Battle Report 54: Kromac 2 vs. Irusk 2



Alright guys, last battle report with Stormy for...at least one report. I'm getting in more games tonight, and I haven't decided if I'm taking him off the bench again. We shall see.

Another epic intro? Well...if I must.

Irusk scanned the battlefield from the top of a small hill. A small copse of trees and a deep pool of water offered some relief from the sweltering heat, but the ground was dry, an ever present reminder of the draught.

High above him, he could see two large birds fighting in the air, occasionally losing themselves in the sun.

Across from him, two more forests and a patch of extremely rocky ground hid untold dangers. Orsus had come this way recently, and no word had reached Irusk's ear of a safe arrival for the giant berserker.

Two huge wolves melted out of the shadows in the trees, both standing on their hind legs. One of the pair wielded a cruel sword, a giant slab of metal taller than any man.

Irusk glanced around, his keen eyes sweeping the area for any sign of their controlling warlock. A feral he would accept as a stray, but the Sword Wolves were never far from their masters.

He glanced up once more, noting the swirling Eagles drawing closer.

Starting, he looked again. The two massive things were growing impossibly fast, and fire and lightning split the air between them.

A flurry of violent activity brought sudden stillness to one of the pair.

"LOOK OUT!!" Irusk screamed to his men, willing Behemoth and his Kodiak to move away from the swiftly falling thing.

The monster flamed as it fell, igniting one of the forests with liquid fire. It burned quickly, the dry air and cruel sun having long since drained the trees of any moisture.

The beast slammed into the pool of water, submerging completely as a roiling mass of the stuff cascaded over the edge. As the ripples settled, the pond took on a deep, sickly green color and an acrid stench rolled off of it.

The other skyborne shape let out a defiant scream, a screech of pure wildness that clashed with Irusk's disciplined mind.

It circled low and landed, a gigantic Tharn climbing off of its back.


Kromac 2
- Stormy
- Stalker
- Feral

Blackclad x2
Ogrun Bokur x2, Cliented to...

Sentry Stone x2

Vs.

Irusk 2
- Sylys
- Behemoth
- Kodiak

Kovnik Joseph Gregorovich
Widowmaker Marksman

Widowmakers
Winter Guard Mortar Crew
Winter Guard Rifle Corps and 3 WA
Black Dragon Iron Fang Pikemen



We were playing Outlast and I won the roll, opting for first. My opponent looked at both sides and decided that they both sucked for him and he didn't want to move (Note: I did not set up this terrain).

The Green Circle is an Acid Vat, and the Red Circles are a Burning Forest.

I was okay with this, since the Storm Raptor is immune to Burning Terrain thanks to flight.



My opponent deployed pretty centrally, the Rifle Corps going to my left and the Iron Fangs to my right.


Behemoth is my main concern here - once he goes down, not much kills the Raptor without dying in return, and I'm okay with trading him for Behemoth plus half the unit of Iron Fangs.

Circle turn 1:

I do the normal turn one stuff with this list - Awakened Spirit on the Stalker and Vengeful on Stormy.

I make use of the little forest on my right to give things Stealth and move up aggressively. I keep all the Mannikins but one in places where his Widowmakers will have to seriously over extend in order to get at them.

The Blackclad on the left goes into the rubble.

Right


Left

Khador turn 1:

Pretty standard Irusk turn 1. Fire for Effect on the Mortar Crew, Solid Ground on Irusk, and things run.

The Widowmakers duck into the woods just barely and shoot half of Stormy's body off. The Kodiak tramples up and vents steam, and Behemoth hides behind the forest.


Circle turn 2:

Fire rolls off on the forest.

Well....I can get Stormy onto the Kodiak if I land the Hunters Mark, which also means that I can get him into Behemoth.

Time to pull a Stormy.

Kromac moves up, casts Primal on Stormy and pops his Feat.

I get the Hunters Mark off, and Stormy charges the Kodiak with his Talon, redirecting the rest of his attacks into Behemoth until he dies, and then a few more into the Kodiak.

All the Widowmakers die to eLeaps, the Kodiak is disrupted and 80% dead, and Behemoth is down.

I move the Stalker up to counter-punch when Stormy dies, and I spray at the Shield-Walled Iron Fangs with very limited success.

I contest the left zone with the Bokur and the Blackclad there.

Right

Left
Khador turn 2:

Irusk upkeeps his spells and stuff starts shooting at Stormy...and things go off the rails.

The boosted damage rolls from the Rockets and Mortar roll two sixes and a three or higher for their damage, the Kodiak rolls a ten for damage twice, and all it takes is one big CRA from the IFP to kill Stormy.

It does corrode all six of them though, and they have to charge to get distance.

No points are scored.


Circle turn 3:

I clear the right zone fairly trivially between sprays and Kromac, who goes in and casts Carnage. The Stalker warps berserk, charging into the Iron Fangs after one of them gets Hunters Marked and killing every single one of them, the Marksman, and knocking the Kodiak down to just his Cortex.

He Sprints to engage a bunch of Riflemen.

The left hand Blackclad sprays Rifle Corps down, and the Bokur runs to engage.

I score 2 points.


Score 2-0
Advantage Circle

Khador turn 3:

Everything on the table tries to take down the Stalker, but he survives handily.

Sylys runs to contest the right zone.


Score 2-0
Advantage Circle

Circle turn 4:

Kromac casts Carnage, and Sentry Stones kill off Sylys. 

The Stalker and Blackclad kill everything remaining in the left zone, and I score 3 more points after the Stalker Sprints cheekily up to engage Joe.


Score 5-0
Victory for the Druids!


Post-Game Thoughts:

This illustrates once again how incredibly fast this list is, and the true need to keep your heavies separated when you play against the Storm Raptor. If those weren't Khador heavies, both of them would have been dead. As it was, on crippled and disrupted jack shouldn't have a chance of killing it in return.

I'm curious now to run the math on the ranged damage the Raptor took. He'd taken 4 from Widowmakers the previous turn.

Each rocket should have done 2.5 damage at dice - 8, and there were two left. The Mortar should have done 7 damage. The CRA from the 9 winterguard should have done six at dice -1, for a total of 18 damage.

The Kodiak, needing fives to hit on one dice, should have hit 1/3 of his attacks and done 2 damage at max per attack.

The IFP with Battle Lust are coming in at dice -7, doing approx. 7 damage apiece, which means that the Raptor definitely would have died, but he should have taken a few pikemen with him.

Ah well.

The next report will be a break from our marathon of Stormy and Kromac, bringing you Una 2 into Sloan!

Battle Report 53: Kromac 2 vs. The Butcher Unleashed



Oh man oh man oh man, this is one for the ages, The two most famous axes in all of the Iron Kingdoms (Lola and Rathrok) and the two most psychotic beat stick leaders from Warmachine and Hordes gathered to duke it out on a field of glory.

Three heavy jacks and a pair of massive, armored Dragoons supported by a small contingent of snipers stood in Kromacs way.as he traveled across the blasted wasteland. The Butcher of Khardov hefted Lola, his massive mekanikal axe over his shoulder as he stared down his hulking foe.

Few stood taller than the Butcher, but the Tharn across from him dwarfed the huge man by several heads, a sinister axe glinting in one hand.

Still, the Butcher could only see a pair of the fearsome Warpwolves flanking the Chieftain, and for those, Lola held a special desire to slay.

Then, without warning, the sun went out and darkness spread over the Butcher. His warjack's engines flared red in the sudden black, and the lesser men fell to the ground as an ear-splitting shriek accompanied the ozone crack of lightning as a massive bird swooped low over the group before stopping to hover protectively over the great Tharn King. A tail feather, longer than the Butcher was tall, drifted to the ground beside the most fearless of men, but even he felt a thrill approaching terror as the great raptor turned it's steely gaze on him.


Kromac 2
- Stormy
- Stalker
- Feral

Blackclad x2
Ogrun Bokur x2, cliented to...

Sentry Stone x2

Vs.

The Butcher Unleashed
- War Argii
- War Dog
- Ruin
- Kodiak x2

Man O' War Drakhun x2
Kovnik Josef Gregorovich
Eiryss 1
Alten Ashley
Widowmaker Marksman

Winter Guard Infantry and 3 Rocketeers


Same table, different opponent, different faction - finally! So much Menoth to chew through.

I was pretty apprehensive about this game, Butcher 3 is a scary dude, and Khador jacks are a lot harder to kill than Menoth jacks are.

I won the roll off and opted for first, and my opponent once more took the side without the clouds and with the hill.

I deployed nearly identically to last game, but I put my Warpwolves near the close clouds so that they could run into them turn one in order to charge stuff turn 2 if necessary.



My opponent put his infantry on my left, and the Butcher and his jacks off to the right a bit, with a flanking Drakhun on each side.

Eiryss and Alten went to my right and the Marksman stayed left.

I should note here that I love this list, or variations on it. I adore Butcher 3 and this battlegroup, I love Drakhuns, and I love sniper boats. My favorite list runs Kayazy Eliminators and Widowmakers over the WGI, but I definitely think they all have a place here.



Circle turn 1:

Well this is going to be interesting. I predict the game is going to go something like this:

I trade Stormy for 1.5 Jacks, and force the Butcher to come in to kill Stormy.

