Battle Report 163: The Old Witch (Bump) vs. Garryth (Defenders)

Whenever I get a chance to journey out to Mox Boarding House, I jump at the chance to go play a game there. The meta is very diverse, and I never know what I'm going to get to play. 

This time, I scheduled a game with a gentleman named Steven who had an Issyria/Garryth pairing. 

I was going to play Dreamer into it, but then PPS Jordan came over and told me I was playing his Old Witch list and suddenly, despite leaving my Old Witch at home, I was playing Old Witch!

Garryth
- Helios

Arcantrik Force Generator

Arcanist Mechanik
Dahlia
- Skarath
Skeryth Issyan
Aelyth Vyr, Blade of Nyssor
Priest of Nyssor

Ryssovass Defenders
- Soulless
Heavy Rifle Team
Heavy Rifle Team

Old Witch
- Cage Rager
- Gorehound
- Crabbit x2

Lord Longfellow
Glimmer Imp
Eilish

Dread Rots
Dread Rots
Dread Rots
Neighslayers
Neighslayers
Mad Caps
Mad Caps
Twilight Sisters

I did not get to select Arcana (sadness) and lost the roll on Spread the Net. My opponent did not want to let me go first and overrun him, so he took first and I took the side with the forest that I could hide a Mad Cap behind forever. 

 

I know I'm not fully painted Pagani, I'm getting there!

 

Retribution turn 1:

Everything runs at me. Mirage goes on the Ryssovass and Sentry goes on the AFG. 

 
 

Grymkin turn 1:

Old Witch makes her control area huge and casts Windstorm and Elusive

Everything else runs essentially. I've played this list with the Heretic enough to know that you just shove Dread Rots down your opponents throat and win on Scenario most of the time. 

I spawn 2-3 Cask Imps and call it a turn. 

 
 

Retribution turn 2:

Sentry triggers and my opponent tosses an AOE shot from the now range 9 AFG at my stuff. I TOTALLY forgot that Windstorm lets you choose AOE deviation direction, so it scatters and kills a couple things instead of going straight back at him 4 inches. 

His turn proper is a bit of a pickle. I think he's misdeployed his models here a bit (sorry Steven, this is something I didn't think about when we did our post game breakdown last night), and has his Ryssovass on the left instead of the right where he wants them to be. 

The reason for this is simple - he can't contest my flag meaningfully without throwing away half his unit of Ryssovass, and he can't contest my zone without throwing Issyan away. 

This ends up with a turn of his Rifle Teams pinging my Dread Rots and basically nothing else happening other than Skarath (the beast not the solo) putting Counterblast up. 

 
 

Grymkin turn 2:

Time to start scoring! 

I have so many models that I can afford to just throw Dread Rots away, but I need to think about how to approach the right flag. 

On the one hand, I can Boundless Charge a pair of Dread Rots and get them both into Issyan, but then my opponent can wait until I charge the second one in and Counterblast them both off the table. 

Alternatively, I can Boundless Charge the Gorehound, and even if he loses an aspect he'll do some damage and then theoretically, Longfellow can finish off the solo and get back. 

Old Witch makes her spells cheaper, recasts Windstorm and Boundless Charges the Gorehound, which charges in. Sure enough, Counterblast triggers, which cripples his Spirit (oof) and the Gorehound misses his charge attack. 

Longfellow dismounts Issyan on his own, and Dread Rots jam up the left zone. 

I shuffle models around a little bit, respawn a Dread Rot with the Sisters, and make some Cask Imps. 

I score two points with the Glimmer Imp on the flag and the Cage Rager in the right hand zone, and I've contested the right hand flag with my Gorehound. 

 
 

Score: 2 - 0
Advantage Grymkin

Retribution turn 3:

Both spells upkept, Sentry shot kills a couple Dread Rots and Mirage lets the Ryssovass get away from my guys to charge them. 

On the right, Skarath the beast sprays Lord Longfellow to death, and Skeryth the solo whacks the Gorehound, leaving him on a handful of boxes. 

The Rifle teams continue to kill a Dread Rot a turn, and the Ryssovas mulch all of the Dread Rots in the zone. 

The AFG rains down death on that side of the table since it is outside of Windstorm range now that Old Witch doesn't have an 18 inch control area. 

My opponent deliberates for a few minutes, and Garryth kills the Gorehound with a boosted Handcannon shot. 

At this point, there isn't much to contest my zone, and if I score two points to my opponents one, I will go 4-1 and then just have to contest and go 6-1 on my turn for the win, so Helios runs up and contests my beast zone. 

We both score a point here. 

 
 

Score: 3 - 1
Advantage Grymkin

Grymkin turn 3:

Well I certainly wasn't expecting a Helios in my face. 

The Old Witch activates first, Feats, casts Windstorm, stays outside of Garryth's walk and shoot range so I don't accidentally die if I can't pull this off, and puts Curse of Shadows on Helios. She also casts Elusive for free and puts Boundless Charge on the Cage Rager. 

Eilish puts Puppetmaster on the Cage Rager, and I use the Twilight Sisters to respawn a Mad Cap Grunt such that even if my Cage Rager misses and gets Poltergeisted away, he won't get out of melee. 

The Cage Rager charges in and leaves the Helios on about 8 boxes, which several charging Dread Rots fix nicely, while also contesting his flag. 

At this point, I run a unit of Neighslayers into the central zone and score three points to none for the win. 

 
 

Victory for the Grymkin!

Post-Game Thoughts:

Steven and I tore this game apart, which is actually my favorite part about Warmachine in many ways. 

We decided that swapping the Rifle Teams and the Soulless out for Stormfall Archers would probably be a good addition to his list, as they can do pretty good damage to heavies and also mulch infantry. 

Also, he didn't need to aim with his AFG the previous turn, and it could have easily walked into his rectangle zone and made the score 6-2. I also think that it would have been a better play to put his Ryssovass across from "my" zone so that he had an easy source of contesting and a way to block me from contesting his flag. 

As for me, I forgot to generate enough fury on a turn so I had to cut (yay) and also totally derped on Windstorm letting me choose Deviation direction - both things that I can work on. I always forget Old Witch is a warlock for some reason and don't bother to count fury. 

Overall, I really like this list, and more especially I like that Windstorm allows you to play a very melee heavy force. My Triple Dread Rot lists always have Hollowmen over Neighslayers since I play with the Heretic, but I think with the Old Witch, they are absolutely the right call. 

Thanks for reading!