Battle Report 82: Baldur 2 vs. Captain Shae


Prologue:

I had an opportunity to go to a summer kick off event for the gaming group in Ellensburg this weekend, and I took ALL of my lists with me.

I was able to play against Mercs, which is something I do not get to do very often.

My opponent had Damiano and Shae, and I took one look at all of the heavy warjacks and dropped Baldur.

I'm experimenting again with the four heavy build while I begin the long process of converting and painting my second Woldwrath, so I had:


Baldur 2
- Megalith
- Loki
- Ghetorix
- Pureblood
- Gorax

Gobber Chef

Sentry Stone
- Bokur
Sentry Stone
Shifting Stones
Gobbers Bellow Crew

Against:

Shae
- Sylyss
- Freeboater x4
- Buccaneer

Gastonne Cross
- Freeboater
- Buccaneer

Lady Hawk
Lord Rockbottom

Ayanna and Holt
Commodore Cannon Crew
Sea Dogs
- Mr. Walls


We were playing Extraction. I won the roll off and opted to go first. I really prefer to be up the table with this list - Loki makes my threat ranges absurdly good, and since I learned that Freeboaters do not have and cannot get pathfinder in my opponents list, I felt like I could kill a couple heavies a turn and keep my models safe with Rock Wall.




Circle turn 1:

Pretty standard first turn. 

I skew my battlegroup right since that's where his heavies are, and I set my Sentry Stones up to spray down Sea Dogs since that's their natural prey. I'm just going to have to eat Commodore Cannon shots since it's range 20, but with Roots of the Earth at least I can't be slammed around. 

Sentry Stones move up and make forests. 

Ghetorix runs to the right. Megalith tramples up and puts Roots of the Earth on him. 

Loki runs as far as he can and still have Baldur cast Roots on him. Stones port around him for that sweet 16 inch hook threat. 

Baldur walks up, purifies off the Wurm token (I'm learning!) and casts Roots of the Earth on both Loki and himself. 

Solos run around and I make a cloud with the Gobbers. 


Mercs turn 1:

So I didn't realize that the Sea Dogs had the No Quarter mini-feat, which meant that a lot more Mannikins died here than I was expecting. 

Between Coup d'Maine and No Quarter, the Sea Dogs threat something like 13.5 inches, which is amazing. 

Shae moves up, casts Coup d'Maine, and sits on some focus. 

Sea Dogs charge in after Rockbottom makes them tough. 

Ayanna, Holt, and Hawke all move up after the unit. 

Freeboaters run up the table. My opponent realizes that in order for them to be relevant in the next turns, he needs to sacrifice one to the Loki hook. 


Circle turn 2:

It's go time!

Mannikins are placed, Baldur gets a Wurm token, fury is generated and leached. 

Mannikin sprays take down all but 4 of the Sea Dog unit after my opponent strings....5 tough rolls in a row? Most every dude in the unit had to be hit twice, it was pretty hilarious.

The Stones port Loki to within 8 of the Freeboater on the hill. 

Loki hooks the poor jack and yanks him in. 

Megalith charges him (for free, because Badur) and wrecks him. He then casts a Crevasse at the knocked down Sea Dog, spraying down yet another Sea Dog with the resulting spray. 

Ghetorix moves up base to base with the other heavies and casts Spiny Growth

The Pureblood warps Spell Ward and moves up. 

Baldur places a Rock wall in front of most of the battlegroup, drops a fury, purifies, and then Feats. 


Mercs turn 2:

My opponent is stuck between a rock and a hard place. He can only get a couple of warjacks on me, and they're not doing a ton. 

I goofed hard and moved my Bokur before making a forest with the second Sentry Stone, so I'm pretty sure that's going to die. 

Shae moves up, casts Coup d'Maine, and Feats. Suddenly everything is wayyy closer than I want it to be. 

Sea Dogs murder Mannikins. 

Holt and Ayanna take the Flag. 

A Freeboater charges the Pureblood and does about 1/3 of its boxes. A Buccaneer charges Loki but fails to hurt him. 

My opponent scores 1 point. 


Circle turn 3:

I could keep playing for attrition here, but Shae is sitting right there. 

I premeasure things out, and I have to kill Sylyss with a Mannikin spray in order to place Loki where I want him. 

Mannikins are placed, Fury is leached, and things start off strong with the Mannikin spraying Sylyss down. 

The Stones port Loki up, and then Megalith tramples (Although I suppose he could have charged as well) and casts Undergrowth to lower Shae's impressive Defense. 

Loki hooks Shae in. 

The Gorax Primals the Pureblood, who scraps his Freeboater, and then Baldur moves up, Primals Ghetorix, and sits on some Fury and Roots of the Earth.

Ghetorix warps Murderous and Murderously Murderizes Shae (Randomly scoring me a point in the process since all the contesting models are inert jacks).


