Dojo Day - The New Tuna


Una 2 came into the world last November, and almost instantly was banned in casual games by my local play group.

With a Feat that meant her entire army was safe from retaliation and a swarm of Griffons that she could stay 28 inches away from and still be forcing them, she was definitely over the power curve.

Since then, she's faded out of the competitive scene as Circle's list options have, by necessity, diversified.

Still, she delivers speed 9 light warbeasts that are essentially mat 8-10 PS 12-14 weaponmasters, and that can't be a bad thing right? She also has the extremely interesting spell Hand of Fate, and I can't help but think that she still has plenty of game.

Una's Card:

Real quick overview - average everything statwise, another 15/15 with 15 boxes. She's fury 7 which is great, and speed six.

She has an excellent gun, range 10 pow 10 with reload 2 that can either Thunderbolt, Black Penny, or Snipe.

She gives Griffons in command (8 inches) Sprint and gives Griffons in control Flank.

She has for spells:

Hand of Fate - additional dice to hit and damage for a model/unit, drop the lowest.

Wind Wall - prevents her and anything completely within 3 from making ranged attacks, and prevents her and anything completely within 3 from being targeted by non-magic ranged attacks.

Mirage - an interesting but oft maligned spell that gives a model/unit apparition.

Twister - random pow 10 nuke with a 3 inch cloud AOE attached to it.

Feat - Models with flight gain +2 speed, light warbeasts with flight cannot be targeted by melee attacks for a turn.


Griffons - naturally, and Scarsfells are still the far superior Griffon of the bunch. Three initials, Stealth, and a great animus.

I like running these in even numbered pairs, since you usually run/charge one to engage something and then charge it with another Griffon for flank.

Woldwyrds - these guys are staples of the Circle roster right now. Good damage output from range, high maneuverability, excellent control elements in Purgation and Witch Hound. Wanna see something funny? Purgation and Hand of Fate at the same time. Delicious.

Gorax/Feral - you really need to have Primal in this list. Those Griffons have one job, and one job only, and that is to kill things worth way more points than they are. Without Primal, that gets much less likely to happen.

Units that shoot - Reeves, Sentry Stones, Bloodtrackers. Mirage lets the non-Sentry Stone ones get closer, and then Hand of Fate lets them do silly things at range.

The list:

Combining all of the elements I've just mentioned, you get something like this

Theme: The Wild Hunt

Una 2
- Pureblood
- Scarsfell x4
- Gorax
- Woldwyrd x2

Wolves of Orboros (min)
- CA
Reeves of Orboros (max)
- CA
Shifting Stones

I chose The Wild Hunt for a couple of reasons.

First of all, it lets Una play with everything she likes to play with (Except the Celestial Fulcrum, but that is an article for another day), gives her a few free points, and provides incentive for your opponent to move their army into the middle of the table.

Luckily, this is just where you want it to be, since Scarsfells are hard to hide from.

Finally, it also gives the Pureblood tracker, which on occasion can be complete money.

The list is basically a gunline that then punishes you for engaging it by killing stuff with high MAT weaponmaster Griffons.

Hand of Fate goes on the Reeves or a Wyrd most likely until it's go turn, in which case it gets swapped to the Pureblood or a Griffon depending on what you're fighting.

What would I drop this into?

I'd be looking at Legion, Trolls (I think, I don't get to play that matchup much), other Circle lists, Khador lists that don't skew crazy heavy on jacks, a lot of Menoth lists out there, even Amon with Dervishes (Crusader spam is probably bad), and potentially Cryx as well.

What do you think? How would you build Una right now? Would you even play her? How viable do you think she will be in SR 2017?

Battle Report 55: Una 2 vs. Sloan

Even though we couldn't technically play against each-other for the League, I asked my friend if he'd be willing to stress test Sloan into my Una list for me, since I see Sloan and Haley 3 being a popular pair and I really want to get my head around the Cygnar matchup.

My list is pretty stock:

Una 2
- Wilder
- Scarsfell x7
- Gorax
- Pureblood


Shifting Stones x2
Sentry Stones x2


Captain Kara Sloan
- Reinholdt
- Hunter x5

Gun Mage Captain Adept
Arlan Strangeways

Alexia and the Risen

We rolled up Outlast as our Scenario, and had another person place terrain for us to simulate a tournament table.

My opponent won the roll off and elected to go second, wanting to deny my a large forest and also wanting to be able to shoot at me turn 1.

I deployed pretty centrally.

And my opponent skewed Sloan herself to my left.

This was going to be significant due to the placement of the forest, but I wasn't going to realize it until slightly too late on my first turn.

Circle turn 1:

Well I've got decent terrain over here, I can get my griffons to DEF 17 and 19 vs. shooting pretty easily.

That being said, my game-plan here is bunkering down with Windwall and keeping as many models alive as physically possible.

I move up the left Sentry Stone, intending to charge Una into my Shifting Stones and port her up to the hill with Windwall up.

Unfortunately, I wussy out on this plan (I think, in hindsight, it might have been a better play) and Una casts Windwall and Hand of Fate and charges a Hunter, bonking into one of my Mannekins and ending in the Shifting Stones, who port her up and right.

I run a boatload of stuff to be in that Windwall bubble.

I put one griffon in the rubble to the left, and hide the other two behind the house.

Then I realize I forgot to deploy my Wilder and do a massive facepalm before putting her on top of my tape measure so I don't forget to deploy her during my maintenance phase.

Look at the blob of scaredness
Cygnar turn 1:

My opponent starts things off by running the Ranger leader up to mark my griffon, and Reinhardt reloads Sloan.

She moves up and casually blasts him off the table. Side-bar: When a DEF 19 stealth model isn't safe from guns, that's a little goofy.

A Hunter pops off the exposed Sentry Stone, and he makes a cloud wall.

