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Post by macdaddy on Dec 1, 2017 17:47:36 GMT
Turn 2:Baldur 1:Baldur upkeeps solid ground for free thanks to the wilder. Wayfarer shoots the pureblood on the hill with hunters mark and misses. Shifting stones port megalith into the forest just within 10 of the pureblood on the hill, Boosts a Earth Spikes, Crits with a 3, 3,1 needing a 7 to hit (earth spikes ignores elevation) way to go big guy. Knockdown the pureblood and does a chunk of damage by boosting. Lord of the feats shoots the KD pureblood with his bird, does a couple points. My wilder runs to be in baldurs control but also within 5" for the stalker to be in herding range. The stalker charges the Knockdown pureblood, warps strength, and kills him after buying 2 attacks, I sprint back for free. Me pureblood shoots the argus and does a bit of damage. My gorax moves as far as he can trying to hide behind the pureblood from alten. My left stalker stands menacingly on the hill. Baldur moves up, puts stone strength on the right stalker and casts rapid growth. I also, discard 1 fury. My other blacklad stands on the flag and my shaper removes a fury from megalith. My feral waddles around Kaya 1:Kaya upkeeps occultation. A pureblood charges and kills the LotF easy. Alten shoots and leaves the gorax on 4 boxes with a super good damage roll. A pureblood on the left sprays the gorax and my pureblood. He kills the gorax and does a few damage to my pureblood. The razorwing charges my pureblood and leaves him on a couple boxes. The other pureblood on the left sprays the pureblood and misses. A pureblood on the right charges the white blacklcad wayfarer kills him and misses the black blacklad with the boosted assault spray. Kaya, spirit doors a pureblood on the left back to her. An argus runs into the forest and contests the zone. Gobbers pop a cloud in front of Kaya Turn 3:Baldur 1:Baldur upkeeps Stone Skin and Solid Ground. Megalith is left with 1 fury. Stonehsaper pulls a fury off of megs. Megs charges the pureblood and puts him into the dirt. Stalker charges the pureblood on the hill manages to get into the back arc, and puts it into the dirt casting sprint for free and running away. Shifting stones port to be relevant for scoring in the right zone. Baldur walks up to be within 5" of the razorwing, casts megaliths animus, and heals the pureblood for 2 camping one. He then feats. The pureblood kills the razorwing, and forces to regenerate for a couple damage. My left stalker moves more into the zone but off the hill towards baldur for protection. My feral warps protective plates and stands far forward. The wilder pulls a fury off the stalker and chills in the forest. to be continued IMG_3466.JPG (131.26 KB) IMG_3465.JPG (136.87 KB) IMG_3467.JPG (133.86 KB)
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Post by macdaddy on Dec 1, 2017 17:47:52 GMT
Kaya 1:Some serious jank is about to happen. Hold on to your buts. My opponent drops his upkeep. A pureblood charges my pureblood, sprays clipping baldur, hits, and does about 10 damage which I take. Kaya Spirit doors in between my stalker and his pureblood. She spirit doors and argus to be behind my two wolves. She feats, Spirit doors to the other side of the argus to be within 2" of baldur, doppler barks, and then spirit doors back behind her pureblood. (this was a very convoluted assassination run so I may have gotten something wrong.) The other pureblood charges my feral, clips baldur with the other spray, and forces me to transfer. Finally we realize alten is in range, but my opponent put the argus blocking LoS, I say we can move the argus out of the way (it would not have changed kayas placement) Alten moves up, shoots baldur, and blows up the damage roll needing to roll an 11+ and does. Darn that dirty hunter Turn 4: (we decided to play it out as if baldur had lived on one box)Baldur upkeeps solid ground for free, drops stone skin primals and stone skins the pureblood, heals him for 2 and walks away. My pureblood goes hame and kills the pureblood and the argus. My stalker walks up to kaya warps strength, boosts to hit the sword, misses, boosts the claw, misses....oh boy here we go...Buys an attack and Boosts to hit, he hits and rolls box cars for damage killing kaya....wow thanks for making that suspenseful you punk... Overall that was a fun game. I think had I played baldur safely with 1 extra transfer I don't even blink at that assassination run. Kudos to my opponent for having such a creative assassination list. I underestimated the angles he could draw with it! Lessons learned: 1: This list cannot spread out much. I am going to be bricking up a lot and the army outpaces baldur really easily. This is going to be an issue. 