Battle Report 145: The King of Nothing (Bump) vs. Karchev (Jaws of the Wolf)

Prologue:

After my last game with this list, I was pretty ecstatic with the performance. Everything seemed to click and the King felt like he was pretty close to unlocked for me. 

As such, and at the request of quite a few readers, I took the list and I threw it at Karchev with seven heavies. Seemed like the thing to do. 

My opponent and I were playing Breakdown, and I chose the Labyrinth (enemy models activating in control get -2 speed) and Fortunes Path (When an enemy misses one of your models, you can trigger it and give every model you have +1 to hit and damage for a round). I also ADRed out my Crabbits for the Twilight Sisters since I was using this game as practice for Attack X and knowing when to ADR is important.

I won the roll off and opted to go first, since I don't want Karchev to get too much table space. My opponent gave me the side with horrible rough terrain everywhere (good call) and off we went!

Side Note: This was a game of Babymachine, and as a result several pictures are less than ideal. Holding a squirming nine month old while you play is an interesting experience. 

Karchev the Terrible
- Juggernaut
- Juggernaut
- Juggernaut
- Kodiak
- Kodiak
- Marauder
- Marauder

Battle Mechaniks (Cephalyx guys)
- CA (Man O' War Kovnik)
Kayazy Eliminators
Kayazy Eliminators
Widowmakers

The King of Nothing
- Frightmare
- Frightmare
- Cage Rager
- Gorehound
- Gorehound

Lord Longfellow
Glimmer Imp

Dread Rots
Neighslayers
Neighslayers
Hollowmen
- CA
Twilight Sisters

 
20170906_154022.jpg
 

Grymkin turn 1:

I briefly forget about the 2 measurement marker limit and lay out my cloud wall before hurridly taking two of the AOEs off the table. It's pretty easy to determine that I can screen my entire army from the Widowmakers on turn one though, and so I move everything based off this plan. 

My Hollowmen go up first surprisingly, as I feel like they're the most expendable options in the list. I want my second wave of Dread Rots to come in and be effective and then my Neighslayers to charge in and finish things off. 

The giant patch of rubble is a problem, but I'm under very little scenario pressure on this scenario and I think it'll be fine. 

The King has his cloud wall out, and everything basically surges up the table. 

Point of note: my opponent counter deployed well and kept his Widowmakers away from the Gorehounds. As such, the Hounds spent the first turn running laterally to get closer to their prey. 

 
 

Khador turn 1:

He can't get to me with anything, but his Eliminators do their turn 1 run and his Widowmakers move up to the wall. His Warjacks all run up and Karchev himself casts Battle Charged and uses Arkantrik Turbine before trampling forward.

 
 

Grymkin turn 2:

I have sneaky ideas of clearing both zones and then clouding up and contesting, since I have longer threat ranges if he cannot trigger Road to War, and in order to do that Karchev would have to go first and then something of mine would have to die. 

The left side has the Glimmer Imp move up to within 5 inches of the Kayazy. The Frightmare moves up into the forest, casts its animus to ignore Stealth, and then misses its boosted ten. 

On the right, that Frightmare misses its boosted ten. I do drift into one of them though, and boosted blast damage kills it off. 

The Gorehound moves up and only needs 9s, misses the first boosted attack, buys and boosts and connects. 

Le Sigh. 

Anyway, everything else runs up and hides behind the forests and clouds that I put up more than six inches away from the Widowmakers so they cannot move up and toe them to shoot. 

 
 

Khador turn 2:

My opponent deliberates, and then decides he has to jam models down my throat and see what happens since he's never going to outthreat my army. 

All of his Jacks run at me with Battle Charged up. 

The Widowmakers basically stay where they are. 

On the left, the Kayazy kills the Glimmer Imp and engages the Frightmare. On the right, the remaining one walks up and whiffs on the Gorehound. That attack missing allows me to put out Fortunes Path to give my models all +1 to hit and damage next round. 

 
 

Grymkin turn 3:

Thanks to Fortune's Path and Scything Touch and the Kings own personal debuff, I am able to kill three heavies and severely cripple a fourth (that being the painted juggy on the left in the previous picture). 

Gorehounds were massively important here, tying up five heavies between the two of them so that my opponent could not counter charge. 

I am also able to clear the zones on the edges and score two points. The King is sitting in cover with multiple transfers and I've got Labyrinth for next turn. 

I do not have a picture for this turn sadly. 

Score: 2 - 0
Advantage Grymkin

Khador turn 3:

In retaliation, my opponent moves up and sprays down a bunch of guys with Karchev, triggering Labyrinth on his advance. 

My opponent proceeds to kill nearly all of my Dread Rots by trampling over a clump with his nearly dead Juggernaut. The resulting free strikes kill the jack, but I've lost a bunch of infantry.

The Widowmakers pick off Neighslayers like crazy, and my opponent runs Mechaniks to contest the right zone.

The Kodiak also kills quite a few models, including a Gorehound, which I use to kill all the contesting Mechaniks with an Ashes to Ashes from the King. 

His Juggernaut contests the left zone. 

I score another point. 

 
 

Score: 3 - 0
Advantage Grymkin

Grymkin turn 4:

Neighslayers kill off the Kodiak, and the Cage Rager has to go in and kill the Marauder since all my other damage rolls fall flat. The King makes sure to stay way away from Karchev, and I stick a Gorehound in front of the Juggernaut to force him to kill it before going after the Cage Rager. 

I score again. 

 
 

Score: 4 - 0
Advantage Grymkin

Khador turn 5:

He has to kill that Cage Rager, but the Gorehound in the way is a problem. Karchev walks up with Arcantrik Turbine and kills it, but that lets me put a Cloud down right in front of the Juggernaut, who now has to trample at the Cage Rager. 

Two PS 19s don't take down the beast. 

My opponent contests the right side with his Forge Seer, and the left with the two remaining Mechaniks.

I've got about a minute thirty on my clock at this point. 

 
 

Grymkin turn 5:

This is why practicing on low clock is important. I make a couple small mistakes here, chiefly not aiming with Longfellow and trying to blast both Mechaniks off the table. 

Instead, I charge them with Twilight Sisters. THEN after one of them misses I realize I can't get Longfellow a clear path to it. 

Longfellow instead kills off the Officer in the backfield (it was damaged already from the Ashes to Ashes) and the Cage Rager kills the Juggernaut after the King runs up to lower its armor in addition to having Scything Touch on the Cage Rager. 

I mistakenly think the Forge Seer on the right is contesting the middle zone as well (it is not according to the picture above) and charge two of my Neighslayers at it, killing it.

I end my turn and score a fifth point. 

Score: 5 - 0
Victory for the Grymkin!

Post-Game Thoughts:

Karchev on a scenario that doesn't massively favor jacks is much less scary than he is on Recon 2. That being said, when you have enough models that can come back (thanks Twilight Sisters!) and he doesn't have a ton of attacks once you kill the Kodiaks, his feat doesn't really do a whole lot since anything his models touch they kill anyway. 

With Gorehounds to tie up countercharges, and clouds to prevent charges AND countercharges, this matchup seems...doable? Without a nine month baby taking one of my arms, I probably wouldn't have been so close to timing out at the end there, and I think the list attritioned fairly well. 

I'd definitely like to try this matchup again; I'm probably heading to a tournament this weekend with this list in my pairing and will try and play it more than I did at the last event no matter how hard the Dreamer calls me. 

Thanks for reading!