If I place things correctly, I should be able to kill enough WGI to make them a non issue, and then I'll have Kromac/Feral/Stalker behind Stormy to kill the Butcher if he goes in.

Seems like a plan.

Stormy gets Vengeful and the Stalker gets Awakened Spirit as usual.

Everything runs.

I make sure to toe the Feral into the far left cloud.

Left

Right

Khador turn 1:

Time to get shot at!

Widowmaker Marksman and Alten shoot at the Raptor, as does Eiryss. I shield guard the Alten shot onto a Bokur, and Stormy takes six auto damage. Oof.

The Winterguard run and get tough from Joe.

The Kodiaks both trample and put down Steam, and Ruin charges Stormy.

Butcher energizers, casts Silence of Death on himself, and then his unit gets a run charge order. The dogs run up and block Butcher from going too crazy as he charges at Stormy.

The Drakhuns come in and sit there menacingly.




Circle turn 2:

Well it's time to pull the trigger on the plan, but before I do, I want to kill as many Winter Guard as I can. If I don't kill a bunch of them, Butcher might just be able to cycle Silence of Death over to the unit and have them kill Stormy instead of forcing Butcher to commit.

I upkeep both spells and it's off to the races.

Sentry Stones put a good dent in the WGI population, and so I decide to go for it. It takes both Blackclads, but I get the Hunters Mark on the Kodiak.

Kromac moves up, casts Primal on Stormy, and pops feat.

Stormy charges the Kodiak with the claw first, and then beaks Ruin. Between all of his attacks and eLeaps, I knock both jacks down to 4-5 boxes and eLeap the Marksman to death and most of one of the Argus.

The Feral charges one of the last remaining WGI, and the Stalker moves behind Stormy and out of trample range of the unhurt Kodiak.

Left

Right

Khador turn 2:

Butcher allocates one to the Grey Kodiak and upkeeps Silence of Death.

Ruin and the busted Kodiak go into Stormy and actually ding him up a bit, even with totally crippled limbs.

Eiryss shoots the bird, and Alten shoots the bird but misses.

Butcher's unit charges, and the War Argus that was really hurt combo strikes first, killing himself. The second one combo strikes, and then Butcher starts hitting. It takes him all four attacks to kill the Storm Raptor and then he feats, casts Impending Doom, and pulls the Feral in. He buys two Flashing Blades, but whiffs one of the damage rolls, leaving the Feral at half health. He decides to camp two, and then the Drakhun goes in. At dice -6, the Drakhun doesn't quite finish the Feral off, leaving him on 6 boxes.

The Kodiak runs up to threaten Kromac, rather than going after the objective, and the other Drakhun charges the objective and then repositions around it.



Circle turn 3:

Well, I've successfully completed phase one of my plan, time for phase two.

I wasn't expecting a Feral to still be there, and that's a nice bonus, but it's really going to come down to the Stalker here.

First things first, Kromac drops everything and I spawn some Mannikins.

It's imperative I kill the War Dog, and both units go after it, but unfortunately bad dice means it's still alive.

I can't Hunters Mark Ruin, but I can try and spray Butcher with my crit KD sprays.

Neither even connects sadly.

Kromac activates and heals the Feral back to full before casting Primal on both him and the Stalker, and then casting Carnage.

The Feral activates and sacrifices movement - a very important step since the Drakhun had repositioned back so that it could counterchage - and boosts a headbutt into Butcher, knocking him over.

I buy two more attacks into him and do some damage through his camp.

The Stalker charges ruin with his claw, killing him, and then uses his second initial attack to put Butcher down.



Post-Game Thoughts:

The Storm Raptor requires a completely different play approach than most gargantuans do. Since it's so fast and it can hit incredibly hard with Kromac, it's very, very, very important not to bunch your heavies up. If it can get at two of them, the game is effectively over since it *will* get the alpha strike on you with a ridiculous 14 inch threat range.

It's also surprisingly tough on Kromac's feat turn, even with softening up a bit from other models, Butcher still had to put 5 attacks into it to kill it (which is a LOT of damage).

Overall I had a plan and was able to execute it - I'm going to start calling this play "The Stormy" from now on.


Battle Report 52: Kromac 2 vs. Kreoss 1

Woo! New Storm Raptor Art!

The two previous games were the warm-up for the opening event of our Narrative League, and we had a very strong turn-out (for this region).

First things first - Stormy enjoyed a pancake breakfast.

Stormy: Boss that doesn't look like it was lightning grilled, I don't think I can eat this.
Me: You'll eat it and you'll be grateful for it! I don't have to keep you alive today!



And then I was able to get three league games in with Kromac and Stormy, and then a fourth with a Cygnar friend of mine who agreed to play Sloan into Una 2.

The first of the Kromac games was against Kreoss 1, time to brave the fire once more.


I was still playing the exact same list:

Kromac 2
- Stormy
- Stalker
- Feral

Blackclad x2
Ogrun Bokur x2, Cliented to...

Sentry Stone x2


Against:

Kreoss 1
- Heirophant
- Reckoner
- Reckoner
- Redeemer

Tristan Durant
- Redeemer

Wrack
Punch Monk x2
Vassal x2
Covenant of Menoth
Nicia

Idrians and CA
Choir (min)


I won the roll off and my opponent picked the side of the table where there wasn't a pile of dense fog to worry about while I went first. Since we were playing Entrenched, I put Kromac on my right side so that I could go for an early dominate on that zone if it became necessary.

The plan was basically to hide Kromac behind Sentry Stones all game and force Kreoss to feat in order to kill off one or two of my Warpwolves.



My opponent deployed and put an accidental extra Templar down (which he took off the table at the very beginning of his turn 1).

Prey went on Kromac.


Circle turn 1:

The plan here was to run Stormy up to the clouds and be able to poke his head out to shoot or charge things the next turn.

Everything else was going to run up behind them since they can't go away until the end of the second players first turn anyway.

That's basically what happened. Kromac cast Awakened Spirit on the Stalker and Vengeful on Stormy and advanved up behind the forest wall I had made him.

Everything else basically just ran. I set Stormy just outside of Reckoner shot range.


Menoth turn 1:

Things started off pretty explosively with Nicia charging a Sentry Mannikin, Quick Working a shot into a my Blackclad and killing him, and then Sprinting into my zone to hide in the cloud.

Man I hate her.

Kreoss moved up and cast Defenders Ward on the Idrians and Lamentation on himself.

Idrians moved up and popped mini-feat I believe.

Punch Monks advanced into the left zone and got into their Shifting Sands Stance.

Choir sang No Spells on the Jacks.

The Book ran up behind the Idrians, and the Jacks ran to get in front of Kreoss.

Tristan cast Fortify on his Redeemer and advanced, and his Redeemer ran.



Circle turn 2:

None of the important clouds rolled off! Disaster!

I did some quick premeasuring, and discovered that I could fit Stormy between both Reckoners and get melee on both of them. Seemed like a plan.

First things first, Sentry Stones placed Mannikins and Kromac paid double for Vengeful and a dropped Awakened Spirit.

Mannikins activated. The first unit, in a comedy of errors, hit three Idrians and killed none of them.

The Second unit missed every single Idrian except the last one....which they also killed...and also happened to be the guide sitting way at the back beside the Book. Prey expired on Kromac.

Also between the sprays, I'd gotten a couple of damage onto the Book.

Kromac activated, popped his Feat, and charged Nicia, killing her and keeping her corpse. He cast Sprint for two, and got back behind his forest wall.

The Feral stayed out of Kreoss' control range and cast Primal on Stormy.

Stormy went in and murdered one Reckoner before disrupting the other and doing pretty good damage to it.

The Stalker charged the closest Punch Monk and missed his boosted 10, so the stupid thing danced away.

Left

Right
Menoth turn 2:

Time to see if I live through Kreoss knocking Kromac down. My opponent and I check some things, and the Redeemers can't get LOS to Kromac without taking a Free Strike from the Storm Raptor or without being engaged, so it's basically down to the Idrians, who are now just POW 11 guns into my ARM 20 Warlock.

The Book moves up and gives the unit Continuous Fire on their Weapons.

Kreoss moves up and catches Kromac, the Sentry Stones, the Stalker, and Stormy in his feat. Stormy laughs as he flutters above the tide of Knock Down.

Idrians move up and shoot at Kromac, but the damage is very minimal.

Choir moves up and sings Battle.

The Vassals give the Reckoner a couple focus, which he uses to flail at Stormy. He misses the first six, hits the second, does a few damage, and then gets disrupted from Retaliatory Strike.

The Redeemers aim and put some damage into Stormy.

The Punch Monks charge the Stalker, but at dice off 10, they don't get the job done.

Unfortunately, some Idrians are contesting, so I don't score any points.

Left

Right

Circle turn 3:

I pull Fury and force the Stalker and Kromac to stand.

Stormy Frenzies and knocks the Reckoner down to 3 boxes.

Kromac upkeeps Awakened Spirit and Vengeful (a mistake it turns out).

Knocked down Mannikins stand up and either get out of the way or melee attack the Idrian in front of them. Defenders Ward keeps casualties down though.

Kromac charges in and then realizes he can't cast Carnage thanks to upkeeping spells, and so he relies on hitting hard sevens (which I hate).

