker 2 and Caine 2, and Wurmwood just sucks for both of them. Add to that we were playing a live Scenario (Entrenched) on a table with very favorable terrain on one side, and he was not a happy camper.

The Stryker 2 list is a double Stormblade boat that just loses to Sentry Stones + Hellmouth, so I knew he was dropping Caine 2.

I dropped Wurmwood, since Tanith is not a great idea into someone who can easily kill her if he gets a bead.

Same Wurmwood list:

Wurmwood
-Cassius
-Brennos
-Megalith
-Stalker
-Gorax

Lanyssa
Gallows Grove

Bone Grinders (min)
Sentry Stones x2
Shifting Stones x2
Gatorman Bokur and Shamblers
Swamp Gobbers Bellows Crew

Objective: Fuel Cache

vs.

Caine 2
-Ace
-Rowdy
-Reinholdt

Gun Mage Captain Adept x2
Harlan Versh
Runewood
-Gallant
Trencher Master Gunner
Lanyssa

Trencher Cannon Crew
Max Trenchers

Objective: Fuel Cache


I won the roll off and windmill slammed going second to choose side.

He deployed with his scary shooting stuff across from my zone and his trenchers by his zone. Jacks pretty central. The big red thing is a fire cloud. I apparently forgot to photograph his deployment



I counter deployed, being very careful to leave nothing within 20" of Ace so I couldn't get trick-shotted turn 1.

Wurmwood goes near the close zone, beasts by the trench. DEF 18 Stalkers aren't any fun, even for Caine.

Note the curve of my AD line to avoid Ace
Cygnar turn 1:

His Trenchers advance cautiously and Dig in.

Caine puts Hightened Reflexes on the Trenchers and Fire for Effect on the Cannon Crew.

His right side scary shooting models all run.

Ace moves up behind the Trenchers.


Circle turn 1:

I have an amazing plan to run Cassius, Hellmouth Ace needing a boosted 7, kill the GMCA, 3-4 Trenchers, and put some damage on Caine. I also instantly get this nasty feeling I'm not going to actually hit an attack this turn.

The feeling is right.

I miss the boosted 7, and Wurmwood yanks Cassius back to safety.

My Sentry Stones miss the GMCA on the right.

Even my Bone Grinders have a hard time killing each-other, making my Gorax pitch in to help.

My beasts run to the trench, and I make sure Wurmwood is more than 19 inches away from Caine.

The Gobbers Stealth up the Stalker who is a very important 10 inches away from my opponents' objective.



Cygnar turn 2:

With way more models left alive than he has any right to have, my opponent wastes no time in gunning down both Sentry Stones and my Gallows Grove. 

His Trenchers gum up his zone, and his heavies all come central to scare me off. 

I forgot to take a picture 'till Brennos, the Shamblers, and the Stalker had activated, but imagine a line of Trenchers on the close edge of his zone. 


Circle turn 2:

I'm getting two points this turn, dice be darned!

The Shamblers spawn and run to engage his Jacks, especially Rowdy so he can't countercharge. 

Brennos shoots his AOE at the trenchers between the Stalker and the objective, boosting blast damage and murdering 4 of them. 

Wurmwood gets ported up so that the Stalker will still be in control, and the Stalker charges and destroys the objective, sprinting back to the trench. 

Megalith moves on up. 

Cassius runs, and Wurmwood arcs a Hellmouth at the left hand Cannon crew gunner, boosting damage on Runewood and Versh. All of them die, to my infinite satisfaction. 

Wurmwood then feats, and I get 2 points. 


Score 2-0
Advantage Circle

Cygnar turn 3:

He can't really see much to do much. 

Rowdy moves over to block kill a pair of Shamblers. Gallant kills his. 

Trenchers charge and run to engage. 

Caine runs wayyyy over to the right (advances, casts Bullet Dodger on self and then casts Gatecrash). 

Ace uses Infiltrate so that both he and Caine are Stealth. 

Critically, he doesn't want to sacrifice his GMCA to contest, so I get another point. 


Score 3-0
Advantage Circle

Circle turn 3:

I get a Shambler into the ring of Trenchers, and Brennos blasts it, killing all but the closest one. Another Shambler has once again engaged Rowdy.

Cassius runs, and Wurmwood boosts a Stranglehold into the GMCA in the zone, killing him. He then boosts another into Lanyssa, hits, and then rolls a boosted 4 for damage, not killing her. 

Megalith tramples into the zone, boosts a Stranglehold at her, and she dies. 

I get two more points for the win. 


Victory for the Druids!

Post-Game Thoughts:

Caine is pretty screwed no matter what he does here. 

If he contests with the GMCA, I kill him the next turn pretty easily, and then make a big forest wall in front of Wurmwood while he toes the zone. 

I've got distance to both Rowdy and Gallant with the Stalker and Megalith respectively, and at that point all he has left is Caine and a Trencher Master Gunner. 

Even if he'd left Rowdy in the zone, the Stalker had a charge lane right at him, and a Stalker with Primal on it will wreck any Cygnar heavy even on sub-par dice. This is just a grossly hard match-up for Caine, and I did my best to never let him get an opening to do real work until it was far too late. 


Battle Report 17, October 8 Steamroller Round 1: Wurmwood vs. Helga



I had the opportunity to play in a 12 man Steamroller Event this weekend, which is a landmark for Eastern Washington as far as size goes. We had 3 new players (less than 20 games) show up to play, and we had a smattering of less common tournament attendees.

Had all the tournament regulars shown up, we would have had a proper 16 man event!

I was originally planning on playing Skorne at this event to test out my teammates pairing for our upcoming team tournament, but I had also brought my Circle bag since one of the newer guys had expressed interest in playing in the event if he could borrow an army.

He ended up wanting to play Skorne, so I gleefully ran back to my bag to pull out my beloved druids, only to discover that my Una model had been left at home! (Approx 3 hour drive away)

After much debating, I kept the Tanith list the exact same, minus Una, plus a Druid Wilder. While this mostly was fine, I sure missed those boosted POW 10s a number of times.



Round one, I got paired against a gentleman running double pigs - Carver and Helga.

For once, someone actually requested that I play Wurmwood into them! And since the table was pretty good for the tree anyway, I went ahead and agreed.

Wurmwood
-Cassius
-Brennos
-Megalith
-Stalker
-Gorax

Lanyssa
Gallows Grove

Bone Grinders (min)
Sentry Stones x2
Shifting Stones x2
Gatorman Bokur and Shamblers
Swamp Gobbers Bellows Crew

Objective: Fuel Cache

He dropped his Helga list, which is a reasonable decision. Wurmwood piece trades with Carver fairly well thanks to Stranglehold and the Stalker having access to Sprint.

Helga, the Conquerer
- Splatter Boar x2
- Gun Boar x2

Razorback Crew x2
Slaughterhousers x2
Meat Thresher x2

Objective: Fuel Cache


We were playing on Linebreaker and my opponent won the roll off, choosing to go first. I didn't get a picture of his deployment, but it's basically his turn 1 advance but back 10 inches. I was looking forward to playing Linebreaker, since after the testing I did for my Linebreaker article (you can read it here), I was pretty convinced that this was a very live Scenario and I wanted a chance to document it.



I deployed like so. I had identified that his right flank was strangely the weak one, since my Stalker outthreats both of his battle engines by 1" and I also have plentiful access to Stranglehold to tie them down until I can kill them. The way he deployed his brigands and the nature of the terrain meant he was going to have to bunch them up turn 1 unless he ran his battle engines to the extreme edge of the table, and that meant I'd likely be able to Hellmouth a bunch of them to death on turn 1.