Alexia runs to make landing amongst his Hunters impossible.

Circle turn 2:

I'm starting to get a feel for the way this is likely to pan out.

The Sentry Stone keeps Hand of Fate and I deploy my Wilder.

Sentry Mannikins under Hand of Fate do quite a bit of work, and what they don't clear from the zone, the Griffons do. Unfortunately, I did another dumb here and didn't port the Sentry Stone up to where Una was going to be.

Una moves up, casts Windwall again, and camps a few.

Everything runs to the protective bubble.

I contest with the leader of the grey Shifting Stone unit in the left zone.

Cygnar turn 2:

My opponent makes a wall of clouds between me and his army, and contests the zone.

Something kills the Shifting Stone.

A Hunter moves up, but whiffs damage on the Sentry Stone.

Sloan gets reloaded, casts Refuge on herself, kills the Sentry Stone, and moves back behind the wall.

Critically here, my opponent decided to walk the Risen up so he could craft a Thrall, leaving them a little more bunched up than necessary.

Other Hunters shuffle around the edge of the zone.

Cygnar scores 2 points.

Score 0-2
Advantage Cygnar

Circle turn 3:

I see an opening here, and I'm definitely going to try and take it.

If the Pureblood assaults in on the farthest trencher, he can clear a few dudes and also put some damage on Alexia to clear some more dudes. The Blackclad can spray the Risen in front of the closest Hunter, and that means that I can run one of the back Griffons to engage it and charge it with one of the Griffons in my zone through the forest (yay tracker!).

First things first - Una aims, chooses Black Penny, and blows the Trencher in the zone up. She casts Hand of Fate on the Pureblood and Windwall. She Feats.

The Pureblood warps Ghostly, assaults in, and clears quite a few guys.

The Blackclad clears some more, and I run my back Griffon up.

The closest Griffon in my zone charges Alexia (ignoring forest due to tracker and models due to flight) and kills her after a couple attacks of murdering risen. Somehow, I'm not able to kill the Hunter.

After that, it's all in, and Griffons fly all over the place engaging Hunters.

I make a wall of Gorax and Shifting Stones in front of Una and pass the turn, scoring 2 points.

Score 2-2

Cygnar turn 3:

My opponent hands out focus and the fun starts. 

Sloan aims, casts Guided Fire, and kills an engaged Griffon. 

Hunters take free strikes, and kill two more griffons, leaving a third on basically dead. 

A Ranger contests my zone.

Score 2-2

Circle turn 4:

I'm getting down on time (it feels) and we're both almost out of models.

I pull fury from everything except the nearly crippled Griffon, who frenzies into the Hunter.

Una moves up and kills two rangers with Black Penny and Snipe. The Pureblood assaults the closest Hunter, and Hand of Fate allows me to do significant damage to the back Hunter, kill Arlan, kill the Hunter in front of me with melee attacks, and then kill the GMCA with a bought attack.

I block in the remaining Ranger with Shifting Stones, so if he wants to contest he's running a Hunter at me.

Before I do anything else, I chuck a Blackclad spray at Sloan, which hits but doesn't KD, and does about 5 damage.

Then I realize she's on no camp, and decide to try and end the game. I've only got one landing spot for a Griffon, but at dice -3 I figure it's worth a try.

I walk a Griffon over, boost hit and damage, boost a second hit, and Sloan goes down as I score two more points.

Victory for the Druids!

Post Game Thoughts:

This is an icky, awful matchup that neither list really wants to see.

Ultimately though, I think the burden is on the Sloan player to not screw up their placement, or else the birds can come in and swarm the Hunters.

Once again, this game really came down to the forest in the center of the table. I feel like without a central LOS blocking something, gunlines are insanely dominant at the moment. Something like a forest in the middle of the table really evens things out.

Battle Report 46: 2Una vs. Durant 2

In our search for reliable Una 2 tech in Menoth, my team and I (well mostly me to be honest) hit on the idea of Durant 2 with 3 Reckoners and double Idrians.

The idea is simple - tag a couple griffons a turn with Flare thanks to Durants' Field Marshal [True Sight] and blow them up with Idrians preying them.

Both I and my Menoth buddy K are sick today, and so we took the opportunity to try it out on Vassal.

My list:

Una 2
- Wilder
- Scarsfell x7
- Gorax
- Pureblood

Blackclad Wayfarer

Sentry Stone x2
Shifting Stone x2


Durant 2
- Reckoner x3

Punch Monk x2
Wrack x2

Idrians and CA x2

We rolled up Incursion and I lost the roll. My opponent took first turn, and I chose the side with the hill for my Griffons to hover over.

He deployed pretty central, jack fort going up the middle and Idrians on either side. He ended up preying both units of Sentry Stones.

My deployment is more or less setting me up for a Scenario game here. I'm going to run Griffons over to the other side of the right hand forest to save them from guns and I'm going to pile stuff on that hill in order to make the Reckoners slightly less likely to shoot the birds with flare guns.

Menoth turn 1:

He runs up. Respecting the Sentry Stones' threat ranges, he parks his Idrians in semi circles just outside of the walk and spray death zone. Reckoners move up and get...Battle, cuz I literally have nothing to shoot them with that isn't magical and Hunters Mark isn't in play yet.

Durant moves up and casts Inviolable Resolve on the central Reckoner.

Circle turn 1:

I really can't afford to sacrifice my Sentry Stones so early, so they all back up outside of the 17 inch threat of the Reckoners' walk and shoot.

I run Griffons up, keeping them more than 12 inches from the Reckoners and on the hill so that K can't aim and shoot.

Hand of Fate goes on one Sentry unit, and Mirage goes on a Griffon because I messed up my deployment. I normally want it on the Pureblood.