Victory for the Druids!


Post-Game Thoughts:

Man this Merc list would be a nightmare to tackle if I wasn't playing Baldur 2. 

The combination of absurd threat ranges and extreme amounts of KD tech means that basically any Circle caster other than Baldur is going to have a hard time here. Coup d'Maine is such a good spell. 

Side bar - I played in a Who's the Boss event a year ago and got Shae playing Trolls. Mulg with Coup d'Maine and a three inch move from the Feat is a sight to behold. 

Very interesting game, the desire to pick Mercs up intensified a lot after this - those jacks are really cool!

Battle Report 78: Baldur 2 vs. Severius 2 (Creator's Wrath)



Another day, another Baldur 2 list to mess around with. Since I finished Tiny up, I decided I wanted to take him for a spin. I don't have Baldur 1 painted yet (I will be fixing that this week), I figured Baldur 2 was as good of a place as any to put him.


Baldur 2
- Woldwrath
- Megalith
- Pureblood
- Gorax

Blackclad
Bokur (Client Sentry Stone)

Sentry Stone x2
Shifting Stones
Gobbers Bellow Crew

And my opponent was playing:

Severius 2 in THEME (The Creators Wrath)
- Heirophant
- Reckoner x2
- Guardian
- Vigilant
- Redeemer
- Blessing of Vengeance

Vassal
Mechanic
Wrack x3
The Covenant of Menoth

Rhoven and Co.
Choir

We rolled up Recon, and my opponent won, opting for first. I was lazy and took the side with the massive forest since I was sitting over there anyway, and then realized that my opponent had Awareness and that the forest was basically useless to me.

Ah well.




I put the Woldwrath on the right side since he was going to get shot at no matter what, and the forest was basically useless.

Baldur and friends would basically hang out in the trench all game providing Armor buffs and maybe the occasional Crevasse. My opponent had no less than 3 shield guards, so the Wrath wasn't going to get to use his gun to much effect.

Menoth turn 1:

Arcane Ward had started on Blessing of Vengeance, and Sevy allocated a bunch of focus to his jacks, all of which ran after receiving the Shielding Song from the Choir (No Spells).


Circle turn 1:

Without Eye of Truth in the list, my list isn't too concerned about Reckoner and Redeemer shots, even with Battle up.

One Sentry Unit went for the right forest to get Stealth, the other went left and used it's single fury to make a forest.

The Wrath ran as far forward as he could while being within six of Baldur.

Megalith trampled up and cast Roots of the Earth on himself.

Baldur cast Roots of the Earth on the Woldwrath and charged, ending in the trench.

The Bokur hung out near Baldur and the Sentry Stone, since I figured that was where my opponent would be shooting.

The Gobbers moved up to give things concealment, since Awareness doesn't let models ignore that - just line of sight blocked by clouds and forests.


Menoth turn 2:

Not a whole lot happens this turn. I Shield Guard the Eyeless Sight Flare shot from the right hand Reckoner going into the Sentry Stone, and my opponent drifts some AOEs onto the Gobbers, killing them.

The Covenant sang No Knockdown, which was going to suck massively, and stayed within five of the important things.

For those interested, Battle was the chosen song this turn.


Circle turn 2:

The Woldwrath can charge the right hand Reckoner, and I can use Rock Wall to prevent almost anything else from getting to the Woldwrath.

Unfortunately, I can only get ....zero..... sprays into the Book this turn, so the No KD bubble will survive despite my best efforts.

The Reckoner survives as Tiny misses 3 of 6 attacks on him, but Baldur puts his feat up with everything in central positions and a wall separating my beasts from his other heavies.


Menoth turn 3:

Commence beating on the poor Woldwrath!

Arcane Ward stays up, and focus gets allocated to both Blessing and the Reckoner on the Wrath.

Poor placement on my Bokur means that my left side Sentry Stone goes down. Sevy pops his Feat, killing my Blackclad and leaving the Bokur on 1.

The Reckoner and Blessing combined do 8 damage to the Woldwrath.


Circle turn 3:

Time to start making bad choices. Instead of keeping Megalith safe and shooting the objective to death, Megalith casts Roots of the Earth on the Wrath and charges the Vigilant, doing minimal damage and then killing the objective.


The Wrath finishes off the Reckoner easily and then dings up Blessing.

Baldur casts a Rock Wall in a bid to keep Megalith alive, and then puts Roots of the Earth on himself.

Three sprays into the Book take it down to two boxes.


Menoth turn 4:

Battle goes up, and the Vigilant goes into Megalith, dice -6 on his first attack, casually does 11 damage.

Gaius and Cassian charge in and bring the Beast down to 15 boxes, which a charging Reckoner easily finishes off.

