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Post by jisidro on Mar 7, 2018 16:02:37 GMT
How about this for Wurmwood bones? Do you think it has legs? | Circle Army - 75 / 75 points [Theme] The Bones of Orboros
(Wurmwood 1) Wurmwood, Tree of Fate [+27] |
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[/b] [*]Woldwarden [14][*]Woldwarden [14][*]Woldwarden [14][*]Woldwyrd [9][*]Woldwyrd [9][/ul]Blackclad Stoneshaper [0(3)]Blackclad Stoneshaper [0(3)]Blackclad Wayfarer [0(4)]Lanyssa Ryssyl, Nyss Sorceress [4]Croak Trappers [3][/b] [/ul]Sentry Stone & Mannikins [5]Sentry Stone & Mannikins [5]Shifting Stones [3]Shifting Stones [3][/td][/tr][/tbody][/table][/td][/tr][/tbody][/table]
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Post by maplewhisky on Mar 7, 2018 16:16:17 GMT
Seems solid. No megs makes me sad. Zero idea how you would make points for him, and trappers might help with the lack of undergrowth! Lemme know how it does.
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Post by jisidro on Mar 7, 2018 16:35:17 GMT
Easy solution is -Guardian - Lanyssa + Megs...
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Post by maplewhisky on Mar 7, 2018 22:54:33 GMT
Easy solution is -Guardian - Lanyssa + Megs... Oh, duh. Test both! Lanyssa's storm seems situationally cute with Wurmwood.
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Post by maplewhisky on Mar 7, 2018 23:20:57 GMT
Got some games tonight. First one is Bradigus vs Deneghra3! I love playing vs Cryx because they're my most played WM faction by a mile, and I always feel like I have a good read on what's going on, especially models I used a lot. To that end, I'm playing vs Denny3 in the Satyxis theme, and Denny3 is a model I tried to make work a LOT in mk2. Not to much avail, but I felt like my experience with her informed my play a bit here. So I lost first, so gave my opponent the huge house. We deployed! In his turn Grave Wind went on Deneghra, Barathrum advanced and Dug In and Whipping Winds (old Force Barrier) came out for both units of Raiders. Stuff ran! On my turn one, stuff ran up, Synergy and Mystic Wards went up and I dropped to 0. Nothing fancy. Made sure to mostly avoid terrain for the sake of my feat. I was careful to keep things from the board edges for Witches. In his turn, 2 Raiders charged into a Wight and murdered it. Those things are so squishy. Otherwise stuff just kind of shimmied and repositioned. Alright well, I think I can alpha 3 heavies off the table here and decimate the infantry, and as long as I stay away from the sides of the table I can be safe from the ambushing Blood Witches. Plan, then! I also noticed that with Deneghra's infantry where it was she wouldn't have a good landing zone to get out and put up Mortalities next turn (a reason I really like a node with her). So, in we go! On the right I tried to kill a couple models but didn't roll so hot. Both my Guardians got ported up the table and Bradigus walked up, shot a Satyxis in front of Barathrum dead and feated his stuff forwards 5. All 3 heavies died to my heavies. I also killed a whole bunch of infantry. Check out the before/after in the picture, it was brutal. Sadly, one of my Watchers lost his Spirit to a free strike from a Raider (animused first though so he wasn't KD!) and didn't get to do as much forest making as I'd like. But when the dust cleared this turn was brutal. Well that was horrific. My opponent wasn't left with too much to do here. Ragman went up and put out Death Field. The Witches came on and ran for position. Denny charged, feated and nearly killed a Wold Guardian. 2 Raiders finished it off. Otherwise not much happened. Well, time to kill a caster. I built 3 Synergy, Brad walked up and cast Undergrowth and the stones ported him towards Deneghra. Megalith charged in such a way to clip my Wight so he wouldn't get pushed away if he missed. He was MAT 12 on the charge which hit, and MAT 15 after that. Weight of Stone is cool. Denny hit the dirt! Victory to the Circle! Pretty horrific matchup for my opponent. Not much to say here, but was nice to practice my Brad order of operations and unpacking, that guy is hard.