2: This list needs to go first to establish table relevance early and set the line of engagement. I can play cagey but I cannot allow my opponent to set the line of engagement before me. I need to have the stalkers threatening the middle portion of the board and the zones on turn 2 to keep relevant in scenario. 3: Stalkers with Stone skin hit like trucks.... 4: I am a little concerned with threat ranges. I only cap at 13" with hunter mark on the stalkers (12" with stone skin) and that requires a MA7 ability to hit which I have found to be horribly inconsistent regardless of averages. I can't rely on something that will only work slightly above half the time on def 13/14. 5: I can see fury becoming an issue very quickly. 2 stalkers means I need them to be doing work every turn and baldur can only take 6 fury if he does not camp leaving him very vulnrable to assassination. He also cannot afford to play back due to a 12" control 6: Finally, I think using LoS blocking terrain and rapid growth is going to be a major turn by turn factor in my success with this list. I am very dependent on there being relevant terrain to hide behind and use rapid growth to get around while still being out of LoS for my opponent. My feat is going to be important for delivery as well, but proper use of rapid growth means I can potentially save my feat for use after I alpha with the stalkers and sprint back. Thanks to Nahualli for playing the games with me! IMG_3468.JPG (141.02 KB)
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Post by macdaddy on Dec 1, 2017 19:08:25 GMT
Game 2 is with Kruger 2 and SPOILER its my turn to get janky
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Post by macdaddy on Dec 1, 2017 19:08:46 GMT
Sorry for the wait everyone it has been a long busy weekend! This report is from the same night as the baldur 1 report. It was the follow up game where I had planned on exacting my revenge! I was using Kruger 2: Bones of Orboros -Megs -2 Wardens -2 wyrds Fulcrum 2 Wayfarers 2 Shapers Gobber chef 2 Sentry Stones shifting stones He was running: Kaya 3: Call of the Wild -4 Shadowhorns (proxied by warpwolves) -5 Scarsfells (one had lost its wings somehow) -2 Goraxes 2 Wayfarers 2 Shifting Stones *a note about his list, it was based off the list recently used in the 3 list tournament where circle placed first. A very interesting list indeed with a lot of really funky angles, I was very excited to play it.* Deployment: I win the roll to go first, my opponent chose the side with the forest in the middle so kaya could hide. Turn 1: Kruger 2I take advantage of my first turn by running really aggressively up the board. I put my wyrds way up on the right side of the central obstruction to make sure and threaten kaya. Basically saying "if you cast fog of war or Synergy I will kill your caster. Krueger just dumps all his fury and runs. My stones shift around megalith Kruger and the fulcrum. Kaya 3:Lots of running, He throws a goat up to threaten krueger. Kaya hides slightly behind the forest and some goats and feats. All the birds pop animus. To be continued! DUH DUHN DUHHHHHHHHHHH..... IMG_3469.JPG (130.22 KB) IMG_3471.jpg (138.8 KB) IMG_3470.jpg (138.08 KB)
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Post by macdaddy on Dec 1, 2017 19:08:59 GMT
Turn 2: Kruger 2:This was a very interesting turn. I have to somehow work around the birds on the hill (def 19...oof) as well as kill that goat behind the obstruction. Here is my issue, Kruger needs los. A gallows grove makes this game plan super easy. But I don't have any arc nodes which means I have to get creative *#notsalty * I start by walking a wyrd into range of a bird on the hill, shoot it, boost needing a 12 and miss, the bird dodges away. I am an idiot and forgot purgation...*sigh* My manikins charge the birds, one does a few damage to the front bird The other misses. My blackclad walks onto the hill and tries to spray to fish for the crit knockdown (and MA8 is pretty good) but misses...My fulcrum goes, kills a shifting stone with lightning, uses a manikin to light the back bird on fire and do ok damage with blast damage, and hits the back bird with the boosted spray and does some more damage. But kills the wayfarer with dice -5 blast damage and the manikin. *sigh* Well that was a horrible round of shooting...The stones port krueger to be in LoS of the goat but still within 10" of the fulcrum. He feats, TK's the goat forward and turned around, tks himself backwards, and tks the warden closest to the obstruction forwards. A shaper enrages the warden closest to the obstruction. I have some manikins charge the goat for chip damage. The warden finishes it off by walking into melee. The warden on the hill moves up into the zone. Megalith tries to lightning storm a bird but misses and the AOE deviates to a very