Battle Report 75: ATC Round 5 - Wurmwood vs. Kaya 2

Prologue:

Once again I ended up in the Circle mirror. It came down to ether giving me a 50% shot at winning against a Menoth pairing and my teammate a 5% chance against Circle, or giving us both 50% shots at winning our matchups ish.

Ah well. He had Kaya 2 and Wurmwood, and I knew he was dropping Kaya 2 and I didn't feel like playing Kaya 3 since he basically outthreats my list and can do it twice.


Wurmwood
- Cassius
- Loki
- Pureblood
- Gorax
- Woldwyrd x3

Shifting Stone x2
Sentry Stone x2
Min Bonegrinders
Bokur and Shamblers


vs.

Kaya 2
- Wilder
- Laris
- Ghetorix
- Loki
- Pureblood
- Feral
- Argus

Shifting Stones
Sentry Stone x2


We were playing Take and Hold, and I lost the roll off (darn) going second (darn).




This was going to be another rough matchup - Shadowpack shuts down half my list.


Bad Circle turn 1:

Everything moves up pretty much to max distance. Shadowpack on Kaya and Forced Evolution on Loki.


Circle turn 1:

I can get two Sentry Sprays on the left side Sentry Stone, so I go for it.

They roll fairly well and leave it on 1. Cassius runs up, and I put a boosted damage Stranglehold into it, killing it. Wild Growth goes up, and

Bone Grinders murder eachother, and stuff moves up.


Bad Circle turn 2:

My opponent retaliates by having his Pureblood spray my Stone to death. Everything moves up very cagily with Shadowpack up.


Circle turn 2:

I see a way to get Loki this turn, and I am just greedy enough to go for it. What I SHOULD have done is simply Strangleheld Ghetorix and Loki and moved up a little more.

Instead, I go for broke.

Hellmouth pulls Loki forward and does massive damage to him.

I walk my Pureblood up, warp Spell Ward, Wraithbane my Wyrd and spray Loki and....miss.

The Wyrd moves up and shoots, connecting and doing damaging, missing, and then hitting and...leaving Loki on 1.

My Loki moves up, chucks his hook at the bad Loki and kills him before casting Evasive.

I flood the area around Loki with dudes in an effort to keep him safe, kill his other Sentry Stone unit with my Woldwyrd, and call it good.


Bad Circle turn 3:

Stones port Laris up, Kaya activates, Feats, and Dogpiles my Wyrd.

Laris activates, does nothing, and goes back.

Ghetorix charges in, kills the Wyrd, mostly kills my Pureblood, and gets ported back.

The Pureblood warps Strength and misses my Woldwyrd a bunch, leaving it on ten.

My opponent can just barely get his Argus into Doppler Bark range of Loki, but he has to roll a hard 8 to hit my Wyrd and then a 10 on his damage roll to kill the Wyrd to clear the Ferals way.

He hits both, Barks, and gets back.

The Feral doesn't roll any double 1s, and Loki dies.


Circle turn 3:

The game is effectively over now, but it's time to try stupid things.

I flood him with models, try to kill a Shifting Stone, and put Wurmwood on the Flag, scoring 1.


Score 1-0

Advantage Circle

Bad Circle turn 4:

I've been really stupid and not checked my landing spots. He can get Ghetorix onto my Pureblood with a Stone port. 

His Pureblood tramples up, clearing a path. 

Ghetorix goes up and murders my Pureblood and the Bokur. 

I score another point. 


Score 2-0
Advantage Circle
Circle turn 4:

I finish off Laris, Stranglehold the Pureblood and fail to damage Ghetorix with a Stranglehold there. 

I flood the landing spaces in the forest with Shifting Stones and score again. Unfortunately, I play too cautiously with Cassius here, and that will cost me the game. 


Score 3-0
Advantage Circle

Bad Circle turn 5:

The Pureblood frenzies into Ghetorix, doing 10 damage somehow. 

Ghetorix kills Shifting Stones and contests. 

His Shifting Stone contests. 


Score 3-0 
Advantage Circle


Circle turn 5:

Here I discover my mistake. If Cassius had been 4 inches farther left, he would have been able to run base to base with the flag on the other side. This would have let me run my Shamblers away from his Argus, port a Shifting Stone 3 inches from the Argus, Dark Path Wurmwood to the enemy flag and Hellmouth his Argus out, getting my last two points. 

Sadly none of this happens and I prepare for death. I do send Cassius way the heck off to the side in case I live through this turn.



Bad Circle turn 6:

The Pureblood with Primal ends Wurmwood. 