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Post by maplewhisky on Mar 7, 2018 23:56:10 GMT
Got a rematch vs Maelok with Bradigus this time! Lets try and not greedily get our Warlock killed, I believe in myself! We racked up, I won the roll for first and took it, Maelok getting to Run turn one and then Run & Feat on turn 2 is the WORST. So I definitely wanted first. My opponent took the side with the water. I ran full pelt up the table, only respecting the threat range of the Thrullg. Stones set up for turn 2. Cause I'm an idiot I forgot a photo. But try and imagine all the Gators run 11" up and Maelok feats. The Wrastler walks next to his Objective on the left and the Swarm on the right. Well, with Maelok just running at me I decided it was go time, and went into the tank trying to work out how I could get Megalith onto that Wrastler. There were 2 Gators blocking the lane and at Arm 22 they were kind of a pain to clear. The solution I ended up with was Slamming one with a Wight, which would leave the Wight in the lane, but after my feat that wouldn't be a problem anymore, and if I rolled low on the Slam distance I could Beat Back it with Brad's rocks / throw a Battering Ram at it. No problem! So the Wight Slammed, used its Animus and the Gator was moved 5", knocking down another Gator. My lights mostly went into Slam/Headbutt/Throw duty, leaving the killing to my Heavies. When the dust settled there was a dead Wrastler, a whole bunch of knocked down Gators and all my stuff shunted back 5" with Mystic Wards up to seriously blunt a counterattack. I had my left hand Watcher use its Animus to not get pushed back so it could contest the enemy flag. I had fire on 7 models at the start of this turn. It did 4 damage total. Only went out on 3 models too, some pathetically bad rolling here from me! Thanks to Mystic Wards and Undergrowth my opponent couldn't do all that much this turn. 2 Gatormen got given Ghostly and charged in and killed a Wight. The Thrullg and a Gatorman bounced off my Guardian on the right. My poor Watcher on the left got Mortalitied by the Soul Slave and took about half his health in damage, sadly losing his spirit. The Wight on the right got eaten by Gators. Still, not a bad turn for me. So I leeched up and had the Stones take some. I decided not to commit to much, time was on my side and I could get the Soul Slave and the Bone Shrine, which massively reduced Maelok's ability to deal with my heavies when combined with Mystic Wards. This turn though I could only realistically get the Soul Slave, but I could keep my heavies away from the Shrine. So that was the plan, I also wanted to score on the right flag. Bradigus walked into the left zone, cast Mystic Wards and Earth's Blessing and just sat happily. My Wight on the left advanced and Headbutted a Gator to open a Slam lane up for the other Wight. Megaltih advanced, used his Animus and beat the 2 Gators in his melee range to death. The other Wight on the left Slammed one of the Gators near my Watcher and smacked it into another Gator, knocking both down. That Watcher managed to kill a Gator. My other Watcher charged a Gator and killed it, I forgot to drop a forest. My Wight got given +2STR and charged the Soul Slave and killed it. On the right my Shaper ran to get on the Flag and my Guardian killed the Thrullg and Gator. The Stones got into bollard formation to deny charge lanes. The Guardian on the left advanced and smashed up the Gator my Wight had headbutted earlier. My Gremlin got into a position to deny some 13" charges on Bradigus in case Ghostly came out and my opponent fancied like rolling some dice for the game, and my Shapers pulled some Fury otherwise. At the end of the turn I scored 1, taking the score to 1-0. Maelok decided to change tack here, considering the armour from Death Pact wasn't doing much he decided to Revive twice. The green Gator unit swung left and put down some Wights with some help from friends. The Snapper finished off my poor Woldwatcher. The Wight on the left took some damage from another Posse member. A couple Stones on the right also got cleared. A Gator on the right got Ghostly and ran to contest my flag. At the end of the turn the score went to 1-1. Do I decided to just keep playing for attrition, and keep Bradigus safe. Brad walked up first and threw some rocks at a Revived Gator until it died, cast Mystic Wards and Earth's Blessing. Megalith killed the Snapper and a Gator. My Guardian killed some Gators. My Watcher killed a Gator and I remembered the forest. My other Guardian killed 2 more Gators. The Shaper that was on my flag walked backwards to avoid the Gator behind the wall. My Gremlins ran onto my flag to force him to keep contesting. My Wight got +2STR and with 3 Synergy managed to take out the Bone Shrine. Plan complete! Stones moved to be annoying and in the way some more. Sadly I had no real way to clear the Doctor on the left (beyond going for a Battering Ram) so only scored 1. Score moved to 2-1 Circle. Writing was on the wall here for my opponent. The Pot advanced to within 5" of Megalith and pulled him in with Spectral Lash, dealing 7 damage. Maelok charged Megalith, cast Mortality and barely dented him with some seriously poor rolls. The Witch Doc Sac Struck, by the end of the whole thing Megalith had a couple boxes left. The Gators on the right cleared stones and the Bone Swarm tickled my Guardian. At the end of this turn my opponent conceded. Victory to Circle! This felt much easier than playing this matchup with Krueger, so that's nice. KD remains king vs Gators, and I highly recommend when you play vs them just slamming/throwing them around to make them miserable, it's great. Brad is still hard and I need practice.