irrelevant location. Kaya 3: My opponent cannot do much, Kaya pops synergy and stays in the forest. Most of his army just bunkers up, 2 Birds charge and kill 2 manikins after he hits them Both with hunters mark. The birds on the hill charge both wyrds, The first one with only +2 synergy and no primal leaves the wyrd on 1 box. The other bird kills the second wyrd with max synergy. All the birds repo back and pop their animus. Kaya is camping 4 Score: Krueger: 1 Kaya: 0 Turn 3:Kruger 2:Well that hurt and I gave up my wyrds for nothing. But I think I can pull off a janky assassination if my entire army gets involved. I should have just played the grind but I decided to go for an assasination just to see if I can pull it off. First my right sentry stone uses manikins to block in the gryphon they do some damage with boosted attacks. My woldwyrds tries his best to kill the gryphon, but even with purgation and boosting to hit only hits once, does a chunk of damage and the bird dodges into the landing spot of my fulcrum. Megalith walks and puts the birs into the ground with a boosted attack. He then casts lightning storm at a shifting stone next to kaya. Boosts damage into her and does about 5 damage. Stones port the fulcrum to be within 10" of kaya. The left unit of manikins charges a shifitng stone in front of a satyr and fail to do any damage with 2 charge attacks. My gobber chef charges the same stone and hilarious one shots it. a shaper enrages the warden near the obstruction, the other warden TK's enraged warden. My warden walks into melee with the Goat, preforms a 2 handed throw, boosts to hit, hits, passes the strength check, and throws him into kaya, boosting to hit, hitting, and knocking her and the goat down. Damage forces kaya to transfer. The fulcrum burns through all but 1 transfer with shooting. Kruger finishes the job with his lightning gun and some boosted pow 12's! *BBBZZZZAAAAPPP* So here are some thoughts on this report. Ill try to keep things concise and organized for you guys. Match up thoughts:
After playing this match up, I feel Kruger is favored. He has monstrous assassination vectors and going first really gave me that extra oomph for just throwing my threat into his face turn 1. I played my wyrds poorly, basically giving them up for nothing. Granted I forgot purgation witch means those birds die horribly... I should have just sent megalith into the birds, his animus and natural Mat 7 puts them into the dirt pretty easy. Assuming my opponent does not put up dodge Its even more sure fire. Had I remembered puragtion, I think my opponent popping dodge ends up being a mistake and I kill both those birds and just start pushing kaya farther away. If I position and play those wyrds better, I think i can just bully the table all game. Also, my krueger list makes wardens threat up to 13" with hunter mark, Goats need hunter mark to threaten 11" or they can walk and jump to threaten 10. Sure his birds can hit hard and threaten far, but between my feat, and the pressure I put on kaya with my army, I think he has to play to cagey to really leverage synergy and his scarsfells. Overall game thoughts
I could have won that game without the assassination. After my feat turn, I kill both Birds on the hill, Kill a goat by using gallows and TK to pull it into range murdering with a warden and TK away and just grind on scenario. Honestly, I could have feasibly taken both round zones my turn 3 and scored 3 points to win. Between The manikins, Wardens, and krueger, I think I can just kill those birds or use MA8 TK's to place them out of the zone. List thoughts
I really miss arc nodes. Needing to play krueger forward to do work is really dangerous and risky. Otherwise the list has a lot of bite, and it can just flow around the table and get to really awkward places. Its hard to defend against as the threat ranges are so diverse in application. I can bully the table and force an opponent to play on his half of the board depending on their speed and board presence. I really enjoy the diversity of options and extensiveness of its toolbox. IMG_3473.jpg (140.68 KB) IMG_3474.jpg (150.6 KB) IMG_3472.JPG (130.81 KB)
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Post by kuririnad on Dec 2, 2017 23:40:37 GMT
Excited to see some circle batreps! Circle vs circle matches are especially educational ^^. I like the Baldur list (would you mind reposting it at the top of the batrep for reference?) But 5 pureblood is intriguing.
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Post by Nahualli on Dec 3, 2017 19:18:03 GMT
Yay! Batreps day! I also enjoyed a lot that match. About the 5 Purebloods, it's a full assassination list, I just care about that, that's why I wanted to maximize the amount of sprays that lands on my opponent after bark.
