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

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

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






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

The Scenario was Recon, and my opponent was playing:

Vyros 2
-Sylys
-Imperatus
-Griffon x5
-Aspis x2

3x Arcanist
Lanyssa

Min Invictors with CA


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

His deployment:


My Deployment:


Ret turn 1:

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

Synergy and Deceleration both went up.




Circle turn 1:

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

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


Ret turn 2:

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

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

Vyros Feats.


Circle turn 2:

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

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

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

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

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

Star Crossed is up.


Ret turn 3:

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

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

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

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


Circle turn 3:

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

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

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


Ret turn 4:

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

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

His remaining jack murders Una.

He gets 3 points.


Circle turn 4:

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


Sadly, a Loss for the Druids

Post Game Thoughts:

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

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

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


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



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

I decided to buck the norm and play Tanith.

Tanith
-Wilder
-Stalker
-Pureblood
-Scarsfell x3
-Gorax

Wrong Eye
-Snapjaw
Lanyssa

Shifting Stones
Sentry Stones x2
Gobbers

Objective: Fuel Cache


And he dropped this whirling mass of insanity.


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

Man O'War Drakhun x2
Alexia 2
Widowmaker Marksman
Ragman

Widowmakers
Kayazy Eliminators x2

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

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



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



Circle turn 1:

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



Khador turn 1:

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



Circle turn 2:

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

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

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

Snapjaw charged and murdered the middle Drakhun.

The right Griffon charged and did....like 2 damage to the Drakhun.

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

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

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

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

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

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

He missed 3 boosted 11s too.

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

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

Sweating profusely, I end my turn.



Khador turn 2:

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

The Drakhun half kills the yellow Griffon.

Butcher feats and moves onto the flag.


Score 1-0
Advantage Khador

Circle turn 3:

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

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

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

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

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

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



A Lucky Victory for the Druids!


Post Game Thoughts:

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

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

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

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

Thanks for reading!

Battle Report 19, October 8 Steamroller Round 3: Tanith vs. Reznik 2



I am generally very happy with Warmachine and Hordes as a game.

Reznik 2, as a Hordes player, makes me seriously unhappy.

My opponent and I whined and griped for about 10 minutes before the round began. His other list was a Kreoss 1 pop and drop which Wurmwood laughs at, and we both knew he couldn't afford to risk that.

The Scenario was Recon, which is normally another windmill slam Wurmwood Scenario, but I've played against Reznik 2 a fair number of times now and I think it's a terrible matchup for Wurmwood.

Tanith, on the other hand, makes Reznik 2 play verrrry safe or else he dies, so I decided to drop her instead.

As mentioned previously, I had derped hardcore and left Una at home, so I had a Wilder in her place for this particular event.

Tanith
-Wilder
-Stalker
-Pureblood
-Scarsfell x3
-Gorax

Wrong Eye
-Snapjaw
Lanyssa

Shifting Stones
Sentry Stones x2
Gobbers

Objective: Fuel Cache

And my opponent was playing typical Reznik 2.

Reznik 2
-Reckoner x2
-Scourge of Heresy
-Madelyn Corbeau
-Shield Guard Light Jack that did nothing all game

Choir of Menoth (min)
Idrians and CA
Rhoven and Co.

Wrack
Alten Ashley
Rhupert Carvolo, Piper of Ord

Objective; Armory

My opponent won the roll off and chose to go second, taking the side that he didn't want me to have.

I deployed very centrally, already missing Una like crazy. I might have to paint her up as a tribute to how much I missed her. That's how bad it was. Withdrawal pains like crazy.



And my opponent cannily deployed Alten and his Idrians 1.2 inches back from his AD line so I couldn't spray them round one. Darn. He puts prey on the blue Griffon. Again, the big red thing is a fire cloud.



Circle turn 1:

Turn 1 is a typical Tanith turn 1. Scything Touch on the Stalker and Admonition on the Pureblood.

Sentry Stones roll hot for Fury so I get some forests, Griffons run around.

Wrong Eye and Snapjaw both run.


Menoth turn 1:

He runs his right hand Reckoner through the rough terrain. Reznik puts up Lamentation to the surprise of no one. Idrians move up, killing me sacrificial Sentry Mannikins.

Alten does 8 damage to the Pureblood's Spirit. Fortunately, the Pureblood has like 12 boxes in his Spirit for some reason.

 Neither of the clouds go away.


Circle turn 2:

Commence the sprays! I briefly consider sacrificing a Griffon and my feat to kill Rhoven. His ability to hand out Eyeless Sight is pretty crucial in this matchup.

Tanith upkeeps her spells and Una...does not cuz she's not on the table. Le Sigh. The Shifting Stones leach a couple fury for me so nothing has to frenzy.

Both Sentry Stones roll a 1 for fury, and Mannikins do a decent job thinning the Idrian herd.

My opponent forgot the Pureblood has a spray, so Alten dies and I am happy.

Wrong Eye and Snapjaw move up with their typical Submerge and Star-Crossed silliness.

Stalker warps Prowl and goes for the cloud from my objective.

Griffons criss cross so that the preyed one is away from the Idrians.

Neither cloud goes out. Again.


Menoth turn 2:

His army starts to shift to my right. I can see Reznik really wants to go for that flag. Lamantation is upkept.

Idrians murder Mannikins. Rhoven gives Eyeless sight to the right Reckoner. Choir sings Battle.