Fortunately, he already has one corpse token and he only has to spend one fury and that corpse token to wipe out most of the clump of Idrians, ending up on three Fury.

The Bokurs run up to Shield Guard for him.

The Feral charges and kills the Punch Monks, but only after each one makes a minimum of 3 tough checks (gahh).

The Stalker walks around, kills the Reckoner, and then Sprints to engage both of the Redeemers.

My hard flanking Blackclad on the left charges the Objective and does 1 damage.

I still don't score any points since Idrians are still in my face.

Left

Right

Menoth turn 3:

He's in trouble, and he knows it, but he staunchly upkeeps Lamentation again and drops Defenders Ward. 

The Book runs to the far corner of my zone.

Idrians charge Kromac and Sentry Mannikins, doing minimal damage and killing them.

All three fully loaded, battled Redeemers go into the Stalker and do about 2/3 of his health.

Tristan charges in and gets him down to a few boxes, and then Kreoss finishes the job.

Left

Right

Circle turn 4:

I upkeep nothing, and spawn some Mannikins.

Between the Mannikins and the Bokur, I kill the Book, and Kromac moves over and kills the three remaining Idrians before casting Carnage. 

The Feral spends four to put Primal on Stormy, and then moves to the objective and leaves it on 1 box.

The Blackclad charges the objective again and kills it, and then casts Hunters Mark on...something.

Stormy moves up at MAT 9 and kills and hits Kreoss, killing Durant on the first eLeap and Kreoss on the third attack, and I score three points!

Left

Right

Victory for the Druids!

Post-Game Thoughts:

I'm starting to love this list here. Stormy threats so ridiculously far and with Carnage he hits accurately enough to go after the heavy targets. 

I didn't mention it, because I don't remember exactly what he killed with them, but his eLeaps from melee attacks have killed 5-10 points of models per game quite consistently now, which is pretty darn good when you realize that those are support models that your opponent generally needs in order to kill Stormy back (Choir, Beast Handlers, Arcanists, etc.)

All in all, I'm really liking the list, and it's starting to really click with me. 

Battle Report 51: Kromac 2 vs. The High Reclaimer



I'm going to need to draw different artwork for the Storm Raptor or this one is going to get stale (even though it's really cool looking).

K and I decided to re-wrack and see how his other list did into Stormy - The High Reclaimer.

We only had an hour and a half until close, so we played the same terrain and scenario.


Kromac 2
- Stormy
- Stalker
- Feral

Blackclad x2
Ogrun Bokur x2, cliented to...

Sentry Stone x2

Against:

The High Reclaimer
- Heirophant
- Devout
- Reckoner x2

Wrack x2
Punch Monk (Allegiant of the Order of the Fist)

Knights Exemplar and CA
Exemplar Vengers
Idrians and CA
Choir (min)

This time I won the roll and opted for first, and my opponent took the same side since a cloud wall between the building and the forest seemed like a nice place to hide and wait to pull the Reclaimer Trigger.


Hey look, my deployment is very similar to last game!


So is his! Although this is deceptive since with the HR feat, even though my right side of the table looks relatively weak, he can easily have an entire unit on that half of the table if he wants it there with next to no way for me to really do anything about it.

I'm already resigned to either having to tank HR's Feat with Kromac or basically lose the Storm Raptor. If I can make him feat with my Feat up, I might survive, but it's going to be tight.

Prey goes on the Sentry Unit closest to the Idrians this time.

Circle turn 1:

Same drill as last time! Awakened Spirit on the Stalker and Vengeful on Stormy and full speed ahead! Well...almost, I kept both heavies more than 16 inches away from his Idrians.


Left

Right


Menoth turn 1:

And thus began the slow, slow turtle game.

Idrians shuffled forward and used their mini-feat to dig in.

Knights shuffled forward.

Vengers shuffled forward.

Reclaimer made a cloud wall and put Hand of Fate on the Vengers.

Reckoners shuffled forward.

Punch Monk uses Shifting Sands.

Good times.


Circle turn 2:

Yuck. I've got next to no good angles here. Time to murder Idrians that aren't that close to HR so he doesn't get souls I guess.

I upkeep my spells, and send the Sentry Stones after the Idrians, careful NEVER to hit a Venger with a spray.

I back things up so that the Knights can't charge anything, and Stormy eLeaps some more Idrians to death. I contest the right zone with a Blackclad behind the forest and a Sentry Stone in a self made forest.

Left

Right

Menoth turn 2:

More turtling!

He runs a Reckoner over to the side next to my Blackclad.

The Knights move up an inch or two, and Reclaimer activates to cast Ashes to Ashes at his Reckoner, frying the Blackclad.

Idrians back up and shoot stuff, and two Vengers go in, killing my Sentry Stone.

Prey moves to the Stalker.

Left

Right

Circle turn 3:

Well...I think I can kill all of the Vengers this turn, which would be amazing.

It relies on Kromac killing one, the Feral throwing the other one into the Punch Monk, the Blackclad casting Hunters Mark at the closest one so the Stalker can kill it without spending fury, and then Stormy moving up and shooting the other two to death.

At the end of this, ideally, I'll have all the Idrians engaged and all the Vengers dead, AND score two points.

I upkeep my Awakened Spirit and Vengeful, and then everything else starts going awry.

Kromac moves up and kills the Venger after popping Feat and camping five.

The Feral throws the other Venger, who was already pretty beat from eLeaps at the Punch Monk...who toughs.

The Stalker charges the other Venger, kills it, and Sprints into the Idrians.

I go to place Stormy...and he can't actually land in order to shoot. Uh oh...

Stormy charges the Punch Monk in the butt, killing him.

The Blackclad sprays Idrians and I brace for a turn of awfulness. I do, however, score 2 points.


Score 2-0
Advantage Circle

Menoth turn 3:

We're close on time, so no more pictures, but I'll do my best to describe what happens.

Reclaimer moves over and pulls a focus from the Wrack, which explodes and kills the Knight Officer.

He then kills three knights and casts Hand of Fate on the Unit before Feating all four back, along with three Vengers.

The Knights charge Kromac and pop mini-feat.

MATH TIME.

Hand of Fate and the Knight's mini feat each add an additional dice and drop the lowest. This averages out to about +2 to hit and damage, although spikes vary widely here.

The Knights weren't battle driven, so they were "only" PS 11 Weaponmasters, or PS 15 with both effects up.

Kromac is ARM 20 on Feat turn, with 19 boxes. At dice -5, each Knight should do 9 damage to him, meaning that I can tank two hits and transfer two hits.

The Vengers are also coming in, and they ARE battle driven at PS 16, so dice off four but not weaponmasters, so doing 7 damage each, so I can definitely tank 2 attacks from that.

After the Knights charge, Kromac is down to 10 boxes left with 3 transfers remaining, and the Vengers charge in and I have to transfer twice more to stay alive, leaving my Feral and Stormy on about half health each.

The other Vengers kill the Bokur gumming them up.

Idrians move over and at dice - 7 (Yay Kromac feat!) don't do more than a handful more damage.

My opponent passes the turn.

Circle turn 4:

I reeve my three fury and cut for three more. Kromac goes first, casts Carnage and kills every single Knight and Venger engaging him with 1 corpse token and one bought attack before Sprinting deep into the left zone.

The Stalker warps berserk, and kills all but one Idrian, who Stormy kills in addition to the Vengers.

I send another Bokur into the zone on the right, along with the Feral and go to 4.


At this point, the store flashes the five minute lights and we have to call the game, but my opponent is down to 2 Knights Exemplar and two Reckoners to my entire battlegroup and support staff, with Kromac sitting too far away for anything to get to him and plenty of tools to clear the zone again for a scenario win.


Post Game Thoughts:

Stormy didn't get to do a whole lot this game, EXCEPT be a massive threat to my opponent which forced him to keep his positioning very defensive.

Kromac is ridiculously hard to kill on feat turn.

High Reclaimer is REALLY scary.

And...I really like having the Raptor in the list.

Back story: I always thought Kromac 2 was really, really boring. He was a blunt object in a faction of really big scalpels.

With the Storm Raptor, he is a BLAST to play. There's something incredible about the level of threat projection he brings to the table, and Kromac makes it so that 1) He can hit things and 2) he doesn't die without an incredible amount of resources dedicated to him on the backswing, resources that often your opponent won't have access to.

Perspective of the Raptor as of this game: Okay, I'm becoming convinced, this seems pretty darn good.

Battle Report 50: Kromac 2 vs. Reznik 2



The Season of the Raptor continues....


I'm participating/partially running a massive narrative league that will cover the next six months across the vast majority of Eastern Washington and North West Idaho.

We had our kick off event this weekend, and a buddy and I decided to drive out the day before and get some games in on Friday as well as cashing in our games on Saturday.


Naturally, Stormy came along for the ride (and made disparaging comments about my driving the whole way).

I got a total of five games in with him over the weekend (and batreps for all of them will be coming down the pipe in the next couple days), and the first one was into my good friend K's Reznik 2 list - usually the bane of my non-Una 2 lists.

I played an unchanged Kromac 2 list from the last few times:

Kromac 2
- Stormy (Storm Raptor)
- Stalker
- Feral

Blackclad x2
Ogrun Bokur x2 (Cliented to...)