I have used Mohsar so I wanted to design something similar. I decided not to go Secret Masters with fulcrums because the beats give me more hitting power if I need to attrition, and running with ghostly or trampling with the razor wing are my ways to start the bark assassination.
It's a fun list not intended for tournaments, I though it would be a nice thought inducing experience for both of us and you guys, hope you enjoyed it.
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Post by macdaddy on Dec 4, 2017 19:12:15 GMT
More bat reps incoming. This time into Barny 2! The big bad crocodemigod. (sounded cooler in my head...) Lists:First game I was playing my krueger 2 list! He was playing: Barny 2: Will Work for Food -Targ -2 Spitters -Wrastler Wrong Eye -Snapjaw Dahlia -Skarath Valkyries Orin swamp gobber belows crew kwak and gub max bone grinders Deployment and Scenario:Scenario is recon. He wins the roll to go first, I choose the side with the trench mostly so I can avoid blast damage from the spitters on the left flank and trigger prowl easily on the right flank. He deploys very centrally, I push harder for the right zone as he has 2 heavies and WE/SJ placed towards that table side. Turn 1:Minions:He pretty much runs everything. Barny casts execration, and charges megs. Dahlia puts mistwalker on Skarath and charges megs. Circle: I have to play really cagey around skarath. If he gets a lucky boosted spray into a sentry stone (dice off 6, needs to roll a 14 on 3 dice to kill but corosion potentially means he only needs a 13. and Boosted blast damage from a spitter could also finish the job. I do a lot of running, avoiding threat ranges. I foolishly put megalith in hunters mark charging threat (literally like just barely in.) of Skarath. I have a manikin from the right unit fully boost sprays at a Valkyrie but it makes its tough check To be continued! IMG_3477.jpg (104.41 KB) IMG_3476.JPG (89.21 KB) IMG_3478.jpg (110.05 KB)
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Post by macdaddy on Dec 4, 2017 19:12:54 GMT
Turn 2:Minions:My opponent checks range and realizes Skarath is just within range to charge megs if he gets off hunters mark. (DOH) Grinders activate craft talisman and waddle forward. Barny activates, Casts rage on Skarath, Boosts a hunters mark into Megs, Hits. He feats, gains 3 corpses and 2 fury by eating all but 1 bone grinder.Dahlia bases the flag and puts Mist walker on Skarath. Kwak puts enliven on Skarath and Snapjaw. Skarath goes in, and manages to somehow leave megalith on 14 boxes through and unbelievable stroke of bad dice. Averaging 38 damage if all attacks hit, he manages to miss 2 attacks and roll a tad low for damage. Turtles take pot shots and kill manikins. WE/SJ both submerge and WE pops star crossed. Well i got lucky there. Whew.... next time I need to be more careful with my positioning... *sorry for the finger in the pic * Circle:Fury goes into krueger and the fulcrum Filling both. Manikins are placed and both stones dial up 2 fury! My plan here is to try and kill Kwak and Gub, Targ, and do damage to his heavies. As well as kill Skarath and score 2 points without losing the left flank completely. A shaper enrages megs. Mankin walks into skaraths back arc, does a decent amount of damage and triggers enliven. Skarath runs like a pansy to the forest. (I could have stopped this with better manikin placement....*sigh* Right unit of manikins does a whopping 1 damage to kwak...*sigh* Fulcrum sprays, crit stationary targ but fails to kill. Lights Snapjaw on fire by hitting a Valkyrie who toughs. Lightning finishes her off. A warden moves up and Tks, megalith. The other tk's the fulcrum back but not out of threat of snapjaw. Kruger walks over to the objective, TK's the grey wyrd, casts windstorm and feats. Not catching skarath but pushing the rest of his heavies, barny, and some other misc models back. Clearing the right zone. A shaper enrages megs who walks up to skarath, casts animus, and leaves it on 3 boxes. The blue wyrd charges, and kills the now def 9 skarath on the first shot, take 2 shots into the objective and does 5 damage. The grey wyrd, moves in the way of the turtle to keep it from getting to megs (sped 2 plus rough terrain is sad) but I fail horribly and put him in charging range of barny. He pops arcane suppression to be annoying. A wayfarer takes the right flag and my other shaper derps around. Score: Circle: 2 Minions: 0 Turn 3: Minions:More positioning mistakes are going to cost me here. Snapjaw gets rage from the wrastler. Kwak puts enliven on snapjaw and the turtle in the left zone. Targ stays as a pigsicle. (ew) Barny charges the wyrd thanks to pathfinder from the objective, Kills it in about 2 attacks, Pops execration, and rages the Turtle. Turtle kills megs, overtakes into the wyrd, misses all 3 attacks. (ouch) Gobbers make a cloud to shield barny. Wrongeye pops star crossed and submerged. Snapjaw kills the fulcrum. The turtle cannot get to the zone at mighty speed 2. One Valkyrie can run into the zone. Dahlia continues to stand on the flag and orin sits with stealth behind barny. Score: Circle: 3 Minions: 1
