Battle Report 85: Tanith, the Feral Song (The Wild Hunt) vs. Fyanna (Ravens of War)


I'm finally home for more than a couple of days (fingers crossed) and was able to get in a game today!

My roommate and I rolled up incursion, and we are still prepping for our team event this weekend, so once again we had the pairings of Baldur 2/Tanith and Lylyth 3/Fyanna.

The Scenario was Incursion, and my second Woldwrath is not quite finished on the paint table, so I knew I was dropping Tanith.

My opponent dropped Fyanna.

- Loki
- Woldwyrd x3
- Moonhound Argus x2

Max Reeves and CA x2
Max Wolves and CA


- Angelius
- Neraph
- Seraph
- Naga Nightlurker

Deathstalker x2

Raptors (max) x2

I lost the roll off, and took the side that I thought I could turtle the best on. My plan here was as follows:

Turn 1, advance VERY cautiously.
Turn 2, absorb his shooting and shoot back under his feat. This list gets ridiculously accurate, so Fyanna's feat should not give me too many problems.
Turn 3: Mop up.

He will have a very hard time controlling the outside flags with the threat of the ambushing Wolves, so he will most likely go to the center where my Reeves can go to town.

Legion turn 1:

My opponent casts Slipstream and pulls the Angelius forward after the Seraph charges.

The Angelius runs to 14 inches away from the Forsaken after riling for three, and Fyanna dumps Fury and runs.

The Forsaken moves up and takes all the Fury off the Angelius.

The Cavalry all advance up to just outside the Reeves threat ranges.

Circle turn 1:

I do some quick measuring, and realize that my opponent left the Angelius in range of two Woldwyrds AND the Argus running to Mark Target it.

That happens first, and the Angelius dies.

Reeves advance on both sides to stay out of charge ranges and pop mini-feats.

Tanith puts Admonition on one of the Wyrds and Scything Touch on Loki.

Legion turn 2:

The turn starts off pretty strong as Fyanna Feats, charges the Moonhound, and then has the Seraph finish it off while Slipstreaming the Neraph up.

The Neraph moves up and kills one of the Wyrds and Sprints back. (I save the other with Admonition)

Raptors run to engage me.

Circle turn 2:

I decide to Ambush the Wolves on my right side.

Tanith upkeeps Scything Touch and my turn starts off with the right hand Wyrd killing the Raptor engaging Loki.

Loki backs up and whiffs his hook shot.

Right side Reeves kill off three Raptors (when you get to like RAT 17 and back arc, things get silly).

The Moonhound moves up. Tanith aims, shoots the middle Raptor on the left, boosting hit and damage but not killing it. She casts Admonition on herself and camps two.

Left Side Reeves kill the un-Shadowbound Raptor and ding up the Seraph.

The Wyrd fails to hit either Raptor he is engaged with.

Wolves run in and take the flag, and we both score a point.

Score 1-1 

Legion turn 3:

My opponent goes for the assassination. He can shoot me with two Deathstalkers, the Seraph, the Naga, and two Raptors. He can also cast Gallows at me with Fyanna.

The Seraph goes up, misses his first shot and has his second Shield-Guarded by Loki.

Deathstalker #1 does two damage, Deathstalker #2 misses.

Fyanna moves up, casts Gallows and CRANKS the damage, doing 13 (conveniently Tanith's remaining health), so I transfer it.

Anyssa moves up and hits Tanith with the first shot, also cranking the damage and rolling a 13, for 8 damage, which I also transfer.

Finally, the Naga moves up and hits his shot, rolling another sixteen to finish Tanith off.

Sadly, a loss for the Druids...

Post-Game Thoughts:

Dice happen? I guess I could have not upkept Scything Touch on Loki, but that's what I'm going to be doing nine times out of ten and habits are hard to break. I also could have not boosted damage on her gun-shot, but again, I think that is usually the correct play.

Ah well, I still am really enjoying this list, and had that not gone off the rails there (Oddsmachine says that had a 3.9% chance of working), I was in a massively favorable position for the next turn.