On the left side, I'd just face a billion shots from high explosive or brutal damage guns, and that didn't look like something I wanted my important pieces going into.


Minions turn 1:

He puts Defenders Ward on one of the Slaughterhouse units. Everything runs up the table. The water feature on the left really hampers his advance, and I'm not too worried about getting shot up for a turn or two. The light green circles are acid pits just.


Circle turn 1:

I measure out threat ranges, and Megalith is half an inch out of trampling up and casting a Stranglehold to begin the chain of silliness.

My Bone Grinders murder each-other to fuel the Tree and the Bokur.

Megalith tramples over a Mannikin. Lanyssa advances and kills a Mannikin.

My Sentry Stones both go, getting a couple each and either can't hit the Slaughterhousers with boosted sprays or can't roll the six needed to force a tough check. They do manage to make one take a tough check, which he passes, and both Stones make a forest in front of Megalith.

Cassius runs, and I get a Hellmouth onto 5 of the remaining Slaughterhousers, killing all of them. Wurmwood yanks him back with Dark Path.

The Stalker warps Prowl and goes into the forest with the Gallows Grove. Brennos chills out behind said forest so as not to get shot by the incoming battle engines.

The Stones port Wurmwood into the left Forest to give him Stealth.

I apologize for the blur. I had forgotten my tablet, so my phone was pulling double duty as camera and warroom, so some of the shots were really hurried. 

Minions turn 2:

Losing an entire unit of Slaughterhousers wasn't great for my opponent, and I haven't given him hardly anything to shoot at or attack.

Helga upkeeps Defenders Ward. The battle engines stay away from my Stalker and shoot down Mannikins. The last Slaughterhouser from the dessicated unit moves up and engages 2 Mannikins, and the others run/charge to my left.

His artillery pieces run to get out of the water, and his lights throw some corrosion on various things.

Helga stays safe behind the wall.




Circle turn 2:

Well I can't score this turn, so that means it isn't Feat turn yet. What I can do is Stranglehold both of his battle engines, get Curse of Shadows on one in preparation for next turn, and hopefully get a lucky drift from Brennos to prevent them both from shooting.

Wurmwood gets 10 fury, and the Bokur makes some Shamblers.

The Grove shifts up on the right, and the Sentry Stones kill....one Slaughterhouser?

Cassius runs, Wurmwood casts Dark Path to get over to him, chucks Curse of Shadows on the left Battle Engine and Stranglehold on the right one. Then he drops a forest on the Gallows Grove to complete my line of trees. The second Sentry unit charges the now Cursed Thresher and deals a few damage.

Megalith casts Stranglehold on the left one, and Brennos gets a drift onto the left Thresher.

My Shamblers charge his Slaughterhousers, but I can't roll 6 to hit or to kill, Defenders Ward really pulling some weight. My Gobbers make a cloud.


Minions turn 3:

Between Slaughterhousers and shots, he manages to kill most of the Shamblers and both of the Swamp Gobbers (darn). His Cursed battle engine backs up, taking a free strike at dice off 6 andddddd my dice continue to hate me, doing no damage.

The other Thresher shoots some stuff.



Circle turn 3:

It's go time! Lanyssa is within 16 inches of the far right Thresher, I can port a Stone around Megalith to port him to the objective, and Wurmwood is going to feat to keep me safe.

I upkeep Curse of Shadows. Lanyssa moves up through the morass and lands Hunters Mark on the Thresher. My Gallows Grove gets out of the way.

Both Sentry Stones activate. The unpainted one on the right gets a pretty good pair of charges into the Thresher, knocking it down to 11 boxes.

The one on the left charges the Splatter Boar and misses.

I port one of the green stones around Megalith with the grey stones, and the green stones port Megalith to the objective, which he puts down handily.

The Shamblers throw themselves at the Slaughterhousers, actually killing one this time! The Bokur murders the Gun Boar that was there by chewing through half his unit of Shamblers to buy and boost attacks.

Cassius advances to within 10" of the Thresher.

Brennos activates and tries to drift his AOE onto the Thresher again, but this time it deviates back and murders a Mannikin!

Wurmwood activates, throws a boosted Stranglehold at the Meat Thresher, spiking and doing 8 damage. He throws another one out, killing it, and pops Feat.

I get 2 points.

Outside edge of the red beads is the forest.
Score 2-0
Advantage Circle

Minions turn 4:

My opponent has exactly zero models to contest with, so he jut makes a beeline for my left flag. He also kills all the remaining Shamblers. 

We both get a point. 



Score 3-1
Advantage Circle

Circle turn 4:

Cassius is within 14 inches of the flag. He runs, Wurmwood casts Dark Path to get himself base to base with the flag, and I get 2 more points for the win. 



Victory for the Druids!

Post Game Thoughts:

Brennos and Megalith are in this list specifically to prey on Huge Based models with guns, and I am incredibly happy with how they performed this game. 

It's kind of counter-intuitive to see two battle engines as the weak side of the table, but I'm much more afraid of the Slaughterhousers than I am of the Meat Threshers. The Slaughterhousers with Dash threaten as far as the Stalker does without Hunters Mark and 3-4 of them will reliably kill said Stalker. 

The central obstruction played a huge role in allowing me to pivot my army around the table like I wanted to. My original plan was actually to play for attrition. Once the Slaughterhousers are dead and the Threshers are Strangleholded every turn, Helga is really the only thing that I worry about for making her feat work, and she can't actually do that much against Wurmwood and Megalith. 

I felt pretty advantaged going into this matchup, but I feel Wurmwood is really strong into almost everything that Minions has except Rask. 

A very fun game, and to all of you naysayers who don't think Linebreaker is very live, take that!

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. 

Battle Report 13: Wurmwood vs. Sloan


Same table, different opponent, different list!

My opponent for this game has a noted dislike of Wurmwood, but wanted to see if his favorite list of mark 3 had any game into it at all.

Same Wurmwood list as last time:

Wurmwood
-Cassius
-Stalker
-Brennos
-Megalith
-Gorax

Lanyssa
Gallows Grove

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

Into:

Sloan
-Reinholdt
-Hunter x6

Trencher Infantry
Rangers


I won the roll and opted to go first, I wanted to get up the table as quick as possible. I decided before this game to see if ignoring the hunters and just playing for scenario was a feasible game (it's not usually I don't think) and as a result I made a lot of questionable plays this game. My Wurmwood list is also the weakest version of the list that I've had to play into Sloan since it relies on three heavies which is exactly what she wants to see. After this game, I think I might have to bring back my previous version with a bunch of brigands if I want a more generalist Wurmwood list.


Deployment:




Circle turn 1:

Pretty standard. Stuff ran and Bone Grinders killed eachother. The plan was for the Shamblers to run up into the left gap turn 2 and have Cassius murder a few of them and then have Wurmwood cast Wild Growth in the right gap to seal that off. 

Wurmwood gets ported forward and casts Wild Growth between the left forest and the house. 

I use the "kill your own mannikin" trick and put a Mannikin far enough up to spray a trencher down. 


Cygnar turn 1:

I totally discounted the idea of Trenchers doing anything but cloud walling, but some reallyyyy hot dice and CRA's combined with a hunter shot or two managed to take down BOTH Sentry Stones and the Gallows Grove. I hadn't considered putting up a forest around them since the Hunters would just ignore it anyway if they were going to go for it. 