To be continued! IMG_3481.jpg (93.53 KB) IMG_3479.jpg (105.26 KB) IMG_3480.jpg (109.03 KB)
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Post by macdaddy on Dec 4, 2017 19:13:05 GMT
Circle:So I go into this turn thinking I need to grind another turn not realizing all I need to do is clear my zone and kill the objective to win the game. I place manikins around wrong eye and they fail to kill him with boosted attack and damage rolls. The wayfarer targets a mankinkin to hit WE and fails to break arm but kills the manikin. My wyrd walks around the turtle staying in melee and fails to hit the 2 gobbers. But is contesting his flag. I have a woldwarden boost a lightning storm at a manikin to hit wrongeye and he fails to break armor on boosted damage. I have a shaper enrage my other warden. Kruger moves up and kills the Valkyrie with his gun, casts windstorm and tk's the enraged warden up. The enraged warden walks into melee with WE, hits and kills him and then kills the objective. Score: Circle: 6 Minions:1 After report Thoughts:Well that went pretty well. Had Skarath killed megs I probably lose this game on attrition as I cannot easily assassinate barny without sticking at least both wardens on him. I lucked out for my bad positioning and was able to pull out a scenario victory by the skin of my teeth. If the game goes another round or 2 I probably just lose on attrition too much. Luckily that early scenario lead won me the game. Thanks to kruegers feat. - Mistakes: lots of positioning errors here. Megalith, my wardens, and manikins were little placement errors that could have lost me the game. 1: I should have used manikins and the wayfarer to box in Skarath and keep him in my area of control. This would mean my feat saves megalith from getting turtled to the face and I can actually pull ahead on attrition easy. 2: My fulcrum was thrown away meaninglessly. I should have measured his threat range with snapjaw and used TK to pull out after killing targ, but I got so foccused on taking away enliven I traded my fulcrum for it and still failed. 3: I pplayed my wardens too clunky. I could have just committed them to kill the wrastler and turtle at any point and did not. My opponent mostly made kept his beasts 13" away meaning I need a TK and hunters mark to get there. But him playing so far back actually won me the game. List Thoughts:
I still miss having 2 arc nodes. I really like the versatility they bring in allowing krueger to play safe and still participate turn by turn. Having said that I like the threat the list brings to the table. Every game I have played is fought on my opponents half of the table, normally giving me scenario advantage and still piece trading effectively. With some more practice and propper positioning I think this list can really play with the big boys. I am surprised at how well it can actually kill heavies. wardens with enrage and hunters mark kill the average heavy fairly easily. Combine with TK for a massive 13" threat is pretty impressive. Once again I have to comment on the adaptability of the list. I love that about it and it really is a testament to how darn versatile krueger 2 can be. IMG_3482.JPG (116.5 KB)
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Post by kuririnad on Dec 5, 2017 0:56:37 GMT
Great write-ups, Mac! I really like the after action thoughts and turn by turn analysis. And thanks for including the list at the top of the report ^^
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Post by macdaddy on Dec 5, 2017 2:54:51 GMT
Great write-ups, Mac! I really like the after action thoughts and turn by turn analysis. And thanks for including the list at the top of the report ^^ Thank you! I am hoping people can learn from the reports. I have another report woth Baldur coming up soon it’s very very interesting and incredibly educational IMO
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Post by macdaddy on Dec 5, 2017 3:20:31 GMT
Next battle report coming at ya! This time with my baldur 1 list Baldur 1: CotW -wilder -Megs -Feral -2 Stalkers -Pureblood -Gorax stones 2 wayfarers stoneshaper LotF My opponent basically played the same list but he traded targ for a soul slave: Barny 2: WWFF -2 Spitters -Wrastler -Soul Slave Wrongey -Snapjaw Dahlia -Skarath Valkyries max bone grinders orin kwak and gub Swamp gobbers Scenario and Deployment