Griffons run to behind the forest on the right and farther than 11 inches from the Idrians on the left (6 inch walk plus 5 inch shoot under stealth).

Such Pre-measuring. Very wow. 
Menoth turn 2:

The theory becomes practice as the first Reckoner moves up and Flares a Griffon, doing 18 damage in the process.

The other two Reckoners miss their boosted 12s, so only 1 Griffon and a bunch of Mannikins die.

Circle turn 2:

Spells are upkept, and Mannikins are placed. A bird is Apparitioned up from the right.

I can get a charge on each jack, and two on the right hand pair.

My opponent has also contested rather lightly on all flags, if you consider Shifting Sands Stanced Punch Monks light.

The Sentry Unit with Hand of Fate slaughters a few Idrians.

Una goes, Feats, casts Primal on a Griffon and Hand of Fate on another. She takes an aimed shot at the right hand Punch Monk, doing lethal but K rolls tough.

Gorax activates and Primals up a second one.

I run a pair of Griffons to engage all three heavies.

Griffons go in, murdering the left Reckoner and leaving the right on 3 boxes.

The Blackclad moves up and sprays down the line of the Punch Monk and a few more Idrians. He connects with the Punch Monk (!!!!!) and my opponent fails his tough check. He also kills the other Idrian that is contesting.

The last Sentry Unit kills the final Idrian contesting the middle, and I cap the mid flag with a Griffon.

Shifting Stones on the left contest the flag.

I make a wall of bodies in front of Una and score two points.

Score 2-0
Advantage Circle

Menoth turn 3:

K drops Inviolable Resolve and thinks pretty hard. 

Durant feats after healing the right Reckoner for a couple. 

The mid Reckoner moves back, taking minimal damage from free strikes, and Flares the second from the left Griffon. 

The Punch Monk charges and one-shots the left Sentry Stone. 

The left Idrians kill both left Griffons pretty happily. 

The right Idrians move up and shoot at the Blackclad, missing, and the Sentry Stone, for superficial damage and contesting. 

Score 2-0
Advantage Circle

Circle turn 3:

The one Griffon frenzies from Primal, and it's off to the races with both spells upkept. 

Blackclad Sprays plus Sentry Stone sprays clear off most of the right hand flags. 

The right side Griffon charges the nearly dead Reckoner and kills it. 

Two Griffons go into the still healthy Reckoner and I hit a grand total of twice or three times for nearly no damage at all. 

Una aims and shoots the last remaining Idrians contesting down, and I cap both flags with the Wilder and Gorax.

Pureblood moves up and puts a dent in the Idrian population on the left. 

I go to four points and my opponent concedes. 

Score 4-0
Victory for the Druids!

Post-Game Thoughts:

The more I play Una, the more I realize that she has the complete package - Scenario, Attrition, and Assassination all rolled up into one. The only tricky parts in playing her are basically this - which win condition is the right one? How do I keep her alive? 

If you can answer both of those questions, I feel like she is golden outside of certain extreme gunline skews (Sloan, Issyria, maybe Caine 2) or armies that can do a lot of damage indirectly through eLeaps or magic attacks and sprays. 

This particular matchup comes down to terrain. If you can boost the Griffons DEF even higher against the Reckoner shots, the math gets really bad, and quickly. 

Thanks for reading!

Battle Report 45: 2Una vs. Vlad 2

Some of my friends from the big city came over today for Warmachine and "Friendmas". We were originally going to play bunches of games at our LGS, but my LGS owner slept in until 5 PM this evening and didn't have his phone with him, so we rotated through games on my kitchen table.

I got to play in the last set against my Khador buddy A, who has been playing Butcher 3/Vlad 2 forever.

Since we are testing for ATC in March, I've been planning on an Una 2/Wurmwood pairing now that the errata is officially dropped, and into that pair I'm always going to drop Una 2.

Una 2
- Wilder
- Scarsfell x7
- Gorax
- Pureblood

Blackclad Wayfarer
Sentry Stone x2
Shifting Stone x2

And he was playing:

Vlad 2
- War Dog
- Conquest

Rifle Corps (max)
- 3x Rocketeers

Shocktroopers (max)
- CA

Kayazy Eliminators x2

MOW Kovnik
Kovnik Joe
Saxon Orrik

We played Entrenched, and I lost the roll off. My opponent promptly chose first, and I took the side with the most options for cover.

Shocktroopers on the side with the pond, with both the Kovnik and Saxon to help their terrain issues.

Conquest central as expected, and Vlad too. His Kayazy are the scariest things in his list to me, but Hand of Fate on Sentry Stones can probably take them out.

Without Reinholdt in the list, I'm not too worried about his Rifle Corps (which in hindsight I should have been).

My opponent felt that with the ridiculous amount of guns in the list, this had a fighting chance into the Murder of Griffons.

I think I'm playing for Scenario this game. I can push real hard on the right side once the Conquest inevitably dies, and he'll have a hard time doing much about me dominating my zone.

Shifting Stones are once again basically there for Fury management.

Khador turn 1:

Stuff runs. Hand of Fate goes on his Rifle Corps, Assail on the Conquest.

Desperate Pace is whipped into the Shocktroopers, and they run.

Cloud went down from his objective at the end of his turn.

Circle turn 1:

Well, the big priority is the Conquest and preferably 2-3 Shocktroopers on my Feat turn. If I can get that done, I think I win this game pretty handily. I also have to be super scared of Eliminators until after his Feat turn.

Stones port up, Griffons run to just outside of Kayazy charges unless he pops Feat on both sides.

I foolishly put my Blackclad right next to a Shifting Stone (derp derp) and that's going to cost me.

Hand of Fate goes on the unpainted Sentry Unit and Mirage goes on the Pureblood before it warps Spell Ward, and Una hides behind a forest wall.