The Guardian runs around the edge of the pond, threatening Baldur. Severius casts Ashes to Ashes on the Mannikins, killing all three, and then casts a Hex Blast at the Bokur, which kills it.

Sevy advances backwards to 16 inches from the Guardian. The Vassal puts Enliven on the Guardian.



Circle turn 4:

I have a couple options here. I can probably kill the Reckoner and the Guardian this turn by charging the Guardian with Baldur to make it speed 1 (making Enliven useless) and then having a Primaled Pureblood go into it.

The Wrath would be able to move in and kill the Redeemer at minimum and the Reckoner as well most likely, leaving not much that can handle an ARM 20 spell immune self healing Garg.

Alternatively, I could go for two boosted 9s to hit at dice damage on Sevy, who isn't camping any focus.

I decide to go for the latter.

Pureblood warps Ghostly and assaults in, killing a Choir member and hitting Sevy, doing 10 damage.

The Wrath moves over, draws LOS to the Menite, blasts him with his gun, and ends him with a boosted POW 15.



Post Game Thoughts:

Dang I like my Woldwrath. I haven't put him on the table a whole lot in mark 3, but he's a monster with Roots of the Earth on him.

I feel more comfortable with this version of the list than I do with the triple warpwolf version, but I'd like to try them both more into the factions I want them to play into rather than say Legion with Wraithbane everywhere.

Food for thought, looking forward to Tiny smashing things everywhere some more :)

Battle Report 76: Baldur 2 vs. Xekaar

Prologue:

Ahhh post tournament tech is the sweetest, especially when you're changing format as well.

ATC took a massive amount of mental and physical prep, and I was locked in to two lists for nearly two months. Time for a breath of fresh air!

One of my teammates is thinking about getting into Circle, and over one of the nights at ATC we Dojo'd the following list.


Baldur 2
- Megalith
- Ghetorix
- Loki
- Pureblood
- Gorax

Gobber Chef
Ogrun Bokur

Sentry Stone x2
Shifting Stones
Swamp Gobbers Bellows Crew


The idea is simple - ARM 22 Warpwolves with a moveable wall sound awesome, and between Primal and Blessed, the list can actually crack armor pretty well.

I got to try it out this week against my local Skorne player, who is prepping for an event I'm running in a couple of weekends.

It's a three list event, and he is running Zaadesh 2, Mordikaar, and Xekaar. He opted to drop Xekaar into me, and after ADR, his list looked like this:

Xekaar
- Marketh
- Desert Hydra
- Marketh
- Krea
- Shaman
- Agonizer

Orin Midwinter

Tyrant Commander and Standard
Karax
Min Beast Handlers

We ended up on Take and Hold, and had one of our other local guys set up terrain. I rolled higher and slammed the choice of side, forcing my opponent to deal with a wall and a house in proximity to each-other.



I think I misdeployed here. The Bokur cliented Stone unit should have gone closer to Baldur. I needed an expendable shield guard for the Krea shot and didn't think about it until far too late. 

Skorne turn 1:

He ran everything up to just outside of Sentry Stone threat ranges. 

Xekaar actually dropped fury and did nothing else this turn. 


Circle turn 1:

I knew he was feating next turn, so I moved things up cautiously, except the Sentry Mannikins. I wanted him to spend the Hydra activation killing them. 

Megs handed out Roots of the Earth to Ghetorix after the wolf trampled up and cast Spiny Growth. 

Loki ran, warping no Combined attacks, and got Roots of the Earth from Baldur. The wall went down right where his front line of Karax would go if they charged. I forgot about Wurm tokens, but my opponent graciously let me purify myself. 

The Pureblood just ran, and I ported Shifting Stones to be able to Leach from multiple beasts if need be. 


Skorne turn 2:

Karax get the Shield Wall order. Marketh moves up on the hill. Xekaar moves behind his Titan and Feats, catching everything of importance. 

The Hydra gets Rush and moves over the wall, spraying down Mannikins. 

The Agonizer moves to my far left and uses it's -2 Strength ability. 


Circle turn 2:

I do some premeasuring, but apparently not well enough. I can get Loki onto two Karax and stay out of reach range of his Titan (turns out I was off by a millimeter, always verify with your opponents folks). 

Pureblood spray take care of several Karax, and Megalith casts Crevasse at Marketh, killing him and also a bunch of Karax in front of him with the resulting spray. 

Sentry Stones take shots at things, but miss horribly. The Stones both port way back.

Baldur moves up, checks killbox, and Feats after putting down his wall such that the Hydra can't actually get to anything of my stuff. He takes one from his Wurm token.

The Bokur backs up.


Skorne turn 3:

We recheck, and I've left Loki 0.01 inches inside the Titan's melee range for a charge. Seriously, verify with your opponents when you pre-measure. 