Sadly, Defeat for the Druids


Post-Game Thoughts:

The dice gods giveth and taketh away. I won't belabor this point, but if my opponent had missed his Argus charge, I probably win. If my Woldwyrd had rolled a 9 on his last attack, I probably win again since Loki wouldn't be that close. 

Lots of missed opportunities here on my part, but a well played game by my opponent. 


Sadly, my team was relying on me to win, so we went 2-3 and lost this round. 

Overall ATC experience post and such coming in the next day or two. 

Thanks for reading!

Battle Report 74: ATC Round 4 - Wurmwood vs. Kaya 3

Prologue:

Rematch time! Bret had brought a Circle tooled Kaya 3 list that I was aware of ahead of time. I had honestly been hoping to dodge this matchup, but his team swooped in and made me take it anyway.

What can you do?


Me:

Wurmwood
- Cassius
- Loki
- Pureblood
- Gorax
- Woldwyrd x3

Sentry Stone x2
Shifting Stone x2
Min Bonegrinders
Bokur and Shamblers

Bret:

Kaya 3 in the Wild Hunt Theme
- Pureblood x3
- Argus x2
- Woldwyrd x2
- Gorax

Shifting Stones
- CA
Min Wolves of Orboros (ambushed)

So let's recap - he ignores forests for charges, his Wolves will be able to either A) seriously mess up my placement or B) come in and contest on a crucial turn, and he has accurate, powerful shooting at ranges that I can't retaliate from easily. Good times.

I DID win the roll off and decided to windmill slam first. Bret took the side with the wall, and we were off.

Apparently I didn't take a picture of my deployment, but it basically looked the same as usual.


Circle turn 1:

I do what I always do, kill some Bone Grinders and run up. Loki gets in some Shifting Stones and I get ready to threaten both flags.



Bad Circle turn 1:

Things move into the trench. The Stones spread really wide (the CA is interesting for sure), and Kaya doesn't cast anything at all (go Woldwyrds).

All the Purebloods are spell warded sadly.


Circle turn 2:

I can easily hook the Argus in the trench with Loki warping hunter, and kill it dead with Wyrds.

I should be able to kill the Stone Keeper with one of my Sentry Stone units and that will render the unit basically useless for a couple of turns, which I like.

Loki moves up and hooks the Argus and kills it by himself.

Sentry Stones miss the Stone Keeper, so I have a Wyrd blast the Stone in the trench.

I have to really move things in to prevent the Wolves from ambushing on my face, so everything goes central. I contest the left flag best I can, and put something on my flag to prevent Bret from ignoring that half of the table.

I pop my Feat to prevent sprays from seriously messing up my densely packed models.


Bad Circle turn 2:

Lots of Shamblers die. The Bokur dies. My flag gets contested by the Stone Keeper.

Bret gets a point.


Score 1-0
Advantage Bad Circle

Circle turn 3:

Goal for this turn is contest, control, and kill the objective, which is going to be hard because it is Bunker. 

Wurmwood gets a Curse of Shadows on it which helps, but it takes a lot of shooting and some charging Mannikins to kill it. 

Loki hooks the Pureblood, leaving it on half health. 

The Woldwyrd moves up and nearly kills it. My Pureblood sprays it, boosts and...misses. Uh oh, that's bad. 

I get two points. 


Score 2-1
Advantage Good Circle!
Bad Circle turn 3:

Bret decides it's go time. 

Kaya casts Synergy and kills some Shamblers before healing the battered Pureblood and repositioning back. 

The Argus kills another Shambler. The bottom Pureblood goes Ghostly after the Wyrd kills the Shambler in the way and charges the objective, killing it. 

He contests with his top Pureblood, which was Primaled and also kills Loki easily. 

Bad Circle Score 2. 


Score 2-3
Advantage Bad Circle

Circle turn 4:

I have a legit assassination run here because I can get all three Wyrds on Kaya if I Hellmouth her back, and that should kill her. 

Unfortunately, I make two crucially bad decisions here. I Primal the Pureblood, mistake number one, and then use it to kill his Pureblood. MASSIVE MISTAKE. 

I should have thrown it out of the way. Because I killed it, Kaya is camping six instead of two. 

I go for it anyway, and the damage rolls are so bad. At dice -4 on four dice, I did 2, 3, or 4 at least half the damage rolls. Even so, Kaya is on two transfers and 3 health after the barrage. If I'd just thrown the Pureblood, she would have been dead. 

I contest again and score once more.


Score 3-3
Tie!