Reznik moves up, pops feat, and casts The Flesh is Weak at the exposed Mannikin, making neither Griffon able to charge. He then repositions back. The blast damage and feat damage do about half of each Griffon's health.

The Reckoner blows up the farther up Sentry Stone.

The other Reckoner considers going for the Pureblood, but my opponent notices the Admonition token and after a couple of choice words about the spell, doesn't go for it.

The Fire Cloud goes out! (not pictured).


Circle turn 3:

Well my opponent hasn't contested the zone, the cloud is gone, and I've got an angry alligator in charge range.

Tanith upkeeps both spells.

Wrong Eye activates first, outside of Reznik's control area, casting Submerge and Star-Crossed. He then moves up.

Snapjaw charges and murders the objective, riling but not Submerging because Scourge of Heresy has Purgation.

Pureblood moves up and sprays the left Reckoner, missing.

Stalker runs over behind the Pureblood.

Tanith heals some damage off Griffons and moves into the zone behind a Shifting Stone bunker.

Mannikins spray yet more Idrians to death.

My gobbers replace the fire cloud.

I get 3 points.


Score 3-0
Advantage Circle

Menoth turn 3:

My opponent isn't in a good spot here. Lamantation stays up. 

His Idrians move up, CRA, and kill my Griffon. 

Reznik tramples up to the flag, MISSING the Mannikin, and chucks a The Flesh is Weak at my other Griffon. I realized about 2 activations later he would have been in Star-Crossed range and missed, but oh well. My bad.

He repositions back to the flag. 

Choir sings Battle.

Scourge goes in and murders Snapjaw. 

The right Reckoner moves out of the rough terrain and shoots at the Pureblood. 

The left Reckoner charges the Pureblood....who uses Admonition to get away from him and into the forest. 

We had a good laugh since he'd made such a big deal of it the turn before. 

No points are scored, and the cloud goes out (not pictured).


Score 3-0
Advantage Circle

Circle turn 4:

I'm in a fantastic spot here. My Pureblood can warp Ghostly and walk up to Scourge, my Stalker is in charge range of the Reckoner, and if I can't clear the zone, Tanith can either just run up to the flag after the Stalker murders the Reckoner or get teleported over there for a domination the next turn. 

His army is shifted so far to the right that he can only contest with a single Choir member, if that. 

Tanith upkeeps her one spell for free thanks to the Wilder. 

Gorax moves out of Lamentation and casts Primal on the Stalker. He charges in and murders the Reckoner. 

Tanith activates after much deliberation and Feats, casting Primal and Scything Touch on the Pureblood, before advancing into the Shifting Stone fort. 

The Pureblood warps Ghostly and moves up, killing Scourge on the second to last attack.

I get 2 more points. 


Victory for the Druids!

Post-Game Thoughts:

I got lucky here and the central cloud went out right when I needed it to and not a moment earlier. 

That added to the fact that Reznik doesn't really have a feat against Tanith added to Scourge being the ONLY heavy he has that outthreats my models with Hunters Mark and terrain in the mix makes this matchup really hard for him. 

Most fun I've had playing against Menoth in a long time, very interesting game. 



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 16: Krueger and the Raptor vs. Reznik 1



I've long held off proxying this model for fear that it's never going to be released. With the recent official model pictures coming in the last month, the upcoming December release date, and the near certainty that it's going to be at Warmachine Weekend in November (anyone want to get me one of these while you're there??), I've decided to start fitting it into my lists. I got into this game to paint cool looking models, and holy crap if this isn't the most beautiful thing Privateer Press has ever come out with.

Unfortunately, today it's being proxied by my Woldwrath. Le sigh.

I've also been waiting to play Kreuger 1 until the Raptor came out, since I don't really like him in the current meta. After today, that might be changing.

Krueger 1
-Storm Raptor
-Ghetorix
-Feral

Alten Ashley
Hutchuk
Lanyssa Ryssyl

Sentry Stone x2
Swamp Gobbers Bellow Crew

My opponent was running the same Reznik list, which was:


Reznik
-Scourge of Heresy
-Repenter
-Revenger
-Crusader

Avatar of Menoth

Choir (min)
Daughters of the Flame
Exemplar Errants and CA


We rolled a random Scenario and got Outflank. I once again rolled higher and chose to go first. With a Speed SEVEN Gargantuan, why would you not want to get up the field quickly?


I deployed pretty centrally, with the idea that everything in this list is really fast and can get to either zone if it starts to collapse. Eventually, my opponent is going to have to bunch up his Errants to get into one of the zones, and Krueger will murder them with his feat.



My opponent deploys similarly to last game, which is a much better play on this Scenario. I don't really have the resources to go out to the edges hunting his models until the game is pretty far advanced, and then only if I'm up significantly.

Circle turn 1:

Stuff runs. Krueger casts Skyward on himself to get faster, and Lightning Tendrils on the Feral since he's the only beast I have without 2" reach on his weapons.

Not that it mattered against this particular matchup, but being able to screen off half my army with a piece of terrain and a speed 7 huge base felt pretty awesome.



Menoth turn 1:

He spreads his Daughters out in the left zone, and Nicia goes really deep into it as well. His Zealots move up aggressively, and in a surprise move he runs full speed ahead with the Avatar, intending to bait out the Raptor with Gaze of Menoth.