He starts things off by shooting Ghetorix with the Krea. I think long and hard here, but I know I have to shield guard it with Loki. If I don't, he'll just keep the Hydra away from me and Ghetorix won't be able to kill it. 

Loki gets Paralyzed. 

Xekaar gets onto the hill and Mortalities both Megalith and Loki. 

The Gladiator, with enrage, kills Loki with his initials. The dice were hot. 

They got hotter as the Hydra moved over and did 23 damage to Megalith with his sprays at dice -8. 

Yup...

The Agonizer walks over and does his Agony cry again. 



Circle turn 3:

I've got to kill that Agonizer. I can get two Sentry Sprays on it. 

The first one nearly kills it, the second needs a 7 on three dice for damage and rolls a six. 

I have to kill that Sentry Mannikin with Baldur and Crevasse so that the Pureblood can assault and maybe kill the Agonizer with the spray. 

Baldur does so, healing one from the turn before. I space the Wurm Token again and take 2.

Megalith kills the TyCom with his initials, but his Spirit is down, so no buying. 

The Gorax Primals the Pureblood, which assaults. I boost the Spray attack and hit the Agonizer, killing it. The Pureblood then proceeds to do 20 damage to the Hydra.

Ghetorix warps Strength and walks into it, killing it with one Fury to spare. 

I run the Gobber Chef over to the left, and put the Bellows between the Titan and Megalith.

The Bokur runs to be right next to Baldur.

I pass the turn. 


Skorne turn 4:

My opponent kills the Gobbers with electroleaps from Orin. 

My opponent moves the Karax engaging Ghetorix away, and he dies to a free strike. 

The Krea shoots Ghetorix, and then casts her animus. Xekaar Mortalities both Megalith and Ghetorix again, and then abuses the Krea for a fury. 

The Gladiator gets enraged and pummels Ghetorix into the dirt. 

I forgot to take a picture of this turn, apologies!

Circle turn 4:

The Pureblood frenzies into a Beast Handler. 

Megalith moves over, needing a three on one dice to hit the Titan. He gets it, and at dice -2 does 7 damage. He needs literally anything to hit now, and he hits again, doing another 5. 

Baldur activates, gets his third Wurm token, heals 2 from Megalith bond, and charges the Titan, killing it with three Fury to spare after some awful damage rolls. He takes 3. 

I run the Gobber Chef to the flag, and kill as many Beast Handlers as I can with sprays. 

The Bokur runs next to Baldur. I build a bunker with Shifting Stones for Baldur to hide behind.

I get a point. 


Score 1-0
Advantage Circle

Skorne turn 5:

His plan is to carve out a Shifting Stone and put the Shaman into Baldur. 

Xekaar charges in and kills the Stone, and then casts Mortality at Baldur. 

The Shaman dings him up, leaving him on six and a transfer. 

His Karax moves out of Megalith's front arc, but Megalith misses the free strike. The Karax doesn't hurt Baldur. 

I get another point. 


Score 2-1
Advantage Circle

Circle turn 5:

I just need to keep Baldur alive. 

Megalith finally gets to heal! He gets back both crippled systems. 

I put Primal on the Pureblood again, and he moves up, killing both the Shaman and the Beast Handler, and then sitting there with nothing left to kill. 

The Bokur misses the Karax in front of him, double ones. 

I spray the Karax and boost. Triple ones. 

Megalith casts Crevasse at the Standard Bearer in front of him, kills him, sprays the Karax in the back. 

Double ones. 

I then realize that Megalith can get to Xekaar without leaving the Karax's melee range and feel really dumb. Two hits into it, Xekaar is looking might upset, and is also speed 4. 

Baldur backs up to max melee with the Karax, heals nothing thanks to Mortality, and purifies off his Wurm tokens, camping 4. 

I score a third point. 


Score 3-0 
Advantage Circle

Skorne turn 6:

Orin charges Megalith, and deals a couple of damage. Xekaar whacks Megalith, Mortalities him, and then whacks him again. 

Megalith lives through the turn with 2 boxes left in body. 

I get another point. 


Score 4-0
Advantage Circle

Circle turn 6:

I activate everything, do nothing, and score a fifth point for the win. 


Victory for the Druids!


Post-Game Thoughts:

Well...having to use Baldur to finish off the Gladiator really neutered the amount of tanking up I got to do this game, since I was scared of him dying basically the entire game after that. Dice notwithstanding, I was really impressed with how hard this list tanked, and the damage output was actually just fine. 

The actual tech (Loki yanking things in to kill, then getting Roots of the Earth after Ghetorix murders it) never showed up because 1) Loki died really fast and 2) Megalith had a crippled Spirit after turn 2, meaning no free Roots of the Earth, which is a problem because Baldur was fury strapped the whole game trying to stay alive. 

Looking forward to trying it again, stay tuned :)