Sentry Stones x2


And my opponent was playing this monstrosity of a list:

Servath Reznik, WRATH OF AGES
- Madelyn Corbeau
- Scourge of Heresy
- Reckoner x2
- Devout

Wrack x2
Nicia
Punch Monk (Allegiant of the Order of the Fist)

Idrians and CA
Rhoven and Co.
Min Choir


I rolled up Outlast as our random Scenario, and I lost the roll off. My opponent elected to deny me the side with the massive forest and building since he didn't want to see a massive wall of Sentry Stone forests, and so I got to go first.


My game plan was to run Stormy over the house on the right there, get Kromac and friends into the trench, and then just see how the game went from there. Sentry Stones and Stormy would be on "Kill all the Idrians" duty, and then I just had to rely on Stormy being really fast to get the alpha on any 'Jack that poked it's head out.


My opponent put his battlegroup opposite Stormy and the Idrians off to the left.

My hope then was to draw the bulk of the 'Jacks off to the right and then forcefully clear the left zone to dominate it with Kromac.

The Idrians chose Kromac as their prey target.

Circle turn 1:

Well it's time to scream up the board. Sentry Stones moved up to get out of the way, and Kromac activated, putting Vengeful on the Storm Raptor and Awakened Spirit on the Stalker before charging Reznik and hiding out behind my generated forests.

Stormy ran, staying 17.5 inches away from his Reckoners.

I put Mannikins and the Feral in the trench, and I put the Stalker up 16.1 inches away from the central Idrians.

Blackclads swung left and right.


Menoth turn 1:

Idrians move up, and one runs out of command to engage two Mannikins.

Punch Monk gets Shifting Sands Stanced up and moves around the forest.

His 'Jacks pretty much all go hide off to the side behind the forest so that they can take pot shots at Stormy next turn.

Death March goes on the Idrians and Lamentation goes on Reznik, but the only thing in his control range is Stormy.


Circle turn 2:

Well I don't like paying double, but I upkeep Vengeful and Awakened Spirit. 

I think I can kill all but a couple of Idrians this turn between Sentry Stones and Stormy.

The goal here is to keep Stormy too far away from Scourge for it to be viable for him to charge in.

With that in mind, I carefully premeasure out where he can land going left, and then move things away from that space. Mannikins activate and kill a few Idrians.

Other Mannikins activate and kill a few more Idrians.

The Feral runs around to the other side of where Stormy will be, and the Stalker runs up to the wall.

Stormy moves over and eLeaps a few Idrians to death.

The left Blackclad sprays down a couple of Idrians as well - Idrians dying makes me happy.

The right Blackclad runs to the edge of his zone, and so does a Bokur - carefully staying within 3 inches of both Stormy and the Feral.

Left Side
Right Side

Menoth turn 2:

Idrians Vengeance up and then Reznik drops Death March but upkeeps Lamentation. 

The goal for him here is to clear the right zone, potentially clear the left zone, and then get two points and pressure me.

He needs to Battle his Reckoners to reliably kill the Bokur in one shot, and he needs to do it in one so that the second one can move up and blast the Blackclad.

Idrians charge the Mannikins, killing 2 out of four. The two that connected reposition to engage the remaining Mannikins.

Nicia charges and slaughters the Blackclad, shoots a Mannikin, and Sprints out.

Reckoners get battled and blast both the Bokur and the Blackclad off the table.

Scourge moves in to control the zone, as does the Punch Monk.

Reznik hangs out 13 inches away from the Storm Raptor and passes the turn, getting one point.

Left
Right

Score 0-1
Advantage Menoth


Circle turn 3:

It's time to pull the trigger. 

I can move Kromac out and get both enemy warjacks in control for Carnage and it's time to pop feat. 

I upkeep Vengeful and drop Awakened Spirit from the Stalker. I place two Mannikins.

That happens first, and Kromac also casts Awakened Spirit on the Feral. 

The Feral activates, casts Primal on itself for free, warps Speed, and charges Scourge, killing him pretty dead. 

The Storm Raptor activates and charges the Reckoner, killing him and some Choir boys. 

In the left zone, the Stalker moves up and warps Berserk, killing all of the remaining Idrians. 

The Sentry Stone unit tries to kill Nicia, but fails, and the Stone ports away from her at the end of their activation. 

The other unit moves up and makes it impossible for anything to see Kromac with a forest. 

The other Bokur moves in the right zone, and I score a point. 

Left
Right

Score 1-1
Tie!

Menoth turn 3:

The Reckoner gets loaded up, and Reznik charges the Storm Raptor, cursing the Feral. 

His charge attack does pretty good damage, and then he misses 2/5 attacks into the Feral, leaving it on five boxes. 

The Punch Monk charges the Feral and leaves it on 1 box. 

The Reckoner gets Battled, and walks up. He kills the Sentry Stone on the first swing, and then buys into the Raptor. 

I Retaliatory Strike with Vengeful and hit the 7, disrupting the Reckoner and stripping its remaining focus, at which point my opponent calls it. 

Left
Right

Victory for the Druids! STORMY!
(wait, I didn't type that...Stormy get over here, is this your doing?)

Post-game thoughts:

I've played 4 more games with this list since this game, so I'll do my best not to let my evolved thoughts creep into what I was thinking after this game. 

My opponent and I went through the motions of the next turn just to see. The Feral frenzies and dies to the Punch Monk free strike. 

Kromac moves up and casts Carnage again, and then Stormy puts Reznik down in 3 hits. 

K and I discussed the list a lot, and we basically decided that my static threat ranges being as good as his best threat ranges (on the Reckoners) made this matchup very favored for Kromac, especially with the standard amount of Circle infantry clearing to make the Idrians a non-issue. 

I was very impressed with how much of the table the Storm Raptor could threaten, and how easy it was to re-deploy it after turn 1 to a safer place. Kromac really makes this bird sing (I DON'T SING FOR ANYONE BOSS)and it's really something to have access to a speed 7 garg when you can pump it to MAT 9, PS 22/21/21 - that'll kill nearly anything in the entire game.

Perspective on the Raptor as of this game: Cautiously optimistic, he's much better in practice than he seems on paper (at least with Kromac). 

Battle Report 48: Kromac 2 vs. Elara 2



Happy 2017 everyone! (Yes I realize it's January 4th or January 5th depending on where you are, bear with me.)

After reflecting on my Kromac 2 list from last time, I decided a couple of very important things. 

1) Ghetorix isn't really necessary in the list. 
2) The Mist Riders, while very cool, aren't as good as Sentry Stones because...
3) I should be playing two Ogrun Bokurs in 99% of my Circle lists AND
4) I need double Hunters Mark in the list - it's too important. 


With that in mind, I badgered Chandler until we came up with this:

Kromac 2
- Storm Raptor
- Stalker 
- Feral

Blackclad x2
Ogrun Bokur x2 (Cliented to the Stones)

Sentry Stone x2

And I then promptly left the bag with the Feral and one of the Blackclads at home! So this game I have a proxied Feral (the Pureblood) and I've got Lanyssa instead of Blackclad number 2. 


My opponent had a proxy or two of his own:

Elara 2
- Helios
- Imperatus
- Phoenix
- Moros
- Chimera

Mage Hunter Assassin x2
Arcanist x2

Min Rifle Corps and CA


We rolled up outlast and I ended up going first, fine with me!

Central deployment again. He has less in the way of damaging shooting than Malekus did, so my Raptor can play pretty central which is nice. 

Me: Look at the absurd angles I have to photograph from to fit you in bird!
Storm Raptor: Silence slave, look how freaking pretty I am!
My opponent skewed Helios off to my left and put his heavies on the right, an interesting play for sure. 

I think it would have been better most likely to put Helios centrally to influence more of the table, but I could be wrong there. 

Stormy: Look! I even made it into that picture too! Photo bomb!
Me: *sigh* what have I done....
Circle turn 1:

Sentry Stones activate and get fury and port up.

Awakened Spirit goes onto the Storm Raptor, and Vengeful goes on the Feral. Kromac charges up the table.

I premeasure a landing spot for the bird and make sure not to put anything there so he can run 14 inches. 

Everything else runs up, I put one Hunters Mark  solo on each side. 

I gave up on trying to fit everything into one picture, so most of my turns with the Storm Raptor involved will have two photos - just feeding the bloody things ego.

Left Side


Right Side

Ret turn 1:

Scything Touch on Imperatus and everything runs to stay outside of my threat ranges. 

I really don't like how Elara's entire list threats as far as my Stalker does with Hunters Mark. That's a really good Feat over there. 


Circle turn 2:

Well...I've got to bait him out and not lose too much on the backswing. 

That basically means the Stalker is Imperatus bait. 

The Storm Raptor still can't shoot at much without getting charged next turn, so it backs up. 

I create "Fort Feral" on the hill, and then move the Bokur, Lanyssa, and Stalker up to the wall so as to deny the Mage Hunter Assassin an easy landing spot when she charges the Stalker. 

The Blackclad hangs out behind the forest and farther than 11 inches from the left hand MHA. 


Left


Stormy: You sacrificed the Stalker but saved me? You must love me the best!
Me: Whatever you want to think thunderbeak.