Ignite goes onto Scourge of Heresy, and the rest of his battlegroup runs up behind. Choir gives them all the "can't target me with non-magic attacks" song.



Circle turn 2:

I do some pre-measuring and realize that the Avatar is within 11 inches of my Feral.

First thing that happens is the Raptor moves over into the zone, getting half an inch closer to the Avatar to satisfy Gaze. He puts a boosted shot into a Daughter, frying one with an eLeap. He then buys and boosts a shot into another one, frying the other 3 with eLeaps.

The Mannikins in the painted unit charge the Avatar (really dumb in hindsight) and do 2 points.

Lanyssa forces a self-sac with an Ice Bolt on an Errant, and the right unit of Sentry Stones sprays a few more down.

Krueger puts Primal on the Feral, casts Skyward, and walks over to the wall.

The Feral warps Strength, charges the Avatar, and puts him down.

Ghetorix moves up behind him for the inevitable counter-punch.

I forgot to run Hutchuk before I took the picture, he ended up behind Ghetorix.


Menoth turn 2:

My opponent rolls some pretty hot dice this turn.

The choir sings Battle on all the jacks. Reznik gets Brand of Heresy onto the Storm Raptor.

His Flamethrower jack aims, sprays, and does about 6 damage.

His Revenger charges in and does another 25 between 2 attacks. Some of the most amazing damage rolls I've ever seen in a row. Nicia charges in, does 6 on her charge attack, and then dies on her second attack from plasma nimbus.

Scourge charges in with Ignite and Battle, killing the Feral in 2 hits.

The Errants bunch into the zone, murdering Mannikins everwhere.


Circle turn 3:

I have a great plan this turn, but I do things slightly out of order.

Gobbers get out of the way. Hutchuk Rusts the Sentry Stone in front of Scourge, catching both, and then charges Scourge in the back arc, doing 8 damage.

Each Sentry Stone spawns a Mannikin, which charges Scourge and do another 5 or so each. (Rust is awesome).

The Storm Raptor throws the Revenger at Scourge, knocking him down. I should have done this first so I could get Rust on both of them.

Krueger walks into the right zone with Skyward up, casts Sky Fire, and pops his feat, vaporizing all but two Errants. He then shoots one of the two remaining, and kills both thanks to an eLeap.

Ghetorix walks up behind he Revenger and murders Scourge, but fails to kill the Revenger by 2 boxes.

I get 3 points.

Score 3-0
Advantage Circle

Menoth turn 3:

My opponent goes into the tank for a bit, checks the distance from his jack to Kreuger, and then says something like "I think I can kill you this turn."

He proceeds to explain that he has Perdition and can get the Crusador onto Krueger, whose only transfer target is the Storm Raptor sitting on 20 boxes. 

The Choir sings Battle, and the spray jack moves into the zone and does 9 more damage to the Raptor. 

Reznik moves up, boosts the Perdition at a Mannikin, hits, and then rolls snake eyes for damage, not damaging the little stick guy. We rolled it out if that had worked, and Krueger survives thanks to his DEF 17 under Skyward but I was seriously worried there for a sec. 

The Crusader charges Hutchuk and kills both him and the Mannikin that Reznik tried to Perdition



Circle turn 4:

Krueger aims, heals the Raptor for 1, and puts up Sky Fire. He shoots the Crusador and does 7 or 8 damage to it. 

The Raptor aims, and puts two fully boosted POW 16 shots into the jack thanks to Sky Fire, doing enough damage to cripple its movement and leave it on less than ten boxes. 

The painted Sentry Stone unit kills the Revenger so Ghetorix can move unimpeded, and he walks up to the Crusador and puts him down. 

I get two more points for dominating the zone, giving me the win. 


Victory for the Druids!


Post Game Thoughts:

I really like the Storm Raptor. Admittedly, this is the first date, so everything seems great, but the fact that everything seems great is a very promising sign.

His animus, Sky Fire, is just nutty with Kreuger 1's feat, and all the eLeaps flying around make me feel like I'm playing Cygnar again. Further testing is required, but I'm definitely picking up that model as soon as I can (seriously, anyone going to Warmachine Weekend want to give me one??)

That was an incredibly close game at the end, I didn't see that assassination opening, and it could very realistically have worked. It wasn't great odds, but it was somewhere in the 30% range, which is pretty awesome given the circumstances. Props to my opponent for sucking every last drop out of this game. 

Battle Report 15: Tanith vs. Reznik 1




High Executioner Servath Reznik - a name only slightly less heavy metal than his second form, Servath Reznik, Wrath of Ages - is one of my more favorite Protectorate Warcasters. He's just a total boss running around with a giant sword and slaughtering the heretics. Simple, clean, easy to understand.

As I've mentioned before, my immediately local meta is very new, and I'm running a journeyman league right now that has generated a fair bit of excitement for the game. Six players is a big improvement over none, and I've been ecstatic to see them get better and better at the game.

One of the guys has been venturing into the 75 point game realm ahead of schedule, and we got in three highly enjoyable games. He is practicing 75 points with the hopes of ironing out where his JML list will ultimately end up, and he's grown unhappy with the options his battlebox caster gives him. Tonight, he dropped the Executioner into me for practice, two games of which I took pictures for.



We rolled for which of the 8 casters I had with me would get thrown down, and it landed on Tanith.