Bad Circle turn 4:

Bret breathes a sigh of relief and packs Kaya with all the stuff he can. 

He contests my flag with Ambushed Wolves, and scores another point. 

I forgot to take a picture of this turn. 

Score 3-4
Advantage Bad Circle

Circle turn 5:

Because my Pureblood frenzied, I have no way to kill enough models to ride this out, so I go for another assassination attempt. This time, Kaya doesn't have an upkeep on her, so it really needs fire dice. I miss every shot, and Bret scores his fifth point. 


Sadly, Defeat for the Druids. 

Post-Game Thoughts:

I got tunnel vision wayyyy too hard this game. I should have realized that I was saving Kaya's life by killing that Pureblood. One simple change to my turn there and I win this game. 

Unfortunately, I realized this one turn too late, and by then it didn't matter. 

A well played game by Bret, looking forward to our next match!

My team lost 1-4 this round. 

Battle Report 73: ATC Round 3 - Kaya 3 vs. Zaal 2

Prologue:

We had taken a solid beating the round before, and my team was getting pretty frustrated going into round 3. We needed a win here.

I ended up against Skorne with Zaal 2 being his most likely drop since he denies Wurmwood souls.

I decided to drop Kaya in a fit of "screw it", and off we went.


Kaya 3
- Loki
- Stalker
- Pureblood
- Feral
- Argus

Blackclad x2
Gobber Chef

Sentry Stones x2
Shifting Stones

vs.

Zaal 2
- Agonizer
- Shaman
- Raider
- Drake

Hakaar
Ancestral

Tyrant Commander and Standard
Immortals and CA
Karax
Arcuarri
Min Slingers

The Scenario was Recon, and I won the roll, choosing to go first.

My opponent took the side of the table with the forest to hide Zaal behind.




Circle turn 1:

Full speed ahead!

Fog of War goes up, and everything runs. The Feral even warps speed and runs sixteen inches.

Loki gets in his nice Shifting Stone palace.



Skorne turn 1:

Zaal moves up, casts Aura of Power on himself and Vision on Hakaar.

Everything else runs at me, the TyCom giving the Karax pathfinder.


Circle turn 2:

I see two avenues here. I can kill...almost literally everything in his entire army, or I can kill two models, port Loki up, hook Zaal and call it a game.

I opt for the latter.

Kaya casts Synergy and Feats.

Argus and Pureblood go in and build up the chain, repositioning back.

Blackclad #1 sprays down the two Immortals blocking my drag path.

Loki gets ported up, warps Strength and boosts to hit Zaal, needing not triple 1s. I hit, dice -1, and yank him in. I bash him a bit more before repositioning out of melee.

Blackclad #2 casts Hunters Mark at Zaal.

The Feral warps Strength and charges Zaal for free. Zaal is at 6 boxes with one transfer left at this point, and the Feral kills him on his third initial.



Post-Game Thoughts:

Ah Loki. I love you so much.

If I hadn't gone for that, the plan was for both Blackclads to charge Immortals and then get Battle Wizard Sprays to clear nigh unto all of the unit.

Sentry Stones kill Karax easily when not in Shield wall, and Slingers die to everything. I think at the end of my turn, my opponent would have had his Arcuarri, a few Karax, and an immortal or two, plus his rather pillowfisted battlegroup.

Kaya at DEF 21 in the rubble and under feat isn't dying to spell assassinations, and I proceed to win on Scenario over a couple of turns.

My team went 4-1 this round, with two games ending in assassination and 5 control points and nigh unto max army points. A good end to Day 1.


Day 2 games coming shortly!

Battle Report 72: ATC Round 2 - Wurmwood vs. Issyria

Prologue:

This round was into Tom Guan's team, which I knew was going to be very hard.

Unfortunately, Tom didn't take the Circle bait, so no epic rematch here, and I get paired into a really gross Issyria gunline, with Rahn as a second list.

I drop Wurmwood, he drops Issyria.

Wurmwood
- Cassius
- Loki
- Pureblood
- Gorax
- Woldwyrd x3

Shifting Stones x2
Sentry Stones x2
Min Bonegrinders
Bokur and Shamblers


Issyria
- Hyperion
- Chimera

Elara 1
- Discordia

Arcantrik Force Generator (AFG from now on)

Mechanic

Mage Hunter Strike Force and CA

The Scenario was The Pit, and I won the roll, going first.


My opponent straight up admitted the MHSF were there to contest

Circle turn 1:

Full speed ahead! Everything moves up and gets as much cover or LOS blockage as possible.


