Artifice is upkept by a cage rager. The Dreamer advances and shoots two reavers on my left, making them stationary before casting Manifest Destiny. The beasts all work to clear the five doom reavers in the opponents zone. This allows the gorehounds on my right to both move into the zone inside the Artifice for prowl, one engaging the three reavers there. The one on my left now charges past the stationary reavers, killing their UA and contesting the left zone. The last three gremlin swarms move up in front of the central cage ragers to block the marauder from charging in too easily. We each score our own zones.
Prowl is only triggered by concealment, not by cover. It never made sense to me, but that is the RAW. The outriders have always made me shudder even without Quicken. <shakes nervously> I think all three versions of this list sound interesting, but I would also lean toward Nyss over Assassins. I play trolls, though, but one of my best opponents (at the very least one of the best against me) plays Khador, so I have a fair bit of insight from across the table. <shivers again, thinking about the quickened outriders> Good luck, and I hope you can live with the knowledge that my nightmares tonight are your fault!
Not quite a competitive player, yet, mostly because I don't have time to go to tournaments.
Post by thebuoyancyofwater on Sept 3, 2018 6:55:20 GMT
Good catch on prowl mazog! Not sure why we didn't see that. As it turns out the doom reavers did more than enough to deal with them.
Yeah the nyss definitely contributed more when compared to the assassins. Having a bit of extra range is really helpful. The version I used against Skorne is my current favorite. Will be testing a Karchev list on Wednesday for a potential pairing with this
Sorry about the nightmares...
EDIT: Oh, the Wednesday game will be against Trolls
Storm of the North Kolgrima -Dire Troll Mauler -Earthborn Dire Troll Fell Caller Hero Northkin Shaman Northkin Shaman Valka Curseborn Trollkin Champions -Skaldi Bonehammer Krielstone Bearer & Stone Scribes (Max) -Northkin Elder Northkin Raiders (Max) -Trollkin Sorcerer Northkin Bear Handler & Battle Bears Northkin Bear Handler & Battle Bears
Set Up: My opponent wins the roll and chooses first turn. We both take the repair objective. There's a decent sized forest in the middle of the board. There's a hill on my left flank, a wall fairly central, some rubble just inside the zone on my right near my flag and an obstruction on my right flank midway up the board. On my opponents side of the board there's a forest on their right and another wall on their left. Jaws theme benefit comes into play and prevents ambush on the bears! Northkin clouds are put far forward on each flank.
Opponent deploys Kolgrimma centrally, the champions on my right, a shaman on each flank, Valka on my left and the stone following. The mauler is on my left and the earthborn is on my right, though both a fairly central flanking Kolgrimma. The raiders AD on my left and a bear unit ADs on both flanks. I deploy Karchev centrally with a kodiak to his left and a juggernaut to his right. Behemoth is on the juggernauts right and the second kodiak is out on the right. The spriggin is left of the central kodiak and the second juggernaut is left of the spriggan. The forge seers are behind the jacks in the center and on the right (the one not controlling Behemoth ready to move to my flag) and Sorscha is just left of center at the back. Mechaniks are spread out centrally at the back. Widowmakers advance deploy on my right onto the hill, staying further back to avoid early raider bombs.
Turn 1: My opponents army largely unpacks, running forward to position where they're covered by clouds or out of range. Kolgrimma puts down three clouds on my left to block line of sight to the raiders there and on my right the champions don't walk too far forward in order to stay out of Behemoth gun range. The stone generates three fury and Kolgrimma tops it up with one more. Both bear units run up into the theme clouds.
The spriggan tramples forwards then drops a flare into a cloud, catching two raiders behind. Two widowmakers aim before both failing to roll the four required to hit and kill a raider. The juggernaut also runs up on that flank. Karchev uses his Arcantrik Turbine, casts Battle-Charged, tramples forward and throws out an Eruption on my right to cause some movement issues. The kodiaks both run up, the central one close to the central forest and the other into the rubble on my right. The Behemoth and the remaining juggernaut both run up and support all follows after Sorscha casts Fog of War.