Khador turn 2:

He gives one Focus to the Conquest and upkeeps Hand of Fate.

Rifle Corps move up and blast two Mannikins and a Shifting Stone andddd the Blackclad to death.

Kayazy charge and murder Sentry Mannikins on the right, and run on the left.

Conquest moves up and shoots the Pureblood with his big gun, missing the boosted 14 and doing decent blast damage to the second Griffon from the right. He then puts down his version of Covering Fire.

Shocktroopers get desperate pace again and Shield Wall up. Saxon runs to contest my zone.

I forgot to take a picture of his turn, so imagine a Conquest in the middle of the table and 3 more Shocktroopers there.

Spoilers: the Conquest dies.

Circle turn 2:

Well I can charge the Conquest with 3 Griffons, run one to engage for Flank, and probably kill a few Shocktroopers between the Pureblood and Griffons.

Hand of Fate and Mirage both stay up. The Hand of Fate Sentry Stones kill off the Kayazy near them.

Una activates, swaps Hand of Fate to the other unit, casts Primal on a Griffon, and pops Feat before moving into the trench.

The painted Griffon runs to engage the Conquest, and his buddy goes to tie up Winterguard.

I Primal another Griffon with the Gorax, and the three in range Griffons charge in and take down the Colossal.

I screwed this up slightly, and should have sent the two Primaled Griffons in first to max them out and then sent the one without Primal in after for Fury management sake, but I messed up.

Pureblood assaults and kills one and a half Shocktroopers, Griffon walks into the Shocktroopers and kills the half dead one, and other Griffon walks up and kills the Shocktrooper I'm flanking.

I very deliberately port Shifting Stones around Una to block LOS to her unless his modesl are nearly in my deployment zone.

Khador turn 3:

Rifle corps get to keep Hand of Fate. 

Joe gives them +2 to hit, and the four engaged by the Griffon walk away and take horrible free strikes.

The Griffon dies very quickly.

Vlad Feats, making all three Shocktroopers, the War Dog, the Kovnik, and one Rifle Corps member super buff. He then walks away thanks to parry.

The Shocktroopers murder the Pureblood super dead.

The Kovnik assaults and hits the right Griffon, doing some damage.

Circle turn 3:

Nothing but the Primaled Griffons frenzy somehow. The Hand of Fate Sentry Unit places a Mannikin, as does the other unit.

The left Sentry Unit murders 5-6 Rifle Corps members thanks to Hand of Fate. 

The Yellow Griffon walks up to Vlad and head butts him, knocking him down. He buys an attack, and does a couple damage.

The unengaged Griffon on the right walks up to Vlad, leaving him on 2 boxes and my opponent concedes with one Griffon still to activate with charge distance to Vlad.

Victory for the Druids!

Post-Game Thoughts:

I've played 12 games with Una 2 so far, and have won all 12 of them. She is the best Warlock in Circle right now, and she doesn't have too many bad matchups, all of which (I think) are conveniently covered by Wurmwood, who also escaped the errata relatively unscathed. 

While I think I still have a lot of things to get into muscle memory with Una (activation order, placement, which things to primal, etc.), I definitely think she's on the top tier of the game right now and if you don't have a strong anti Una list, you're not going to win major events all other things being equal. 

Thanks for reading!

Battle Report 43, Bellingham Masters Round 3: 2Una vs. Amon Ad-Raza

The three undefeated players after round 2 were myself, my friend, and a Canadian gentleman playing Ret.

The Ret player got the pair-down, so I found myself looking at Reznik 2 and Amon Ad-Raza, which was a list that my friend had specifically brought to handle me.

Pile of Jacks
Punch Monks

..... Oh you want the real list? Okay hold on I gotta look all the Menoth jacks' names up.

- Reckoner x2
- Crusader x2
- Scourge of Heresy
- Dervish
- Vigilant

Choir (min) x2
Alegiant of the Order of the Fist x2

And here's the Una 2 list again:

 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

I dropped Una. Reznik and Amon are both TERRIBLE matchups for Wurmwood.

We were playing Incursion and I won the roll off and went first.

My opponent counter-deployed:

Look at Nicia hiding behind that house. 
Circle turn 1:

So my game plan for this game was basically to kill off Nicia, and then send a Griffon over to hang out on the right flag and just use that to win the game while we fought in the middle. I could also send the Gobber Chef if I needed the Griffon.

With that in mind, everything basically just ran. The Pureblood got Mirage and the Sentry Stones got Hand of Fate again.

Menoth turn 1:

My opponent advanced his Punch Monks into Shifting Sands Stance.

His army ran up so that it was 13 inches away from my front line and got immunity to spells from the Choir.

Amon cast Synergy and Fortify and advanced to behind the wall.

He's on the left side next to the Vigilant.
Circle turn 2:

I did some premeasuring and realized I could get 4 Hand of Fate Sentry Stone sprays on him AND an assault from the Pureblood. (Him here is Amon).

Math time!

Amon is 16/14 with 17 boxes and is camping 2 Focus.

Sentry Stone Mannikins need 12s to hit a 16, but with Hand of Fate that's actually slightly better than a coin flip for me. At dice off 4, a boosted Hand of Fate POW 10 spray does 8.5 damage, or 3.5 after Focus negation. Call it 3 for easy sake.

If I don't get to boost the second damage roll, it's going to to do 5 on average, or 0 after Focus negation.

After the first Mannikin unit, Amon should be on 0 camp with 3 damage on him.

The second unit should then go in and do 8.5 and 5, for a total of 14.5 damage before the Pureblood goes in. If I spike a little high, he's dead there.

The Pureblood needs a boosted 11 to hit ( a coin flip ) and is straight dice.

Well, I decide to go for it. If it works, I win. If it doesn't, he gets my Pureblood and has 2 coin flips to kill my Sentry Stones with Reckoner shots, but then Amon is probably pretty banged up and has to play super scared.