Ret turn 1:

My opponent runs his Chimera up and casts Blinding Light on my left unit of Sentry Mannikins. Ick.

Hyperion and AFG run up, and Discordia Imprints and sticks herself between them.


Circle turn 2:

I HAVE to kill that Chimera or the game is over. Blinding Light on Wurmwood is GG.

I have to put two Woldwyrds and a few sprays into it, but the thing dies.

I should have probably popped my Feat here, but I delay thinking that the majority of my forces are safe. I forget Issyria has Arcane Vortex, so I try and Stranglehold Hyperion before realizing my plan is doomed to fail and Dark Pathing him back to me.

I keep everything important behind the Sentry Stones.

Ret turn 2:

Issyria feats and moves back to Ancillary Attack Hyperion, who gets his crit and removes half my Shamblers.

Hyperion activates and kills both Sentry Stones and dings up my Woldwyrd.

The AFG aims and kills the left Woldwyrd.

Discordia moves over next to Hyperion after spraying down a bunch of things thanks to Elara's Speed of Death. (Or Silence of Death, whichever it is).

MHSF contest my flag.


Anddddd my opponent killboxes themself and I get to points.


Score 2-0
Advantage Circle

Circle turn 3:

I think I can probably kill Discordia with Loki this turn. I also remember I have a Gorax and deploy him at the back edge of the table.

Loki goes first, hooks Discordia and all but kills her before casting Evasive. 

The Shambler unit charges Discordia in the back and does the last few damage.

A Shifting Stone ports up, and Wurmwood activates. He casts Hellmouth on the Stone, killing a bunch of MHSF. He then casts Curse of Shadows on the AFG and Feats.

My two remaining Woldwyrds leave the Battle Enging on about 5, and the Pureblood spray doesn't quite finish the deal.

I get a third point.



Score 3-0
 Advantage Circle

Ret turn 3:

He thinks good and hard for a minute before loading up Hyperion. His plan is to slam Loki with the AFG and then to trample up and kill him with Hyperion. 

The AFG aims and needs an unboosted 7 to miss Loki in the forest. He misses, and Loki dodges away behind the wall. He shoots again, misses the 9, and Loki moves to the other side of the wall, well away from Hyperion.

Strike Force Contest again, and Hyperion shreds my remaining Shamblers with guns. 


Score 3-0
Advantage Circle

Circle turn 4:

I upkeep Curse of Shadows and it's time to go to work. 

The AFG dies. Loki moves up and hooks Elara, killing her. 

The Pureblood murders the close Strike Force. I try and Hellmouth the remaining Force on the hill, but they refuse to die. 

I run the Bokur up in front of Hyperion so he can't trample without wasting his Ancillary Attack on him. 

I score a fourth point. 


Score 4-0 
Advantage Circle

Ret turn 4:

My opponent loads up Hyperion, and Ancillary Attacks after Issyria gets on the flag. The attack misses. He moves Hyperion over, and is just out of range for Starburst on Wurmwood. His little gun shots don't kill him, and my opponent ends his turn rather than contest once more. 



Score 5-1
Victory to the Druids!

Post-Game Thoughts:

I should have feated a turn earlier, and the game really came down to the unboosted seven my opponent needed. If he hits it, I think I lose. Because he didn't, I had massive threats on the table still. 

My team lost this round 1-4 sadly. 


Battle Report 71: ATC Round 1 - Wurmwood vs. Butcher 3

Prologue:

Team tournaments are very weird, but very cool. You bring lists that aren't necessarily Steamroller optimized, with the idea that you can get matchups you want and avoid those you don't (assuming your Captain isn't really dumb - which I can say because I was my team Captain).

ATC was a frustrating, exhilarating event, and I won't go into the non-game stuff in these battle reports very much. Suffice to say that models were forgotten, cold walks in the frigid Milwaukee nights were taken, and much fun was had.

Round 1, I was into Khador playing Vlad 1 and Butcher 3. I was 100% certain he was playing Butcher 3 here, and I went for Wurmwood because A) I've played this matchup a bunch and B) it was Outlast, which is a Wurmwood Scenario if there is one.



Wurmwood
- Cassius
- Loki
- Pureblood
- Gorax
- Woldwyrd x3

Sentry Stone x2
Shifting Stone x2
Min Bonegrinders
Gatormen Bokur and Shamblers


vs.

Butcher 3
- War Argii
- War Dog
- Ruin
- Kodiak x2
- Juggernaut
- Marauder

Widowmaker Marksman
Harlan Versh

Widowmakers
Kayazy Eliminators x2
Min Mechaniks

He won the roll off and decided to go first, and I chose the side with the most walls because Loki hates those on the opposite table edge.

