Battle Report 57: Las Vegas Open Master Qualifier Round 1 - Wurmwood vs. Jaga-Jaga


I was able to attend the Las Vegas Open this last weekend, and man is that an amazing event. I have to give a shout out to the TOs and EOs, the guys were able to run scrambles, spell draft, who's the boss, Iron Gauntlet, Masters, and Iron Arena all with only three or four judges. Simply incredible.

Not only that, but each event fired on time and ran on schedule, and for those of you who haven't been to a big convention style event before, that is nothing short of a miracle, especially with so few people running the show.

I decided that since I was flying down and only able to make Saturday and Sunday, that I'd bring the big guns to play with - Una and Wurmwood.

Una 2
- Pureblood
- Gorax
- Scarsfell x7

Blackclad Wayfarer x2
Sentry Stone x2
Shifting Stone x2

Pretty standard Una list. Double Shifting Stone is there 100% to keep Fury manageable and also to occasionally let me advance Una up and trigger sprint a couple of times before porting her back to safety.

- Cassius
- Megalith
- Brennos
- Woldwyrd x3

Blackclad Wayfarer
Gallows Grove

Sentry Stone x2
Shifting Stone x2
Gatorman Bokur
Min Bone Grinders

This is my favorite build with Wurmwood up until last weekend. Brennos and Megalith combine to make shooting warjacks or colossals miserable. Woldwyrds are incredible workhorses, doing far more damage than they have any right to do.

The Bokur lets me play attrition really well and also lets me put my Hellmouths wherever I want them.

Game 1 of Masters and I found myself paired into Rask and Jaga-Jaga. I opted to play Wurmwood since the Scenario was Outlast and I like that one a lot with the tree.

I won the roll off and chose side.

- Wrastler
- Spitter x3

Dahlia and Skareth
Mist Speaker x2
Croak Raiders

The plan was pretty simple. Gun hard for whichever zone he puts the least models into and have the Woldwyrds on the side opposite Dahlia hunt her since she's definitely putting up Haunting Melody and upkeeping it.

I also have an eye out for assassination every turn if Jaga-Jaga upkeeps either of her spells.

Minions turn 1:

Jaga-Jaga puts up Escort on herself and Grave Wind on Skareth.

Everything runs up.

Circle turn 1:

I think this turn I'm just going to forest wall, kill some croaks, and hope he doesn't roll really hot with his Spitters. If he rolls average, it will take two to kill one Sentry Stone, leaving me with plenty of options for the next turn.

Sentry Mannikins murder some Croaks, Wurmwood makes a forest wall and gets ported into it. Stones port around him. Bone Grinders murder each-other and make souls and corpses aplenty.

At the end of the turn I'm very well positioned to alpha on either zone if I need to, and most of his models can't do anything this turn.

Minions turn 1:

He drops Grave Wind. 

Both Spitters that get Eyeless sight roll very hot and both of my Sentry Stones die.

He contests each zone with one heavy, and then casts Grave Wind on Jaga-Jaga, camping two and on a hill.

Circle turn 2:

I see the opening and I decide to go for it.

All three of my Woldywrds are within range to get Jaga-Jaga if I Hellmouth her forward with a Shambler, and that should be game. She's camping two, she's DEF 16 ARM 16 with 16 boxes, and I can get 6 attacks with three dice to hit and four for damage, and then I can get three more with 3 dice to hit and damage. I can also boost the Hellmouth damage.

First things first, I establish with my opponent that a small based model can fit between the two Croak Raiders without taking a free strike. After I place my Shamblers, they all run. One gets to exactly three from Jaga-Jaga, and the other two go and make it so that the heavies won't get dragged in when I Hellmouth.

Cassius runs, and I cast Hellmouth through him at the Shambler, then Curse of Shadows at Jaga-Jaga.

Two Woldywrds shoot her down.

Victory for the Druids!

Post Game Thoughts:

Well that wasn't how I expected to win, but I sure was happy to take it. 

If he hadn't kept an upkeep on Jaga- Jaga, I would have had a very strong Scenario play here. 

Wurmwood Hellmouths both the Spitter closer (and kills the Croaks near him) and Skareth closer. The Gatorman Bokur moves up and makes Skareth Stationary, and does a bunch of CMA's to kill Croak Raiders. 

Hunters Mark on the Spitter, Megalith charges in and puts him down. Two Woldwyrds do 28 damage to Skareth on average if they don't need to boost to  hit, and Brennos does another 8, easily killing the snake, and I would control both zones, leaving him with nothing to get at Wurmwood with but two Spitter shots, and nothing on the table but three heavies. From there, it's a simple matter to Stranglehold things until I can piece trade favorably, and Jaga-Jaga has to cast Battle Host to make her beasts threat ranges good enough to compete with me.

Ah well, I took the win fairly happily and moved to round two. 

Battle Report 42, Bellingham Masters Round 2: 2Una vs. Sturm and Drang

For Round 2 I was paired with a gentleman playing Minions! He had two Farrow Theme force lists, with Midas and Sturm/Drang piloting.

I felt fairly confidant that he would be picking Sturm and Drang since Midas has no game at all into Stranglehold and Hellmouth. With that in mind, I decided to give Una 2 some practice into one of the more interesting matchups.

He did, in fact, choose Sturm and Drang.