The Mannikins all spray and whiff their damage rolls pretty hard, leaving him on ten health.

I'm already pretty committed, so I clear out the pathway for the Pureblood who assaults in, gets the 11 to hit exactly and then rolls 10 for damage, killing Amon.

Victory for the Druids!

Post Game Thoughts:

That was really cheeky of me, but I really didn't want to spend the mental energy playing against this list if there was going to be a round four, so I went for it. 

Turns out, the Ret player had terrible dice and lost to the minions player I'd played the previous round, so this game was the finals and I won the whole event! 

Overall I had a great time, the venue was nice, the PG was excellent, and my opponents were all good sports and nice to work with. 

Of course...then we found out after driving 2 hours back that the pass was closed, so we ended up going on a massive drive around the entire mountain range to get back to the Dry Side of the state over the next day and a half, but hey, that was fun too!

Thanks for reading ;)

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!

Battle Report 40: 2Una vs. Hexeris 2

In the quest to find something in Skorne with which to counter Una 2, my local Skorne opponent cast the net into the forums and came up with the idea of a Hexy 2 list anchored by the Mammoth and with a bunch of good Arc Nodes thanks to his Field Marshal.

He asked for this game, just to clarify.

Hexeris 2
- Marketh
- Mammoth
- Razor Wurm (proxied by Shaman)
- Basilisk Drake
- Gladiator
- Agonizer

Tyrant Radheim
Mortitheurge Willbreaker

Min Beast Handlers

My Una 2 list has evolved somewhat. I'm trying to use it as an answer to Karchev and Mad Dogs, and I think the trick for that is Wrong Eye and Snapjaw. Star-Crossed means that the Dogs need tens on four dice drop the highest, and that's not great odds there. I also get two free turns of murdering Mad Dogs, which I can do pretty reliably.

Una 2
- Wilder
- Scarsfell x7 (one proxied by Totem Hunter since I haven't put him together yet)
- Gorax Rager

Wrong Eye
Lanyssa Ryssyl
Swamp Gobber Chef

Sentry Stones x2
Shifting Stones x2

We rolled up Recon as the Scenario (which I love), and our friend laid out terrain for us.

I lost the roll off and my opponent went first (the correct choice). I took the side with the Trench since I wanted Una to be safe from spells, blast damage, and Mammoth shots.

This is a good Scenario for my opponents' list too - anything super spread out will make it hard for him to contest easily for very long, but a nice central zone gives the Mammoth a good foothold.

I also liked the house to give my Griffons cover.

My opponent deployed pretty central.

Remember, that Shaman is a Razor Wurm
And I deployed split, making sure Una was within walking distance of the trench. I haven't played against Hexeris 2 in forever, so I didn't realize how conservative I had to be with my Sentry Stones on Deployment.

Also, not a Totem Hunter, but Scarsfell 7

Skorne turn 1:

My opponent runs with pretty much everything. The Gladiator puts Rush on the Razor Wurm, who casts.....Spiny Growth and charges...hmmm....okay this was technically illegal in hindsight, but I was busy getting out tokens and didn't notice until now. Ah well, he could have just ran.

Hexeris arcs a Hellfire through the Razor Wurm at the unpainted Sentry Stone and spikes damage to kill it in one shot. A good start for Skorne!

Note the sad, empty spaces where my beautiful Sentry Stone unit used to be.

Circle turn 1:

Well that sucked!

I have an ARM 17 DEF 17 model against conventional shooting in my face, he's too far away to charge and all I have is one unit of Sentry Stones left to really hit it with.

Una goes and puts Hand of Fate on the Stones. She takes a boosted shot into the Razor Wurm from the Trench and flubs damage, doing 1. She takes another and doesn't do damage.

The Sentry unit roll 2 for fury, and knock the beast down to 6 ish health. I am really dumb and don't port the Stone itself backwards.

Griffons run. I position the one engaging Radheim so that his back is to the building to prevent Radheim from getting easy back arc. I do the same with another that goes to the front edge of the building, and then I just spread out to get as many angles as possible next turn. My ideal here is to be able to commit 2-3 Griffons to any part of the board if I need to.

I hide two behind the wall on the right, and one goes to engage the Razor Wurm.

Shifting Stones teleport up to provide fury management. Wrong Eye casts Submerge and doesn't move out of fear of Ashes to Ashes. Snapjaw runs. Lanyssa runs up to the edge of the Trench to be able to apply Hunters Mark wherever I want it next turn.

Skorne turn 2:

Radheim does 15 damage to the Griffon next to him and moves Repositions around him.

The Drake moves up and sprays the hurt Griffon to death, healing the Razor Wurm for 1, and doing 6 more to the Yellow Bird in the Middle.

The Razor Wurm boosts an attack into the proxy base Griffon in front of it, and misses. He casts Spiny Growth.

The Mammoth gets Eyeless Sight from the Soulward, and Puppet Master from the Mortitheurge.

He rolls 2 shots, and misses his first on the Griffon next to Snapjaw, even with re-rolls. He nails the second and boosts damage, knocking out Mind and Spirit.

Hexy arcs a Hellmouth through the Drake at the Sentry Stone, then arcs another to kill it. He feats, pulling in some Fury and does it again at....something? Probably a Griffon and missed.

Agonizer cries the -2 Strength effect, and him and the Gladiator hug Hexy tight so I can't engage him with any Griffons.

Circle turn 2:

Well I'm down a Griffon and both Sentries, but I can charge everything I want to and that means it's feat turn!

Una goes first, pops Feat, heals the central Griffon for 1, and then casts Primal and Hand of Fate on it.

The Yellow Griffon goes and murders the Agonizer before popping his animus.