Ret turn 2:

The prospect of getting at least a partial alpha is too good to resist and Elara pops feat after fully loading Imperatus. 

The Rifle Corps CRA the Bokur and leave him on one box. 

The MHA charges to the Stalker's left and....misses her seven. 

Imperatus charges in and leaves the Stalker on about 10 boxes because DEF 16 effectively is pretty good. 

The Phoenix charges in and also fails to kill the wolf, leaving him on 3 boxes but on fire. 

On the left side of the table, Helios moves up threateningly, but can't quite get the angle he wants to pull my Feral out. 

Left

Right
Circle turn 3:

Fire doesn't go out, and with Scything Touch the Stalker is only ARM 15, so he dies. 

Kromac, angered beyond reason, pops Feat after dropping his upkeeps and charges Imperatus.

At this point, we realize that my opponent's warroom didn't actually add Imperatus to the list when he had tried to in list building, and as a result my opponent had an extra Imperatus on top of the 75 point list he had there. 

Since it was already pretty well into the game, I just decided to see how I could do even playing 22 points down. 

Turns out, Kromac can kill Ret heavies really well, and he camped a couple at the end. 

The Sentry Stone on the right killed some Rifle Dudes. 

The left side Sentry Unit got out of the Feral's way, and it went in and murdered the Aspis super dead before putting Primal on the Storm Raptor. 

The Blackclad moved into Helios' back arc and got Hunters' Mark on him.

The Storm Raptor, now a Mat 9, PS 22/21/21 monster charged Helios and put him down with Fury to spare. He bought an attack on Moros and missed. 

Left



Right

Ret turn 3:

Elara loads up the pair of lights and Apparitions up. 

She charges the Mannikin closest to her, kills it, casts Scything Touch for free, and Teleports back. 

Moros goes and Paralyzes the Storm Raptor. Between the two lights, they drop the Raptor to about 20 health. 

The Phoenix flails at Kromac but doesn't do anything, and the Rifle dudes shoot the Sentry Stone but don't kill it. 

Left

Right
Circle turn 4:

The Storm Raptor frenzies into the Chimera and does a few damage. 

The Feral murders the Chimera easily. 

Kromac murders the Phoenix easily. 

Sentry Stones flub their attack rolls on Riflemen and make a forest to block LOS from Moros to Kromac. 

Left

Right

Ret turn 4:

Moros gets loaded up again. An Arcanist moves up and gives him +2 damage, and the little jack takes down the bird. 

Rifle dudes shoot at Kromac, but don't do much. 

Me: See Stormy? Without you, I can take ONE picture and get all of it
Stormy: Yeah, but it's not as pretty without me in it!

Circle turn 5:

I screw up my premeasuring and fail a charge with Kromac. 

The Feral charges Moros and kills him easily. 

The left Sentry Stones fail to murder the Arcanist, and the right ones fail to kill Riflemen again. 
three points!


Score 3-0
Advantage Circle

Ret turn 5:

The writing is on the wall, and the Riflemen go in to contest, as does the Arcanist. 


Score 3-0
Advantage Circle

Circle turn 6:

Sentry Stones finally decide to hit things, and Kromac goes in to kill the last Rifleman, leaving Ret with literally Elara left. 

I score 3 more points. 


Score 6-0

Victory for the Druids!


Post-Game Thoughts:

I don't think the Storm Raptor is a competitive model, but it can definitely kill some things. 

That being said, trading my 38 point gargantuan for a 34 point colossal isn't the greatest thing ever, especially when the math says that a Feral with Primal and Kromac Feat does 6 damage less (still about 15 more than needed to kill Helios by the way). 

It's still a gorgeous model though, and it was pretty neat to actually see it do stuff this game before dying horribly to....a PS 13 light *sigh*. 

Ah well, it's a lot of fun on the table and you'll be seeing more of Stormy in the next batrep. 

Thanks for reading!



Battle Report 47: Kromac 2 vs. Malekus



For my final game of 2016, I had just received my Storm Raptor in the mail (literally as I was walking out the door) and I couldn't wait to give the thing a try.

It was partially assembled as the game started, and it got finished somewhere around turn 2.

My local Menoth opponent was good enough to let me try it out, so we threw down in style for the end of the year!


Kromac 2
- Storm Raptor
- Ghetorix
- Stalker
- Gorax Rager

Blackclad Wayfarer

Min Mist Riders
Gobbers Bellows Crew

Against:

Malekus
- Heirophant
- Reckoner
- Reckoner
- Hand of Judgment
- Castigator
- Revenger
- Repenter? Spray Jack?

Temple Flame Guard and CA
Choir (max)

Wrack


I won the roll off, and we were playing Extraction, so I windmill slammed first. I really wanted to get the Storm Raptor up the table fast without having to worry about eating shots turn 1.

Blackclad is hiding under the left wing.

My opponent counter-deployed by putting all of his shooting stuff across from the Storm Raptor, which is the right thing to do.


Circle turn 1:

I started things off with Kromac casting Awakened Spirit on the Storm Raptor and Vengeful on Ghetorix, before charging up the field to the right.

Literally everything ran at that point, with the Storm Raptor doing a nice switcharoo and coming to the side of the table where I actually felt like he could get work done without being blown to smithereens.

Isn't it pretty!
Menoth turn 1:

My opponent uses the TFG mini-feat and runs them at me.

Jacks move up, and Ignite goes onto the Revenger.

Choir sings no shooting.


Circle turn 2:

I do some premeasuring, and the Storm Raptor can aim and shoot some TFG to death.

More interestingly, if I can get the Hunters Mark off, Kromac can charge over to that side of the table, kill 3-4 Idrians for basically free and then Sprint back to just outside of Castigator charge range and THEN the Storm Raptor can bazap a zap TFG to death.

The Blackclad moves up and...whiffs his six.

The Storm Raptor sighs and aims and...misses both of his attacks needing fives.

The Mist Riders go up and do a little bit of work and then Reposition back to make it awkward for the TFG to charge them the next turn.

Kromac moves up into the rubble, and Ghetorix runs instead of walking up and casting Spiny Growth like he should have.

The Stalker runs to the wall, making it so that anything that commits to the flag will get a Stalker to the face.

Gobbers run to contest the right side flag.

I had to take like three pictures to get all the models in the shot. 

Menoth turn 2:

Things start to go off the rails pretty hard here.

The Revenger gets Battled and charges Ghetorix. Ghetorix rolls boxcars on his Vengeful attack, and then dies as the Revenger rolls 10, 11, 12 for damage.

TFG charge in and fail to kill the second Gobber, and the Castigator runs to the left flag to cap it.

The spray light comes and guns down my Blackclad.

Menoth scores a point.


Score 0-1
Advantage Menoth

Circle turn 3:

Well...that sucked. 

My plan here is to clear the TFG without activating Kromac, use the Storm Raptor to charge the Revenger, and then have Kromac feat and charge the Reckoner (empty base by the cloud). 

Once he kills it, he'll sprint back to the safety of the right side of the forest and my Stalker will charge in, wreck the Castigator and maybe the light jack, and then Sprint to engage the remaining two heavies. 

Thunder Goats go first and...miss an attack in the TFG back arc and then roll 1 for eLeaps twice. *sigh*

The Storm Raptor moves to the Revengers back arc and hits the first attack, boosting damage at dice - 3 and does....3 damage. The Reload shot connects and does average damage, leaving the jack on a few boxes. 

Kromac charges to the left of the Revenger to get at the Reckoner and Feats. He hits his charge at MAT 10 and rolls...1,1,2 for damage. I buy an attack and roll 1,2 for damage. He camps five. 

Stalker charges in, wrecks the Castigator, and Sprints to engage Hand and the other Reckoner. 

Unfortunately, all I have to transfer to is a Gorax. 

No points are scored. 



Score 0-1 
Advantage Menoth


Menoth turn 3:

Malekus loads up his jacks with focus.

Battle is sung, and Reckoner number one goes into Kromac, doing fair damage.

The two lights go in, the Revenger being crippled, and the Revenger fails to connect. This is important because Kromac is 3.5 inches from the edge of the forest on the left, so Hand and the other Reckoner can't see him from where he is.

Malekus pops feat and sprays Kromac.

Reckoner two moves away from the Stalker, who takes his club arm off with a massive free strike. The Reckoner tries to shoot Kromac, but at effective DEF 20, the Tharn King is missed.

Hand backs away and takes another good free strike, and sprays Kromac as well, but also misses.

My opponent is down to about a minute on his clock.

\\

Score 0-1
Advantage Menoth

Circle turn 4:

Looking back at this turn, I am actually really miffed with how I had played it.

Kromac's fire damage wouldn't have killed him, but he transfers it to the Gorax who dies.

Malekus is sitting in the open on nothing. I pull from the Stalker and a couple from the Storm Raptor, who does not fail his frenzy check.

The correct play here is to have the Storm Raptor advance, shoot Malekus with boosted everything for an average of 9 damage, have Kromac cast Primal Shock through the Raptor twice at dice - 3 for an average of 16 damage, and then have the two Mist Riders charge him for another 10 damage on average.