Battle Report 70: Wurmwood vs. Fyanna 2 (Ravens of War)


I knew I'd have to play into this theme force eventually, and there's no better time to do that for the first time than when you're not playing in a tournament with things on the line!

Quick summary - Ravens of War gives you a few benefits, but the one I care about the most is that it removes the Advanced Deployment rule from your opponents models. This is a big deal against Circle since the following models basically get neutered without that:

Sentry Stones
Shifting Stones
Gallows Groves

That's a pretty big chunk of stuff to nerf with a theme force. Time to get to it!

My Wurmwood list, now featuring Loki:

- Cassius
- Pureblood
- Loki
- Gorax
- Woldwyrd x3

Sentry Stone x2
Shifting Stone x2
Bone Grinders (min)
Gatorman Bokur


Fyanna 2
- Archangel
- Angelius
- Seraph

Forsaken x2
Spell Martyr
Deathstalker x2

Raptors (max)

I won the roll off and windmill slammed going first, since I already lose six inches of deploy and going first means that my Sentry Stones get to be on the 12 inch line turn 1.

Look how freaking clumped up my models are >< 
My opponent skewed hard to the left, obviously going for a quick dominate of his zone on turn 2.

Circle turn 1:

I quite honestly didn't know what to do. I felt like I could probably block him out of my zone and dominate on his turn. He'd have to risk losing his Archangel just to contest.

With that in mind, everything pushed up the table as far as they could go after the Bone Grinders murdered eachother. I cast Wild Growth on the Woldwyrd on the hill to make it DEF 17 against the Raptors and Deathstalkers (the only things that could get to it) and passed the turn after dumping a bunch of fury.

I'd set up my Shifting Stones so that the back unit could port Wurmwood up and the front unit could spread out around him on turn 1.

Legion turn 2:

He can't really afford to cast any of his upkeeps, because Woldwyrds will tear Legion models apart with Purgation, so he drops fury and moves everything up. The Archangel gets a decent LOS to my models and stays behind the house. The Raptors move up, shoot the Woldwyrd three times, miss their hard tens, and reposition.

Circle turn 2:

I think it's time to make that Archangel pretty useless for the rest of the game.

Cassius runs after I get ten fury and drop Wild Growth.

Wurmwood activates and puts Curse of Shadows on the Archangel. He then Strangleholds the beast for 6 damage, and pulls Cassius back.

I move up my pair of right side Wyrds to the lee of the house, meaning the Archangel can't get LOS to them to shoot unless he moves, but he's Strangleheld so if he DOES move, he can't shoot.

The first two proceed to knock the Dragon down to about 10 boxes of health. The third one moves up and blasts it off the table.

Well then...

The averages are actually pretty good here. Each Wyrd is dice off 4, so two boosted damage shots is 6.5/6.5 and then a non boosted is 3, for a total of 17 damage per Wyrd, or 51 damage between the three. Add the 5-6 likely from Stranglehold, and that's a dead Archangel.

The rest of the turn is just routine. Wurmwood gets ported to the zone, Shamblers run to contest, and a Mannikin sprays a Deathstalker down.

Legion turn 2:

The remaining Deathstalker kills the contesting Shamblers. Fyanna moves up, Feats, and tries to get the Bokur with a Gallows, but misses.

The Seraph charges the Bokur and kills him.

We both score a point.

Score 1-1
Circle turn 3:

On his feat turn, I can't get hardly anything done, so I don't really try to. 

Curse of Shadows on the objective, charges with Shamblers. 

I put every single shot I can into the objective minus Loki's hook, and it takes everything I've got to kill it. (It was Bunker). 

I pass the turn, going to three points. 

Score 3-1
Advantage Circle

Legion turn 3:

I've clogged up the board too well, he can't make it to my zone without Apparition on his Seraph, which would have to take free strikes from both of my heavies and a Woldwyrd to get there.

He kills some things, but can't contest. I score to 4.

Score 4-2
Advantage Circle

Circle turn 4:

I activate everything and do nothing, going to five as he scores his third point. 

Score 5-3

Victory for the Druids!