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Post by maplewhisky on Mar 8, 2018 3:16:13 GMT
Alright last one I promise. Playing some Krueger2, vs Stryker2 Storm Division. Spooky stuff, this caster does a lot of stuff Krueger doesn't like. His army threatens really far because of his Feat, and hits hard because of Positive Charge. His stuff is immune to electric damage. He personally will come screaming at Krueger if Krueger feats too aggressively and cut his head off. Very scary dude. We wracked up and I got handed 2nd. I took the side that would make my opponent split his forces somewhat around the forest and we were off! Stryker hit me up with some Decel, Arcane Shield went on the Lances. Everything else ran up basically. I had a pretty conservative turn here. I have a good friend who played a lot of Stryker2 in mk2, so I know some of his tricks. Namely that his infantry are really dangerous with a Run & Feat to all my low armour stuff, so I played really scared. With Arcane Shield & Decel I decided not to bother with the Storm Lances, instead going for the right flank's Positive Charge target. I did some quick measuring and moved my Grove up. Krueger went for an unboosted Rebuke on the lance poking its butt out the forest, and hit it. Then he went for an unboosted TK on the Lancer, which landed. Then he went for an unboosted Gallows onto the Lancer and rolled a 4 for distance and didn't damage it. My Warden advanced and boosted a Gallows, needing a 2 to pull it out of Deceleration. He rolled a 1, but with a boost did some damage. Megalith Trampled over and because of the angle also needed a 2 to pull it out of Deceleration. He rolled a 5, did some good damage and then put up Undergrowth and the Lancer got blown up by a Wyrd. I shimmied to the right otherwise and was very very cagey. I was in range for 3 Positive Charge Stormblades to hit my Engine, or a Wyrd which I figured was an acceptable risk. My opponent indeed measured for his Feat when I passed turn. His Stormblade units both minifeated and ran up. Stryker put up Deceleration and cast I think 2" of Velocity and walked into the left zone. Rowdy ran b2b with him. The Lances shimmied. I told my opponent at the time that if he put Stryker there I'd have to try and kill Stryker. This is something I've thought about but he's basically forcing me into an all in play. I measured a 12" (the safezone assuming I feat Stryker 3" back) circle from Stryker and the options that left me for a feat were... not promising. As a result I concluded in this matchup if Stryker ever moved up to bully Krueger like this I would have to try and kill him, the alternative is he just murders me on my feat turn / I play around that and my gameplan gets much less effective and my likelihood of actually winning the game goes down. So with that in mind as I took this turn I decided we had to kill Stryker. I went into the tank for a bit and did some measuring. I had some pretty good moves here though. Megalith trampled up to Rowdy, killing a Mannikin. My opponent considered Countercharge and opted not to, as his Stormblades were in the way. I cast Undergrowth (which clipped Rowdy) and Telekinesis on Rowdy, moving him a bit behind Stryker and flipping him round. Krueger charged a Storm Lance, making sure to leave a decent gap between him and Megalith but also being within 10" of my Fulcrum. He killed the Storm Lance with his Charge Attack, and then he Feated, hitting Stryker first and then working from the back. Stryker was pushed into Rowdy, the Stormblade in my Guardian's charge-lane-to-be was pushed out of it and nothing else really mattered (we didn't move a lot of models properly because it was mostly irrelevant). Krueger went for a TK onto Stryker and boosted, needing a boosted 8 (5/6) and hit it, turning him around and pulling him into Undergrowth. At this point I went for a boosted Gallows (needing a 4 to hit, or 215/216). For my Guardian to be in charge range of Stryker I had to TK it, which I could do with my other Warden, or I had to hit Stryker with a Hunter's Mark or my Gallows had to pull him 2" (so roll a 4 because of Undergrowth). The Gallows rolled a 2 and dealt 3 damage, so I needed my Hunter's Mark to land. I went for the Hunter's Mark first because if it missed my Warden on the right could still throw a boosted Gallows out for some damage. The Hunter's Mark landed (33/36) and I felt pretty good I'd kill Stryker from here. I did the Sentry stones on the right to get them out of the way of the Guardian, I think I might have dealt a couple points to Stryker with