I've got a list for Tanith to practice for the upcoming i5 event already anyway, so I put that down without much hesitation. It's also only 7 points off from where my JML list will end up, and that was a nice perk. The JML version will have Tanith's Scarsfell be an Argus instead, and possibly play a Blackclad over Lanyssa.

Tanith
-Stalker
-Pureblood
-Gorax
-Scarsfell

Una
-Scarsfell x2

Wrong Eye
-Snapjaw

Lanyssa

Sentry Stones x2
Shifting Stones
Swamp Gobbers Bellow Crew
Fuel Cache

And he played:

Reznik
-Scourge of Heresy
-Repenter
-Revenger
-Crusader

Avatar of Menoth

Choir (min)
Daughters of the Flame
Exemplar Errants and CA
Stockpile


I had him look through the Steamroller Packet and pick a Scenario, and he opted for Recon, which is one of, if not actually, my favorite of the Scenarios.

I won the roll off and opted for first. I'm not playing Haley 2 or Wurmwood, and so my game plan isn't quite as tied to Scenario. I also really want to get up the field with this list as the threat projection it brings is really quite remarkable.

We talked about deployment after this picture was taken, agreeing that it would have been better to have his Errants in the middle as the flags aren't controllable (which he hadn't realized). I offered to let him re-deploy, but he wanted to see how it played out, an attitude which I applaud.


Circle turn 1:

My Fuel Cache made a cloud to the left since apparently Errants no longer have hunter, and he didn't have any other appreciable shooting to try and hide from.

Each Sentry Stone got a couple fury and popped up. Tanith put Scything Touch on the Stalker and Admonition on the Pureblood, and then charged up.

Griffons ran, Una cast Guardian Beast, and Wrong Eye and Snapjaw each cast Submerge and charged at Errants.


Menoth turn 1:

His Daughters run and jam my Mannikins, which is absolutely the right play there. Jamming Mannikins is a much better strategy than killing them, unless you can kill all three. Even then, it might be better to just engage them and force them to attack in melee. Unfortunately, he didn't quite have the distance to engage the third one.

His Errants ran at me after Reznik put Ignite on them, and the Avatar popped Gaze of Menoth and ran, catching the Golden Scarsfell.

His two other heavies ran 10, which we found out a turn later is illegal since they're only speed four (whoops!), and his lights also came up on the side, creating "Fort Reznik". The choir ran up behind.


Circle turn 2:

Tanith and Una both upkept spells. I was able to aim with one Mannikin on the left, and I rolled two more fury onto the Sentry. Between the aimed spray, one Mannikin freeing the other one up, and another boosted Spray, four of the Daughters died.

The Grey Scarsfell walked up and threw the other Daughter camping on the flag into Nicia, killing the Daughter and Knocking Nicia down. He then cast Dodge on himself.

On the right, Mannikins sprayed down Errants. I think my opponent used self-sacrifice a few too many times, letting me keep attacking on model and killing more than I would have been able to otherwise. I think using self-sac well is probably one of the most difficult, situational things to learn in Menoth.

The Blue Griffon walked up and failed to throw the Revenger (arc node?) backwards, so he just cast Dodge and sat there. The Stalker warped Prowl again, walked up, killed the one remaining Errant, and cast Lightning Strike to get back into the cloud. The Yellow Griffon cast Dodge and moved up.

Snapjaw got around the wall and cast Submerge, and then Wrong Eye moved up and cast both Submerge and Star Crossed. 

Lanyssa, who wouldn't be doing much this game since Reznik has Witch Hunter, cast Ice Bolt at an Errant and killed it.

The Pureblood moved up and sprayed the now knocked down Nicia to death.

Tanith moved up and dropped some fury, as did Una.


Menoth turn 2:

My opponent went into the tank for a bit, and then used the Avatar (rolled four focus every turn with that guy) to move over out of Star Crossed and kill the Blue Griffon.

The lone Daughter ran behind the Pureblood, who triggered Admonition and moved away, just over 8 inches from his Crusader. I'd forgotten to choose his warp the turn earlier, so I defaulted to Strength as the most fair of them. (The Pureblood's facing is exactly opposite of how it looks in the pic, the tail just couldn't fit in with correct facing.)

Errants swarmed the Golden Griffon, ringing it with dudes so it couldn't dodge. He actually connected with a Star Crossed 8 and did 14 points of damage to it, rolling a crit as well and lighting him on fire thanks to Ignite.

His heavies came in, daring my Stalker to go for them with the Avatar so close behind. The flamethrower light jack moved up and tried to kill the Sentry Stone, but didn't quite do it.


Circle turn 3:

I saw an Assassination run at the beginning of my turn, but wasn't sure how I liked my odds. It involved a Griffon throwing a light with a higher Strength than himself, and that hadn't worked the turn before. Since it only really involved two models and Tanith's spells, I decided to play out the rest of the turn and come back to it.

I started things off with Snapjaw charging in and taking a massive free-strike, also getting lit on fire thanks to a crit and Ignite, and then killing three Errants. Wrong Eye cast both Star Crossed and Submerge again.

Una moved up, healed the Golden Griffon for a bit, and then shot one more Errant off of her beast.

The Griffon activated and murdered the last two Errants.

My Stalker moved in and killed the Revenger, using the objective as a backdrop to keep from getting pushed away (man Repel is a good rule), and then Sprinted back to the Stones, who teleported him over behind the wall.

The Grey Griffon moved up and threw the Flamethrower jack into Reznik.