My opponent has skewed far to my right and there is a ton of infantry for my various AOEs to murder next turn though. 


Circle turn 2:

Alrighty it's go time. Brennos moves up and...only kills two Trenchers because of tough. 

Megalith scoots over to that side as well (another mistake, he should have been farther back I think). 

My spawned Shamblers get murdered by Cassius, making two forests for me. Wurmwood gets teleported to the OTHER side of the house, casts a Hellmouth at one of the KD'd trenchers and kills a few more, before casting Dark Path back to Cassius and Wild Growth on the other side of the table. 

This was almost a great turn here, but I forgot to put something on the left flag to pressure my opponent on Scenario and it was going to cost me. 


Cygnar turn 2:

My opponent can't do a lot, but I didn't pressure him on scenario either so he just runs a couple of rangers up to engage Cassius. 

His Trenchers manage to hit one of the Bellows Crew, and the rest just jam me up. 

He gets three Hunter shots onto Brennos, spiking the first two (at dice -3, boosted, they both did 12 damage) and whiffing the last shot to leave him alive. 


Circle turn 3:


It's definitely feat turn. The two rangers jamming up Cassius are sure annoying though. I had a lot of ways to approach this, and in the end went with the one I like the least in hindsight. 

My Stalker gets ported behind them, kills them both and then sprints to my flag. If I had actually gone for this, he should have sprinted farther up the table but safely within my forest. A primaled stalker will kill 2-3 hunters in one activation and I should have threatened his jacks. 

Megalith tramples over some trenchers after popping Undergrowth. This was another massive mistake, he should have just sat safely inside the forest-to-be and attacked them. 

Brennos moved over to the left, and got healed by the shifting stones. 

Lanyssa and Gorax take out the Trenchers that toughed from Megalith. 

Wurmwood gets a talisman from the Bone Grinder, tosses a Hellmouth at the objective which kills three rangers, and then feats. 

I get one point.


Score 1-0
Advantage Circle

Cygnar turn 3:

Sloan casts Guided Fire and feats. Hunters murder Megalith with prejudice, and the Trenchers roll hot again and kill the other Gobber. 

Finn contests my flag, and the other Hunter runs away. 

He scores a point. 




Score 1-1
Tie!

Circle turn 4:

I need to contest his flag, cap mine, and kill that objective this turn if I want even a snowballs chance of winning this game now. 

Cassius walks over to Finn and kills him. 

The Shamblers cap the flag. 

The Gorax attempts a double handed throw on the tinker and misses his boosted 8 >< Would have been nice to have to KD'd hunters with Brennos' no shooting AOE. 

Brennos does decent damage to the Hunter he plugs with his shot. 

Lanyssa forces tough on a Trencher (man there were a lot of those). 

The Stalker charges the objective, puts it down, and then Lightning Strikes over to engage Sloan. 

Wurmwood puts down Wild Growth and heals Brennos for a bunch.

I get two points.

Score 3-1
Advantage Circle

Cygnar turn 4:

My opponent hems and haws for a bit, then walks Sloan out of melee with my Stalker after Reinholdt goes and reloads her. The Stalker misses the free strike. 

Sloan murders Brennos, and casts Guided Fire. The Hunters all shoot at the Stalker, but thanks to Reinholdt the first three miss. The third one manages to hit and kill Reinholdt, so the other two hit and nearly kill the Stalker, leaving him on 2. 

The remaining Hunter really wants to kill him, but I remind my opponent that if he doesn't contest, I win, so the Hunter runs up. 


Score 3-1
Advantage Circle

Circle turn 5:

The Shamblers combined with boosted hits from Cassius kill the Hunter. 

Wurmwood heals the Stalker. 

I see a chance to end the game here, but my Gorax would have to hit a double handed throw!

He doesn't, so Sloan remains upright, and the Stalker misses her a number of times, connecting once for minimal damage. 

Brennos' AOE shouldn't be where it is, we forgot to pick it up. 

I get one point,



Score 4-1
Advantage Circle

Cygnar turn 5:

Sloan takes another free strike and this time I connect, which does a bit of damage. 

Her Hunters murder the Gorax and the Stalker. One runs over to contest. 

His Trencher continues his and Lanyssa's slap fight, once again not connecting.


Score 4-1
Advantage Circle

Circle turn 6a:

Wurmwood gets ported up to the Hunter, casts Curse of Shadows at it and Strangleholds it a few times. 

Shamblers and Cassius kill the Hunter and I go to 5 points. 


Circle turn 6b:

We realize that in a tournament, what I should do to get max everything is to Teleport Wurmwood to the other side of the house, and have him kill Sloan who's only got 6 boxes left and is camping one. 

Lanyssa kills the Trencher.

Wurmwood gets ported to the other side of the house, and boosts two Strangleholds into Sloan, who dies, giving me max Army Points and 5 Control Points. (Imagine Wurmwood on the other side of the house, a dead Trencher next to Lanyssa, and Sloan knocked over and covered with roots).

Victory for the Druids!



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.


Wurmwood
-Cassius
-Stalker
-Megalith
-Brennos
-Gorax

Lanyssa
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
-Ruin

Alexia 2
Widowmaker Marksman
Ragman
Man O' War Drakhun x2

Widowmakers
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
Tie!

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
Tie!

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 10. September 9 Steamroller round 3; Wurmwood vs. Haley 2

I've read a lot of reports on this matchup, and I believe that it is probably in Wurmwood's favor. That being said, when you haven't played the match up before, you will just lose.

Round three I was playing into my teammate for the i5 event, and we had already agreed to split prizes (we're both from an MTG background) AND this was a match-up we both wanted practice with.


Haley 2
-Squire
-Stormwall
-Thorn
-Ironclad

Gobber Tinker
Arlan
Journeyman Warcaster
-Minuteman

Min Storm lances.


We were playing Recon, which I think is a fantastic scenario for both casters. I won the roll off and decided I didn't want the side with the massive forest right in the way, so I went second.





I don't have a ton of pictures or a big write-up for this game since we pretty much just talked it out. 

We explored how I lose top of two by having Wurmwood within 2 inches of the cloud wall so Thorn runs up and TKs me into it and I get charged by an Ironclad and blown up with a Stormwall cannon volley. 

We also explored how if I don't do that, Wurmwood is up on Scenario fairly handily. 

We were locked into first and second, and we just threw models around until I timed out exploring different threat ranges and how the matchup goes. I think I will have an in-depth article about the Haley 2 vs. Wurmwood matchup sometime in the near future. 


A loss for the druids....


Battle Report 9, September 9 Steamroller round 2: Wurmwood vs. Butcher 3



I've been playing against this particular opponent a lot on VASSAL since neither of us have a super active local meta and driving to Spokane for casual games gets expensive and time consuming really fast.

We had actually tried this matchup out the previous evening, and I knew it was going to be interesting.


Butcher 3
-War Argus x2
-Kodiak
-Kodiak
-Ruin

Man O'War Drakhun x2
Alexia 2
Widowmaker Marksman
Ragman

Widowmakers
Kayazy Eliminators x2

Man O'War Drakhuns are a nightmare for Circle. They're fast, accurate, hit like a train, and are insanely hard to kill. I've had to commit heavies in the past, nothing else has cut it.


I played my Wurmwood list. His other list was Vlad 2 which seems like a bad time into Wurmwood and I didn't think Tannith had the ability to deal with Butcher himself.