the one of the 3 who hit. My Wyrd on the right advanced as he probably wouldn't have LoS after the Guardian went in, he only hit one shot but also did a bit of chip. Then I opted to send the Guardian in and bank on me hitting the boosted 6 to KD Stryker, which would let my left Wyrd and Fulcrum hit him at def 5. Thankfully, the Charge Attack hit and Stryker died to the Guardian's 3rd swing. Victory to the Circle! I do think this is interesting. With the knowledge that this is a way the matchup can play out I think I absolutely should set up in a more assassination oriented formation, which mostly means making sure Megalith & my Warden are in a Stone triangle. Being able to move 10" then throw is incredibly strong for assassinations and it would have made getting the KD on Stryker much much easier. I also think Stryker absolutely didn't have to walk to where he did, but I think in doing so he ultimately forced my hand to the point where my ONLY reliable winning play was going for the kill (which I hate doing, it's so dicey). Thankfully, things worked out and we got him dead. \o/
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Post by maplewhisky on Mar 10, 2018 0:11:08 GMT
Quick report tonight bringing some Baldur2, cause it's looking like I might be playing him in an upcoming event. I played: Baldur2 -Woldwrath -Megalith -Wold Guardian -Woldwarden Sentry Stone Sentry Stone Shifting Stones Shifting Stones Wayfarer Wayfarer Stoneshaper Stoneshaper Stoneshaper Gallows Grove 75 I played against Madrak1 in Band of Heroes with double Champs! I played this guy quite a bit in Mk2, and when I got started in Circle, but the rust was screeching off of me this game. I took first and went as far up the board as I could, putting RotE on my Gallows Grove and a Shaper in case of rogue Bomber drifts, everything else was out of range / in Shield Guard coverage. My right hand Blackclad got right up the table with Phase Jump. I had a plan for him that's usually pretty effective vs Trolls, which is to just get behind everything and bother the backline support / Krielstone. So whenever I play against Madrak I forget his stupid Ricochet ability. So my right Sentry was in range but "safe" because of Shield Guard. Nope. Madrak walked up, Sniped, shot my Sentry, it got Shield Guarded and he used Ricochet to hit my Sentry anyway. Sentry died. Considering that's the flank the Fennblades flew up, bad news. Well, Baldur is the king of durdling, and I had planned to durdle it out, but with the Sentry dead I felt I needed to take a slightly more offensive approach to the right flank. My Grove ported over to deny some Tough (really important for Crevasse). My Wrath walked up, used its Animus and shot a leading Fennblade which missed and dealt 0 dmg to both Fenns it hit but thankfully deviated in a good direction for me. My Wolds both walked up and threw some Crevasses onto the Toughless Fenns and killed a couple each, Megalith took out the Fennblade UA. Undergrowth went up. My Blackclad on the left waited for the Champions to go in before spraying, my left Sentry also backed off after the spawned Mannikin shot its spray. The Blackclad on the right just ran headfirst into the forest on the right, making sure he wasn't in LoS of anything or walk & punch range of the Champions. Everything else got in defensive formation and braced for impact. Baldur advanced and cast a Rock Wall and another Crevasse, clearing out some more Fenns and then used his Feat. Who dares enter the halls of the durdle king? Madrak, apparently. The Brawler on the right Frenzied because my opponent had gotten a little greedy with the Bomber on the left the turn before. Madrak advanced, feated, healing the chip damage the Champions on the left had taken and threw his axe at a Shifting Stone, intending to Ricochet and murder my Stoneshaper on my flag. He opted not to boost damage on my Stone, lightly denting it, and then attacked my Stoneshaper which got Shield Guarded. No Blood Boon for Madrak, so he had to cast Even Ground like a peasant. He also used his Feat. The Fennblades kind of milled around and didn't achieve much of significance, Undergrowth and the Hazard from the Wrath being serious problems for them. The Champions lined the zone ready to be the second wave. On the left the Bomber advanced and blew up 2 Shifting Stones in front of my Wrath, allowing some Champions to charge in. They didn't do that much damage, Arm 23 is pretty high. They did however clump up for their DEF boost. The Score went to 1-0 to Trolls. Alright so I had a fantastic opportunity here that