I measured the Pureblood's charge lane twice or three times to ensure he wouldn't take free strikes. The painted Sentry unit activated and moved out of the way. Tanith used her Feat, casting Scything Touch and Primal on the Pureblood.

The Gobbers grew a cloud in front of Tanith in case the Pureblood flubbed up.

The Pureblood assaulted in at essentially PS 20, and at dice +3 put Reznik down through a couple of focus.


Victory for the Druids!


Post Game Thoughts:

The more I play this list, the more I love it. There are so many angles of attack every game, whether from fast, hard hitting lights, or tons of power attacks, and it's so hard to keep it contained. 

Star Crossed with DEF 14 and 15 beasts is really excellent, I undervalued it for the first few months of mark 3, but now that I'm playing with it more, I'm really understanding how good it can be with proper positioning. 

My opponent played a really solid game too, I'm very proud of the progress he's made in the last couple of weeks as he's been getting more games in. Had this Assassination run not gone as planned, I would have had to sacrifice the Pureblood to kill one of his heavies, leaving 2 more for the Stalker to clean up. That's not a position I like to be in. Next game, he sees an Assassination angle that I don't and things get interesting....*cue dramatic music* 


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 12: Tanith vs. Haley 1


Captain Victoria Haley, the boogeyman of the Cryx boogeyman in mark 2. My teammate for the upcoming i5 event is rocking a Sloan/Haley 1 pairing and he wanted some practice into Circle.

We are never going to drop him into a pairing that includes Wurmwood, since both of his lists have a very hard time with his LOS denial, and we went through the motions of how Sloan would do into Tanith (surprise, she slaughters a stealth-based army), and ultimately decided that it would be a more interesting and productive game if he played his Haley 1 list and I played my Tanith list.


Tanith
-Stalker
-Pureblood
-Gorax
-Scarsfell

Una
-Scarsfell
-Scarsfell

Wrong Eye
-Snapjaw

Lanyssa

Sentry Stone x2
Shifting Stones
Swamp Gobber Bellows Crew
Fuel Cache

And his list was something like:

Haley 1
-Squire
-Stormwall

Journeyman
-Hunter
Strangeways
Maxwell Finn

Trencher Commandos
-Scattergunners x3
Tempest Blazers
Fuel Cache


Unbeknownst to us, our friend who was setting up Scenario and Terrain for us has been reading my article on terrain and deployment and decided to give us something of a doozy...(For those curious, you can find that article here)



Yup, that's a house in the middle of the table. In hindsight, that wall was slightly illegal, whoops. 

My opponent won the roll and opted to go first, and I decided that I wanted the trench. I deployed a Sentry Stone on each side of the house, planning on really gumming up the things he could get at easily. 

Pre-Game Thoughts:

The Sentry Stones plus the terrain is going to give me a huge advantage this game. I'm going to get to largely ignore his Trenchers, focus on killing his Blazers, and blunt the impact his Stormwall will have until it's too late. I can probably take over whichever side of the table the Stormwall and Haley aren't on and start pressuring Scenario pretty quickly. 

Cygnar turn 1:

Stuff ran. Arcane Shield went on both Haley and the Stormwall. Cygnar turn 1s are so exciting. 


Circle turn 1:

I seriously have to respect the Blazers in this matchup. If I let them, they will murder my entire list, and that just won't do. 

With this in mind, I put one Griffon on the hill within the 14" they can shoot him at, and the other just moves up and puts up Dodge after killing a painted Mannikin. Una drops 3 fury and RUNS, keeping the yellow griffon just in control.

The painted Sentry unit activates, rolls 3 for fury, and murders a blazer before putting up a forest. 

The left unit kills...a trencher? Nope, misses trenchers, and puts up a forest.

Tanith puts Scything Touch on the Stalker and Admonition on the Pureblood. 

The wolves warp prowl or spell ward and runs. Wrong Eye and Snapjaw both cast Submerge. Tanith's Griffon cheekily sits right behind the house. 

With the flat house....
With a real house!
Cygnar turn 2:

My opponent looks at the table and can already see the writing on the wall. Barring some insane dice on his end and some really bad placement on mine, this game is going to swing my way pretty quickly. 

Both Arcane Shield's are upkept and the Hunter and Stormwall each get a focus.

Haley casts Temporal Barrier and moves up to the hill. The Trenchers activate and spray down/shoot down Mannikins. 

The Blazers move over and try for unboosted 10s on the Scarsfell, missing all three shots, and repositioning. The Stormwall draws LOS to the Pureblood and puts some significant damage into it with a boosted big gun, and then puts down Covering Fire. 



Circle turn 2:

I upkeep both Scything Touch and Admonition. I nearly forget Temporal Barrier gives -2 speed, but then I do remember, so I try to cast Hunters Mark on the Stormwall. Haley negates it with her focus. 

I put Snapjaw in harms way to bait out the colossal, eating a Trencher with him and riling for a bunch after casting Submerge. Wrong Eye casts Star Crossed and Submerge. The griffon behind the building walks over it and kills a Trencher, then puts up Dodge. 

Una runs back to the right and the hill, and the Yellow Scarsfell charges and kills a Blazer before casting Dodge.

The left unit of Sentry Stone makes a Mannikin. The Mannikin aims, boosts, and kills the Squire, and the Stone ports up and makes a forest. 