We played on the same table with the same scenario as last game (recon 2). I forgot to take a picture of Deployment but it was also much the same as last game, with me skewing to the right side of the house and him going all in on the center. I won the roll to go first. Turn 1: Circle:I Mostly run everything. LotF is going solo hunting...maybe...hell probably just get killed by Valkyries honestly...Baldur puts out all the upkeeps and stone skin is on megalith because it just feels right. Rapid growth is there to block LoS for the dirty turtle and that mean snake Skarath on the right side to get to my BG with any shooting...not that he can...I'm just a spiteful guy that way. Minions:He basically runs everything. WE puts up submerge and star crossed and barny pops execration and Onslaught. Valkyries get into shield guard range of everything the LotF can get to....*sigh* Kwak and gub put enliven on skarath and Snapjaw Skarath and the snapjaw are both within hunters mark charging threat of my stalker as bait. But I am no feel I can see the hook sitting there...enliven can be a but cheek. Turn 2: Circle:
I notice Skarath is within 10" of the pureblood and rub my hands together gleefully because I can chip some damage in on her for little cost and pop enliven forcing him to either move away out of stalker threat back or try and move into star crossed rang so my stalker needs star crossed 8's to hit under execration (even with primal...oof). I upkeep Solid ground with Baldur. LotF decides to bait a shield guard, he chooses the outermost Valkyrie, he poofs into her back arc and kills her with extreme prejudice. The pureblood aims, sprays, boosts to hit, hits, and boosts damage, Doing about 7 damage to her. Skarath tries to enliven over into star crossed range. Now that skarath is off the hill I attempt to hunters mark (I don't need to just want to try for the free charge) I hit needing a 7! (FOR ONCE OH MUH GOSH I ALWAYS MISS THOSE) The gorax puts primal on the stalker, baldur puts stone skin on the stalker, and a rapid growth AOE blocking LoS on my left flank to protect the wilder and my squishy models. I send the stalker in with his mighty free charge standing at max reach, out of star crossed (woohooo) and I blow up skarath with my second bought attack (dice +5 baby pow 22 is legit) I sprint away for free. Megs pops undergrowth for fun. My feral warps for armor and stands behind the stalker. My other stalker hides behind the forest but threatens the zone and objective. Shifting stones port for fury control. My wilder rand other wayfarer hang out on the left side of the table for hunters mark shenanigans and to help with fury, control area problems. I am also half trying to bait the turtle to take a pot shot at the wilder by coming forward. To be continued!
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Post by macdaddy on Dec 5, 2017 3:21:22 GMT
Minions:With skaryth dead Dahlia plays suicide contesting piece, pops haunting melody and charges my stalker. What will happen here is: the stalker auto frenzies, charges nearest model (dahlia) must attack her but due to haunting melody cannot and therefore does nothing. Its a fairly cute interaction I thought was interesting. Gobbers make a cloud to block my LoS like a bunch of little twerps. Left turtle takes a pot shot at my wayfarer and misses. Deviating uselessly away. The right turtle takes a pot shot at the gorax misses, does a point or 2 of damage and corrodes the shifting stone. Wrong eye pops star crossed and submerge in a very annoying place behind snapjaw. Kwak and gub enliven the right turtle and snapjaw. (gosh that is so flipping powerful haha) Barny pops execration upkeeps onslaught and camps a few fury. A single Valkyrie charges the LotF the other runs to trigger gang. and the single Valkyrie kills him easily. (guys I'm sorry...but he is a six point solo...that's just pitiful. using him makes me hate him more lol) Bone grinders just waddle around, Orin pops stealth and bases the flag and that's about it. Score: Minions: 1 Circle: 0 Turn 3: Circle:So I have effectively traded Skarath fro nothing, and I still have my feat. Witch means I can probably kill another heavy this turn and go up a lot in attrition. My stalkerdoes the derp frenzy and for some reason just stares really really angrily at this little snake charmer dancing in front of him.... Baldur upkeeps Solid ground for free (yay wilder!) and upkeeps rapid growth for 1. I see a way to get dahlia out of the way and walk my feral with primal, warp speed, and stone strength into melee with snapjaw. Baldur walks to base the flag and be within 5" of dahlia. Pops undergrwoth making her now def 14 He feats, and camps 2 (I realize