I didn't want to waste. I could get my Grove within 5" of the Krielstone and I was playing a Warlock with Crevasse. You see something like that and you have to go for it, right? So, my good buddy Baldur upkept his Wall, advanced up to the Champions on the left, used Undergrowth to clip them, put Roots on the Woldwrath, hugged the rock and smacked a nearby Champion, but he missed. The Woldwrath activated and punched 2 Champions to death, it also cast its Animus (being within 10" of a handful of Fennblades and the KSB). My Grove ported towards the Krielstone. Megalith advanced, cast his Animus and then Crevasse at a Fenn within 5" of the Grove and 6" of the Krielstone, hitting and killing, then he boosted to hit (slightly better than boosting damage on the KSB) and RFP'd the Krielstone which couldn't Self Sac or Tough because of the Grove. With the Krielstone down the floodgates opened. My Black Ops Wayfarer behind enemy lines crept out of the forest, engaging 3 Champions and Spraying down 4, killing 2 and putting significant damage into more. My Shapers opened up with Sprays, on the left the Wayfarer and Sentries put a bunch of damage into the Champions. My Warden put Roots on Megalith. Otherwise I moved defensively and peeled a few Fury. My Stones got out in Bollard Formation to soak some damage and charges. I managed to not kill the one model contesting my flag, so the score remained 1-0 to Trolls. *So to explain to people who're not 100% aware of the interaction between the KSB, Healing Denial and RFP, I'll elaborate. This is something that in my experience a lot of people think they know and really don't, and I'm super glad I used to be a Trollbloods player because otherwise I'd (probably, I do enjoy rules minutae) be totally unaware of this. The Krielstone Bearer is the Leader Model (and as a result, default Commander) for the Krielstone Bearer & Stone Scribes Unit. If the Leader Model is destroyed you Field Promote another model in the Unit to be the Unit Leader and also the Commander. In the case of the Krielstone Bearer, the Stone Aura will drop once the Leader Model dies, but, as per the rules on the KSB card all the Fury on the model is transferred to the new Unit Leader. The problem here is (as of Mk3) when a Unit Leader is Removed from Play you do NOT Field Promote a new Unit Leader. Instead you just choose a new model to be Unit Commander, there is no "Leader Model" in the unit anymore. This is especially important for units that rely on their Leader models for specific effects. To name a few, the Krielstone Bearer & Stone Scribes, Stormblade Infantry, Druids of Orboros, Revenant Crew of the Atramentous. As a result, Removing from Play these models is often debilitating in the extreme, which is why I felt it was worth focusing an entire turn on Removing from Play the Krielstone, as I knew there was no way it was coming back. With regards to the healing: The Krielstone itself has Tough. I'm going to assume you probably know how that works, the other rule I see played incorrectly very often is Self Sacrifice. The way this rule works is if your Krielstone is Disabled (read: takes damage) then you can Destroy (so no Tough, it skips Disabled and goes straight to Destroyed) another model in the unit within 3" of the Krielstone Bearer to remove 1 damage point from the Krielstone Bearer, aka keep it alive. The issue here is when the Krielstone Bearer cannot have damage removed from it (in this case it was within 5" of a Gallows Grove) then this rule ceases to function as the KSB cannot have damage removed from it. You technically can still use Self Sacrifice, you will just kill two of your own models instead of one. Back to the report. With the Krielstone dead and never coming back, my opponent felt like he was on the ropes. In the Great Durdle War the tide had turned, he had lost 2 ARM on all his mans, which meant that he was a much less efficient durdler, so he decided to do something durdlers only talk about in hushed whispers. The Warmduschers, Schattenparkers and Potatoes of the world watched on with fear as my opponent decided to go for an... what was the word? Assassination. My opponent did a fair bit of measuring and surmised that Madrak couldn't get into melee with Baldur. However, he could shoot a Bomber at him and if that went well, Ricochet an axe off the Woldwrath into the back of his head. So, the Champions on the left activated, putting some damage into the Woldwrath and killing my Wayfarer. The Bomber advanced to the left and threw a bomb at Baldur. It missed, not achieving anything. He threw