I walk the Griffon engaging the Razor Wurm over the Razor Wurm and do a few damage to the Mammoth.

Lanyssa successfully casts Hunters Mark at the Mammoth. I heal the buffed up Griffon with the Shifting Stones and then send him into the Mammoth's back arc. The dust clears, and the Mammoth is on about 20 boxes.

Another Griffon charges in and murders him.

Wrong Eye casts Star-Crossed and Submerge and charges up, bumping into the objective.

Snapjaw moves up and kills the Drake, and then casts Submerge.

I still have two Griffons left, and my opponent calls it. We roll out the rest of my turn for kicks, and the remaining Griffon on the right murders the Razor Wurm and sprints to engage the objective. The last Griffon charges the objective and kills it easily, and Stones port up so that I'm not even going to take Frenzy checks next turn.

Victory for the Druids!

Post-Game Thoughts:

I've played several games with Una 2 now, and my opinion is that she is too strong. Sure, she has answers in the form of a few really nasty gunlines, but there are entire factions that don't really have a way to handle her game plan. 

I'm certainly going to be playing her competitively while I can (who knows what January will bring), because she is just so strong that I'd be stupid not to, but she just does so much with such insanely cheap models. 

I don't see her or Scarsfells getting nerfed too badly in January because 1) She's brand new and 2) the Scarsfells weren't absolutely absurd before she came out, and it's too quick a timeline for PP to balance an errata on them, but I do expect that by July she or the Griffons will be getting worse. 

Battle Report 34: 2Una vs. Rasheth

I ran a charity event today for one of my students. He was hit by a car while walking home from school and air lifted to nearby Seattle for emergency surgery on multiple bones and organs.

His mom is a single mother, and had to take time off her job, probably a few weeks worth, to go and be with him.

I am happy to report that we raised $400 on a last minute, ten man event for this worthy cause, and it was a blast.

I haven't run an event outside of JMLs and Demos for almost a year now, and while this one was happening, I got my 2Una special order! Round 3 saw me furiously assembling her and post event, my good friend (who won the whole shebang btw, Skorne is not uncompetitive) agreed to sit down and let me play her, at least once.

My list has evolved a little bit since last post, replacing the Death Wolves with a Blackclad and Alten.

-Scarsfell x6

Sentry x2
Shifting x2

Gobber Chef

He played:


Min Beast Handlers

Bloodrunner Master Tormentor x2
Void Spirit x2

I won the roll off and elected to go first, as usual with 2Una.

I deployed very centrally, as is typical for this list.

My opponent counter-deployed like so, Blightbringer is the Mammoth.

I would normally have a LOT more to say about the intricacies of terrain and its effect on deployment etc. but not only did I run a 10 hour event today, I'm also sick so my brain is fried. Suffice to say I don't care about 99% of the terrain on the table and I can probably use it to build a forest wall late game.

Circle turn 1:

Shifting Stones port up to be fury management, and everything runs. Hand of Fate goes on one unit of Sentries, which moves up. Mirage goes onto the Stalker.

Skorne turn 1:

Stuff runs at me, he gets two charges onto a Shifting Stone, doing one. He pops feat, then arcs a Breath of Corruption onto the Blackclad on the hill and the insanity began.

Side note - I am not exaggerating in the slightest when I say that my opponents dice this game were beyond incredible. Average on 3 dice for his first four turns over say 10-12 rolls was 14. Average on 2 dice was nine.

The Breath of Corruption kills the Blackclad, does 14 damage to the left Griffon and 12 to the right one, crippling three total aspects.

Everything else runs but the Mammoth, who gets Eyeless Sight from the Soulward. He misses the shot at the mostly crippled Griffon, but it drifts onto him and the other hurt Griffon, and he leaves them both on 3-4 boxes.

The second from left Bloodrunner isn't there as he arced through it.

Circle turn 2:

Well I'm not supposed to have two mostly dead Griffons right now, but it is what it is.

The Sentry Unit with Hand of Fate murders a few Bloodrunners and a Void Spirit, but fails to connect with the Bloodrunner Master Tormenter.

The other Sentry Unit gets Hand of Fate cycled to it.

I feat, heal some Griffons, and send 4 in to engage Rasheth and 2 to engage the Mammoth.

The other unit of Sentries....fails to hit either the Void Spirit or the Master Tormenter with boosted, Hand of Fate shots.

Side Note - My dice, aside from 3-4 rolls, were incredibly sub par this game.

Skorne turn 2:

Well he's engaged with a billion griffons, so he should be pretty helpless right?


Orin moves over and boosts an eLeap into one of them, killing it, bouncing into Rasheth, another Griffon, and the Agonizer. He kills the OTHER bird too and does a few to the Agonizer.

Between Breath of Corruptions and cannon shots from the Mammoth I lose another Griffon.

The Gladiator moves over to block the landing zone for one Griffon.

Bloodrunners kill dudes, and the right hand Master Tormentor kills Alten.

Void Spirit moves up and kills one of his own Beast Handlers while engaging a Griffon so that he loses incorporeal and can make free strikes. Very clever, I hadn't considered it.

Again, ridiculous dice rolls.

Circle turn 3:

Well I can get a Stalker with Hand of Fate and Primal onto his already damaged (free strike) Mammoth. Averages says he can almost kill it alone, and with spikes from Hand of Fate could fairly likely kill it in one activation.

The Gorax goes and...fails to hit the Bloodrunner engaging him and the Stalker with boosted attacks. Twice.

Una activates, moves over, uses a Black Penny shot and kills it, putting Hand of Fate and Primal on the Stalker.

Stones get out of the way.

Mannikins activate move up, spraying the Agonizer hiding behind the Mammoth to death, and then spraying their own buddy down to make room for the Stalker.

