There is no glory in practice, but without practice there is no glory.
Well I managed to sneak a 75 point game on Breakdown vs Big Ben's Jarl at Total Escape Games. I'm still using my King of Nothing light spam list. Big Ben is a newer player, but he's solid and gaining speed quickly. He's recently been going to events and is always down for a game. Let's get into the lists, and I'll explain my opening thoughts. He is running 1 proxy, the Fellcaller is actually a Fennblade Kithkar.
Grymkin - king of stuff
Theme: Dark Menagerie
The King of Nothing - WB: +28
- Cage Rager - PC: 14 (14)
- Crabbit - PC: 7 X2 (14)
- Crabbit (Dark Menagerie) - PC: 0 X4 (0)
- Gorehound - PC: 6 X4 (24)
- Rattler - PC: 8 X2 (16)
Lady Karianna Rose - PC: 4
Gremlin Swarm - PC: 3 X4 (12)
Glimmer Imp - PC: 4
Dread Rots - Leader & 5 Grunts: 7 X2 (14)
War Room Army Trollblood - jarl
Jarl Skuld, Devil of the Thornwood - WB: +30
- Trollkin Runebearer - PC: 4
- Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 19)
- Troll Axer - PC: 10 (Battlegroup Points Used: 10)
- Dire Troll Mauler - PC: 15 (Battlegroup Points Used: 1)
Fennblade Kithkar - PC: 4
Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6
- Stone Scribe Elder - PC: 3
Trollkin Fennblades - Leader & 9 Grunts: 15
- Trollkin Fennblade Officer & Drummer - Officer & Drummer: 5
Sons of Bragg - Wrathar, Tor & Rhudd: 11 Trollkin
Warders - Leader & 2 Grunts: 10
- Trollkin Sorcerer - PC: 3
Let's start by saying I have no idea what Jarl does. I quickly read over his card, and the list. His feat is going to be an issue. He basically drops the Kings smoke clouds, and the -2 to hit is going to be rough. Also Magic Bullet is going to quickly dismantle my Gremlin Swarms. I also have to be mindful with the King not to drop to 0 and rely on shield guards too heavily as a few pow 12's into him would also make this a quick game. You all should know that I have an irrational hate and general dislike of Fennblades. I can't really explain why, hence the irrational nation of that feeling, but I'm going to be sure to drop them as quickly as I can. I end up taking Sacrifice, and Labyrinth. I still am testing Sacrifice, with him having a few ranged attacks and a lot of infantry I figured he might spread damage wide. Labyrinth seemed like a good way to help mitigate the trolls alpha or rebuttle strikes. I won the roll and since we're playing Breakdown I elected to go first. He took the side with the trench instead of the water. I'm a little worried about the cage rager getting slowed by the water, so want to get up the table and ensure it's of minimum impact. The rough terrain on the sides force the ratters and dreadrots in tighter than I normally like too, they'll run and then fan out after.
Grymkin Turn 1
I run everything, I Sands of Fate to get the King a bit further up the board and smoke out on the right flank. I plan on parking the Cage Rage on the back end of the building and anchoring the middle zone with him. The Gremlins on the far left will ensure that zone doesn't fall by hiding behind the forrest. I'll try to force/leverage the right zone.
Trolls Turn 1
Quicken goes on the fenblades, 4 into the stone. He runs everything up. He's careful on the left flank and keeps them out of charge range.
Grymkin Turn 2
Well the nothing on the left can get in this turn, but on the right I can pick at the Fennblades. Red charges in kills the charge target, buys and kills another. He sprints back. Blue charges, he toughs, I buy and sprint back again. I smoke out with the King but sit on two to ensure I don't die to magic bullet. I crowd the left sides clouds to ensure I get to strike first on that flank. I run foward a few Crabbits to jam on the right, I'm hopeful I won't lose a Gorehound.
Trolls Turn 2
The Fennblades vengeance in and kill a crabbit that's jamming. I decide to Trump, and it's a mistake. I kill 2 Fennblades and damage the UA with the Trump. The King drops another cloud with Kingdom of Silence and hides the blue Gorehound completely. He kills 3 rots and misses his swing on the Gorehound, he repo's back. The left flank decides to switch it up and the Warders run in front of the Son's of Bragg to eat the charge. Jarl advances, magic bullets down a Gremlin Swarm (was in front of the cage rager) by shooting his own Fennblade, trys to get the other but fails to kill it. Jarl feats, dropping 5 smoke clouds, he elects to block LOS instead of leveraging the -2 to hit.