a second bomb and it hit, he boosted damage and rolled a 16. At dice -1 I had 15 boxes left, due to my Wurm Tokens, so I opted to Transfer! Heh, my poor Warden took the brunt. My opponent realised Baldur would get Cover if Madrak threw his Axe at him and opted not to go for it, as he'd need a 17 on the damage roll to kill me. Instead, he advanced, shot a my Wrath for no damage and bounced into the Stone next to it, killing it and casting Even Ground for free. Madrak then cast Jackhamer on the Brawler getting it to kill some of the Stones in front of it. It advanced and smashed more Stones. The Champions engaged by my Blackclad sadly had no option but to turn and kill them as his MAT is pretty high, so they did. Fenns continued to durdle and I think killed the Grove and two Stones. By the end of the turn I had none left at least. Madrak scored again, taking the score to 2-0 Trolls. Alrighty, time to take some table space! My Woldwrath activated, walked sideways and closed the door between himself and the rock in the middle, then used his Animus and beat 2 Champions up a little, I think he made one Tough. The Mannikins on the left finished off the Champions unit including the Sorcerer. My Shaper on the right helped clear the way for Megalith with a spray, making sure to target the model I needed dead the most to benefit from the Wrath's Animus. Megalith got told he was strong by another Shaper (in hindsight a mistake, should have been my Guardian) and walked up, killed the Fennblade contesting my damn flag (that dude was immortal) and smacked the Brawler in the jaw for some damage twice. Then my Guardian advanced and with Weight of Stone easily finished him off. Baldur advanced onto the Flag, cleansed his Wurm Tokens and dropped a new Rock Wall to protect my heavies from Champions. My Warden cast Roots on Megalith again. My other Shaper took a Fury off my Wrath. Baldur Scored, taking the Score to 2-1 Trolls. My opponent's Bomber frenzied, charging my Woldwrath. My opponent thought for a little and conceded, not seeing a way to win the game with his army decimated and my Battlegroup still functional and mostly unharmed. Victory to the Circle!
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Post by maplewhisky on Mar 10, 2018 23:18:04 GMT
Gonna do another quick report. I played some more Baldur2, King of Durdling vs some Fiona jank. I lost the roll for 1st because Annie di Bray is a fair model, and took topside so I had a forest for Baldur to hide behind. I had to deploy a bunch of my AD back because of Eiryss1 and also the Advance Moving Mariner. My opponent ran up. I trampled up and put Roots on my Battlegroup. The Wrath shot a Mannikin in the butt to deny some space, guaranteeing my Wrath could walk into the zones next turn if it wanted. I put a Sentry Stone just in range of the Mariner, trying to bait it in to die to the Woldwrath. The Rock Wall went in front of my 2 heavies. Bait was taken! The Mariner walked up, shot my Sentry Stone to death. The Siege Crawler deviated some AOEs and did some damage with blast damage. Fiona used her Feat. I had a turn of incredibly poor dice. My Wrath and a Warden both with +2STR failed to kill a Mariner. I barely killed any infantry, but I feated and kept most of my stuff safe. Tilt from bad dice (missed 3 attacks on the Mariner hitting on a 2 on 1d6) made me forget Arcane Vortex. The Warden got kissed and died to basically the whole Merc army. Acosta killed my Blackclad in the left hand zone. One of my Stones died. The score went to 1-0 Mercs. Stupid feat's gone. My Wrath smashed the Mangler and Mariner to pieces and put up its Animus. Megalith beat up the Vanguard and Crevassed some infantry down. Acosta got sprayed to death. Guardian beat up the Engine but didn't kill it. Baldur put RotE on himself and Megalith. Score goes to 1-1. My opponent conceded. Victory to the Circle!
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Post by maplewhisky on Mar 10, 2018 23:40:01 GMT
Total Record: 21-5 Losses: Krueger2 Woldwrath vs Stryker1 dub Colossals Mohsar Bones vs Stryker1 dub Colossals Bradigus & Ambushers vs Ossrum Heavies Krueger2 Heavies vs Vayl2 Primal Terrors Krueger2 Heavies vs Maelok Posse Spam Matchups: Krueger2: 8-3 Morv2: 1-0 Bradigus: 3-1 Mohsar: 0-1 Wurmwood: 3-0 Kromac2: 3-0 Una2: 1-0 Baldur2: 2-0 I decided to do some stats from this thread so far. My personal stats are actually a bit different from this as I do have some games I haven't batrepped, but this is how I stand so far in this thread. Sadly I have more losses with Krueger than any other Warlock.