The Pureblood warps Spell Ward again and sprays down a Blazer. The right Sentry Unit caps the flag for me. The Blue Griffon runs. 

I score 1 point. 


Score 1-0
Advantage Circle

Cygnar turn 3:

My opponent doesn't like it, but he's going to be feating this turn. Arcane Shield's are upkept everywhere, and a focus is given to each jack. 

Strangeways gives the Stormwall another focus. Haley pops feat and Temporal, before blasting the grey Griffon for a few damage, and then misses her second shot into him so he dodges away. 

Stormwall murders Snapjaw and gets Wrong Eye down to 2 boxes with e-leaps and a boosted pod. 

The Trenchers charge the Grey Griffon, but they have to position in such a way that if they miss their first attack he can dance away from them. 1 ends up connecting, but doesn't finish him off. 

His Blazers shoot my Griffon's, connecting once and doing decent damage. They Reposition to contest the flag. The Hunter murders the Sentry Stone.



Score 1-0
Advantage Circle

Circle turn 4:

I think I can kill his Colossal here, clear the flag, and keep Tannith safe. 

She goes first, after upkeeping both spells again, and pops feat, sticking Wraithbane on the Stalker and healing the Griffon for a couple. 

Lanyssa gets the Hunters Mark off, and the Stalker goes in, doing about 3/4 of the Stormwall's health. 

Wrong Eye also charges, contributing a few more damage. 

Una's Griffons murder the Murder Ponies, and Una runs to the flag. 

The Pureblood casts Wraithbane on itself and assaults at the Stormwall, needing a boosted 10 to kill it. I land it, and after I move a couple more models around and pass the turn, my opponent concedes.


Victory for the Druids!


Post Game Thoughts:

The terrain decided this game. If my opponent hadn't had to deal with that house in the middle of the table, I would have had to play Tanith far more defensively, and I wouldn't have been able to just ignore his Stormwall until I could kill it. That being said, this much stealth for a non-Sloan gunline is a big deal, and the high DEF of the Warpwolves and Griffons combined with Star Crossed is an infuriating combination to play against, although this is somewhat deadened by Temporal Barrier, which is still a fantastic spell. 


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 8, September 9 Steamroller round 1: Tanith vs. Ossrum




I had the opportunity yesterday to play in a 10 person Steamroller event in a meta I'm very friendly with about 2.5 hours away from where I live.

I was particularly excited about this one because I'd managed to get 3 of the 4 other guys on my team to attend (well...2 of them were already going, the third had to be dragged a little), which was important since our lists are due in 11 days as of this writing (eek!).

I took the lists I will likely be playing for the i5 team event in Portland coming up in October:


Tanith (apparently one "n" is the correct spelling folks)
-Warpwolf Stalker
-Pureblood Warpwolf
-Scarsfell Griffon

Una
-Scarsfell Griffon
-Scarsfell Griffon

Wrong Eye
-Snapjaw

Lanyssa Ryssyl
Gallows Grove (this was supposed to be Swamp Gobbers, but I somehow left them out of my bag, whoops)

Sentry Stone x2
Shifting Stones

and

Wurmwood
-Cassius
-Warpwolf Stalker
-Megalith

Gallows Grove
Lanyssa

Farrow Bone Grinders (min)
Farrow Brigands (max)
-Warlord
Gatorman Bokur and Shamblers
Sentry Stone x2
Shifting Stone x2


Round one I was paired with our local merc player, running Ossrum (specifically to counter Wurmwood I think) and Thexus. I was 99% certain he would be dropping Ossrum, so I thought I'd be cute and put Tannith down. I totally glossed over the fact that he had Kayazy in his list or that would have changed.

Ossrum
-Reinholdt
-Earthbreaker

Thor
Dirty Meg
Rhupert

Herne and Jonn
Forgeguard (max)
Alexia 1 and the Risen
Kayazy Assassins (max)
-Underboss

The scenario was The Pit (another reason I should have played Wurmwood) and I won the roll off choosing to go first. My opponent chose the top edge of the table. I chose to go first here since I really want to limit the number of turns Earthbreaker gets to shoot before I murder it. With Hunters Mark, Scything Touch, and Primal I feel like my two heavies will one round it pretty trivially, while affliction will make short work of his Forgeguard.

I am also okay with either table edge. The rubble doesn't affect me much since I've got a lot of pathfinder and I like cover, and on the other side of the table is a nice wall for me to sit behind. The central thing in the zone will also be annoying for my opponents colossal if he wants to charge stuff, and it will help me block LOS to Tanith/Wolves.



With the rubble (rough terrain, gives cover) right in front of me, I decided that my Stalker was going to chill there until he became relevant, and I skewed Tanith and Wrong Eye/Snapjaw left. I thought this was going to be a Scenario game for me, holding off his stuff and just dominating the flag every turn. 

He deployed Alexia AND the Kayazy across from Tanith and the Forgeguard over on the right. Earthbreaker went central. I glanced over his cards and somehow missed that Ossrum's feat only affects Rhulic models and in addition to speed also gives them ARM. In my defense, I had gotten 4 hours of sleep and just driven 3 hours to get there, but this will be a common thread throughout this event report. I was in total derp mode. 




Circle turn 1:

Stuff ran pretty much. I was careful to keep important things out of range of the Earthbreakers quake guns, even with Snipe, unless he wanted to blow his feat turn one. 