We were playing entrenched. I won the roll off and chose to go second since I wanted the side with the forest to make my wall of things. We both had Fuel Cache as our objectives, and with the clouds in the middle of the table, I felt like this table edge was better. In hindsight, in a Scenario this dead, going first probably would have been the better choice.


He skewed deployment left with only Ruin, Widowmakers, and a Drakhun on the right.

I counter deployed by putting the Brigands across from the Kodiak I wanted them to prey on and the Shamblers near the water.



Khador turn 1:

I'd screwed up my AD, measuring just from my edge and not from his models, so his Widowmakers were able to kill all of one unit of Sentry Stones' Mannikins. Ruin ran up, the Drakhuns flanked hard. His battlegroup moved up. Pretty typical turn 1.



Circle turn 1:

I premeasured it out and thought I could kill his entire unit of Widowmakers and the marksman AND a Kayazy this turn. 

Cassius ran up, Wurmwood activated, boosted out a Hellmouth and murdered all but one Widowmaker. He then cast Dark Path to pull Cassius back. A Mannikin murdered the other Widowmaker, and I ran the Shamblers up. 

Bone Grinders murdered each-other so that Wurmwood would have souls and the Bokur would have corpses. 

Brigands advanced to outside of the Drakhuns charging threat, and my heavies stayed central. 


Khador turn 2:

My opponent committed Ruin to killing my Sentry Stones and just barely didn't kill the second one. His Kodiaks trampled up and vented steam. Eliminators on the left got in my face.


Circle turn 2:

I screwed up a lot this turn. 

The Bokur and Shamblers charged Ruin and the Drakhun, and with five bought and boosted attacks Ruin was down to 20 boxes. 

Megalith went in and murdered Ruin dead. 

Now I start screwing up. 

What I should have done is cast Hunters Mark on the Drakhun out on the right, charged the Stalker in, murdered it, sprinted back to control the flag, and then have Wurmwood feat to protect my advantage. 

Instead I cast Hunters Mark on the red Kodiak and put Primal on the Stalker, who charges in and just barely squeaks out the kill (I rolled garbage for my first three rolls and needed an unboosted nine at the end, which I got). I then activated Wurmwood, intending to put Curse of Shadows on the grey Kodiak so that my Brigands could murder it, and instead I got Stranglehold happy, killing off both the of the left Eliminators. 

Now I've got both heavies too far up the table, no way to get points this turn, no way to feat and get anything meaningful done with the Brigands, and no plan. I should have feated and gotten Wurmwood out of there, but I decided not to. 

Brigands move up and do 12 damage to the grey Kodiak, perfectly average. They reposition back. 


Khador turn 3:

My opponent doesn't hesitate. Butcher charges in and yanks Megalith towards him, killing him with his feat. He couldn't quite get the Stalker thanks to placement of other things. 

The Drakhun charges and kills Lanyssa, and then repositions into my Brigands. The other Drakhun kills some Shamblers. 

I'm in big trouble. 
Notice the lack of a Megalith? yeahhh

Circle turn 3:

The Stalker frenzied and killed a War Argus.

Cassius charged the Kayazy behind the Bokur and missed a boosted nine. Buy boost, miss. Buy boost, miss. Buy boost, finally hit, boost damage.

I got incredibly tunnel visioned there, leaving Wurmwood with hardly any Fury left to play with. I had to take a good 15 seconds to calm down at this point since I had felt that my dice were consistently poor both games and the first game had really rattled my calm. I hardly ever go on tilt, but I almost did here.

The Bokur activated once I'd gotten myself under control and made Butcher Stationary.

I charge the Drakhun with some Brigands, and do 9 damage.

Wurmwood pops feat and chills.



Khador turn 4:

Butcher can't Vengeance because shaking stationary happens in control phase and Vengeance happens in Maintenance. He does shake though. 

My opponent can't charge Cassius with Alexia because he's 3.1 inches away, so she advances and misses the 8 she needs. She crafts a thrall warrior who also misses. The Drakhun can't get to Cassius either. 

My opponent messes up his Ragman placement and Butcher can't benefit from Death Field. He still murders the Stalker though. 

The Drakhun on the left kills a couple of Brigands, giving Wurmwood some souls. 



Circle turn 4:

Butcher is only camping one, and so I cobble together a plan. Wurmwood will cast Curse of Shadows on Butcher, Hellmouth him closer and then Primal the Gorax. The Shifting Stones will port backwards so the Gorax has a throw target and he will toss Butcher at it. I can then charge 3 Brigands after getting 4 shots with Hog Wild. 

I go for it, putting decent damage on Butcher between Hellmouth and the throw damage. 

The Brigands charge in and put him down. 

Victory (somehow!) for the Druids!


Post Game Thoughts:

That was a super strange, incredibly jank assassination run. I think this is a really hard matchup for both players, and I need to learn to use Wurmwood's feat better and settle for incremental advantages rather than going for massive alpha strikes, especially against a caster like the Butcher. 

Well played game by my opponent, I'm going to remember this one for a long time. 


Battle Report 5: Mordikaar vs. Wurmwood

Sometimes the best way to learn about your own caster is to play against him, and it is always best to learn other casters by playing them.

With this in mind, my opponent from last time swapped lists with me, asking me to design my own Mordikaar list to play into my Wurmwood list.

Now I had originally suggested the list he was playing, and after about ten minutes of monkeying in war room, I ended up playing the exact same list. It was certainly going to be weird playing Skorne, as usually I am on the receiving end of their massive damage output, but I was eager to give it a try.


I played this:

Void Seer Mordikaar
-Titan Gladiator
-Titan Cannoneer
-Tiberion
-Despoiler

Paingiver Master Tormenter
Void Spirit x2
Mortitheurge Willbreaker
Soulward

Paingiver Bloodrunners
Min Beast Handlers

Objective: Stockpile

My opponent played my usual Wurmwood list with no tailoring:

Wurmwood
-Cassius
-Warpwolf Stalker
-Megalith

Lanyssa Ryssyl
Gallows Grove

Max Brigands and UA
Min Brigands
Gatormen Bokur and Shamblers
Shifting Stones x2
Sentry Stones x2

Objective: Fuel Cache

The Table:

I rolled randomly and got Scenario 8: Recon. I think Recon is one of the best Scenarios in the packet. It makes good use of all of the different Scenario elements except killbox, and really encourages armies to actually fight in the center of the table. I won the roll off and elected to go first, and my opponent chose the top side of the table.


Skorne Deployment:

Gotta admit, I don't really know what I'm doing here. I've played against this list a handful of times and seen some batreps on the Skorne Facebook page. I knew that I needed to really focus on the middle of the table since Brigands don't actually shoot that far and I can probably keep them at bay with the Bloodrunners. 

I also know Sentry Stones are going to be a massive pain. I've never played against them without having my own and I'm not looking forward to it.

With that in mind, I deploy pretty central. Cannoneer and Gladiator left, Despoiler and Tiberion right. Mordikaar has an awesome spell that I cannot remember the name of...*google search*....okay called Host of Shadows which gives his battlegroup Ghostly and I intend on casting it most turns. 

After seeing where his Brigands go, I also place my Bloodrunners and Master Tormenter on that side of the table. 



Circle Deployment:

It's pretty standard Wurmwood silliness. Wurmwood goes left, a Gallows Grove goes right so that he can cast on all sides of the board. Brigands right, Bokur and Shamblers right next to the pond on the left side of the table.