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Post by elshinare on Mar 11, 2018 0:58:09 GMT
Total Record: 21-5 Losses: Krueger2 Woldwrath vs Stryker1 dub Colossals Mohsar Bones vs Stryker1 dub Colossals Bradigus & Ambushers vs Ossrum Heavies Krueger2 Heavies vs Vayl2 Primal Terrors Krueger2 Heavies vs Maelok Posse Spam Wurmwood Croaks vs Kaelyssa Hydras Matchups: Krueger2: 8-3 Morv2: 1-0 Bradigus: 3-1 Mohsar: 0-1 Wurmwood: 3-0 Kromac2: 3-0 Una2: 1-0 Baldur2: 2-0 I decided to do some stats from this thread so far. My personal stats are actually a bit different from this as I do have some games I haven't batrepped, but this is how I stand so far in this thread. Sadly I have more losses with Krueger than any other Warlock. You also played Freddy more...average is 3-1 if you bring him in par with other warlocks I think...still a good setup
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Post by Evola on Mar 11, 2018 6:23:05 GMT
Total Record: 21-5 Losses: Krueger2 Woldwrath vs Stryker1 dub Colossals Mohsar Bones vs Stryker1 dub Colossals Bradigus & Ambushers vs Ossrum Heavies Krueger2 Heavies vs Vayl2 Primal Terrors Krueger2 Heavies vs Maelok Posse Spam Wurmwood Croaks vs Kaelyssa Hydras Matchups: Krueger2: 8-3 Morv2: 1-0 Bradigus: 3-1 Mohsar: 0-1 Wurmwood: 3-0 Kromac2: 3-0 Una2: 1-0 Baldur2: 2-0 I decided to do some stats from this thread so far. My personal stats are actually a bit different from this as I do have some games I haven't batrepped, but this is how I stand so far in this thread. Sadly I have more losses with Krueger than any other Warlock. First of I love this thread. I'm reading it daily and really love the battle reports. Keep it up. Who is your favorite Warlock to play? And any recommendations for a farrelly new Circle player like mysel? Again :Keep the good work up 👌
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Post by maplewhisky on Mar 12, 2018 20:16:18 GMT
First of I love this thread. I'm reading it daily and really love the battle reports. Keep it up. Who is your favorite Warlock to play? And any recommendations for a farrelly new Circle player like mysel? Again :Keep the good work up 👌 Thanks! I'm just happy there're people who enjoy reading. My favourite Warlock to play is easily Krueger2. I also really like Bradigus, Wurmwood, both Morvahnas and Kromac2. I recommend buying into a Theme Force you like, as opposed to making sporadic purchases from all across the faction. Personally I'd advise Bones, I think it's the most well rounded with the most variety in style. For beginners I'd definitely advise Baldur2. He's quite well rounded, can handle a lot more than you think (even Weapon Master spams) and is very beginner friendly. Hope you enjoy the faction!
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Post by maplewhisky on Mar 12, 2018 20:29:46 GMT
Got a rematch vs the Ret player from a few pages ago, the Elara2 vs Krueger2 game. He actually asked me to play Krueger, which was definitely weird, but he said the list he wanted to test had 0 game into Bradigus. We racked up: Looking at my opponent's list the matchup seemed pretty horrific even with Krueger on the table, but well, if someone asks me to play Krueger I have to oblige. I ran up the board as aggressively as I could, however I was lazy and didn't kill my own Mannikins. My opponent did some Wind Storm related measuring and opted to fan out really wide, and then because he's a good guy killed some of my Mannikins. The Chimera ran to within 10" of my Engine and right hand Sentry stone and Issyria cast Blinding Light on both of them before moving into the trench. Otherwise models shimmied defensively and the second Chimera got in front of Issy. Well, if you want to walk towards Krueger sometimes you have to pay the piper. My right hand Sentry spawned a Mannikin as far forward as it could, it ran behind Issyria. My left hand one spawned a Mannikin in range to shoot Issy. My Mist Speaker gave my right hand Woldwarden Eyeless Sight. My Stones Ported Megalith up the table, before I gave him +2 STR because I'm a bad player. Thankfully he was still in range, so the Shaper gave him +2STR. My right Woldwarden trampled up to the Chimera on the right and cast Telekinesis on it, moving it closer to Issyria, but still not within 7". My left hand Woldwarden trampled up and cast TK on Megalith, changing the angle his Gallows would pull the right hand Chimera at, so that even if he rolled a 1 it would put him within about 6.8" of Issy. Megalith boosted a Gallows at the now-spun-around Chimera, pulled him in and then boosted a Throw onto the Chimera, throwing it at my Mannikin, who was outside 7" of the Chimera I was throwing so it didn't deviate. It landed on Issyria's head and nudged her slightly left, also dealing 5 damage past Focus. Krueger advanced up and blew her to hell with his gun. Victory to the Circle! This is a pretty good lesson I suppose that when you can move a model 10" before making a STR14 throw, and you can often move the model it's throwing 3+" before the throw happens that you have to be really diligent with your spacing. Still, doing these kind of Circle shenanigans is a lot of fun, and I like to think most people wouldn't have seen the run.