Post Game Thoughts:

If I hadn't gotten to go first here, I'm fairly certain I lose this game. His army is so fast and my army is SO slow without Advanced Deployment that I think I get shoved out of his zone and he just dominates every turn for the win.

Woldwyrds continue to impress me, consistently being both useful and game altering as they force my opponents to play without upkeeps or die. Having 6 fairly accurate boosted POW 14 guns with Curse of Shadows is a weird feeling in Circle, but I have to say that I really like it.

I probably won't get any more games in until ATC, but I will be posting updates every round on my Facebook page, so stay tuned!

Thanks for reading :)

The Krueger Season, Flirting with the Blight: Batrep 38 - Fyanna 2 vs. Feora 2

There is little doubt that the Archangel is the most beautiful model in the Privateer Press line currently in production (the Storm Raptor and the Desert Hydra will certainly test this dominance though), and with the mark 3 update, it's actually a playable model (yay!)

I love my Lylyth 3 double Archangel list, and so I decided to see how Fyanna with 2 would play. With Fury, they hit at PS 22/20/20, and under her feat, they're DEF 14, which is a little absurd on a gargantuan. 

It's been a pet idea of mine since I saw Fyanna's rules, and I decided to give it a shot. 

-Naga Nightlurker

Blighted Sorceress and Hellion
Shepherd x3

Hellmouth x2

And my opponent had:

Feora 2
-Reckoner x2
-Hand of Judgment
-Blood of Martyrs

Daughters of the Flame
Min Choir

Punch Monk (proxied by a TFG)

Right away I looked at this matchup and had a big "uh oh" moment. I can't shoot anything important with the Archangels because everything is immune to fire. He's got Escort so his jacks are just as fast as my Archangels are, and thanks to Ashen Veil, I need sixes to hit his jacks. Yuck!!

I won the roll off and decided that I really needed to go first. We were playing Take and Hold with a really ugly central obstruction and a wall on one side that my opponent promptly (and wisely) took. 

Blighted Druids turn 1:

Full steam ahead! Archangels run/fly to the left side of the table where they can actually fight the things they want to fight. I'm hoping to be able to kill a jack and then use my feat to weather the retaliation before killing 2-3 more jacks and get up on attrition. 

Fury goes on the unpainted Archangel, and Admonition goes up onto Fyanna. The Naga goes into the trench. 

Menoth Turn 1:

He starts his turn off by running the Daughter Cav really wide. Daughters run and jam stuff, and then Feora goes and casts Escort and Fire Starter on Blood. 

Things start to go off the rails pretty hard when his pair of Reckoners move up and shoot 28 health off the left Archangel with 2 shots at dice --4. Uh oh. One of the Reckoners is behind the wall, the other by Feora. 

I start measuring out my turn prematurely, tipping off my opponent that I can get an Archangel onto Feora, so he goes ahead and puts Hand of Judgment in the exact place where I can't actually attack him with melee attacks thanks to the building and also blocking a landing spot for an Archangel. 

Blood comes over to play on the right, and the Punch Monk moves up and becomes DEF 18. 

Blighted Druids turn 2:

Well it's go time! I upkeep both spells, and then I run a druid up so that the Archangel can get forced when he charges the Reckoner behind the wall. 

I use back arc Hellmouth tentacles to clear Daughters, and the other Archangel also shoots some off the table.

The Grey Archangel goes in anddddd.....I miss 3 boosted 8s and leave the Reckoner on about half health with nothing crippled. 

Fyanna moves up, Feats, and puts Fury on the Hellmouth, which pounds on Blood a little bit. 

The Naga moves over and murders a Daughter Cav with a shot. 

I'm going to get counter punched so hard. 

Menoth turn 2:

Well...Things die. The Reckoner kills the Archangel. 

Daughter Cav come murder...well nothing actually. The one that can charge the Naga misses thanks to the Feat (yay!) They do engage the universe though. 

The Punch Monk moves up and goes invincible again. 

Blood murders three Hellmouth tentacles. 

My opponent puts some damage onto the Archangel (like 20 damage) between Feora and the other Reckoner, and then Feats to get another Focus onto Hand of Judgment, who charges in anddddd.....doesn't quite kill the Archangel. 