The next best play is to have the Raptor disrupt the Reckoner and sit there, have the Mist Riders charge Malekus and Reposition in front of him to engage him and block a charge lane.

What I actually did was the worst thing I could have done.

Kromac activates and hits the Reckoner for a pathetic amount. He buys an attack, and then another, doing essentially nothing.

The Stalker kills the other Reckoner and then Sprints to engage Hand of Judgment.

The Raptor kills the remaining TFG.

The Mist Riders charge Malekus and do pretty good damage and then...don't Reposition in front of him.

But hey, I score a point right?


Score 1-1

Tie!

Menoth turn 4:

My opponent times out pretty quick, but we continue on.

The Reckoner is about to start clubbing Kromac when I remind my opponent that he can do a head butt.

His Reckoner does so, and buys an attack doing a few more. His little jack knocks Kromac down to 3 health and 1 transfer, and Malekus charges to seal the deal.

Other than Malekus, this is what I should have done. 


Sadly, a loss for the Druids.

Post Game:

Now that I've had a couple days to look at this game more objectively, I realize that the dice really weren't the thing that lost me the game here. 

I had a totally viable assassination run, and I didn't take it. 

I had multiple ways to not die here, and I didn't take them. 

In a tournament, while I would have won this game due to time, I probably wouldn't have felt very good about it. Plain and simple, I let my opponent have the opening and he took it - well played!



Guest Tournament Report: Aleks Glavas takes 2nd at Australia State Championship

Hello! Here are the details of my performances in my last major tournament, which was a state championship here in Australia. We had 28 players and were playing a guaranteed 4 rounds, with a possible 5th.

I went to the tournament with the following 2 lists.

Wurmwood
  • Cassuis
  • Warpwolf Stalker
  • Gorax
  • Megalith
  • Brennos the Elderhorn

Lanyssa Ryssyl
Gallows Grove
Blackclad wayfarer
Totem Hunter
Sentry Stone and Mannikins
Sentry Stone and Mannikins
Shifting Stones
Wolves of Orboros MAX
Fuel Cache

Kromac2
  • Druid Wilder
  • Warpwolf Stalker
  • Feral Warpwolf
  • Pureblood Warpwolf
  • Ghetorix

Lanyssa Ryssyl
Tharn Ravager Shaman
Gallows Grove
Sentry Stone and Mannikins
Sentry Stone and Mannikins
Shifting Stones
Fuel Cache

I had practised many variations of the Kromac2 list over the last couple months, I had played Wurmwood much less and megalith and Brennos were added only very recently after reading the blog!

The Kromac2 list I play into heavy armour on scenarios I don’t think are live. I also enjoy it into assassination lists, as Kromac2 is a relentless and hard to remove workhorse. I play him far forward and very aggressively.
The wurmwood list I play is similar to Jaden’s, however I use the wolves as souls fodder and added a totem hunter. Over the weekend, the totem hunter proved himself an absolute MVP.

Unfortunately pictures were minimal as I was relying on event photographers and the TO and they can’t be everywhere at once!

Round 1.

Wurmwood
  • Cassuis
  • Warpwolf Stalker
  • Gorax
  • Megalith
  • Brennos the Elderhorn

Lanyssa Ryssyl
Gallows Grove
Blackclad wayfarer
Totem Hunter
Sentry Stone and Mannikins
Sentry Stone and Mannikins
Shifting Stones
Wolves of Orboros MAX
Fuel Cache

VS

Rask
  • Blackhide Wrastler
  • Blackhide Wrastler
  • Swamp Horror
Alten Ashley
Gatorman Witch Doctor
Saxon Orrik
Hutchuk, Ogrun Bounty Hunter
Croak Raiders MAX
Gatorman Posse MAX
Swamp gobbers bellows crew
Bunker

Scenario was recon. I lost the roll and my opponent chose to go second, and picked a table edge with 2 walls behind which he could hide rask. There was a hill and a forest on my side, and another forest and wall halfway up the table.

My opponent deployed centrally, with his battlegroup, with the Posse and the croaks on my left hand side. Hutchuk opted to ambush.  All his solos except Ashley behind these units. Ashley on my right hand side, behind a wall.

I deployed all my beasts centrally, a sentry stone to each side, the wolves opposite the croaks and the totem hunter opposite ashley who he selected as his prey.

Rask Turn 1. He moved as far up the table as he could. Ashley set up a nicely as close as he could to the wall. Gobbos popped smoke.

Wurmwood Turn 1

I moved up aggressively, wurmwood hiding behind the Cache’s smoke. Wolves slaughtered one another for souls. Brennos and Megalith got into position to be annoying. On the RHS of the zone. Stalker warped prowl and ran into the forest. Totem hunter advanced on Ashley. I actually measured the threat range here and since Ashley needs to hit then roll box cars to kill I took my chances.

Rask Turn 2

He spent a bit of time in the tank, measured and used proxies a few times to Wurmwood. I couldn’t for the life of me figure out what he was doing. He feats, put fury and rage on the swamp horror, rage on a wrastler, then that wrastler threw the Horror as far as he could. He could just get LoS to wurmwood past the cache. Unfortunately he hadn’t played much in MKIII and thought he could charge with that swamp horror. It forfeited movement and moved into the zone. The croak hunters took a few pot shots at Cassius who I had a bit far forward, but not being able to land the oil meant no damage. They also kill 2 mannikins. Posse had 2 models toe the zone. Ashley steps back and shoots megalith.

Wurmwood Turn 2

I activate,  the totem hunter gets to ashley and turns him into mush, sprints into my opponents deployment zone and picks rask as his prey. The stalker was only 7” from the Horror, so warps strength, walks up and kills it. Sentry stones munch on croaks, Wolves move up and engage them. Wayfarer charges a croak, kills it, battle wizards a spray and kills a few more croaks.

Brennos move up close enough to ravaging wind the posse Killing 1 and wounding the other in the zone. Cassius runs up right in front of the 2 wrastlers. I use a previously well position mannikin to hellmouth megalith forward 3”. I then cast stranglehold into each  wrastler, doing an impressive amount of damage, pull cassius back and feat.

Megalith walks forward 5” and kills one wrastler.

Unfortunately I couldn’t get the last posse out of the zone and no one scores.

Rask Turn 3.

Can’t remember it very well. The wrastler hit megalith and did some damage he didn’t max out its fury.. Most of the croak did nothing, struggling to kill wolves in melee. Rask camped 3. The posse charged Brennos, didn’t do amazing damage but cluttered the zone. Saxon Orric and the witch doctor got into the zone.

Wurmwood Turn 3

Megalith does a terrible job of doing damage to the wrastler as I left some fury on him. Wrastler alive with 6 boxes, missing 2 aspects. I charge him with a couple mannikins but fail to wound. I eliminate most of the raiders, and the posse using wurmwood, brennos, wolves and the stalker. Totem hunter jumps into the back arc of rask, effective MAT12. Deals 11 damage with the spear, my opponent opts to take it to not kill his wrastler. I miss with the shield.

He doesn’t have much left at this point, but I couldn’t get to Saxon and the witch doctor. I did spray them, but the dice were against me.

He activates rask, heals 2 on his wrastler. He boosts his melee on the totem hunter, hits, boosts damage, does 4. Buys another attack, boosts to hit but can’t boost damage and does nothing. In a desperate attempt to free himself, he moves saxon back, tries to shoot into melee, misses the totem hunter and hits and kills Rask.

I win on assassination. I guess? Haha. I was planning on dragging it out and just getting the 5 CP but alas, it was not to be.


Round 2.

A friend of mine. Very good Cygnar player, running a brutal Caine2 list and a scenario focused Haley 2 list. I think we both knew I was playing Wurmwood here, so he chose Haley2, which I think was definitely the right choice.

Wurmwood
-Cassius
-Stalker
-Gorax
-Megalith
-Brennos

Lanyssa
Gallows Grove
Blackclad Totem Hunter
Sentry Stones x2
Shifting Stones
Wolves of Orboros MAX
Fuel Cache

vs.

Haley 2
- Squire
- Stormwall
- Thorn

Arlan Strangeways
Gun Mage Captain Adept x2
Arcane Tempest Rifleman

Stormblade Infantry
-CA
Trenchers


Again, terrain wasn't hugely relevant. Haley had a wall in front of her flag, but couldn't be on the flag and getting cover at the same time. Obstruction behind her, some difficult terrain in front of my flag. The rest was largely irrelevant. 

I won the roll and choose to go second. We deploy fairly centrally, the Stormwall slightly to the right. The Stormblade infantry to the right, on Captain Adept on each side, Rifleman left, and Haley and Thorn left as well. Trenchers in front, Strangeways goes behind the Stormwall. 

I deployed centrally with all my beasts except the Stalker who was on the left. Totem Hunter on the right, selecting the right side Captain Adept as prey. One unit of Sentry Stones went on either side. 

Haley turn 1. 

Trenchers pop smoke, he moves everything up, nothing interesting happens. 

Wurmwood turn 1. 

I move up, can't reach much so the Sentry Stones make some forests and the wolves kill eachother behind Wurmwood. Totem Hunter makes his intentions known. 

Haley turn 2. 