Turn 2: Due to Battle-Charged my opponent doesn't want to commit too much. The raiders advance up, engaging the kodiak and throwing a couple bombs at the widowmakers on the hill, killing one. The champions advance a little on their side and the heavies both run to swap sides. Bears spread out on both flanks, staying out of range but threatening zones. Kolgrimma advances, feats catching Karchev and all six heavies. This pushes Karchev and the central juggernaut nowhere due to the wall, but everyone else gets pushed. She casts a couple clouds on my left before Vanishing back a little. Shamans put up clouds and teleport around and Valka grabs the flag on my opponents side.
Battle-Charged is dropped but Fog of War is upkept. Karchev goes, shifting slightly to my left and casting Road to War. The widowmakers then start taking potshots on raiders, hitting and killing three and moving the kodiaks and central juggernaut up slightly. The central juggernaut simply hides behind the forest in the middle of the board and the right kodiak tramples up and sticks down a cloud obscuring my flag. The forge seer without Behemoth then runs to the flag to control while the other empowers the spriggan. Sorscha casts Boundless Charge on the spriggan as well. The left kodiak charges a raider, killing it and another through melee and it's cloud. The spriggan then charges as well, taking out another three raiders, leaving one or two alive. This triggers Road to War for the final juggernaut, who moves forwards and towards the middle. After a run it's just to the left of the central forest behind the spriggan and kodiak on the left flank.
Khador: 1 Trolls: 1
Turn 3: Without Battle-Charged my opponent can get into melee more easily. The stone gives out strength and moves centrally. This lets the bears on my right charge the kodiak there with the strength buff, killing it. One champion can see the central juggernaut, so they run/charge, doing about ten boxes. Raiders move around in the middle and both shamans move up and teleport after dropping clouds or spraying. The mauler casts Rage on the earthborn and moves up on my right a little, toeing the rectangular zone there. Kolgrimma moves over behind her objective and sprays at the kodiak on my left a few times, hoping for a crit but not getting it. The earthborn goes in and divides attacks between the spriggan and kodiak before Valka goes into the kodiak as well, in the end leaving it with right arm and cortex. The fell caller moves to the flag and the bears charge into the widowmakers, killing the last three.
Khador: 1 Trolls: 3
Road to War stays up and Fog of War is dropped. The juggernaut on my left gets a focus. Behemoth's forge seer empowers the same juggernaut before Sorscha casts Boundless Charge on it. She also shoots a bear on my left flank, doing five damage after boosting to hit and damage. Karchev goes, feating and charging a raider next to the spriggan. He kills it and a shaman. He then boosts and Eruption into a stone scribe slightly blocking Kolgrimma, killing the target, a second stone scribe and forcing the elder to tough. The kodiak goes next and vents steam, killing another raider but not killing Valka (should have boosted). It then walks out of melee, dying to freestrikes but getting out the way. The spriggan now advances around and bulldozes the earthbord back two inches before firing it's grenades at the knocked down elder, killing it and moving the fully loaded juggernaut up on my left. The juggernaut is now in range to charge Kolgrimma and it buys attacks until she dies.
Victory to Khador!
Thoughts: Was a nice assassination run in the end and it worked well. Sorscha0 definitely made Karchev more viable and generallyt he list worked well. Most importantly, it was great fun to get Karchev and a bunch of heavies onto the board again! Not really done that since PPs triple nuclear strike on Karchev and mad dogs (not that I played mad dogs). Still sad about loosing boosted attack rolls on the feat, but it's easier to live with now the list has access to free charges.
Not a great deal I would do differently playing the game again. Keep Behemoth back so he can't get caught with the feat, but that's about it. If he could have shot on my turn two it would have forced the bears to stay back, probably leading to the kodiak there living. The push with three heavies on one flank at once worked nicely and let me drive through. If the assassination wasn't on I think I would still have been able to largely clear that flank, though moves with Sorscha would be different due to the bears.