Blighted Druids turn 3:

Well...he moved Hand and he DIDN'T move Feora, so I have exactly one real shot at winning this game. 

Fyanna drops everything and charges Hand, boosting to hit anddddd CRIT SMITE. Yes! She then puts Fury on the Archangel and heals his two crippled aspects. 

The Painted Hellmouth spawns a tentacle, and between the Tentacle and the Maw, kill the Daughter Cav engaging my Archangel. 

The Nightlurker moves over and casts Wraithbane on the Archangel. 

The other Hellmouth drags the Reckoner away so that the Archangel doesn't take a Free Strike. 

The Archangel goes in and connects with 2 attacks, clawing the Menite to death. 

Victory for the Blighted Druids!

Post-Game Thoughts:

Okay, against Menoth at least, this list is not very good and I really, really missed my Angelii to Slipstream and cycle Fury around on. 

Also, had my opponent just left Hand of Judgment in front of Feora, I would have had to try and crit smite it 3 inches away with Fyanna, which just seems really, really unlikely to happen. 

To be fair, I really shouldn't have lost basically an entire Archangel worth of damage to 3 boosted Reckoner shots, but hey, it happens. 

Anyway, yeah double Dragon is great with Lylyth 3, but I'm not convinced with Fyanna yet. Maybe if there's not a massive huge central obstruction in the way this list gets better, but even then, I don't love it into speed 7 reach jacks. 

The Krueger Season, Flirting with the Blight: Batrep 37 - Fyanna 2 vs. Feora 2


When I got my Limited Edition Una 2, I also ordered a Fyanna 2 (and a Horgle 2 and a Zaadesh 2, but those are stories for another time) because 1) the sculpt is sweet and 2) the rules are sweet. 

What more can you ask for? Also the cards are foily, and I come from a Magic: the Gathering background, so foil cards are a weakness of mine. 

I had some serious list building challenges with this lady - I literally want like half the things in Legion in her list. Fury is SO good. Admonition is SO good. Iron Flesh is SO good. +3 DEF and Dodge is SO good. 

In the end, I decided to just play something that I thought really abused both her feat and Fury

Fyanna 2
- Angelius x2
- Seraph
- Zuriel

Shepherd x2

Max Swordsmen
Max Raptors

Bunches of Weaponmasters? Check. Armor Piercing silliness? Check. (Side bar, a charging Angelius with Fury does 17.5 damage to an ARM 20 Warjack/Warbeast on average dice. Isn't that absurd??)

Super fast dudes? Check. Yeah this is all stuff I can get behind. 

My local Menoth opponent dropped:

Feora 2
- Heirophant
- Hand of Judgement
- Reckoner x2
- Blood of Martyrs

Daughters of the Flame
Min Choir

Allegient of the Order of the Fist (proxied by TFG man)

We're playing outlast and this is shaping up to be an interesting game already. He's got Escort, and I'm naturally faster and have Slipstream to boot. He hits a lot harder generally, but I have Fury. I get a turn of relative safety due to my feat, but I'm not sure if that's enough against a bunch of fire. 

I win the roll off and go first (everything in my list is bonkers fast), and my opponent takes the side without the annoying forests for him to have to run around. I laugh as my blighted wings carry me ever the blight is strong, must resist.....

Hey look! I have like...actual Raptors now...though unassembled.

My opponent deploys opposite me, skewing hard for the left zone. 

Blighted Druids turn 1:

No finesse here, Fury goes on one Angelius, Admonition on Fyanna (holy crap I'm playing Tanith in Legion) and everything runs up the table full distance...except the Swordsmen because they still have nightmares about the Daughters over there (this is the first Legion game I'd played since the previous batrep on October 9). 

Menoth turn 1:

Menoth runs at me! Escort goes up, and jacks advance. One of the Reckoners takes a potshot a the Angelius behind cover and misses. 

Daughters get in my face, and Cinerators labor up the board...slowly. 

The Punch Monk gets his Shifting Sands Stance (say that three times fast) and advances. 