Sentry Stones go pretty central, which isn't surprising. There's nothing I can do about them right now anyway, so I've decided to just try and prevent him from getting more than 2 Bloodrunners per spray and then engage as many of the Mannikins as possible without killing them. This forces him to waste activations on his turn killing them if he wants to play placement shenanigans.


Skorne turn 1:

The Bloodrunners and Master Tormentor all apparition up. The unit gets Hollow cast on them by Mordikaar to give them undead and to prevent Wurmwood getting any of their souls. He also casts Hosts of Shadows and Manifest Void just for fun before advancing. 

The Bloodrunners run up the field, staying more than 3 inches apart because I respect Hellmouth. The Master Tormenter flanks really, really hard. 

My beasts pretty much run up, with the Gladiator casting Rush on the Cannoneer and then slamming at Wurmwood for free!

The Mortitheurge gives the Bloodrunners tough and the Beast Handlers spread out. 

Time to brace for things to die. 




Circle turn 1:

My opponent activates his Brigands first, advancing, digging in, and killing a Mannikin from the right unit (as from the perspective of the picture) with one of them.

He moves the Gallows Grove up so that I can't tough with three of the Bloodrunners.

That unit activates and continues to roll as well for fury for him as they do for me (meaning he got 1). The placed Mannikin advances, as do the others, and kill a Bloodrunner.

The other unit activates, ALSO rolls a 1 for fury (again, this is totally normal for them lately) and kills another bloodrunner with sprays.

Wurmwood gets ported into the forest, and Cassius runs up the table. The Cannoneer gets Strangleholded and a forest gets cast with Wild Growth and then Wurmwood pulls Cassius back to safety with Dark Path.

The Shamblers all run up, and then my opponent realizes that he's actually left his beasts out of Wurmwood's control area, so they amble up and rile for a bunch of Fury. The second unit of Shifting Stones port up around Wurmwood, and Lanyssa runs up behind him.

My opponent forgot about his cloud, but it didn't really matter.




Skorne Turn 2:

Well less things died than I expected, so Mordikaar only gets a couple of souls. I also miscounted fury somehow so he has to cut for one. The Bloodrunners apparate, and the Master Tormenter does too. Mordikaar upkeeps Hollow

I charge the Brigand Warlord with the Master Tormenter, miss him, but thresher to kill three other Brigands thanks to Anatomical Precision. He then sprints into them farther to engage four. (not pictured because I forgot about that ability until just before my opponents next turn and he graciously allowed me to - new models are not easy to use fully!). 

The Cannoneer can actually see Wurmwood because he's got less than 3 inches of forest between them, so he sac's movement thanks to Stranglehold and blasts the tree for six damage. 

Despoiler scoots around the objective and casts Arcane Suppression once he gets within ten inches of Wurmwood. 

The Bloodrunners run to engage Mannikins, and one charges the Gallows Grove, needing a thirteen to kill it and rolling it (it should be noted that I had pretty consistently average dice other than this and one other event and my opponent had the most absurdly high dice rolls and absurdly low dice rolls I have ever seen.)

Mordikaar activates, pops feat, moves up, and casts Manifest Void and Revive and sits there. Tiberion runs up.

The Willbreaker puts tough on the Bloodrunners, and the Soulward advances.

Beast Handlers also advance.



Circle Turn 2:

Well I've stuck a bunch of valuable models right next to the objective and my opponent realizes this.

He starts with the Brigands, who actually manage to kill the Master Tormenter and one of the Bloodrunners.

The Bone Grinders charge and fail to kill either of the Bloodrunners, and then Cassius walks up, boosting to hit the left-most of the Bloodrunners and killing it.

The Shifting Stones teleport Wurmwood out of range of both Arcane Suppression and Manifest Void.

Wurmwood activates, casts Hellmouth through Cassius at the objective, and kills the Soulward, Mortitheurge, Void Spirit, and doing 8 damage to Mordikaar.

He casts Dark Path and then feats.

Megalith walks over, but can't quite see Tiberion, so casts Stranglehold at his own Mannikin, killing it.

That unit of Sentry Stones activates, and kills another Bloodrunner, plopping the Stone in such a way as to prevent Tiberion from trampling to Megalith. He didn't account for one of the models preventing this being my own Bloodrunner however.

The Stalker riles and runs, and then so does the Gorax.

(The line of circle fury tokens are the limits of the forest)




Skorne Turn 3:

I upkeep Hollow and begin my turn by activating Mordikaar after the Bloodrunners apparate.

He casts Hosts of Shadows, Manifest Void, and moves over.

The Beast Handlers activate and enrage stuff, all three melee beasts.

Despoiler moves in, kills a couple Mannikins and casts Arcane Suppression again.

The Gladiator tramples in and kills the Gatorman Bokur.

The Cannoneer shoots the two Shamblers in front of him, boosts blast damage on one, killing it, and then failing to wound the other.

The Bloodrunners kill a Bone Grinder, creating a Void Spirit. The other fails to kill the Mannikin in front of Tiberion. The Void Spirit activates, kills a Bone Grinder, void walks over to the Mannikin, and ALSO fails to kill it.

At this point I spend about five minutes with a proxy base and a laser before my opponent and I both agree that I can charge the Sentry Stone, but I'll take a free strike from the Mannikin that wouldn't die.

He does so, kills the stone with his two non-reach initials. I roll pretty well on my Tetsubo damage against Megalith with the first two attacks, but the third is pretty low. I need to roll an 11 to kill him and with his last attack and roll boxcars. Average dice says I do about 32 damage to Megalith at dice plus 1, so this was a gamble but I really needed to put some damage on him and force him to stay out of the zone and deal with me rather than casting Stranglehold every turn for the rest of the game. Killing him was very lucky though with how the dice landed on the first three attacks.

Feeling pretty optimistic, even though Tiberion is certainly going to die next turn, I hand over the clock to my opponent.

(The proxy base is the Gladiator)



Circle turn 3:

My opponent decides to commit his units to killing Tiberion and see if he'll kill him with just the Brigands and the Bone Grinders.

The Bone Grinders charge him with Grievous Wounds and the first rolls a 19 for damage! The second chips in a few more and I'm starting to think that might actually work.

The Brigands charge in, and the first one misses. The second one rolls a SIXTEEN for damage and I'm once again pretty sure that Tiberion won't need any help dying. The rest roll average though (dice -11 is not good odds for them) and he's alive with about 16 boxes left.

My opponent goes in the tank and then declares he can get his Stalker on Despoiler and probably kill Tiberion with the Gorax. He proceeds to 'port Wurmwood away from Despoiler and Hellmouth his own objective, killing the chafe around it and pulling the Stalker in. He then casts Curse of Shadows on his objective, and suddenly I believe him. The Gorax puts Primal on itself and walks up to Tiberion, doing another 8 damage but not killing him. The Stalker walks up to Despoiler, warping strength, and puts decent damage into it, as well as killing the Void Spirit before casting Lightning Strike on himself and getting to safety.

Cassius charges the Gladiator and does a little damage. The Mannikins activate and spray things, while the remaining two Shamblers either charge or run up to my Cannoneer. Lanyssa charges the Gladiator and does a few damage.



Skorne Turn 4:

The Bloodrunners apparate. 

I pull fury from everyone but Tiberion, and upkeep Hollow. Tiberion doesn't frenzy (He's threshold TEN???) and I start off with him killing a Brigand and making two others tough.  (He had mind and Spirit left). 

The Cannoneer tramples up, killing the two Shamblers, and then buying and boosting an attack into Lanyssa and squishing her. 