Grymkin Turn 3
We crash in. The Rattler goes in first and gets 3 Fennblades, but takes 3 fury to do so. Scything touch on the blue Gorehound and some smoke to keep the King safe. Blue also gets enrage and goes in on the bomber. The other Gorehound and a crabbit go in as well leaves the Bomber on single digits. I missed some swings and rolled a bit low. I really thought the bomber would be dead, I can't get another swing on him. I'm not sure why but I decide to try to swarm the trolls with options/victims. I run the Glimmer imp so the Mauler can see him. I trample the Rager and swing on the Mauler. I'm -2 to attack rolls from his feat, but he's -2 def from the imp. I hit twice, for decent damage, I beat him back on the last swing to ensure there is 2 inches between us and grab the close Dreadrot's corpse token. A Gremlinswarm runs in to be annoying, and maybe save the Rager.
The left side is going much better. The Dreadrots kills 2 Warders and one runs way back to ensure I can control that zone if needed. The Gorehound kills the Sorceress and sprints behind the Son's of Bragg. A Gremlin swarm joins him hoping the def 14 and annoyance will kill him alive, worst case the Sons are turned around for a turn. The rattler and green Gorehound wait back to counterpunch.
Trolls Turn 3
Trolls strike resoundly (a local player says that, it's like his trademark). The Fennblade and the Kithkar move in and start beating up the Gorehound. The Axer extracts swift vengeance for the fallen Warders with a very nice thresher. The Son's of Bragg are able to kill the Gorehound. I'm really wishing I still had my trump for this turn, bad play on my part. The last Warder charges my Gorehound knocking out its body.
Jarl comes up and shoot out the Gremlinswarm. He casts primal, I arcane vortex it. He heals the Spirit and Body of the Bomber. The Stone grants +1 Str. The bomber kills a crabbit and a Gorehound, he smacks the other and snacks up some hitpoints. I pop Sacrifice on the Crabbit and heal the Vengeance damage and the green Gorehound. I also cast a free Ashes to Ashes on the Stone unit. The Mauler goes to town eating the Rager and finishing the other Gorehound. After all the snacks both heavies are sitting around 15 boxes.
Grymkin Turn 4
Well that was WAY worse than I wanted. The Heavies need to die this turn. The King advances up, Scything Touches the last Gorehound and gets within 5 of the Mauler. He also drops one cloud, and casts Host of Shadows. Mz rose Enrages the Gorehound, who walks through the building to smack the Mauler. He's effective dice minus 2, but with a miss and some bad rolling doesn't kill him. A crabbit earns his cake and frees up the right Rattler. The Dreadrots charge and finishes off the Mauler, and smacks the Bomber. The Rattle is able to kill the Fennblade UA, and overtake into the bomber and drop him as well.
On the left side the Rattle kills the last warder. A crabbit tries to jam the Axer out, factoring in I have Labyrinth still. The last Dreadrot on that side runs to ensure he's within 16 of the King incase I need a quick escape. I took this photo too early, the Gremlinswarm also runs to base the Crabbit hoping the Rattler lives. At this stage I feel pretty good, my biggest worry is the left Rattler dieing.
Trolls Turn 4
The Kithkar smacks the Rattler with Righteous Vengeance. The Warders kill the Crabbit and I cast a cloud with Kingdom of Silence. I drop it in front of the Rattler to make it as hard to kill as possible. I also trigger Labyrinth. He decides the Axer can't make it to the Rattler. Jarl shoots the Crabbit he can see and magic bullets onto another leaving each on 2 and 1 repectivly. The Kithkar leaves the Rattler on 1 (he should have died he forgot he had brutal charge). The stones kill a Dreadrot, but leave another standing.
Grymkin Turn 5
We both know it's pretty much in the bag. The Rattler gets Enrage and Scything Touch to finish the Sons and smack around the Axer. The lights on the right finish off the remaining trolls, leaving only the Stone standing. Ben taps out at this stage, not a control point was ever scored.
That was ugly. I had a few misplays and was worried when both Heavies lived and he cleared out my beasts on them. I used my trump poorly, I know I should use it when he HAS to kill the beasts, not when he might kill them. Sacrifice wasn't a star this game, but I still like it. Labyrinth may have saved a Rattler but did nothing else. I could have chosen better Arcana for sure, and the ones I did pick could have been used better. I also could have taken better pictures. I wanted the perspective to always be the same, but I should have gotten closer in when the action started happening!
Big Ben was testing this list and after he wasn't really happy with it. Anyone out there had any luck with Jarl? The other time I played him I remember a lot more guns and the Cowboy Trolls. Even if my right Rattler had died I felt pretty good using the Gorehound to kill the Kithkar. Once he's down I can evnetually Ashes to Ashes the Stones to Death and start tapping for what would likley be a turn 7 win.
Well I think this will be my last King of Nothing light spam game without the Frightmares. I'm excited to mess around with them, and to start learning another caster. I know people are high on Paganis all the Frightmares list, what are you guys doing with them?
Lastly this is one of my least favorite scenarios, and not shockingly it's the least live. Does anyone out there have any love for Breakdown?