Blighted Druids turn 2:

Alright so...goal for this turn is to murder Daughters. Everywhere. We hates them. 

I also don't really have much else to shoot at since..well..Cinerators are immune to fire, all of his jacks are immune to fire since Blood of Martyrs got the fire upkeep spell on him....yeah. 

Seraph casts Slipstream and moves over to the Angelius and back, placing him out of melee with the Daughter. 

He gets a couple shots and boosts, killing two Daughters. Yessss. 

The Angelius, now free to do what he likes, charges into the right hand Reckoner, whiffing a couple hits and leaving it on one. 

Swordsmen charge in and kill another pair of Daughters. Sweet revenge. 

Fyanna moves up after casting Slipstream, and kills another Daughter after placing the Angelius next to her so that he can see Blood of Martyrs. 

She casts Fury on him and pops her feat. 

The Angelius goes in and...really whiffs, but knocks out Blood's cortex. 

Raptors shoot down two Cinerators and damage a third. Zuriel contests. 

Shepherds leach fury from the Seraph. 

Menoth turn 2:

Well he's in a bad spot here and he knows it. Vengeance triggers on the Cinerators, and they move over. The first one misses the Angelius, which dodges back. 

His two unhurt heavies go into the other Angelius, one missing, the other connecting for a bunch of damage and lighting him on fire. 

Feora aims and Sprays both of them, lighting up one and leaving the other on three boxes, on fire, right next to Hand of Judgment. He manages to hurt Blood enough to cripple his good arm between blowing up the Wrack and actually hitting him.

His remaining Daughter....murders two Swordsmen. CURSE THOSE THINGS!

His Punch Monk Advances and engages one Raptor with Shifting Sand Stance. 

The Cinerators run to the right zone. 

Blighted Druids turn 3:

Not only does my SUPER close to dead Angelius not die to fire damage, it doesn't even Frenzy! Woahhh. 

I upkeep my spells. 

Apparently, Zuriel is MAT 8, so he walks behind the Punch Monk and kills him dead. 

The Raptors finish off all but the far left Cinerator. 

The Angelius with Fury on it takes a free strike to fly over the completely crippled Reckoner, but it misses, and he puts some good damage on Hand of Judgment (missed his Armor Piercing attack, even with boosting to hit). 

The Seraph Slipstreams a Swordsmen so that I can get two charges onto Hand with them and then blows up the last Daughter. Hooray! I don't care if I win at this point!

The Swordsmen charge in and finish off Hand of Judgment. 

Fyanna activates, heals the Angelius for 2, and then moves over to kill the last Cinerator. She overtakes into the zone, and camps one. 

The nearly dead Angelius misses his Armor Pierce attack on the healthy Reckoner, and buys an attack into the Reckoner with one box, killing him too. 

I get 3 points. 

Score 3-0
Advantage Blighted Druids

Menoth turn 3:

He goes for the assassination run with Feora's sprays and spells, but his dice roll just average and Fyanna is alive, on fire, with three boxes and a transfer left. 

My hurt Angelius dies. 

I technically score 2 more points here, but we both forgot in the heat of the moment so the game went on!

Blighted Druids turn 4:

Fyanna drops everything, casts Fury on herself and charges Feora. She hits, getting the Crit Smite and knocking her back 2 inches. 

Raptors move up and shoot the wretched Flame Bringer to death. 

Victory for the Blighted Druids!

Post Game Thoughts:

This feels like a really bad matchup for Feora. I get a time walk feat, I massively outthreat him with everything that matters. In addition, an Angelius with Fury on the charge does 17 damage, then another 5, 5, 5 for a total of 32 - really close to dead most of the time. 

Follow that up with masses of charging weaponmasters and, well, that's no fun for Menoth jacks either. 

Overall, she feels very strong, very interesting, and probably has a fairly high skill ceiling (which is something I always like in a caster). I also don't feel like I've even come close to the right list with her yet, so stay tuned for that. I'm probably going to pair her with Rhyas 1 or the Twins should I ever take Legion to events, so look forward to more batreps with those warlocks!