Battle Report 121 - Lock and Load Masters Round 3: The Child (Menagerie) vs. Nemo 3


At this point in the event, I really needed to drop my Heretic list into something to avoid being list locked in round three, and I just did not want to see Cygnar. 

Sadly, Cygnar it was. 

He had Sloan and Nemo 3, and even though he had played Nemo 3 all day I knew I had to drop the Child. 

If he drops Sloan, the Child laughs at the list with 8 Crabbits. If he drops Nemo 3, the Child tries to survive that feat turn and then win on attrition. 

The Heretic is okay into Sloan, but loses super hard to Nemo 3. 

I played the Child, he played Nemo. 

The Child (Dark Menagerie)

The Child
- Skin and Moans
- Skin and Moans
- Cage Rager
- Rattler
- Gorehound
- Gorehound
- Crabbit (free)
- Crabbit (free)
- Crabbit (free)
- Crabbit (free)

Death Knell

Gremlin Swarm
Gremlin Swarm
Gremlin Swarm
Gremlin Swarm
Karianna Rose
Glimmer Imp

Dread Rots (min)


Crabbit x4
Skin and Moans
Glimmer Imp
Dread Rots (min)

Nemo 3

Nemo 3
- Finch
- Squire
- Dynamo
- Firefly
- Firefly
- Firefly

Storm Strider
Storm Strider

Journeyman Warcaster
- Firefly

Mechaniks (min)
Mechaniks (min)


I ADRed in Skin and Moans and another pair of Crabbits, picked the Sacrifice and Shroud Arcana, and lost the roll off, going second. 


Cygnar turn 1:

Nemo puts up Magnetic Field to disway any Force Hammer silliness. 

Everything runs up. There's no reason to stay away, as my army has no ranged presence. 


Grymkin turn 1:

My inexperience into this matchup is a problem, as I run my Gorehounds up with a Gremlin Swarm escort. 

This was a needless waste of models. He's going to camp out at the edges of the zones and shoot at me. I don't need to throw away contesting models this early. I should have stuck them all behind the forest on the left and just used them to never lose that zone. 

Other than that, I brick up in the middle and get ready to get zapped really good. 


Cygnar turn 2:

As expected, I lose my Gorehounds and both of my Gremlin Swarms. 

The Storm Striders make all of his shots RAT 9 - 11 and so the cover bonus simply doesn't matter. 

He keeps all of his models barring the blue Firefly on the right too far away from me to charge. 


Grymkin turn 2:

I've got to get in the zones, and I'm kicking myself for not still having my Gorehounds. Two Gorehounds in the left zone would make taking it very difficult without committing a lot of his feat there. . 

I get a Gremlin Swarm into the left zone, and I charge the Firefly on the right with a Skin and Moans. I miss the charge and one attack, but half kill it with a third. 

I brick up in the middle of the table and wait for the real zapping to begin. 


Cygnar turn 3:

The Gremlin Swarm on the left dies horribly. 

Nemo feats, and I shield guard a lot of shots. 

Foolishly, I forget to pop the Shroud when my last Crabbit dies, and so Dynamo gets to shoot one of my Skin and Moans off the table. I do trigger it off the Skin and Moans dying, so my opponent just gets to leap into a lot of things. The damage is pretty spectacular, dice off 7-9 doing 5 per roll. 

At the end of it, my opponent scores one point and I have some ragged heavies. 


Score: 0 - 1
Advantage Cygnar

Grymkin turn 3:

I trigger Tantrum on the Cage Rager who moves up and whacks the Firefly. 

The Middle Skin and Moans kills it, and the Cage Rager moves up to put Wraithbane on the Skin and Moans and kill that Firefly. 

Skin and Moans goes up between the Strider and the house to negate the push back and kills it. 

I don't have enough attacks to clear the zone, but I contest with a Crabbit. 


Score: 1 - 0
Advantage Cygnar

Cygnar turn 4:

He sends everything left into my Cage Rager, but fails to kill it. 

He kills the Crabbit and I pop the Sacrifice to heal everyone else. His blockade of models makes it impossible for me to contest without Force Hammering one of his Mechaniks to death. 


Score: 0 - 2
Advantage Cygnar

Grymkin turn 4:

I should have here realized that I was out of danger of losing the attrition game, but I still was afraid of losing heavies out of nowhere and I kept playing cautiously. 

Dynamo and Firefly die horribly, and I move the Child out to Force Hammer a dude to death. 

My Crabbit runs into the zone by a millimeter and instead of running the Death Knell towards the zone I move it away. So many mistakes looking back at this game, it's important to realize what you could have done better.

I really need to play this matchup a bunch more, after Nemo's feat turn the list isn't that scary to ARM 19+ heavies. 


Score: 2 - 0
Advantage Cygnar

Cygnar turn 5:

He clears the zone and runs his little derpy mechanics around in my zone.

Nemo runs but can't quite make it in. 


Score: 0 - 3
Advantage Cygnar

Grymkin turn 5:

I have a chance to seal this game down but I mess up my placement because I forgot about Force Hammer

Skin and Moans gets pathfinder and tramples into the zone and kills a Firefly. 

I run the Death Knell up but I don't put it directly behind him. Had I done this, I don't think my opponent can kill an ARM 21 heavy with two boosted 15s and a boosted 12 or two. 

I clear my zone and go to two.


Score: 2 - 3
Advantage Cygnar

Cygnar turn 6:

My opponent Force Hammers Skin and Moans out of the zone and wins on Scenario. 


A loss for the Harvest...

Post-Game Thoughts:

My opponent and I had a good discussion after the game, and a lot of my self critique here stems from that. I've never had to play into Nemo 3 before (having Krueger 2 in your pairing tends to make that happen) and I was far too afraid of his post feat and far too willing to throw models away pre-feat. 

I'm also not used to playing with heavies that can take a charge and survive, and I really found that enjoyable. 

Long story short, my opponent had a plan this game and executed, and I bumbled around trying to keep up, making mistakes all over the place. 

Definitely a learning experience, I want to play into this again.