One weakness that became apparent with the list was far away scenario elements. While the widowmakers were ok I can trigger Road to War with other attacks, so they seem the likely points to drop. With eight points to spend I have a couple options:
Eliminators + 3pts of something (more mechaniks or war dog)
Widowmaker Marksman + 4pts of something
Hutchuck + adding two more mechaniks
Berserker + free Yuri
Kossites (1pt left over)
Eliminators are currently winning, though I like the idea of Hutchuck quite a lot too. I don't have much experience with him though, does anyone with a few more games have any thoughts?
Post by thebuoyancyofwater on Sept 18, 2018 11:04:37 GMT
Karchev vs High Reclaimer, Standoff
Time to try something a little different! Friend and I looked at lists and he fancied trying the double Hand of Fated judicator while I wanted to give Karchev a spin. My other list was Old Witch2 and I maybe should have dropped her in order to mess with the judy, but nevermind... Here's the lists:
Set Up: My opponent won the roll and decided to go first. Terrain had a forest central and a forest slightly to my right near the middle zone. There was some rough terrain further out on my right and a hill near the flag on my left. There was water around my opponents flag and a wall near their zone. There were a couple hills, but they didn't com into play. There are also some walls, one in my opponents rectangular zone and one near my zone.
My opponent put the judicator and support opposite their rectangular zone on my left and both venger units went on my right flank. Casters went central near the devout and the vassal and choir followed the judicator. Errants ended up advance deployed centrally. I put a gun carriage on both flanks, both field guns and a mortar on my right and the last mortar on my left. Karchev was central with the rager and a kodiak to his right and the other kodiak and both marauders on his left, opposite the judicator. Mechaniks followed in the middle. I advance move the kodiaks and marauders forward.
Turn 1: Hand of Fate goes on the judicator and everything runs up.
Both gun carriages advance and put out rough terrain across the board before repositioning. The one on my left repositions forwards and the one on my right goes back. The AoEs kill around three errants and unfortunately I roll the hard eleven to put a single point of damage on a venger with blast. Due to that the artillery on my right advances and fires at the vengers. I kill one and put out some damage. The mortar on my left advances and fires at the errants, I think killing one. The jacks run up in the middle and Karchev takes the extra movement, tramples forwards and sticks out an Eruption, killing an errant and sticking a cloud between them and a couple jacks. Mechaniks run up to have my jacks within advance and repair range for next turn.
Turn 2: Hand of Fate stays up on the judicator and it receives a focus. It gets a third focus from the vassal and battle from the choir. It's guns leave the leftmost marauder on five boxes. Ouch! Unfortunately I moved the kodiak on my right too far forwards and it gets charged and killed by four vengers, two with battle driven and two without. The other vengers just spread out on that flank. Errants reposition and one can see a mechanik past my jacks, but misses the crossbow shot. Support and such comes up behind everything.
I give a focus to the remaining kodiak and Karchev keeps the rest. The right gun carriage and artillery on that side fire at vengers, killing a couple and knocking two down. The gun carriage goes into the rectangular zone there with no one contesting. Karchev charges the vengers that went after the kodiak on my right (they either didn't reposition or didn't go far enough). He takes out two and casts Battle-Charged. The rager then kills another. In the end both venger units are battle driven, two are knocked down and the only ones left from one unit while there's two left in the other unit. The second gun carriage kills some errants with a combination of melee and ranged attacks before repositioning to be awkward while contesting my opponents rectangular zone. The marauder gets repaired a little the kodiak tramples over an errant and vents steam to finish clearing the central circular zone, which Karchev controls. This leaves the kodiak contesting both my opponents rectangular zone and the circular zone, plus only leaves one errant hiding at the back. The two marauders move up to threaten the judicator while staying out of melee range of it.
Khador: 2 Protectorate: 0
Turn 3: Hand of Fate stays up and the judicator is allocated a focus again. Again the vassal and choir buff it before it starts shooting. It finishes off the damaged marauder and damages the kodiak. High Reclaimer moves towards my right, puts a pair of Burning Ash clouds up to cover the errant final position. He feats, getting eight models. He brings back two vengers and six errants. The errants run up behind the clouds while the vengers charge where they can, some having to stand up instead. Three reach Karchev, but he has a couple focus so takes minimal damage. The two from the other unit charge field guns, each killing the two grunts in the units.