Admonition went on the Pureblood and Scything Touch went on the Stalker. 

Snapjaw and Wrong Eye both ran around to the left, and Griffons just sort of went where they wanted. I rolled a 3 for fury on both Sentry Stone units and made a little forest wall for Tanith to hide behind. 

Una cast Guardian Beast on herself. 

Lanyssa ran up after I took that picture, but before handing time over to my opponent. 



Mercs turn 1:

Risen and Kayazy ran up. Forgeguard ran as well, getting tough from Rhupert.

Ossrum cast Snipe on the Earthbreaker, Bullet Dodger on himself, and advanced.

Thor moved around the Earthbreaker and tuned him up. The Earthbreaker then proceeded to do 17 damage at range with 2 attacks to my Pureblood. (Side note - my dice this game were abysmal and my opponents dice were insane. He rolled a string of 14-17s on three dice and only rolled below average twice when attempting to kill a Sentry Stone).


Circle turn 2:

I upkeep Admonition and Scything Touch.

My Sentry Stones go first, each rolling for a couple more fury. I proceed to blow their entire stacks to make the forest wall again and then kill exactly 1 (one) risen and 1 one) Kayazy, clipping Alexia with one boosted spray and forcing her to sac a bunch of other risen.

My nearly dead Pureblood warps Ghostly, goes into the rubble and Regen's for a couple.

Stuff shifts around. I know he's going to pop feat next turn and be in my face and I don't want to get charged by Forgeguard.

Snapjaw riles and casts Submerge while Wrong Eye cast Star-Crossed and Submerge himself.

I put a Griffon with Dodge up in front of them, inside the Star-Crossed bubble.



Mercs turn 2:

My opponent upkeeps both of his spells. 

Ossrum goes first, puts Fire For Effect on Jonn (the bigger of the two) and feats.

Reinholdt scoots over around the wall and he tries to use spyglass on the blue Scarsfell. I inform him that Reinholdt has to be base-to-base with his warcaster to do that and he re-reads his card and realizes this is so. I let him take it back, he moves Reinholdt to be buddies with Ossrum and strips stealth off him. 

The Earthbreaker moves up and prepares to shoot before my opponent realizes he didn't tune up. 


Side Bar - This is something I struggle with a lot. I don't want to be a total jerk and tell people they can't go back, but this game actually hinged on me allowing my opponent several take-backs. Without them, I would have been in a much better position after this turn. If he hadn't moved the Earthbreaker up yet, I would have happily let him activate Thor first, as it was, the Earthbreaker had already advanced and declared a shot. 

I'm still not sure what the right call here is. I understand the argument of "this is a tournament, therefore no take backs" but at the same time saying no makes me feel like a huge jerk. This is something I will definitely need to think about before I go to my next event. It hasn't come up very often, so I haven't had to deal with it much. 

As for myself, I do not take back things in an event, even if it royally screws me up. 

End Side Bar. 

I allow my opponent to move Thor up and tune the Earthbreaker up. The Earthbreaker lands the first boosted 13 he needed to KD the Pureblood in the rough terrain and then blows him up with some massive unboosted damage rolls after rolling the other torpedo on the now un-stealthed Griffon and knocking him down too. 

The Forgeguard charge/run and kill the Gallows Grove. 

The Kayazy charge in and do an absurd amount of damage to Snapjaw. 4 of them charging left him on 4 health. Averages there say one should have missed thanks to Star-Crossed and the rest should have done 12-15 damage. He also hits the first Star-Crossed seven on my Griffon before missing and letting me dodge out of melee with the third. 

Two go into the Sentry Stone and knock it down to 2 health. 

Alexia moves up, crafts a thrall and sits there. The thrall walks up to the Sentry Stone and matches ARM.  My opponent then realizes he didn't move Rhupert up to tough the Forgeguard. He asks for another take back and I dice him for it, and I win so they don't get tough. 


Circle turn 3:

Tanith upkeeps Scything Touch and Una upkeeps Guardian Beast. Tanith activates first and feats, putting Primal on the unpainted Griffon and the Stalker and Admonition on herself. She also puts Affliction on the Forgeguard. She also shoots Snapjaw with her Shadow Bind gun, catching all four Kayazy around him. 

My Mannikins spray the Forgeguard down, leaving the cluster on the right alive. I make a huge mistake here and don't move Una up an inch, so she only kills the front two Forgeguard. 

Lanyssa puts Hunters Mark on the Earthbreaker and my Stalker charges in, expecting to be dice +2. Then I find out his feat gives +3 ARM as well. Stalker cripples one side and does some to the other as well. 

The Gorax moves up and puts Primal on the Blue Griffon, which also charges (forced to stand) and does some more damage, and finally the yellow, unprimaled Griffon charges as well and doesn't do hardly anything (rolled really poorly here, I don't actually think the yellow Griffon did any damage). 

Wrong-Eye casts Star-Crossed and kills one of the Kayazy near the Sentry Stone.

Snapjaw RFPs all the Kayazy around him to heal up. I realize that the second forest (the one on the left) isn't really there (we'd left it there because there were too many models) so the shifting stones move up to block LOS to Tanith from everything.

The grey Griffon with Primal on it (it was a mistake putting it there I think) kills Alexia and puts up Dodge.
The yellow Griffon is actually where the proxy base by Rhupert is.