Stalker goes in, rolls fire for one damage roll, and then rolls consistently average, even with Hand of Fate up, leaving the Mammoth on 7.

The left side Griffon moves in and kills it, but I face stupidly and can't attack the Void Spirit too.

The other Griffon goes into the Gladiator and leaves him on 7 once the crippled Griffon engages it.

My Gobber Chef charges the Master Tormenter in the back and KILLS HIM CUZ HE HAS BACKSTRIKE. Yesssss.

Skorne turn 3:

Well, more fire dice ensue. Left Griffon takes 15 damage from the Void Spirit and dies.

Mid Griffon gets murdered by the Titan.

Far right Griffon gets murdered by Rasheth.

Orin charges the Stalker, hitting and doing 11 damage.


Circle turn 4:

I forgot to take a picture till after this, but the Stalker frenzies and murders Orin.

The Gladiator is only on 8 boxes.

The Gorax turns around andddddd fails to kill the Master Tormenter. Yay.

The Shifting Stones block LOS from the Tormenter to Una, who walks up, shoots him with a Black Penny shot, and kills him. She puts Hand of Fate on the Sentry Stones.

They activate and I roll a really hot roll and a meh roll, but it's enough to kill the Gladiator and a bunch of Beast Handlers.

I try and spray the Void Spirit down, but I miss. A forest wall is grown in front of Una.

Shifting Stones surround Hutchuk.

Skorne turn 4:

Rasheth gets a bunch of fury from Spirit Bond and kills the Stalker and a Shifting Stone with Breath of Corruptions.

Void Spirit runs at me. Hutchuk runs as well.

Circle turn 5:

Una upkeeps Hand of Fate and starts off by moving to the flag and murdering the Void Spirit with two boosted shots.

The Hand of Fate unit moves up and kills Hutchuk.

I move the other Sentry Unit up to control the other flag and get 2 points.

Score 2-0
Victory to the Druids!

Skorne turn 5:

My opponent is down to Rasheth and a Soulward. We dice it out and he has no way of killing 2Una before I score up to 5, so he concedes.

Post Game Thoughts:

2Una is quite likely too strong. Even with the most skewed dice I have ever seen in both directions, I was still able to attrition my opponent down and win on Scenario.

Let me reiterate, my opponents' dice were absolutely insane. He missed a total of 3 attacks all game, 2 of which were ranged shots that deviated perfectly and did massive amounts of blast damage.

I had problems hitting boosted 8s.

With the dice this far in his favor, my opponent should have steamrolled most games, but into this particular list with its massive amounts of redundancy and dice mitigation, he just didn't have enough stuff to chew through everything.

We think that the double Cannoneer build would have been even worse, since the Cannoneers can't shoot while engaged like the Mammoth can, and I would have probably had one more bird the following turn to really hurt things.

More playtesting (if my playgroup doesn't REALLY ban her) will be required, but I'm starting to really feel like 2Una might be too strong for the game in her current iteration.

Battle Report 33: 2Una vs. Reznik 2


I have felt, since the beginning of mark 3, that Reznik 2 was a caster that Circle had no advantaged game into with any caster. Lamantation, Boundless charge, and Curse [Battlegroup] combined with a very durable, hard hitting, accurate warcaster pretty much nail every single thing Circle doesn't want to see. 

I think that's about to change. 

2Una offers Circle a way to outthreat his warjacks (by 0.5 inches, but we live in a pre-measured world so that's enough), a way to prevent my models from dying for a turn, and a bunch of threats that he can't just ignore or tank with Reznik himself. 

My opponent was playing:

Reznik 2
-Reckoner x2

Idrians and CA
Rhoven and Co
Min Choir

Alten Ashley
Allegiant of the Order of the Fist (hereforth known as "Punch Monk")
Wrack x2
Rhupert Carvolo

My 2Una list is the same. 

We were playing Outlast and I won the roll off, going first. 

And my opponent deployed Reznik WAYYYY away from the bulk of the Griffons. 

Circle turn 1:

Hand of Fate on a bird, Mirage on the Death Wolves. Shifting Stones port aggressively, and models run. 

Menoth turn 1:

He's in range with both Reckoners to the foremost Griffon, but it is behind a wall. 

He gives one Eyeless Sight with Rhoven, battles up with choir, and the Reckoner advances. He needs a boosted 14 to hit behind the wall, and isn't able to do it. 

Idrians move up, Alten shoots a Shifting Stone, spiking damage and doing 3, and the rest of the list shuffles around. Rhupert puts tough on the Idrians. 

Reznik shoots a Flesh is Weak into my lines and it scatters onto a Griffon. Sad. 

The Allegiant moves into the right zone and Shifting Sands up. 

Circle turn 2:

He's left too many models too far away for me to pop my feat this turn.

I devote a ridiculous amount of resources to killing the Punch Monk. The blue Griffon engages, Una casts Hand of Fate on the one next to it and moves into the zone. 

The spelled up Griffon charges the Monk, hits the first attack and the stupid thing toughs. I hit my second boosted attack, and this time he dies. 

Mannikins and Death Wolves murder things in the left zone. 

I bunch things up too close, and that will cost me next turn, but at least Nicia and a bunch of Idrians are dead?

Menoth turn 2:

My opponent moves Alten up, shoots the Shifting Stone and misses, and then Repositions into the zone. 

His Reckoner has charge range to the bird with Hand of Fate on it by a millimeter. 

Rhoven gives Reznik Eyeless Sight. 

Reznik casts Boundless Charge on the Reckoner, and then charges in, kills some Death Wolves, and casts Flesh is Weak at the Sentry Stone, hitting both birds. *Sigh*. He repositions out. 

The Reckoner charges and murders the bird. 

Idrians finish off the Death Wolves and some Mannikins and contest. 