The Gladiator moves up and crushes the Sentry Stone and Cassius. 

The Bloodrunners walk over and kill the two Brigands that aren't knocked down and engaging Tiberion. 

Despoiler charges the objective, and kills it with his two claws thanks to Dark Shroud and Curse of Shadows. He then kills the Goraxe and the final Bone Grinder and I'm controlling the zone. 

I decide not to dominate as the Void Spirit made when Cassius died fails to kill a Shifting Stone around Wurmwood and I'm wary of the Stranglehold assassination. Instead, he casts Revive and uses the revived Bloodrunner to cast Essence Blast, spraying the two knocked down Brigands to death. 

I score two points.

Score 2-0
Advantage Skorne


Circle turn 4:

Well my opponent is in trouble and he knows it. He charges Tiberion with the remaining Brigands and rolls pretty well to kill him. 

His grey unit of Shifting Stones contest the zone.

He casts Curse of Shadows on the Gladiator and Hellmouth on the grey stone in the middle, killing two Beast Handlers. 

The Stalker warps strength and walks up, killing the Gladiator, but not the Despoiler. 

I forgot to take a picture of this turn, I apologize. 

Skorne turn 5:

I just need to kill the Stalker and remaining Brigands and I'm in the money. 

The Void Spirit walks through Wurmwood and does pretty good damage to the Stalker. The Beast Handlers walk up and enrage/heal Despoiler, who activates and pumps the Stalker full of hits, but fails to kill him by one box. Mordikaar moves up and casts Essence Blast, removing the Void Spirit from play and blasting the Stalker down with a boosted POW 11 spray, also making a Void Spirit thanks to the Despoiler's bond.

The Cannoneer casts Far Strike on himself, blowing up one of the stones around Wurmwood. The two remaining Bloodrunners kill both single-box members of the unit, and reposition to engage the Warlord. 

The spawned Void Spirit charges the Warlord, but rolls poorly and leaves him on one box. 



Circle turn 5:

The Brigand Warlord rolls like fire and kills both the Void Spirit and the Bloodrunner engaging him, before repositioning back into the zone. Wurmwood boosts a couple Strangleholds into the beasts, locking them into half activations the next turn. 


Skorne turn 6:

The Bloodrunner charges and kills the Warlord, spawning yet another Void Spirit. The Despoiler sacrifices action and moves to engage Wurmwood. 

The Void Spirit charges the tree and does decent damage, knocking him down to 7. 

The Cannoneer casts Far Strike on himself, and shoots the tree down. 

Had that failed, I was going to put two Essence Blasts into the tree from the Void Spirit and Despoiler himself, but it was not needed!




Victory for the Tyrants!

Post-Game Thoughts:

Man Mordikaar is fun to play! He has an awesome toolkit, especially against Wurmwood. I got lucky with my dice in a couple of key spots, most notably killing Megalith, but in general I felt like the game was pretty even in terms of the dice swings. Despoiler is nuts, and playing him more defensively (my opponent usually likes to get him into things early) was extremely strong as I was able to spawn I think three or four Void Spirits that game, which definitely is the big reason I won there. 

Overall I learned a lot about both casters. That's a hard matchup for both lists, very, very decision and placement dependent. I think that this Mordikaar list has serious game into Wurmwood and I'd encourage Skorne players to experiment with it. 


Battle Report 4: Wurmwood vs. Mordikaar

Well we couldn't just leave it at that, the game had only taken about an hour!

So we re-racked and went again, this time my opponent had a nasty Mordikaar list for me.


Mordikaar
-Tiberion
-Gladiator
-Cannoneer
-Despoiler

Max Bloodrunners
Min Beasthandlers

2x Void Spirits
Paingiver Master Tormenter
Mortithurge Willbreaker
Extoller Soulward


I played the same Wurmwood list, which was, for reference:

Wurmwood, Tree of Fate
-Cassius, the Oathkeeper
-Warpwolf Stalker
-Megalith
-Gorax Rager

Max Brigands and CA
Min Bone Grinders
Gatorman Bokur and Shamblers
Sentry stone x2
Shifting Stone x2

Gallows Grove
Lanyssa Ryssyl

We played the same scenario, and I got to go first this time! Which meant giving up the good side of the table sadly. I took the top half this time as my opponent wanted the wall for Mordikaar to hide behind.




I deployed first. My plan for this game was to again abuse the forest as long as possible to keep Wurmwood safe. 


And my opponent deployed pretty centrally as well. Prey went onto Despoiler. 

Circle turn 1:

I was going to do the cheeky Sentry Stone trick here and try my best to kill his Master Tormentor on my first turn. The trick is you kill your own Mannikin, place it 6" up the table when the Sentry activates, advance it five, port the stone up five, and then spray 8 for a total range of 6+5+1+8 = 20 inches of threat (the one inch is the size of his base). The AD lines are only 19 inches apart, so this can really swing games early if you want to go for it. 

Unfortunately, both sets of stones only rolled one for fury, and I was unable to connect with both sprays, leaving him on a couple boxes. 

Most everything else ran, the Bone Grinders killed eachother for souls and corpses (placed them better this game). 

Wurmwood got teleported into the zone. 


Skorne turn 1:

Bloodrunners aparate.

Mordikaar activates and casts Hollow on the Bloodrunners, and they charge and kill a few Mannikins.

Void Spirits run to opposite sides of the table. I have to be really careful about these guys since they can and will chew through entire units with killing spree thanks to Mordikaar's elite cadre (move an inch and make an attack every time they kill something), void walk, which allows them to teleport 8 inches once per turn when they kill something, and an innate ability that gives them an additional dice to hit and damage against living models. 

The Cannoneer moves up and blasts the painted Sentry Stone in the middle for 5 damage. The Gladiator and Tiberion move to the left, and Despoiler moves into the right zone. 

Critically, the Beast Handlers all shift far right. The Mortitheurge gives the Bloodrunners tough. 


Circle turn 2:

Wurmwood pulls in fury and goes to ten, and I make a few Shamblers with the Bokur. 

Sentry Stones activate and spray down a few Bloodrunners and the Master Tormentor. 

The Brigands activate and move up, five getting range to the preyed Despoiler. They roll pretty much average (POW 14 to ARM 18 = about 3 per) and do 15 damage to the beast before repositioning. I made a grave blunder here and didn't contest with more than two models this turn. 

The Shamblers all run.

Cassius runs up to within 10 of both titans on the left, and Wurmwood then fails to Stranglehold Tiberion, successfully casts Stranglehold on the Gladiator, and then casts Dark Path to bring Cassius back to him. He then puts a forest down right next to the Void Spirit with Wild Growth. 

Megalith tramples up and casts Stranglehold at Tiberion once more, and also fails to damage him. Uh oh.....

The Stalker runs into the zone, 11.2 inches from Tiberion and chills there. Lanyssa also runs up. 

The front Shifting Stone unit ports Wurmwood to the back Shifting Stone unit. 


Skorne turn 2:

My opponent gets 11 fury this turn from his Bloodrunners souls thanks to Hollow, which he upkeeps. 

Despoiler charges the Mannikin in the center of the right zone and kills it. The Bloodrunners kill a couple of Brigands, making a Void Spirit where the Brigand contesting the zone was, proxied by an Agonizer. 

It charges and kills a Brigand, teleports next to the Gallows grove and whiffs his damage roll (2,2,1). 

The Gladiator casts Rush on Tiberion, and advances into the left zone. Tiberion charges Megalith, ending right next to the Gallows Grove so he can use his weaker initials on it. 

