Battle Report 150 - Attack X Prep: The Wanderer (Bump) vs. Kallus 2 (Oracles)

Everyone's been telling me to do it, so I finally put the Wanderer on the table today in a pick up game at Attack-X here in Kamloops, BC. 

Pagani handed me a list and I put it on the table basically blind into my opponent, who ended up playing Kallus 2. 

I'm more asleep than awake right now, so if I'm not quite as witty as usual, please forgive me!

Lists!

Kallus 2
- Archangel
- Angelius
- Seraph
- Scythean
- Naga Nightlurker
- Shredder
- Shredder

Sorceress on Hellion
Sorceress on Hellion
Shepherd
Forsaken
Forsaken

The Wanderer
- Cage Rager
- Gorehound
- Gorehound
- Crabbits x2
- Crabbits x2

Lord Longfellow
Witchwood
Glimmer Imp

Neigh Slayers
Neigh Slayers
Hollowmen
- CA
Hollowmen
- CA
Twilight Sisters

I chose the Fortune's Path (If you miss me, I get +1 to hit and damage against you for a round), Ill Omens (If you kill a Warrior Model you get -1 to hit and damage rolls) and the Wanderers personal trump which lets him transfer a damage roll for free and then teleport to one of his Road Markers. 

I won the roll off and opted to go first. 

 
 

Grymkin turn 1:

Basically everything runs here, except the Crabbits. The Wanderer casts Star-Crossed and charges the Archangel after dropping a fury. 

 
 

Legion turn 1:

The Archangel runs up to just outside of my 13 inch charge threat on the Neighslayers. 

His Scythean and his Seraph run up onto the hill. He moves his Shredder into the trench, and then puts his Angelius into the zone. 

 
 

Grymkin turn 2:

I premeasure, and I can get a charge onto the Seraph with the Gorehound, a couple big CRAs with Hollowmen, and Lord Longfellow. 

Everything Apparates, and the Wanderer ports up to the front Road Marker. 

I move the Neighslayers up so the Gremlin Swarm can run close to the Seraph. CRAs go in, and then the Gorehound does, leaving it on a few and getting itself lit on fire from Kallus' spell. Longfellow finishes the job and Swift Hunters back. 

On the right, the Hollowmen CRA into the Shredder in the trench and murder it. 

I position my Neighslayers to charge his Archangel if it moves forward basically at all, move the Wanderer over and casts Star-Crossed and Elusive.

The Cage Rager comes over to the left to counter-punch the Scythean if it goes in. 

 
 

Legion turn 2:

The Scythean comes in and Threshers. Overrun goes on the Angelius after Kallus kills the Gorehound, and the Angelius charges the Gorehound. He misses the armor piercing attack, even with the boost (yay Star-Crossed) so I trigger Fortune's Path since I now have a bunch of transfers. He eventually is able to kill a Neighslayer and the Scythean burrows deeper into the Hollowmen.

His Archangel drifts some shots into my Neighslayers, killing many of them. 

We both score.

 
 

Score: 1 - 1
Tie!

Grymkin turn 3:

The Gorehound and Cage Rager murder the Angelius. 

The Wanderer thinks for a second, then casts Star-Crossed, Elusive, and Veil of Mists on the house so that my Neighslayers can charge through it. 

My Witchwood clears out of the way and bashes on the Archangel pretty good (12 damage?) and shoots a Forsaken and makes it walk away from the fight. 

Three Neighslayer charges and the Archangel is on about 10 boxes, and Longfellow finishes it off. 

Hollowmen on the right kill the Sorcerer and the Forsaken in that trench. 

I make two more Neighslayers with the Twilight Sisters.

I score again.

 
 

Score: 2 - 1
Advantage Grymkin

Legion turn 3:

My opponent can't really assassinate here, since the Wanderer has his trump up. 

His Naga and Shredder manage to kill my Gorehound, so Kallus charges in at the Cage Rager. Unfortunately, Kallus is only PS 14, and so he doesn't get there. 

He Feats to clear his Scythean off, and it comes up and kills the Cage Rager. 

My opponent realizes that I'm actually controlling the left zone with the Lantern man, so he runs his Forsaken into the zone. 

 
 

Score: 2 - 1
Advantage Grymkin

Grymkin turn 4:

Two Neighslayers and Longfellow kill off the Scythean, which lets the last Neighslayer in the other unit kill the Sorceress. I make two more Neighslayers. 

My Witchwood moves up and rolls fire, killing the objective. 

I kill the contesting Shepherd and run a Crabbit into the far zone.

My Lantern man makes the contesting Forsaken walk away from the zone and I score 5 points to win. 

 
 

Victory for the Grymkin!

Post-Game Thoughts:

It's weird to play a caster who basically feels unkillable. In fact, I was kind of using him to body block my Neighslayers at some points. 

His entire spell list feels relevant, and the dude can just hang out in the middle of the table and not die, which is nuts. 

Feels good, want to play him more!