He removes my Sentry Stones' stealth and the Stormwall kills both of them (woops!). Everything else takes pot shots here and there, he makes more trencher clouds and feats, catching most of my army except Cassius, the Totem Hunter and Lanyssa. Stormblades move up and stay out of my threat range. Unfortunately, Haley wasn't on her flag. Also, unfortunately, the Stormwall chose an odd facing towards the left hand side table edge. He does pop one of my shifting stones I had prepare to shift Wurmwood to the flag with. 

Wurmwood turn 2. 

Cassius runs in range of the Stormwall and also in a position I can Dark Path to the flag. Totem Hunter turns a Captain Adept into stew, selects Strangeways as a new Prey, and Sprints behind the Stormwall. I Dark Path to move up to the flag, and Stranglehold the Stormwall. I also try to Stranglehold Haley through the Gallows Grove on the left side, but miss. I pull Cassius back and Feat. Everything else forfeits combat and steps forward to threaten everything. 

The Gallows Grove gets within four of the other flag. 

I score 1. 

Haley turn 3. 

He realises the Stormwall's facing error, forfeits combat, moves to the right and faces forward.  He places a lightning pod between it and the Totem Hunter, which puts a small amount of damage on him. 

Stormblade infantry were just in range to contest my flag. Strangeways high tails it at mach 3 to behind the building to avoid the Totem Hunter. Haley steps back well behind the flag because scoring isn't worth dying for. 

No one scores, Circle 1-0

Wurmwood turn 3. 

I Stranglehold and Ravaging Winds lock the Stormwall. Gorax and Megalith kill most of the Stormblades and the Totem Hunter runs behind the obstruction for both cover and to threaten Haley and Strangeways next turn. I kill the other Captain Adept. The Stalker kills most of the Trenchers and Sprints, moving towards Haley. 

I contest with a a Wayfarer and pull the Gallows Grove back. 

Circle 2-0

Haley turn 4. 

My opponent at this stage realised there's not much he can do. Stormwall forfeits action, moves up, and places a lightning pod behind Wurmwood. It hits Cassius and Wurmwood, but they're both fine. Haley moves to the flag and kills the Wayfarer. Strangeways charges, but fails to kill the Totem Hunter. 

Haley scores 1, Circle 2-1

Wurmwood turn 4. 

At this point, Haley is there on a platter for the Stalker. Totem Hunter kills Strangeways, Cassius kills the remaining Stormblades. Lanyssa kills the lightning pod. I clean up what points I can. I primal the Stalkerand charge Haley. She dies to the second attack and I score a third point. 

3-1 Circle, win via assassination, 105 AP

Round 3 

Kromac2
  • Druid Wilder
  • Warpwolf Stalker
  • Feral Warpwolf
  • Pureblood Warpwolf
  • Ghetorix

Lanyssa Ryssyl
Tharn Ravager Shaman
Gallows Grove
Sentry Stone and Mannikins
Sentry Stone and Mannikins
Shifting Stones
Fuel Cache

Karchev
-War Dog
-Behemoth
-Devastator
-Grolar
-Kodiak
-Juggernaut

Widowmaker Marksman

Battle Mechaniks
-CA
Great Bears of Gallowswo0d

Scenario was extraction. He won the dice roll and chose to go first. I’ve played against this Karchev list before, I know his playstyle and the list’s limitations pretty well. He knows my list also.

Terrain was almost irrelevant. We had a burning ground template centrally in his half of the table. There was a Forest near my left hand flag. There was a hill on my right hand side roughly in my ad zone.

Deployment is boring. Battlegroups opposite one another. Great bears and widowmaker solo one the left hand side, mechanics behind the wall of steel.

I deploy lanyssa behind me battlegroup, one sentry stone either side.

Karchev Turn 1

He casts battle charged, moves up as fast as he can with everything. Widowmaker solo kills a mannikin.

Kromac Turn 1

I cast awakened spirit on ghetorix, spiny growth on kromac, camp lots and move everything up towards the right flag. Kromac onto the hill. Ghetorix spiny growths himself. Left hand sentry spawns a mannikin as far forward as he can, i shift the stone forward and pre measure the great bears threat range. I rolled 3 for fury. The mannikin i placed sprayed the widowmaker, boosting to hit and killed it on 2 dice damage. I spread the other 2 mannikins apart so that he can’t charge both with the bears. Other side sentry stone rolled 2 for fury, moved up and popped a forest.

Karchev Turn 2

He moves Behemoth up and takes all it’s shots into Kromac. First shot hits and does 8 damage, I transfer that off to the pureblood. Second misses and scatters onto my wilder >.> Both boosted with powerful attacks. Karchev and battlegroup move up toeing just outside my threat range. The great bars charge 2 of the mannikins and turn them into compost. They are close enough to contest the left flag, nothing is within 4” of the right hand flag.

Kromac Turn 2.

I upkeep ( not for free >.> ). The left hand stone rolls 3 for fury again, places another mannikin close to the great bears. Both mannikins aim, catch all 3 in the sprays. Between 2 of them they do enough damage with boosts to kill the entire unit. Stone shifts to the flag to control.

Ghetorix casts spiny growth, Kromac casts spiny growth, The right hand mannikins run to the flag to score. The stone rolls 1 for fury and pops a forest. Everything else moves up to get his stuff into threat range.

I score 2.

Karchev Turn 3.

He moves up with his jacks to set up a few counter charges and moves a jack to the left hand side to contest. On the right hand side he moves up, contests and sets up lots of counter charges. Karchev stays roughly in the same position he was in. He’s basically setting up to survive my alpha and use feat to destroy my beasts.

Behemoth shoots at ghetorix but misses twice.

Circle 2 - 0

Kromac Turn 3

I check my distances, Karchev is in charge range of Kromac and the feral, Also the stalker if I tag him with hunter’s mark. I drop the upkeep. I activate ghetorix who runs in and engages all the jacks on the right hand side. I activate lanyssa, who tags karchev with hunter’s mark. I do a lot of proxy and measuring here to make sure there’s room for the feral, kromac and the stalker. There is. The feral warps strength and charges the wardog. This engages Karchev also, so he cannot counter charge. Due to horrible bad rolls, the feral misses his charge attack, his other 2 initials, then buys another attack only for the dog to tough. One more attack there removes it. He takes his last attack at Karchev and rolls box cars for damage.

Kromac activates and feats, charges Karchev. At this point, statiscally I need the stalker in there as well. After his initial and 7 more attacks Karchev is a pile of rubble. Unfortunately I had to way to clear all the jacks off my flags so I don’t score but at this stage it’s irrelevant, I’m one of three undefeated players going on to day 2.


Off to day 2!

Round 4.

I get paired down here. If i lose, there’s not 5th round as we’ll have a clear winner.


Wurmwood
  • Cassuis
  • Warpwolf Stalker
  • Gorax
  • Megalith
  • Brennos the Elderhorn

Lanyssa Ryssyl
Gallows Grove
Blackclad wayfarer
Totem Hunter
Sentry Stone and Mannikins
Sentry Stone and Mannikins
Shifting Stones
Wolves of Orboros MAX
Fuel Cache

Wraith Witch Deneghra
  • The withershadow Combine
  • Deathripper
  • Deathripper
  • Nightmare

Aiakos
  • Stalker
  • Stalker

Warwitch Siren
Warwitch Siren
Satyxis Blood Witches
  • Blood hag
Cylena Raefyll and Nyss hunters
Fuel Cache

Scenario is Entrenched. There’s a wall in each zone, there’s a forest on my left hand side, an obstruction on my opponents left side. A hill on my right hand side, a forest in his right hand side.

I win the roll, choose to go second and pick the side with the forest on my left. He deploys Denny opposite my zone, an arc node either side of her, nightmare next to her. Nyss and Satyxis in front of her. A Siren either side, Aiakos on the left hand side with his 2 stalkers. Withershadow behind Denny. Nightmare chooses wurmwood as his prey.

I deploy everything pretty centrally. Wurmwood slightly to the right so that He can be ported by the stones straight into the zone. Megalith is also toeing the stones. Cassius next to him. Wayfarer on the left, Lanyssa on the right. Wolves behind Wurmwood. Totem hunter on the right, he selects the right hand Siren as his prey. One sentry stone either side. Gallows on the far left hand side.

Denny Turn 1

He goes first, runs an arc node to my face but not quite enough to cast anything. It’s just outside the forest on his side. Nightmare stays central and moves up. Nyss move up centrally, Satyxis on the right. Aiakos moves up and the stalkers move up to threaten my left hand sentry stone.

Wurmwood Turn 1

Left hand sentry stone activates, gets 1 fury, a mannikin moves up and sprays a stalker. Does a bit of damage but nothing too serious. The stone shifts into the “safety” of the forest. Gallows grove with it. Brennos casts winds at the nyss, kills a few. Wolves activate right hand side, move up, slaughter one another and one mannikin to fuel souls and allow better mannikin sprays. Cassius runs up. Wurmwood activates, puts a stranglehold into the right hand arc node. Boosting both rolls, takes out movement. A second stranglehold boosting damage takes out its arc node making it useless. Right hand mannikins spray the satyxis, kill a few here and there including the blood hag. Totem hunter moves up to do his thing. Lanyssa hides behind the fuel cache. The stalker sits at my zone looking menacingly at the nyss. Megalith moves up towards the Nyss.