Khador: 2 Protectorate: 0
I drop Battle-Charged and allocate one each to the kodiak and marauder. Karchev starts, casts Road to War, feats and starts attacking vengers. He kills one (moving the marauder into the Burning Ash cloud, but whiffs his remaining attacks. The rager goes and I attack the wrong venger, killing a second (moving the kodiak forward), but leaving the venger contesting two zones on one box. The gun carriage there can't get much work done, killing two vengers I think. The mortars lob a couple shells, killing errants here and there. The left gun carriage moves in to slam the devout out the way, but misses. It's guns kill a few guys though. I had been looking to combo smite an errant into High Reclaimer before the kodiak went up and put multiple boosted POW16's into him, but errant shenanigans stopped that. I still killed some more errants and the kodiak reach High Reclaimer, sticking a bit of damage on him. Due to the one box venger contesting both zones I don't score this turn.
Khador: 2 Protectorate: 0
Turn 4: Hand of Fate stays up and the judicator receives a focus. It's given battle and a vassal focus again before going in and killing the kodiak and marauder. The devout helped on the marauder, but crucially couldn't reach the central zone. High Reclaimer makes himself safe behind some clouds (Karchev is getting close) and the vengers finish off the field guns before moving to contest where they can. There's only one or two errants left so they move up and kill a mechanik I think.
Khador: 2 Protectorate: 0
I drop Road to War and Karchev keeps everything. The right gun carriage and the rager finish the contesting vengers off and leaving the gun carriage in the zone. The other gun carriage and left mortar finish off the errants, clearing the middle zone. The mechaniks run into the middle zone before Karchev spends a focus for the additional movement and pathfinder and runs to the enemy flag.
Khador: 5 Protectorate: 0
Victory to Khador!
After my terrible turn three feat I thought I was done to be honest, but managed to grind out the scenario win. On reflection I think Old Witch2 would have been the better drop, so I might ask for a rematch to see how that list performs. Overall it was great to be playing Karchev again though!
The list generally worked as planned, though I'm still really rusty with Karchev. Should have just stuck Road to War up instead of Battle-Charged in my second turn, which would have freed up focus for turn three. Also getting a kodiak killed at the start was daft on my part, was no need to be so far forward. That combined with the judicator output crippling a marauder meant I was basically down two heavies from the start. However double gun carriage was great! They really add to the armour and box count in a Karchev list and are overall great independent flankers for the list. Don't think I was getting 100% out of them though, so more practice needed.
I think I'm going to change out a mortar for Sorscha0 (controlling the rager) and make one of the field guns free. Assuming S0 stays as per her CiD form, which I don't see changing. I'll loose an advance move on one marauder, but I think that's a fine price to pay for gaining Boundless Charge in the list.
Overall fairly happy with that experimental list tryout!
Set Up: My opponent wins the roll and takes first turn. Important terrain is some rubble on my left flank and a hill in the rectangle zone on my left. There's an obstruction central just into the middle zone on my side and another obstruction in the rectangle zone on my right near the objective. Opponent has a corrosion cloud central between them and the circle zone and a hill to their right. Nothing else really comes up.
Opponent deploys a siege animantarax on each flank with a beast handler unit inside from each of them. Karn is slightly to my right and Makeda is central. Agonizer and krea follow behind and the gremlin swarm is central. I deploy a kodiak towards each flank, Ruin inside the one on my right, then a spriggan on the inside of each flank. Butcher goes slightly to my left to go around the obstruction. A forge seer and eliminator unit follows each group of jacks. Both aradus advance deploy fairly centrally. Yuri is central, the manhunter and marksman are on my right and the widowmakers are on my left.
Turn 1: Both turtles get whipped to three rage tokens each before running up the flanks. Hand of Death goes on Karn and Vortex of Desctruction goes on Makeda before the middle all runs or advances up. Karn and Makeda get corroded.