- War Hog
- War Hog
- Road Hog
- Battle Boar
- Razor Boar x2

Brigands and UA

Efaarit Scout x2

And my Una 2 list again for reference:

 Una the Skyhunter - WB: +29
 -    Druid Wilder - PC: 4
 -    Scarsfell Griffon - PC: 8 (Battlegroup Points Used: 8)
 -    Scarsfell Griffon - PC: 8 (Battlegroup Points Used: 8)
 -    Scarsfell Griffon - PC: 8 (Battlegroup Points Used: 8)
 -    Scarsfell Griffon - PC: 8 (Battlegroup Points Used: 5)
 -    Scarsfell Griffon - PC: 8
 -    Scarsfell Griffon - PC: 8
 -    Scarsfell Griffon - PC: 8
 -    Gorax Rager - PC: 7
 -    Pureblood Warpwolf - PC: 17
 Swamp Gobber Chef - PC: 1
 Lanyssa Ryssyl, Nyss Sorceress - PC: 3
 Shifting Stones - Leader & 2 Grunts: 3
 Shifting Stones - Leader & 2 Grunts: 3
 Sentry Stone & Mannikins - Leader & 3 Grunts: 5
 Sentry Stone & Mannikins - Leader & 3 Grunts: 5

The Scenario was Take and Hold, so when I won the roll off I decided to go first and get up the field quick.

I deployed pretty central. Una was basically going to hang out in the forest all game and slowly attrition down. I needed to force him to Feat first and very defensively OR I needed to be able to use my Feat first and kill two of his heavies in order to win this game.

My opponent chose not to ambush his Commandos so that they could start lobbing bombs turn 1 (a fair reason), and put his battlegroup off to my left so they wouldn't have to worry about the forest.

Prey goes on the unpainted Sentry Stones.

Circle turn 1:

Full steam ahead! Mirage on the Pureblood, Hand of Fate on a unit of Sentry Stones, and everything runs up, careful to stay more than 10 inches from the Commandos in the case of the Griffons, and more than 21 inches from Efaarit Scouts for the Shifting Stones.

Minions turn 1:

The Commandos move up and put some damage on Griffons with drifting AOEs, and also kill off 2 Mannikins from each unit.

Sturm casts Deceleration and Polarity Field on the right side War Hog. His beasts carefully stay more than 12 inches from my Griffons and more than 16 from Lanyssa.

Brigands run up.

Circle turn 2:

Well I can't anything with my Griffons this turn. If I feat and run to engage, he'll counter feat and I'll get next to no attacks in the next turn. 

I decide to hang back, with Una upkeeping both spells. 

The unit of Sentry Stones with Hand of Fate goes first, and I'm able to catch 5 dudes with one Spray and 4 with the other. 

Once their turn is over, Una moves out of killbox and shoots a Commando to death before she casts Hand of Fate on the other unit, which also gets to make some really excellent sprays. 

He doesn't make any tough rolls but 1, which dies to another spray later, and I am able to kill approx 1/3 of his infantry models while still keeping my Sentry Stones in a forest. 

I send in one Griffon to engage some guys, and the rest hang back and cast Elusive.

Minions turn 2:

He continues to play cautiously here, ringing the Griffon he's engaging and attacking it with a few models and missing most attacks.

His Road Hogs mosey up, and he casts Deceleration again. His Road Hog moves up to spray the Sentry Stone, but at dice off 6, he isn't able to kill it.

The Efaarit Scouts kill a Shifting Stone each. Yuck.

Critically, my opponent chose not to feat this turn, which means I have a window to go in and do some work.

Circle turn 3:

First things first, I upkeep both spells. The Sentry Stones clear out landing spots around the Road Hog.

Primal goes on the far left Griffon from the Gorax. Una activates, shoots a guy, and Feats.

One Griffon runs to engage the pair of War Hogs.

The other one with Primal charges the left one and kills it.

Two Griffons kill the Road Hog, and two more hang back.

The Pureblood aims and sprays the Razor Boar to death.

Minions turn 3:

He's in trouble and he knows it.

He chooses to Telekinesis both the Griffons near Sturm/Drang so they'll frenzy at eachother and the Razor Boar if they do. He engages the two other close Griffons with the War Hog and the Battle Boar. Efaarit Scouts get in the way and kill more Shifting Stones.

Circle turn 4:

So the auto frenzy Griffon does a few to the one in the nest, which frenzies into the Razor Boar. The far right one kills a Brigand with its frenzy.

Una activates first and puts Hand of Fate on the Pureblood, then shoots the Efaarit Scout in the way down.

The Sentry Stone gets out of the way.

The Pureblood charges in and....fails to kill the War Hog. Awkward.

The farthest up Griffon takes a free strike from the Battle Boar, lives through it, and throws Sturm and Drang at my Sentry Stone. The other one engaged by the War Hog flies over the War Hog, still in its melee range, and throws Sturm again.

Lanyssa casts Hunters Mark on Sturm, and two other Griffons fly in and kill him.

He was right between the two closest Griffons.

Victory for the Druids!

Post Game Thoughts:

My opponent REALLY should have Feated turn 2. I would have been hard pressed to kill enough models with only one fury per Griffon, and it would have been a pretty gross tempo swing. 

Hand of Fate on Sentry Stones murders infantry like crazy, it's pretty amazing. 

On to round three!