Battle Report 133 - Mox Invitational Round 1: The Heretic (Bump) vs. Kreoss 1 (Creator's Might)

Prologue:

For list pairings and thoughts, read this first. 

For round 1 I was paired with a gentleman named Sammy running Kreoss 1 and the High Reclaimer. I knew instantly that I was dropping the Heretic. 

Hollowmen completely destroy High Reclaimer by seeing through Cloud Walls and also removing from play to deny his feat, and Bump in the Night couple with the Heretic's immunity to knockdown actually makes the Kreoss lists damage output go down since it's very easy to space models to avoid direct hits on AOEs, but harder to avoid drifting ones. 

My opponent chose Kreoss, and so I did no ADRing and chose the Shroud and Shadow Arcana. 

I lost the roll off and chose the side with the hill and the lee of a house. 

The Heretic
- Rattler
- Gorehound
- Gorehound
- Crabbit x2

Lord Longfellow
Witchwood
Witchwood

Dread Rots
Dread Rots
Dread Rots
Hollowmen
- Ca
Hollowmen
- Ca
Twilight Sisters

Kreoss 1
- Judicator
- Reckoner
- Redeemer

Tristan 1
- Repenter

Vessel of Judgement

Mechanik
Mechanik
Vassal of Menoth
Vassal of Menoth
Covenant of Menoth
Wrack

Choir of Menoth

 
 

Menoth turn 1:

Spells up everywhere, Defenders Ward on the Judicator, Lamentation on Kreoss, and a mistakenly placed Inviolable Resolve on the Repenter (it should have been Fortify). 

His entire army runs at me at full speed (speed four) and he passes the turn. 

 
 

Grymkin turn 1:

Similarly, my army basically runs. The Hollowmen Apparate up, the Witchwoods Strange Growth forward, and the Heretic puts up Fury on a Dread Rot unit and charges onto the hill. 

I actually was hoping that my opponent didn't realize the Heretic was immune to KD here and had positioned my Crabbits to be outside of Kreoss' potential walk and feat range so that they could Shield Guard the Reckoner shot if he went for it. 

The Gorehounds hide behind the house. 

 
 

Menoth turn 2:

My opponent moves up cautiously and starts blowing things up. He has some pretty amazing deviations and damage rolls, and I lose about 12 guys. He contests the left zone with his Repenter. 

 
 

Grymkin turn 2:

I get a bead on Tristan with the Gorehound on the right, and after Apparitions and a Fury cast on it, he charges in and leaves him on one box. 

The other Gorehound moves up and yanks the Repenter out of the zone (which I later this turn learned had Inviolable Resolve/Fortify on it and would therefore have not been able to do) and I take the middle flag with Longfellow after screaming into the zone with Dread Rots everywhere. 

The left Hollowmen CRA the Vessel and do good damage to it and the other unit of Hollowmen run around to the side, threatening Kreoss next turn. 

 
 

Score: 3 - 0 (Should be 2 - 0)
Advantage Grymkin

Menoth turn 3:

Kreoss allocates everywhere.

My opponent uses the Vessel to kill off a bunch of Hollowmen. It's on about 24 boxes at this point. 

The light 'jacks in the middle roll very nicely to hit and kill both Gorehounds. The Judicator walks into Melee with the Dread Rots in front of it and I trigger the Shadow since I don't want him to spray down Dread Rots. 

I place a Skin and Moans just inside 2 inches of its right arm. 

My opponent opts to whack it rather than shoot, and misses two of four attacks needing sevens (perfectly average to miss two there) and leaves it on mostly full. 

At this point we realize that I am about to win unless Longfellow dies, so I help my opponent figure out a way to move Kreoss close enough to feat, catch him and the Dread Rot engaging the Reckoner, and then have the Reckoner kill him. 

No points scored. 

 
 

Score: 3 - 0 (Should be 2 - 0)
Advantage Grymkin

Grymkin turn 3:

Everything stands up except the Skin and Moans. 

The Heretic Hex Blasts the Defenders Ward off the Judicator and Furies up some Dread Rots before moving into the flag. 

The Skin and Moans does some good damage to the Judicator, and then the Dread Rots charge in. I get a pair of double 1's to hit, but I leave it on about five boxes. A Twilight Sister kills a Rot and the Rattler goes in and kills the Judicator. 

Witchwoods and charging Hollowmen kill the Reckoner off, and on the left my charging Dread Rots make up for their awful brethren by killing the Vessel. 

At this point we realize that I shouldn't have been at 3 the previous turn, but 2, however my opponent calls it regardless as he's way too far behind on attrition to stay in the game. Had the game continued, I just run my Crabbits up next to the Heretic and probably win. 

 
 

Victory for the Grymkin!

Post-Game Thoughts:

This is an atrociously bad matchup for Kreoss 1 and High Reclaimer. I counter both of them very well with both RFP and Rise on the infantry. 

Now if only it was all painted....

Ah well, onto round 2.