I start with the manhunter charging the turtle on my right, doing around ten damage. The marksman adds another three. The widowmakers move around to make some on my left and stick a few points on the other turtle. On my right the kodiak, Ruin, spriggan and Yuri all move up pretty far, staying out of beast threat range and largely covered from the turtle on that flank by the obstruction and my objective. On the other flank the kodiak runs wide into the rubble (mistake 1) and Butcher puts Fury on the spriggan on my left before he and it move up the board, in theory where the spriggan can threaten the turtle on my left if it goes for the kodiak. Eliminators and forge seers follow.
Turn 2: Both spells are upkept and corrosion stays up on both Makeda and Karn. The turtle on my left charges into the kodiak and kills it, then repositions out of threat range of the spriggan (yeah, I forgot reposition). The other one kills the manhunter and puts some damage into the other kodiak with it's gun before repositioning out of threat. Aradus and Karn play cagey in the middle, trying to stay out of range. Makeda and support beasts all move up and stick up defensive tech. Beast handlers run up.
Butcher rolls four focus and upkeeps Fury, keeping the rest. This turn is largely repositioning for me. The right spriggan goes into Karns threat range (randomly blowing up an exalted guard in the process) and Ruin follows behind (mistake 2). The remaining kodiak is healed by the objective and moves to contest my zone where the turtle can't reach it in melee due to the objective and obstruction, popping a cloud just because. The forge seers stay safe and eliminators move up to threat next turn. The marksman puts another three damage on the right turtle and the widowmakers kill three of four beast handlers on my left.
Turn 3: Both spells are upkept and corrosion goes out on Karn. Karn receives enrage and a handler moves base to base while two others from that handler unit whip the turtle on my right back up. Karn charges the right spriggan (taking out the cortex in one hit) and side steps to Ruin. In the end Ruin has a single box of movement left. Other beasts advance where they can and Makeda and support put defensive stuff up. Agonizer has it's -2STR thing up. Left turtle kills a couple widowmakers and claims the rectangle zone. The other turtle kills my objective.
Khador: 0 Skorne: 2
Butcher rolls seven focus and drops Fury. So I have a few crippled jacks, but I think I can still get work done. The central eliminators go and put good damage into Karn with a couple charging combo-strikes. Butcher then feats, kills Karn and puts Boundless Charge and Fury on the right spriggan (with no cortex). I put the rage token on the same spriggan with the feat (mistake 3). The two remaining widowmakers shoot the agonizer, one shot gets shield guarded but doesn't damage the exalted guard. The left spriggan then advances up and puts another couple points into the agonizer. Ruin then charges the agonizer thanks to the bond. Conferred Rage makes him MAT10, so he hits despite only rolling one dice. Sadly he doesn't roll the seven on two dice needed to finish it. The buffed spriggan and Yuri then charge the aradus on my right, leaving it on a few boxes. Had the agonizer been dead the aradus would have been no more. The last kodiak moves a little more centrally, contesting the central zone and clouding itself. There's no more Skorne in the central zone and I have an eliminator unit and Butcher in there, so I score.
Khador: 1 Skorne: 2
Turn 4: Vortex of Destruction stays up and corrosion goes out. The aradus on my right finishes Ruin and takes the lance off the spriggan after it's healed by a beast handler. Starting to loose the attrition in the middle my opponent goes for an assassination on Butcher. Makeda charges and has five fury left vs Butcher sitting on three focus. In the end she does around eight damage after a couple misses (she needs seven to hit). A turtle tries to shoot Butcher, but it doesn't work. It had no boosts or anything, so even if it went before Butcher was in melee it wouldn't have achieved much. Certainly not twelve damage. Other stuff just moves about.
Khador: 1 Skorne: 3
Butcher rools two focus. The forge seers both empower the kodiak, who plans on boosting two initials and a headbutt in Makeda from behind so Butcher a spriggan and two eliminators can finish her. However it rolls a ten and seven for damage, killing her with initials.
Victory to Khador!
Overall I'm pretty pleased with the list! Though there were some bad mistakes made:
First, the kodiak running in my turn one. The idea was to threaten the turtle on that flank with both the kodiak and spriggan so that if it went for either the other could reach it. However I forgot reposition, so the spriggan couldn't counterattack. I needed the kodiak closer to the spriggan to properly cause issues for the turtle.