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Post by maplewhisky on Mar 12, 2018 21:24:06 GMT
So one of my friends wanted to try his Stryker1 double Colossal fiesta vs Bradigus, and considering I was already 0-2 vs him I said what the hell lets rack up. He won first, and I deployed very far back because Snipe on RNG14 guns is sweet. Arcane Shield went on the Stormwall, Snipe on the Hurricane, and Blur on the Ironclad. Stuff ran up. My stuff moved up in defensive formation. The downside of starting a game at midnight is sometimes your brain doesn't work quite right. For some reason I thought my lights would block LoS to my heavies. They don't. So, woops, now my heavies were (barring the Shield Guards) hanging in the wind. My Sentries should absolutely be connecting to the forest and being used to hide my heavies. My opponent advanced, shot Megalith with the Hurricane and Charger, trashing his box count and the 2 Wights near him, and putting some damage into my Wayfarer. The Stormwall decided to shoot Bradigus and he transferred damage into a Woldwatcher and a Woldwight. Arcane Shield got put on the Hurricane from the Jr, Stryker feated, Arlan got onto the flag. The Ironclad moved into counterattacking position. Well, floodgates opened! I felt like I had to start doing damage because I couldn't guarantee Megalith's survival. He got repaired, given strength along with my Guardian. Hunter's Mark went on the Hurricane. I sent some Wolds in, built some Synergy, cast Stone Form & Animus on all my Watchers and put them in positions to jam the Colossals. Megalith and the Guardian did about 43 damage to the Hurricane. My feat pushed my heavies & Wights to relative safety but left the Watchers blocking Colossals and contesting the middle. I scored a CP on my flag and went to 1-0. In Stryker's turn the Stormwall and Ironclad killed my 2 Woldwatchers & Mannikin on the left. The Hurricane and Charger shot Megalith up and killed both Wights. Megalith thankfully survived. Mechanics repaired the Hurricane for 9 and repositioned. Other Mechanics kinda ran around. The Score stayed at 1-0. Brad walked to the right and shot the pod to death, keeping safe from the Stormwall behind the forest. My Sentry Stones sprayed down some Mechanics. My Wight tried for a Slam on the Ironclad which missed, and then bought an attack which missed. Megalith got repaired I think twice. Megalith and the Guardian finished off the Hurricane. My Watchers scrapped some mechanics a bit. My Stones got out and really got in the way of stuff. I scored 2 this turn, taking it to 3-0. The Stormwall charged a Shifting Stone and killed it, killed my Wight, podded my Wayfarer and killed my Sentry Stone. The Ironclad smashed some Stones. The Charger failed to kill a Sentry Stone. Stryker and Arlan mosied left and the Journeyman started running left, abandoning the Charger to its fate. Stryker scored the left zone this turn, taking it to 3-1. Brad continued to run from the Stormwall, but shot another pod down. My 3 Mannikins somehow killed the Charger in melee from full. The Stormwall was within 4" of my Flag so it was a lost cause. I ran a Shaper onto my Flag, shimmied my Battlegroup around and Battering Rammed the Ironclad away from the Flag. I contested with a Stone and set up more Stones to contest. I scored 2, taking it to 5-1. Stormwall advanced, blew up 2 Stones and dropped the final Storm Pod in my zone, killing a Shaper. He dropped a covering fire in front of Brad cause he had nothing else to do. The Ironclad moved to exactly 4" from the bottom flag. Arlan walked to backstop the Ironclad. Stryker pre emptively Sniped himself. Stryker scored the left zone, taking it to 5-2. Well, at the start of this turn I didn't realise I had to score 2 to win, so I kept Synergy like an idiot. Both my Wyrds failed to hit Arlan with their guns. Bradigus and Megalith knocked back the Ironclad and Arlan with Battering Rams and my Stone Shifted into Stryker's zone and I went to 7-2. Victory to the Circle! I think if we played this matchup again it would be quite a lot worse for Bradigus. Not a matchup I'm a fan of at all, would much rather have Krueger, he's a lot less dice reliant and controlled in his approach. Also he has a lot more game once the feats are gone I think. Still, I'd be up for trying it again.
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