My opponent and I from the previous report had time for one more game, so we reracked and went at it. He's testing a set of different pairings with his Morghoul 3 list, and I just need more Wanderer practice, so I played the same list and he dropped Makeda.
I chose the same Arcana as last time, as they had both proven very useful and resolved to watch my clock better as I once again went first.
- Molik Karn
- Scarab Pack
Beast Handlers min
Tyrant Commander and Standard Bearer
- Cage Rager
- Crabbit x2
- Crabbit x2
Eilish Garrity (proxied by the King of Nothing)
Grymkin turn 1:
Everything apparates and runs or just flat out runs.
I move the right Mad Cap over to the left to fight the Karax, and the other one advances and spawns a Cask Imp.
Skorne turn 1:
My opponent plays a very standard first turn of Shield Walling dudes etc, but then makes the extremely aggressive play of having Molik Karn run up into the trench, well within 13 inches of a few of the Neighslayers.
He then has Makeda cast Quicken on the Cetrati, the Krea's Animus on herself, and charge up behind Karn camping one, with a Gladiator following up for a second shield guard.
Grymkin turn 2:
I've gotta try it, so the Wanderer pops up. He aims, sprays, and Repudiates Makeda, making her DEF 13 and dealing a few damage in the process.
Mad Caps move up and light her on fire with a blast.
Hollowmen CRAs take her down to no transfers and one Shield Guard, and chip in about 5 more damage.
Longfellow gets Puppetmaster, and moves up. His first shot gets Shield Guarded, and his second leaves her on five health.
Skorne turn 2:
Fire does not go out, I need a nine to kill her and....
I roll it.
Victory for the Grymkin!
Uhhh...roll well and you win games? Yeah that's all I got.
If Makeda had survived, I think I'm still fine here, as killing the Wanderer is going to be very, very difficult and now Makeda is very hurt, which means her feat is next to useless.
Very high risk/high potential play by my opponent there, sometimes the dice just say you're going to die.