He deployed pretty standard, and I put everything important back 1.1 inches so that the Widowmakers couldn't pop my AD line turn 1.




Khador turn 1:

My opponent moves the Widowmakers up cautiously. Kayazy run up the table.

Butcher casts Silence of Death on Ruin (and my ears perk up a bit) and his battlegroup moves up the table.

He's staying pretty far back, respecting Loki maybe a touch too much.


Circle turn 1:

Based off what my opponent has done here, I know I'm making a strong play for the left zone ASAP. There's only one heavy over there, and if he continues to commit only the Marauder, it's a simple matter to hook it and kill it with Loki, using the forest to keep the rest of his nonsense at bay.

The Bone Grinders murder eachother for souls and corpses, and my beasts all book it left to the trench, except Loki who stays central inside some Stones.

My right side Woldwyrd goes into the rubble with some Mannikins.

I cast Wild Growth on the left side of the table so I can move my Shamblers up, and put Curse of Shadows on the left hand Kodiak.




Khador turn 2:

He upkeeps Silence of Death, which isn't that big of a deal right now since Ruin is on the side of the table with only one Woldwyrd.

Widowmakers and Marksmen kill Mannikins galore. The Marauder toes the zone, and the Kayazy all stay out.

Ruin, in a surprise move, comes to the left side of the table, and there's a Kayazy in front of him to dissuade any drag attempts.

Both Kodiaks move up and Vent Steam, toeing the zone.



Circle turn 2:

I debate several plans here. I can easily hook and kill the Marauder, no problem there. Unfortunately, this requires either Curse of Shadows or Primal, and I don't want to do either of those things here.

Curse means activating Wurmwood first, and I need to feat and dominate the left zone this turn.

Primal means a frenzying beast, and I can't afford that yet.

I eventually decided that Loki is going to hook in the Cursed Kodiak, and then the Bokur is killing the Kodiak under feat.

I can  Hellmouth the Marauder out of the zone, blast Ruin halfway to death with Wyrds, and get two points, all while killing his Marksmen and a couple of Widowmakers.

First things first, both Woldwyrds blast Ruin, leaving him on five or six.

Loki moves up and hooks the Kodiak in, beating him a bit and then casting Evasive. 

The Bokur moves up and kills the Kodiak dead.

I miss Mannikin sprays on Versh (sad), but kill the Eliminator in front of Ruin with one.

Cassius moves up, and I port Wurmwood over.

Wurmwood Hellmouths the Marauder out of the zone, killing the Marksman, a Kayazy, and a Widowmaker, and then Feats.

I score two points.


Score 2-0
Advantage Circle


Khador turn 3:

My opponent drops Silence of Death like a hot potato. Unfortunately, I've pulled Ruin back into Mechanic range.

We measure out what he can and cannot see, and my opponent loads up the remaining Kodiak.

Butcher activates, casts Energizer, and gets in the zone.

The Kodiak charges a Shambler and Vents Steam before attacking, killing it. He boosts both initials and the throw into Loki, chucking him way away but not killing him.

His Marauder runs into the zone, and a Kayazy toes it in cover on the left.

His Juggernaut moves up behind the Kodiak to be a nice counterpunch, and Harlan moves up to shoot at the Sentry Stone, failing to kill it.


Score 2-0
Advantage Circle

Circle turn 3:

It's go time! Both the Gorax and Loki shake KD.

Versh has to die and the Argus needs to die. Once that happens, the right zone is mine.

In the left zone, Curse of Shadows plus Primal should equal a dead Marauder, and I can get an aiming Mannikin spray into the Kayazy.

Fingers crossed.

I can't kill Versh with any of my Sentry sprays on the right side.

The Woldwyrd moves up and blasts the Argus to death.

I run Cassius over, and run a Shambler to 3 inches from Versh.

Wurmwood activates and Hellmouth's the Shambler. Versh is dragged in, and a boosted damage roll kills him.

Curse of Shadows goes onto the Marauder.

The Gorax moves up and Primals the Pureblood, who warps Strength and kills the Marauder easily after the Wyrds soften it up a bit.

The Mannikin hits and kills the Kayazy, leaving both zones uncontested, so I score 3 more points.


Post-game Thoughts

Hurray for forests, that one was a big deal. Butcher also can't really brick up here, so Loki gets to prey on his army and get me free heavies, which is always good.

My team won the round 4-1, and we moved on.