He fails to kill Megalith, only because the Beast Handlers weren't in range to enrage him (told you that would be important!) but slaughters the poor Gallows Grove and leaves Megalith on 7. 

The Cannoneer shoots the right Sentry Stone and cranks the damage to kill it, and Mordikaar shoots the left Sentry Stone, kills it, casts Revive  a couple of times to bring back Bloodrunners, and feats, which gives all faction models in his control range +3 DEF and Poltergeist. 

The right Void Spirit runs at me, and he scores a point. 

Score 0-1
Advantage Skorne


Circle turn 3:

I don't like being behind on scenario under Mordikaar's feat turn. I think I can kill Despoiler though, which would be a big deal indeed. 

I don't upkeep the 4" forest, and Wurmwood gets 8 fury this turn (the Gallows Grove is a living model and gives me a soul). 

The plan here is to kill the Gladiator, bang up Tiberion a bunch, and dominate the zone for 2. 

The Shamblers activate and advance. The Bokur uses his magic ability on the Gladiator, boosting to hit with a Shambler and lands it, making him stationary. 

Lanyssa moves up and casts Hunters Mark at it, hitting. 

The Stalker warps strength, charges the Gladiator for free, kills it with a few attacks and casts Lightning Strike on himself to sprint back into the zone. 

Cassius wanders over and boosts hit and damage on the Void Spirit, murdering him. 

The Bone Grinder crafts Wurmwood a talisman, and then the Shifting Stones teleport him back into the zone. He activates, casts and boosts a Curse of Shadows at Tiberion and hits. He then feats, making a huge forest. 

Megalith heals for 3, and walks towards Tiberion. He boosts the first hit to ensure Weight of Stone connects (Megalith's weapons give -3 DEF and SPD to anything he hits). It does, and Megalith pounds Tiberion down to about 10 boxes in his body system, crippling mind and spirit. 

The Brigands advance, two aim, and they shoot Despoiler to death before repositioning to contest the zone. The Shifting Stones around Wurmwood in the zone port to get Megalith and the Stalker in range in case Megalith survives so that they can healing field and pull fury. 

I score two points. 

Score 2-1
Advantage Circle

(Megalith is where the proxy base is, not where his model is, and that's a Void Spirit, not an agonizer)


Skorne turn 3:

My opponents dice fail him slightly here, he misses one too many Brigands, and so has to use a lot of Mordikaar's fury to kill them. He uses his last two to cast the spell that gives his battlegroup ghostly so that Tiberion can get into the zone and contest.

Tiberion walks into the zone and hits Megalith. He misses his first attack needing a 3 on one dice, and then he misses his second. He connects with his third, but without the ability to boost, the single PS 14 just re-cripples Megaliths mind and Spirit. His Void Spirit on the right chews through some dudes and then fails to hit Lanyssa.

My opponent scores two points.

Score 2-3
Advantage Skorne



Circle turn 4:

I'm in big trouble here, despite being massively up on the attrition game. My opponent is at 3 points and I can only contest with 3 brigands. Out of desperation, I measure 8 inches from Megalith's base to the other zone and he can in fact get teleported into it. That's not going to do much though since he's on 6 health and that's a fully powered titan over there. 

Shamblers make another dude, and my turn starts after I upkeep Curse of Shadows and pull a fury from each beast with the Shifting Stones.

I think long and hard about this, and then realize that I can run the Stalker into the Stones where Megalith currently is if I can kill Tiberion. Then I realize that his titan can just slam me out of it if I go for that. Then I realize that Megalith can cast Stranglehold at him if I can get him within 3" of the edge of the forest. 

Megalith activates, heals for 2 and advances next to Tiberion. His first 2 attacks kill him. He then casts Stranglehold at the Cannoneer, boosting the damage when it connects. It successfully damages him, so the Stalker runs to the edge of that Shifting Stone unit and gets teleported into the zone. 

Cassius walks back over, boosts hit and damage on the Void Spirit in front of Wurmwood, and kills it. 

The Shamblers kill the remaining Beast Handler in the zone, and my Brigands try and fail to kill any Bloodrunners, but also contest the zone. 

I score two points. 

Score 4-3
Advantage Circle



Skorne turn 4:

My opponent has a Cannoneer, Mordikaar, three Bloodrunners that can get to the Stalker, and a shot from the Soulward. 

The Bloodrunners apparition.

The Soulward misses, needing a nine. The Cannoneer also misses, needing a boosted ten. I breathed a sigh of relief here, and he scatters into his own Bloodrunner and kills it. 

The Void Spirit walks over to kill the Brigand unit leader, freeing up his Bloodrunners

Mordikaar charges the Warpwolf, needing 9s to hit and at dice off six. He blows his whole stack, but only does about 12 damage, and my opponent concedes as he can't possibly kill the Stalker and the Brigand Warlord.




Victory for the Druids!


Post-game thoughts:

I played really sloppily letting my opponent get that first point, I could have contested with a lot more things, but I was so scared of a Void Spirit going on a killing spree and me not making any tough checks that I did not do so. 

I am extremely happy with the play that I made on that crucial turn, I couldn't believe I'd found a way to contest with the Stalker when I worked it out in my head. Megalith would have died to Mordikaar's charge, hands down. 

I'm running the math here for the likelihood of killing the Stalker had the Cannoneer connected. At dice-2 he was likely to do 9 damage, add that to Mordikaar's twelve, and you get to 21. The Bloodrunners need 8s to hit, sixes if back arc, and are at dice - 9, or about 2 a piece, which could kill him if all three get there. That being said, he would have had to commit all of them to do that, which would have left the Brigand Warlord alive and healthy. I do believe my opponents bad dice that turn contributed to my win, but it was a lot closer than I thought it was before I ran the math. 

Another very close game, don't let the naysayers fool you, Skorne is still very competitive with a competent player at the helm. 



Battle Report 3: Wurmwood vs. Rasheth

I was able to get two games in last night against the local Skorne guy, one of the more competitive players in Eastern Washington.

He's been experimenting with different Rasheth builds as an answer to Wurmwood and his latest version is a beast brick with double cannoneers.

Castigate is absolutely brutal in this match up, not being able to channel spells or cast animi is a huge deal for Wurmwood lists and mine is no exception. Having easy access to pathfinder is also really annoying as it somewhat mitigates my feat.

Dominar Rasheth
-Bronzeback Titan
-Titan Gladiator
-Titan Cannoneer x2
-Cyclops Brute

Paingiver bloodrunners
Paingiver beast handlers (max)

Extoller Soulward
Void Spirit x2
Bloodrunner Master Tormenter (proxied by Zekaar)

I played the Wurmwood list that I've been tinkering with off and on for the last couple of months. Everything in here has a place, and I'm zeroing in on the build I want.

Wurmwood, Tree of Fate
-Cassius, the Oathkeeper
-Warpwolf Stalker
-Megalith
-Gorax Rager

Max Brigands and CA
Min Bone Grinders
Gatorman Bokur and Shamblers
Sentry stone x2
Shifting Stone x2

Gallows Grove
Lanyssa Ryssyl

We were playing scenario 7: outlast and my opponent won the roll off. I chose the bottom half of the table as the forest on the right is a great screen for Wurmwood and the wall on the left side of the table is also pretty great.


My opponent deployed pretty centrally, and after seeing my Brigands on the right, he deployed his Bloodrunners on that side hoping stealth would keep them safe from everything but the Sentry Stones. 


