Battle Report 120 - Lock and Load Masters Round 2: The Child (Menagerie) vs. Gunnbjorn

Prologue:

After a difficult round one, I just wanted to get dropped into a nice easy heavy spam to play the Heretic into. 

Of course, I ended up with A-mo and his trolls of doom. 

Back story - A-mo and I have now played in the last couple events I've been at, and thy've all been great games. He's a good player who doesn't leave a ton of openings. 

He also had a Gunnbjorn list that would shred my infantry spam, so the Child it was. 

He dropped Gunnbjorn as expected and I played the Child.

The Child (Dark Menagerie)

The Child
- Skin and Moans
- Skin and Moans
- Cage Rager
- Rattler
- Gorehound
- Gorehound
- Crabbit (free)
- Crabbit (free)
- Crabbit (free)
- Crabbit (free)

Death Knell

Gremlin Swarm
Gremlin Swarm
Gremlin Swarm
Gremlin Swarm
Karianna Rose
Glimmer Imp

Dread Rots (min)

ADR:

Crabbit x4
Skin and Moans
Glimmer Imp
Dread Rots (min)

Gunnbjorn 

Gunnbjorn
- Runebearer
- Mountain King
- Dire Troll Bomber
- Dire Troll Bomber
- Troll Axer

Northkin Shaman
Northkin Shaman

Min Krielstone and CA
Dhunia Knot
 

On Take and Hold, I ADRed in a Skin and Moans and chose the Sacrifice and Labryinth as my Arcana. The idea here is that I can eventually trigger Sacrifice to heal my army and use Labyrinth to stop the Mountain King from getting an Alpha. 

I won the roll and went first. 

 
 

Grymkin turn 1:

I flex my "muscles" here and run the Gorehounds really far up. The plan for them is to harry his stone and keep them small. 

Tantrum goes up, and will stay up all game if I forget to note it. 

I rush the Dread Rots up the table to die. 

 
 

Trollbloods turn 1:

Guys come running up. The Mountain King stays outside of the Skin and Moans charge range and the Rock Wall goes up to save his Shamans. 

 
 

Grymkin turn 2:

The plan continues!

The wall and the flag make the Mountain King unable to do a whole lot here. 

In hindsight, I kind of wish I had baited out the King here. If I can kill him, the game ends, and I'm pretty sure the Child lives through him if he's camping 4 and under the Death Knell. 

Instead, the Gorehounds swing around the flanks, with the right hand side one Sprinting into the Dhunia Knot. 

I put the Dread Rots up the table. 

Side Note - I absolutely love this part of the Grymkin design. The Dread Rots screening your army gives your opponent two crappy choices - give you corpses or take weaponmaster charges. 

Of course I forgot about Explosivo, but hey. 

 
 

Look how far back that Gorehound is! :D

Trollbloods turn 2:

Explosivo ruins my day and I get no corpses. 

Gunnbjorn drifts an AOE over Karianna and kills her (woo, corpse!). 

He makes some clouds in front of the Bomber to protect it. 

The Mountain King stays outside the Skin and Moans' threat range. 

 
 

Grymkin turn 3:

I spend some time in the tank here, as I really want the Mountain King dead but I can't get into it with enough things. 

Instead, I think I'm going to kill the Axer and limit how far the thing can project threats. I can trade the right hand Skin and Moans for the Bomber easily enough, trading up in points even, and force the King to stay where he is for the Skin and Moans and Cage Rager to come into him next turn. 

Enrage and the Karianna buff makes taking out the Bomber possible despite dice, and the left hand Gorehound goes in and drags the Axer into the other Skin and Moans charge range. 

It dies horribly and I pass the turn. 

 
 

Trollbloods turn 3:

Rage on both models plus a Rock Wall leaves Gunnbjorn naked. 

The King kills the Skin and Moans easily, but the Bomber has a hard time with his target and isn't quite able to do it. 

The Gorehound in the backfield gets blocked off by two trolls. 

 
 

Grymkin turn 4:

I decide to try and assassinate Gunnbjorn with the Skin and Moans. Dice + 3 and 8s to hit, the troll doesn't even have to make a tough check. 

The Skin and Moans on the Bomber fails to kill him too. 

Suddenly I'm in rough shape. 

 
 

Trollbloods turn 4:

Both Skin and Moans die horribly, and the Mountain King Killshots into the Cage Rager for a few damage. 

I pop the Child's Trump Arcana to give everyone extra Fury and hope for the best. 

 
 

Grymkin turn 5:

Tantrum triggers to get the Child out of the wall and I kill the Stone off with a Gorehound. 

I deliberately leave a Crabbit near the King so that he can't fill that space up with Whelps, and the Child Abuses the Rager goes in, leaving the King on about 18 boxes. I move the Crabbit out of the way and send in the Cage Rager, who finishes off the King. I've got one transfer on the Child, a pile of Shield Guards, and then I have the Death Knell charge the nearly dead Dire Troll which kills it. 

A-mo concedes rather than prolong the fight. 

 
 

Post-Game Thoughts:

Again, dice aside the list felt extremely strong. It's fast, accurate, and hits like a train. 

I kept forgetting I had Arcana cards (my bad) and so I didn't ever get to do anything cool like heal my beasts up or blunt an alpha. 

Still, even the humble Cage Rager hits like a train with the Child and it's fun to smash stuff with big warbeasts.