Mercs turn 3:

Bad things happen to me this turn. His one remaining Forgeguard charges the Stalker and gets the Crit Smite, knocking him into the Earthbreaker and half killing him. The Kayazy get Wrong Eye down to one. 

Jonne shoots the Shifting Stone on the right, blowing it up. 

Meg repairs the Earthbreakers crippled arm. 

The Earthbreaker murders the Stalker and the Blue Griffon. Ossrum moves out of the Grey Griffon's LOS so I can't frenzy at him. The nearly dead Sentry Stone takes 1 damage, becoming even more nearly dead. 


Circle turn 4:

I don't have a lot left, but he's running out of stuff too, and his remaining things are really slow....

Snapjaw murders the Kayazy around him, healing Wrong-Eye. Wrong Eye murders the Kayazy by the Sentry Stone and the Mannikins finish off the Thrall Warrior. I get two boosted charges from Mannikins into Jonn, miss the first one and then force him to tough on the second, which he does. 

Una puts THREE boosted shots into Rhupert and fails to kill him, so Lanyssa charges him and finishes him off. The Yellow Griffon beats on the Earthbreaker to little effect. Crucially, I dominate my flag for 1

Score 1-0
Advantage Circle


Mercs turn 4:

He continues murdering my stuff. 

Ossrum shoots the colored Mannikin and kills it, and then Herne melee attacks the other so that Jonn can shoot at...something? Yeah something, not sure what it was. Oh! It was a shifting stone, and it didn't kill it. Right, yes. 

The Forgeguard dude, who I had foolishly left alive AGAIN moves over and misses Una. The Earthbreaker declares a shot at the Sentry Stone with one box. I tell him it has stealth so he auto misses and then he says that the Earthbreakers guns ignore concealment so they ignore the prowl. 

This is not how that actually works, since a model just has to have concealment, not be benefiting from it, so once again I allow him to take back and he pounds the Griffon into the dirt. 

I get another control point. 

Score 2-0
Advantage Circle



I took the forest rings off before I remembered to take a pic. They were there. 

Circle turn 5:

I've got about 12 minutes on the clock and my opponent has 7, time is short. Mannikins murder Herne but can't kill Jonn and I make a forest. 

The Griffon moves up and kills Jonn, 

Lanyssa kills the Forgeguard engaging Una, who moves up and boosts all her shots into Dirty Meg, killing her. 


Snapjaw riles and runs, and Wrong Eye casts Star-Crossed and charges the Earthbreaker. I should have cast Submerge too. 

I score a third point.

Score 3-0
Advantage Circle



Mercs turn 5:

Thor tunes up the Earthbreaker. 

The Earthbreaker moves up and shoots down Wrong Eye, and then torpedos Tannith now that he has line of sight, landing two shots, one of which I transfer to the Gorax which kills him exactly. 

Ossrum is out of range to shoot her as well, so he moves up and kills the Griffon. 

Reinholdt contests. 

We were down to 2 minutes him, 5 minutes me at this point and I didn't pause to take a picture

Score 3-0
Advantage Circle

Circle turn 6:


Tanith pays to stand. I do a quick check, and the Earthbreaker is out of range to contest the flag, but Thor is in range. Una moves up and kills him, Lanyssa runs to the far flag. 

Tannith aims, boosts a shot into Reinholdt, connects, boosts damage, and kills him, allowing me to dominate the flag again and go to five. 


Victory for the Druids!


Post Game Thoughts:

I don't even know what to say about this game. The dice were so screwy and my play was so incredibly poor in places that I don't even have a reflection on the matchup. I spent the entire game just trying to survive it felt like, which is a position I don't like to be in. At the end, I had 4 minutes left on time and he had 2, so I suppose I could have just spent the next two minutes running Tannith away from things if I had to, but holy heck that was a close game. 


Battle Report 7: Tanith vs. Harkevich





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


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

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

My list:

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


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


And my opponent dropped:

Harkevich

-Kodiak x3
-Juggernaut x2
-Behemoth
Widowmakers
Widowmaker Marksmen
Ragman

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

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



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

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

Circle turn 1:

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

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



Khador turn 1:

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

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



Circle turn 2:

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

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

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


Khador turn 2:


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

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

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

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

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

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


Circle turn 3:

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

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

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

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

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

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

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

I get one point. 

Score 1-0
Advantage Circle



Khador turn 3:

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

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

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

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

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

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

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

I have one Shifting Stone contesting his flag.

Score 1-0
Advantage Circle

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

Circle turn 4:

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

The Pureblood passes his frenzy check.

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

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

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

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

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

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

Una drops some fury and moves up.



Khador turn 4:

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

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

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

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

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

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

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

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



Victory for the Druids!

Post-Game Thoughts:

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

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

Thanks for reading!



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

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

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

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

I played:

Kromac 2
-Woldwrath
-Pureblood
-Ghetorix
-Gorax

Lanyssa

Double Shifting Stones
Double Sentry Stones

My opponent was trying some jank out as well. 

Thyron
-Aspis
-Aspis
-Moros
-Banshee

Dawnguard Scyir
-Aspis
Mage Hunter Asssassin x2
Narn
Nayl
Arcanist Mechanic x3

Max Sentinels plus UA and Soulless Escort

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


Circle turn 1:

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

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


Ret turn 1:

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

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


Circle turn 2:

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

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

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

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

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

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


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


Post Game Thoughts:

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

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

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

Battle Report 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.