I was confused at what my opponent was doing as he was a little too far from his zone to make it in for turn 2.

Denny turn 2.

The satyxis kill a few mannikins and run into the zone to contest. The other arc node runs up towards megalith. The nyss take a few shots at the stalker and and 5 of them combine into a shifting stone to kill it. Aiakos upkeeps escort and gives some focus to both stalkers. One stalker moves and jumps on the sentry stone, leaving it on 3 boxes in the forest. The other jumps to the gallows. He had the option to engage both the grove and the sentry stone but didn’t, killed the grove with his first initial but was out of range on the sentry stone. Nightmare and Denny both run towards his zone but can’t quite get there. Left siren moves up and sprays down 2 mannikins, right hand siren moves up and sprays some wolves.

Wurmwood turn 2.

I take time in the tank thinking exactly how i’m gonna play this turn safely. I wanna score, but I don’t want nyss knocking on my tree. I get my 10 fury. Left hand sentry stones, dead set on vengeance, spawns a mannikins. Rolls 3 for fury. Move mannikins move up and it shifts to the tip of the forest, First spray on Aiakos kills him. Second sprays the siren and misses.
Other sentry stone unit activates, sprays some satyxis. Totem hunter kills the siren, sprints into my opponents forest, threatening the withershadow combine ( who he selects as his prey). Megalith moves up into the nyss and starts splattering them. Brennos casts wind at more nyss, hanging back and being safe. Cassius runs up towards nightmare and the remaining useful arc node. The stalker moves behind the wall in my zone and kills a nyss over it that was contesting. The wolves charge and run into the satyxis to kill/engage them. Wurmwood activates, Strangeholds both the useful deathripper, taking out cortex and nightmare but fails to damage nightmare. I feat. My zone is all clear! I score 1

Circle 1 - 0

Denny Turn 3. He can’t do much with the forest up. A few nyss move up and start hitting megalith, doing nothing. Satyxis kill a few wolves. The remaing siren charges the injured shifting stone, leaves it on 1 health. Nightmare runs forward but can’t get close enough to contest. The arc node forfeits action and barely moves. Stalkers sit in my forest inert.

Circle 2 - 1. Both of us have been spending too much time in the think tank and i’ve taken a long time making many rolls to remove infantry.

Circle turn 3.

I kill the rest of the satyxis. The left sentry stones spawns a mannikin, 2 charge into the siren and kill her, the other charges into the zone on the objectives and does a tiny bit of damage. Cassius runs up, Wurmwood activates, strangeholds the deathripper on the left, then hellmouths the nyss next to it. This pulls nearly all the nyss into the it as well as megalith. It kills all the nyss and finishes the deathripper. Megalith moves up near denny to contest. My clock is running really low as we’ve been playing real slow. I use brennos to crit fish for a pitch to get nightmare away from me, The stalker finishes off the nyss. Totem hunter kills 2 of the withershadow. I clock over, unfortunately with only 12 seconds left on my clock. I sigh when I see that. I score.

Circle 3 - 1.

Denny turn 4

Denny activates, feats and tries to beat megalith to death. She can’t even hurt him. He realises my clock, and only has a couple minutes himself. A bit over zealous, he activates everything real quick and just clocks me over. He doesn’t contest, so I score.

Circle 4 - 1.

Wurmwood turn 4.

I reeve at the speed of light piling all the fury onto wurmwood very messily, shake shadow bind on megalith, move to the objective and make a boosted damage roll just before the clock sounds, it kills the objective, I win 5 - 1.

Round 5

Two of us remained undefeated. My opponent here is the PG who originally got me into the game many years ago! This scaverous list has strong game into my wurmwood list, so I chose Kromac2.

Kromac2
  • Druid Wilder
  • Warpwolf Stalker
  • Feral Warpwolf
  • Pureblood Warpwolf
  • Ghetorix

Lanyssa Ryssyl
Tharn Ravager Shaman
Gallows Grove
Sentry Stone and Mannikins
Sentry Stone and Mannikins
Shifting Stones

Scaverous
-Withershadow Combine
-Erebus
-Deathripper
-Deathripper

Gorman di Wulf
Bane Lord Tartarus
Bane Riders
Bane Knights
Croes Cutthroats


The scenario was the pit. My plan going in was to get up quickly, and try and push my opponent back. I made a few mistakes in this game that I wasn’t proud of, and they eventually lost me the game. My opponent won the roll, table was basically symmetrical in terrain. A forest each side, a lava pit and acid pit in the pit.

My opponent deployed centrally with his Bane riders on the right side, croes on the right side, bane knights on the left.
I deployed centrally with my pureblood opposite his riders and croes and the stalker opposite the bane knights.

Scaverous turn 1

He moves up with everything, the croes into the forest in front of them. Nothing else very relevant.

Kromac turn 1

Well here begin my mistakes. I went into the forest with the pureblood and sprayed a croe. I wasn’t aware that if you don’t have LoS to a model due to terrain, your spray cannot hit them. I should have just ran the pureblood and engaged Croe himself.

I move kromac up into the pit, measure max threat range from the riders and decide that I can afford to let 2 get to me. My plan here was to present my opponent an assassination option. I wanted him to try and burn his resources, to give my beasts the free round. I upkept awakened spirit on ghetorix for free I camped 4 fury. And stood in front of the acid pit. I should have moved ghetorix up further for an ultimatum. We’ll explain that later.

Scaverous turn 2.

Ok, here we go. Withershadow TK BLT up. Arc node runs into the pit, so does erebus. Scaverous activates, He feats. He TKs a rider forward. He TKs kromac forwards into the acid pit, and turns me around.

He casts Feast of worms and boosts damage. It does negligible damage, I don’t transfer. Croes step up, Some to the pureblood, most to Kromac. 6 croes shots manage a bit of damage, but I don’t transfer anything. Unfortunately due to my prior mistake, A hit from Croe himself prevents any spells next turn. This leaves me on 1 HP. BLT runs to engage Kromac. 2 Bane riders charge into Kromac, hit with both their impact attacks. I transfer to the pureblood. Both charge attacks miss. I survive on 1HP, with 2 transfers. A few bane knights run to engage the stalker. My opponent here now asks to read a few of my cards, as scaverous is camping 0 on his flag. We discuss ghetorix, and the threat of overtake here which he had missed originally. He scores.

Cryx 1 - 0.
Kromac turn 2.

Well, I succeeded in what I wanted. If I had not been hit by Croe, I feel I would have a strong attrition game from this point forward, as I could have removed both arc nodes, erebus, and most of the croes. I remain corroded and actually have to transfer that damage.

Kromac activates, feats. He demonstrates exactly why he is the monster that he is. The plan here was to feat, kill whatever he tried to assassinate me with, sprint back out of threat. Unfortunately no spells meant I couldn’t even cast carnage as part of my feat. Kromac kills the 2 riders and BLT in 3 attacks, eats the corpses to heal 8 dmg. I cast spiny growth and camp 3.

Here I’m now trying to think of a way in which to stop Kromac getting assassinated. I needed to move, both to get away from my opponent and to unblock my own charge lanes. I spent a lot of time in the tank to try a desperate assassination myself.

My sentry stones activate, spray a few croes and bane riders to clear some room and do some damage. Feral activates, primals ghetorix, and moves up. He throws a rider into another rider, killing both. The pureblood activates and clears out some croes in the forest. Lanyssa activates, fails to hit the rider I needed her to with hunter’s mark. This was the beginning of the end unfortunately. I needed the threat extention to reach rider from the side I wanted, to kill it, over take, kill gorman, to then arrive at scav with 4 attacks at POW21 with Murderous. I instead now calculated that with the other path I would have fewer attacks as I would have to kill a deathripper rather than gorman to trigger the over take. My nail in the coffin here was not knowing you needed pathfinder for the acid pits. Ghetorix fails his charge and I get nowhere.

The stalker kills 3 bane knights and stands in a position where after they vengeance very few can get into charge kromac without taking free strikes and also engages erebus. He scores,

Cryx  2 - 0

Scaverous turn 3.

He upkeeps feast of worms. His remaining Rider clears out mannikins so that erebus can walk up. Erebus walks up to Kromac, makes him stationary on his first attack, and had more attacks dealing damage than I had transfers. Kromac dies. He scores again, my opponent wins 3 - 0.

Looking back at the game, engaging the croe would have required me to trample into the position but would have had the added benefit that where I would have been my opponent wouldn’t be able to TK my pureblood out of engagement. Had I not been hit by croe, I could have simply sprinted back with kromac, Charged Erebus with ghetorix, and camped with spiny growth. Kill the knights I did and sprint forward into them rather than backwards. Ghetorix would be able to overtake into the deathripper and kill it. Feral could have killed the riders as before. Pureblood could then have killed the other arc node rather than clearing croes.

All in all, I had a blast. I was happy to come second.  My opponent played a great game, unfortunately I made a few mistakes. More practise to iron out the creases and we’ll be better for next time.

I thoroughly enjoyed this game. It was by far my favourite for the weekend. We both played a very clean game, all measurements were double checked, we used lots of proxy bases. For me, that is much more important than winning.



If I do write any more reports, I’ll make sure I get some more photos :)