Circle turn 3:

Alright, I have a chance to score 3 points here and keep Una safe. 

She moves into the Trench, casts Hand of Fate on a Griffon, and shoots Alten to death. She feats. 

The Gorax moves up and puts Primal on the same Griffon. 

Griffons go in and murder the Reckoner dead. 

The left zone gets cleared, and I run the Stalker at his Reckoner to block things up a bit. 

I get 3 points. 

Score 3-0
Advantage Circle

Menoth turn 3:

He can get his Reckoner into the zone and charge the Primaled Griffon with it if the Stalker is dead. 

Reznik casts Boundless Charge on the Reckoner and moves up to hit the Sentry Mannikin...and misses two times. 

He casts Flesh is Weak at one of the Griffons and sits there. 

Scourge moves up and murders the Stalker. 

The Reckoner charges in and kills the Grey Griffon, contesting by about 1/4 inch. 

Idrians swarm and contest the zone. 

Circle turn  4:

I have two really strong win conditions here. 

With flank, each Scarsfell does an average of 5, 4, 4 to Reznik for their initial attacks. They then get to buy 3 more good attacks at 5 damage each for a total of 28. I had three Scarsfells there, so Reznik takes something like 84 damage. 

Alternatively, Una can just aim and Thunderbolt the Reckoner out of the zone with an attack or two. 

I get two more points after doing just that and go to 5. 

Victory for the Druids!

Post Game Thoughts:

Reznik 2 is one of the lists that I've been terrified of up until now. Tanith has a game into it, but it's not a great game and it largely comes down to terrain and placement. With the release of 2Una, I really think that Circle has a strong game into the Menoth casters that really prey on the faction, and that's pretty exciting. 

Battle Report 32: 2Una vs. Nemo 1


Continuing the Una 2 train of silliness, I took her with me to the JML event that I was co-running so that my players had something to do if they got a bye round.

Despite much anxiety, the guys were champs and let me get in two games with her, "for science".

Game 1 was against a gentleman playing Nemo 1, a matchup I actually thought wasn't super great for the birds since Nemo's feat is legitimately gross into this army.

Nemo 1


Max Lances

And I was running the exact same list. After yesterday, I think I might have a couple of changes to make, but I want to give it at least one more game in its current incarnation before I go messing with things.

Una 2
-Scarsfell x6

Sentry Stones x2
Shifting Stones x2
Death Wolves

Gobber Chef

The Scenario was incursion, and I won the roll off, opting to go first. If you have the choice, I think going first is always the right play with this list. Terrain matters very little to you from an offensive standpoint, and matters just a bit on the defensive side. Since the plan is to basically scream up the field at them turn 1 every game anyway, you want to go first so they can't alpha you.

I deployed very central, making sure I could get Hand of Fate onto a Griffon and Mirage onto the Death Wolves turn 1.

He deployed with his Lances left and his battlegroup pretty central.

Crucially, he didn't have a whole lot that could get to the right hand flag.

Circle turn 1:

I ported my Shifting Stones agressively up the table, a move which still feels extremely weird.

Griffons ran. One of them got Hand of Fate and the Death Wolves got Mirage. 

Sentry Stones made a little forest wall for Una.

Cygnar turn 1:

My opponent hemmed and hawed for a few minutes before running models up. He clumped up his heavies between the wall and the house, and then moved Nemo up and popped feat.

He did about 55 damage to 4 Griffons. Yeah that was bad. Crippled aspects on 3 of them and about half health left on each.

Lances just parked themselves around Nemo.

Circle turn 2:

Unfortunately, the Griffon with Hand of Fate on it had a crippled Spirit, and that meant I wouldn't be able to hot swap it around this turn.

Una activated, healed some Griffons, primaled one up, and popped feat.

Griffons went in en mass to his heavies. I was able to get 2 on Thunderhead, one more onto Dynamo (with Primal) and one more onto the Ironclad.

Both character heavies melted, and then poor dice left the Ironclad on about half health.

I flew a Griffon into the middle of the Lances, and another ran to engage Nemo.

The Death Wolves camped out on the right flag, and I ported Shifting Stones up to contest the right flag.

Sadly, the Ironclad was within 4 inches by a smidge of the middle flag.

Note the blue Griffon is actually between the house and the Ironclad, he just didn't fit so there's a proxy base. 

Cygnar turn 2:

This was one of the more hilarious turns I've ever seen. Stormlances poked eachother and eLepaed the Griffon engaging them to death.

Many attempts were made to spell the Griffon engaging Nemo to death.

Lanyssa cast Winter Storm to deny me the ability to fly places.

I scored 1 point.

Score 1-0
Advantage Circle

Circle turn 3:

Griffons frenzied into the Lancer and Ironclad respectively.

Una healed the Yellow Griffon which had lost its Spirit to an eLeap again, and then cast Hand of Fate on it. This was a mistake, and it should have gone onto a Sentry Stone unit.

The Yellow Griffon murdered the Ironclad.

The Griffon engaging Nemo used a headbutt to knock him over, then bought an attack.

Sentry Mannikins sprayed him to death.

Victory for the Druids!

Post Game Thoughts:

I hadn't expected Nemo's feat to do quite so much work going into this, and boy did it. Boosted POW 14s against ARM 13 light warbeasts is brutal.

That being said, I don't feel like his particular list has enough of a threat range to really make me worried, and this game really demonstrated how fast the Griffons are.

If I could offer one criticism of my opponents game, I would have suggested putting Dynamo and the Ironclad farther apart so I have to commit 2 Griffons each, and then keep Thunderhead back. This means that I have to run to engage him if I don't want him to pulse for free, and even then he can take a free strike, pulse, and probably kill or come very close to killing the majority of the Griffons I committed.

Thunderhead was my biggest fear heading into this game and I spent a lot of resources making sure he died.