Next, Ruin moving behind the other spriggan. I completely forgot how sidestep worked for some reason and briefly thought it was like overtake. The idea was Ruin threaten a counterattack should Karn go for the spriggan with the issue being forced by the spriggan being able to charge Karn or a soldier if they don't back off. Ruin could have sat much further back thanks to his bond.
Last, rage token allocation. I was trying to load up the spriggan, but it was never going to happen. Instead of relying on one attack to roll a seven with Ruin I should have given him the first token generated. This would give another MAT10 P&S18 attack to take out the DEF12 effective ARM15 lesser beast and remove the strength penalty. I would have gained a rage token, which could have gone on the spriggan before it went for the aradus. This would have meant I'd have ended my turn killing Karn, a soldier and an agonizer instead of only Karn. The soldier would have given me another rage token too, but not sure I could have used it.
I know Butcher2 isn't very popular, so I think I'll put up a few thoughts on the models in the list:
Jaws of the Wolf: No ambush is nice for Butcher2. He wants everything central and removing it from some armies is great. reposition on mechaniks as as dead as ever. Butcher2: Didn't feel like the liability he's been labeled as in MKIII. He really makes things think twice about jamming his jacks and Conferred Rage was excellent once I triggered it. Generally he was able to get work out of jacks with minimal allocation. I get the feeling a trap with him is trying to maximise the amount of rage tokens generated. In this game, three would have been fine if I'd used them properly. Kodiak: Built in pathfinder helps set up and unpack the army while clouds can be used to protect Butcher if needed. Clouds are excellent at generating rage tokens and power attacks are handy. Between heavy boiler on them and multiple Boundless Charges turn one the list can get a decent way up the board if going first. Spriggan: They definitely add some beef to the list, plus the guns are surprisingly handy at times. 2" melee works nicely with Ravager and Boundless Charge goes nicely with their powerful charge ability. Ruin: Really likes Butcher2 and Butcher2 really likes him! Great bond, solid weapon and on feat turn he can start generating both rage and soul tokens. His base stats work nicely with Conferred Rage, plus the 2" melee zone means Ravager is an option against bunched up units. Greylord Forge Seer: Lessen the bad feeling of rolling two focus by still letting you fuel some jacks. Manhunter: Was a nice little missile to have in the list, but will likely be dropped. Widowmaker Marksman: Was again nice, but will be changed. Yuri the Axe: I like him with Butcher2 due to a couple things. First thresher is nice for generating rage tokens against infantry. Built in pathfinder is nice and stealth, ARM14 and eight boxes gives a fairly tough solo. Kayazy Eliminators: The threat of eliminators with Fury and lots of rage tokens is a thing. Even without Fury I think they can kill lights, but I think with Fury and enough tokens a pair of eliminators can take out heavies. Handy scoring units too. Widowmakers Scouts: Spot removal and token generation. An ideal unit for the job.
So generally the list wasn't really designed to take on beast/jack bricks, but after that performance I don't think it's a dead match up by any means. I'm more aiming at the newer medium based infantry lists cropping up, plus any jamming infantry list. I think it does well in those situations, but needs more testing.
I've decided to drop the manhunter and marksman to fit in a min unit of mechaniks and Kell Bailoch. Will test and report back!
Ruin then charges the agonizer thanks to the bond. Conferred Rage makes him MAT10, so he hits despite only rolling one dice. Sadly he doesn't roll the seven on two dice needed to finish it. The buffed spriggan and Yuri then charge the aradus on my right, leaving it on a few boxes. Had the agonizer been dead the aradus would have been no more.
