Warmachine and Hordes Grymkin Champions Battle Report Round 1: Old Witch (Bump) vs. Zaadesh 2 (Imperial Warhost)

I was able to go to Bellingham, WA this last weekend and play in a nice 15 person Champions Event previewing the season 7 ADR. Most of the guys that attended this event are planning on playing in the Las Vegas Open Champions in January, so this was a fairly strong showing. 

The faction break down was (I Believe)

3 Skorne
3 Grymkin
3 Convergence
2 Menoth
1 Khador
1 Trollblood
And a last faction that I cannot recall at the moment. 

I, in a by now tradition, brought two lists that I have never played before!

Old Witch 3 (Bump)
- Frightmare
- Frightmare
- Frightmare

Lord Longfellow
Trapperkin
Glimmer Imp
Eilish Garrity

Mad Caps
Dread Rots
Dread Rots
Dread Rots
Hollowmen
- CA
Hollowmen
- CA

The Wanderer (Menagerie)
- Skin and Moans
- Skin and Moans
- Skin and Moans
- Cage Rager
- Rattler
- Gorehound
- Gorehound
- Crabbit x2
- Crabbit (free)

Death Knell

Karianna Rose
Gremlin Swarm
Gremlin Swarm
Gremlin Swarm
Gremlin Swarm

I had no real plan going into the event, but these both looked like fun and I wanted to play with my Frightmares. 

Round 1, I got paired with Brant who was playing the Zaadesh 2/Jalaam pairing that I expect every Skorne player in Champs to be playing. 

I knew I couldn't drop the Wanderer into a list that can Knockdown my Skin and Moans with the SIege Animantarax, and since both of his lists had at least one, and Brant had some serious anti Gremlin Swarm tecch in his Zaadesh list in the Basilisk Drakes, I dropped Old Witch. 

Brant dropped the expected Zaadesh 2, and I won the roll off, opting to go first. 

Zaadesh 2
- Titan Sentry
- Titan Gladiator
- Aradus Soldier
- Basilisk Drake
- Basilisk Drake
- Basilisk Krea
- Agonizer
- Agonizer

Siege Animantarax
Siege Animantarax

Beast Handlers (Max)

 
 

Grymkin Turn 1:

Everything runs, except for the Mad Cap which moves up and spawns a couple of Cask Imps. It's going to hide behind the house and contest all game by making Imps close to the other flag. 

Old Witch makes her control area 18 inches wide, Boundless Charges herself, casts Windstorm, and charges up the table. 

 
 

Skorne Turn 1:

He can't actually shoot at anything with the Siege Animantarax's, so his army just moves up cautiously out of my threat ranges. 

Zaadesh puts up Battle Charged and Inviolable Resolve goes on the left hand Turtle. 

 
 

Grymkin turn 2:

My job here is to just flood the table with bodies and force Brant to stay back. 

I send my Hollowmen wide on both sides, and when he countercharges with his Soldier, the Witch Blinds it with her gun. 

 
 

Skorne Turn 2:

Zaadesh feats this turn, but forgets to shake Blind with his Soldier. 

On the left, his Animantarax tramples up and kills a bunch of dudes, then rolls the lucky 9 he needs to hit the Hollowmen CA on the hill and kills it with a shot. 

His Sentry comes in and kills some more guys. 

He commits his other Animantarax and kills a whole bunch of Dread Rots on the right, repositioning back. 

Fort Zaadesh goes up with Krea Force Aura and Sacrificial Pawn. 

We both score a point. 

 
 

Score: 1 - 1
Tie!

Grymkin turn 3:

Brant is already down about ten minutes on clock, so my actual win condition is well on its way. 

The Agonizer on the left has cried minus two damage, and I can't really get anything on it which is awkward. 

I start on the right. Two Frightmare shots, Longfellow, and Hollowmen Charges leave it on three boxes. 