I knew that this was going to be a scenario game for me, the big rough terrain patch on his right was going to force him to put some significant resources into getting his slow beasts into that side of the table without running and doing nothing else. Stranglehold is also a big deal if I can get Wurmwood far up into that zone or if I can get my Gallows Grove outside of Castigate range.

With this in mind, I deployed my Brigands on the right with the Shamblers central so they could go right and make the left zone very hard to clear once I engage the Cannoneer(s). Wurmwood got placed left, along with the Gallows Grove. Megalith also went right as having access to a second Stranglehold is quite valuable.  

Also note that almost all of my important models are not at max deploy on the side his Bloodrunners are on - Rasheth can arc a Breath of Corruption through one of them top of one and kill or damage things in my deployment zone. I've lost a full health Sentry Stone top of one before with a cranked damage roll and was NOT eager for that to happen again. 

The Brigands put prey on the Gladiator. 




Skorne turn 1:

My opponent ran his Bloodrunners far left and mostly onto the hill to protect them from Sentry Stone Mannikins. His beasts pretty much just ran, with Rasheth casting Carnivore onto the Bronzeback and Castigate on himself, as well as Rush on the foremost Cannoneer. The Void Spirits go wide so they can come in and be arc nodes later, and the Master Tormenter takes the trench.


Circle turn 1:

I see an angle here to run Cassius 12" over to the left, outside of Castigate range. This will allow Wurmwood to arc a Hellmouth through him into the Bloodrunner not on the hill, catch all four Bloodrunners, and then yank Cassius back with Dark Path.

The Sentry Stones activate first as usual, and between the two units are able to kill the Master Tormenter.

Cassius runs over and I manage to get the Hellmouth off, killing four of the Bloodrunners.

The Bone Grinders advance behind Wurmwood and kill eachother, giving him three souls and the Bokur no corpses cuz I'm a monkey and placed him too far away.

Brigands just advanced and dug in because the Cannoneer has a 22" threat with his AOE 4 if he wants it, and the Shamblers ran.

Megalith ran into the zone, the Gorax and Stalker riled and ran so I had seven fury out there. The stones not around Wurmwood ported up, and the other stones ported Wurmwood into the zone and also inside of the other unit of shifting stones. Lanyssa ran up behind the Gallows Grove after it shifted up.


Skorne turn 2:

Killing all of those Bloodrunners really puts a damper on my opponents plans. He thinks for a bit, and then upkeeps Carnivore and starts his turn. Both Cannoneers get Rush and advance, the one on the left doing decent damage to the Sentry Stone behind the wall and the other putting a couple damage into Megalith. 

The Bloodrunners and Void Spirit on the left run out of the camera shot to the left, and the one on the right runs off to the side. 

The Bronzeback moves up behind the forest, and the Brute follows Rasheth around after he casts Castigate again. He also arcs a Breath of Corruption through the Bloodrunner closest to my models, killing the Sentry Stone and making the Brigand roll tough, which he does. 




Circle turn 2: 

I see a good opportunity to dominate the zone on the right this turn. All I need to do is land a Hunters Mark on the Cannoneer over there and Megalith charges for free, doing approx. 9 damage on the charge, and then average of 5 more damage per attack for 5 attacks, or 35 damage total to the Cannoneers 28 boxes.

With this in mind, Wurmwood uses his souls to get up to ten fury (love doing that).

The Gallows Grove moves outside of Castigate range on the right, Lanyssa walks up, casts Hunters Mark at the Cannoneer and hits with a 3, nearly giving me a heart attack. Megalith charges in, and rolls incredibly, incredibly badly for his first two damage rolls. I'm all in here, so I by four more attacks and spike three of them to kill the Cannoneer.

Brigands advance, shoot the Cannoneer, and then reposition. The remaining Mannikins swarm the Bronzeback, and the Shamblers run. The Stalker advances, and Wurmwood activates, casts a Stranglehold at the Void Spirit on the right, boosting hit and damage and killing it. He then feats and gets ported out because the Bronzeback was in trample range. I didn't think about the fact that I would not be dominating the zone at that point, and I only get one point.

Score 1-0
Advantage Circle


Skorne turn 3:

Wurmwood's feat is....well it's Wurmwood's feat!

My opponent doesn't get much done this turn. The Bronzeback gets enraged and Rushed from the Gladiator. The Soulward walks over and shoots Megalith, doing nothing. 

Rasheth activates, feats, and arcs Blood Mark through the Soulward into Megalith, making him only ARM 15 now. 

The Bronzeback activates and tramples over to Megalith, buying three attacks (rolling a five each attack) and doesn't manage to kill him. The dice weren't great there, but they weren't exactly in his favor either. Average damage says the Bronzeback does 33 damage in this situation, which doesn't quite kill Megalith. A little lucky and Megalith dies, a little unlucky and Megalith lives. 

The Cannoneer shoots some stuff. The Brute kills a couple of Shamblers. 

Score 1-0
Advatntage Circle


Circle turn 3:

I have a cute plan for this turn. The Bronzeback is 15 inches away from Rasheth, and Megalith has a good chance of tossing him too the right. I can contest the left zone again and port Wurmwood into the right zone to dominate. 

Megalith does activate first, heals a bit, walks around the Bronzeback to the left side, and throws him out of the zone. He then casts Stranglehold at the Gladiator, doing a few damage and locking him there. 

The Gallows Grove ports out of the zone to make the Bronzeback frenzy into it. The Stalker runs to the right zone and things just jam into the left zone.
Wurmwood gets a talisman from the Bonegrinder, boosts a Stranglehold into the Void Spirit down to the left, and then gets ported into the right zone to dominate. 

Score 3-0
Advantage Circle



Skorne turn 4:

He needs to contest here, and all he has to kill Megalith with is the Brute. In hindsight I should have just cast a forest wall there make it impossible. 

The Bronzeback frenzies into my Gallows Grove. 

The beast handlers clear off the Brute, who gets Rush from Rasheth and charges Megalith, killing him. The Gladiator walks up into the zone. 

Score 3-0
Advantage Circle


Circle turn 4:

I just need to kill the Gladiator and the Brute and I can dominate to win here. 

The Bone Grinder crafts Wurmwood a talisman. Wurmwood casts Curse of Shadows onto the Gladiator, and then cranks the damage of a Stranglehold into it. 

Shifting stones go to block a countercharge from the Bronzeback if I get careless with my placement later in the turn. 

The Gorax backs out of Castigate range (he cast it every turn) and puts Primal on the Stalker. Lanyssa puts Hunters Mark on the Gladiator. The Brigands move up and a couple shoot the Gladiator for a couple damage. Sentry Mannikins charge the Brute and do a couple. 

The Stalker charges in, warping strength, and is able to kill both beasts so that Wurmwood can dominate the zone again. 


Victory for the Druids!

Post Game Thoughts:

The central forest really punished the Skorne list, and it allowed Wurmwood to play very safe. Megalith was MVP this game, Stranglehold on a stick is incredibly strong and the potential for a -5 DEF swing is also quite valuable. 

Overall I felt like I played this game pretty much correctly. I could have gotten unlucky and lost Megalith to the Bronzeback, but that was a trade I kind of had to make. I should have put the Stalker into the zone instead that turn to kill the follow up but I blanked hard there. 

Rasheth is the real deal though, his feat is vicious and Castigate is awful to play around. None of the games I've played against him have been seriously one sided and this one was no mistake. A little bit of a dice swing in my opponents favor and I probably would have lost this game.