this was a mistake he should be camping 1 since he upkept rapid growth. oops...) My gorax primals my feral. I try my best to block in WE with shifting stones and a wayfarer but am very unsuccessful. I decide to fish for the crit earth spikes on snapjaw with megalith and hit him with a 3,3,1 (exactly what I needed lol.) I crit knockdown both snapjaw and Wrongeye. My pureblood aims and sprays dahlia by targeting snapjaw boosting to hit and explodes her. My feral does his thing, and manages to murder Snapjaw easily (did not need primal *sigh*) My left blacklad sprays and kills a single gobber. My wilder toes the back of the zone. My stalker hides behind the forest to bait out the wrastler. Score: Minions: 2 Circle: 1 Minions:
My opponent cannot really do much this turn because of my feat. Barny drops onslaught. The objective gives the wrastler pathfinder. Bone grinders run into the right sqaure zone to jam and contest. Barny hides behind the house and pops execration and rage onto the wrastler. Camping a decent number of fury. Kway and gub put enliven on the turtles. Wrong eye casts star crossed again and hides behind barny. The wrastler tramples into melee with th stalker. Buys and attack, boosts to hit, cranks the damage, buys and attack, and misses leaving my stalker on about 10 boxes. The turle on the left misses the wayfarer. Orin kills him rolling the boosted 11. Everyhting else runs. The right turtle backs away from the pack of heavies staring him down. Score: Minions: 3 Circle: 2
To be continued! IMG_3486.JPG (106.81 KB) IMG_3487.JPG (102.34 KB) IMG_3488.jpg (98.18 KB)
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Post by macdaddy on Dec 5, 2017 3:21:33 GMT
Turn 4: Circle:I have now managed to go 2 turns taking out a heavy with almost 0 retaliation. I think This game is mine now. I just need to kill the wrastler to close it out. Baldur drops everything but solid ground. My feral frenzies and kills a grinder. Megs walks to within 5 of the wrastler, and Pops animus. On the right side the stalker kills some grinders and sprints away. The pureblood warps ghostly and moves up, sprays down the rest of the models in the zone clearing it out. My wilder runs and bases the flag. Baldur pts Stone strength on the stalker and makes a forest blocking LoS for barny. Shifting stones port around megs. My gorax puts primal on the stalker. My stalker goes all in warping strength on the now def 10 gator. He needs 4's thanks to execration. Through and unbelievable stroke of horrible luck I leave the gator on 2 boxes. Average I do 52 damage if all attack hit. Technically I only need 3 sword swings to hit to kill it....Well that sucks. Thanks dice. Score: Minions 4: Circle: 4 Minions:Barny gets pathfinder from the objective. WE backs up and casts star crossed. My opponent tries to kill the stalker with everything but the wrastler. He leaves it on 2 boxes with a turtle shot. And then orin, the soul slave, and 2 valkaries fail to kill it. His wrastler finishes the job. Barny kills the feral and pops execration. Camping 2. The right turtle kills my wilder. A bone shaker moves into my zone. Score: Minions 6 Circle: 4 Turn 5: Circle:
Well that turned for the worst fast. I think the weakness of this list is starting show. I really lack the ability to contest.I go all in for assasination. Between my 3 heavies barny should die right? I have fury problems and every single beast is left with 1 fury. (*sigh fury 6) The gorax frenzies....punching baldur for 7 damage and really messing up the assassination ods. (need baldur to have an extra 2 fury to kill the bone shaker with a charge and sprint meaning my pureblood now has to trample...Now the gorax is blocking my charge....) Baldur puts Stone strength on megs, primal on the stalker and has 1 fury left after upkeeping solid ground (this was a mistake I should have dropped it and put primal on the pureblood...*sigh*) I still have good ods though. Stones port megs. He cats animus. Punches wrong eye and...misses...ok. I boost my second initial at barny and hit doing 10 damage which he transfers. But now barny is def 10 even after execration meaning I only miss with double ones. My stalker walks in. Punches with sword, hits, causes tranfer. Punchis with claw hits, does a few damage. Buy sword...miss double ones...ok buy sword...miss double ones....ok...buy sword, hits does 5 damage at dice +2....I trample the purebloods to get around the shaker. Buy an attack needing a 4 under star crossed, miss. I buy an attack, hit, leave barny on 4 boxes. Well...that's depressing. Score: Minions: 8 Circle: 4 Minons:
My opponent kills megalith with barny and wins on scenario: Score: Minions 10: Circle: 4
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