My Trapperkin, who came up in its back arc that turn, charges in with five dice damage and kills it, sprinting back behind the wall. 

I Blind the Sentry and put Curse of Shadows on it, so when it countercharges in a second it whiffs its attack, and then its Defensive Strike and Retaliatory Strike. I leave it on two boxes with all of my charging Dread Rots. (Side note: Witch feated this turn and brought back three Dread Rots on the right as well).

The other Siege Animantarax survives pretty handily, it's about half healthy after everything is said and done. 

I contest with a Cask Imp again and score once more. 

 
 

Score: 2 - 1
Advantage Grymkin

Skorne turn 3:

One of the problems with this matchup for Zaadesh is that he doesn't have much to throw away to contest with, and he can't ever trade up. 

The Sentry doesn't have a Spirit so it can't shake Blind, and Brant doesn't frenzy with a single model this turn somehow. 

He clears out a path for his Soldier, which comes up and murders my Frightmare dead. 

His other Drake sprays over the Sentry, and with Curse of Shadows and no shield bonus, the Drake actually kills the Sentry and a couple of Dread Rots.

It also kills my Mad Cap ,which explodes massively and does goofy amounts of damage to the clumped up models on the right, mostly killing an Agonizer and a Drake. 

His Derp Turtle kills some dudes, including the contesting Cask Imp. 

Brant scores here. 

Side Side note: My phone started acting up at the end of this turn, so Brant graciously let me use his to take this photo - thanks man!

 
 

Score: 2 - 2
Tie!

Grymkin Turn 4:

I'm able to dispel Inviolable Resolve with Eilish, and that turtle gets destroyed. 

The Drake nearly dies as well. 

I blind and Curse of Shadows the Soldier, but fail to kill him due to missing three of five attacks (!!!!). 

We're running really low on time here, so I panic a bit, stick stuff in the way so the Soldier can't trample to the Witch, and pass without activating my Trapperkin. 

Brant scores once more, and this time I waved off his phone due to time concerns, so no photos here. 

Score: 2 - 3
Advantage Skorne

Skorne turn 4:

The Soldier gets healed up and murders three Dread Rots. He sends his Gladiator into my Hollomen and kills three. 

He scores once more, and my phone starts working again!

 
 

Score: 2 - 4
Advantage Skorne

Grymkin Turn 5:

I upkeep Curse of Shadows, and the Dread Rots finish off the Soldier and miss the Drake, VERY carefully not letting Zaadesh countercharge because...

Old Witch moves up and chooses Range Amplifier, Blinding the Gladiator and then putting Curse of Shadows on him. 

Once more, the Hollowmen demonstrate why they're my favorite unit in the faction, charging and murdering the Titan handily. 

On the left, I finish off the Drake and clear that zone, and Eilish runs to contest the flag. I score two points to nothing. 

 
 

Score: 4 - 4
Tie!

Skorne turn 5:

The Drake frenzies into the Dread Rot, who toughs. 

Brant looks at the table, we talk about how I'm going to score two more points at the end of his turn to his none (he can't get Eilish without moving Zaadesh off the flag), and just cruise with that for a Scenario win. 

He also has about three minutes of clock left to my five, and so he concedes since the rest of the event is waiting on us. 

Victory for the Grymkin!

Post-Game Thoughts:

This is a great example of a matchup that Dark Menagerie would have just folded to. The Gremlin Swarms couldn't do enough with the Drakes in Brant's list, and Star-Crossed doesn't matter when boosted MAT 8 Turtles auto Knockdown the Skin and Moans while also outthreating them at every point. 

The triple Frightmare battlegroup was money this game. They did so much damage over the course of the game it was ludicrous. Nearly every heavy that died was overkilled by the charging infantry thanks to a frontloaded Frightmare shot or two. 

I was also super impressed with the Trapperkin, who finished off an Animantarax and then tied up the Krea for two rounds. 

Next time, round 2 vs. Khador!

Thanks for reading!