Post by thebuoyancyofwater on Oct 9, 2018 7:07:21 GMT
Butcher2 vs Horgle2, Standoff
Time for a second go with Butcher2. I changed the list around a bit and got in a game against some filthy trolls. Lists:
Jaws of the Wolf Butcher2 +28 -Conquest -35 -Grolar -18 -Kodiak -13 -Ruin -17 Gobber Tinker -2 Greylord Forge Seer -0(4) Greylord Forge Seer -0(4) Yuri the Axe -0(6) Kayazy Eliminators -5 Kayazy Eliminators -5 Widowmakers Scouts -8
Storm of the North Horgle, the Anvil +29 -Trollkin Runebearer -0 -Rök -19 -Troll Axer -10 -Winter Troll -8 Valka Curseborn, Chieftain of the North - 0 Fell Caller Hero - 0 Krielstone Bearer & Stone Scribes (Max) -9 -Northkin Elder -3 Northkin Fire Eaters -7 Northkin Fire Eaters -7 Trollkin Long Riders (Max) -20 Trollkin Champions (Max) -16 -Skaldi Bonehammer -5
Set Up: I win the roll and choose first turn. There's a house in the middle of the circular zone. I have a forest on my left flank, another obstruction central in front of me and a wall off to my right. Opponent has a burning forest on their left and a forest on their right. Opponent puts one theme AoE basing their flag on it's outside and the other over on their right basing the forest there on it's inside.
I deploy Butcher slightly left of center to go round the obstruction with Ruin and the grolar on his left. The kodiak is on his right with the conquest right of that. I deploy eliminators on my right flank and behind Ruin. One forge seer follows conquest/kodiak, then other follows Ruin/grolar. Tinker is central. Opponent has long riders on my right and champions on my left. Rok is slightly to my left with the axer and the winter troll is right. Stone and Horgle are central, fellcaller and Valka are with the champions and the runebearer is towards the longriders. I advance deploy the widowmakers centrally and Yuri in the forest on my left. Fire eaters deploy in front of the long riders and champions on each side.
Turn 1: Butcher casts Boundless Charge on himself and Fury and Boundless Charge on the conquest before charging up the board. Thinking the theme AoEs are clouds I assume Ruin can't see anything to charge, so he runs up along with the grolar (into the forest) and kodiak. The conquest charges up too. Widowmakers, eliminators and support all advance/run, staying out of fire eater threat range. Support follows up and Yuri only advances slightly in the forest.
Inviolable Resolve goes on the long riders, Solid Ground goes on Horgle and something goes up on the winter troll I think. Horgle then advances up. The rest of the army largely advances, staying out of melee threat range.
Turn 2: I roll five focus and upkeep Fury. Both forge seers move up and empower the conquest. Between it and the widowmakers the pig and one fire eater die on my right and a few boxes go on the long riders. I mess up the conquest placement and it's a couple millimeters outside the circle zone. The eliminators on that flank run up to engage and block where they can. Butcher moves up behind the house in the central zone, Yuri moves to my flag and Ruin and the grolar move up on my left staying out of champion charge range. The kodiak runs round behind the conquest to support, waiting behind the wall there. The other eliminators stay central in the zone and the tinker runs up, keeping all jacks within six.
Upkeeps stay for free and Horgle goes to full. One eliminator on my right dies to long riders before the fire eater eats a freestrike from the remaining eliminator (needed a boosted nine to kill, missed it sadly) and sets the conquest on fire. The winter troll advances and sprays down all four widowmakers. Champions clump up on the other flank, contesting my flag. Rok and the axer follow behind, controlling my opponents zone. Long riders contest my rectangle zone. The other fire eaters move into the circle zone and try to kill the tinker and an eliminator to clear the zone, but leave the tinker alive.
Khador: 0 Trolls: 2
Turn 3: I roll a six for focus and upkeep Fury again before allocating one focus to the grolar and conquest. The forge seers empower the grolar and conquest as well before the tinker repairs the fire damage on the conquest. Butcher goes first, feats and kills two fire eaters (I messed up his placement to get a lot more here). He casts Ravager on Ruin and once there's nothing in his range he moves one inch to catch most trolls in his control. Rage tokens on grolar and Yuri. Yuri advances and puts two attacks into a champion while staying on the flag, doing good damage to the unit. The kodiak walks over the wall and kills a long rider, rage token to conquest. Conquest goes, killing another long rider and the winter troll, sticking rage tokens on Ruin and the grolar. The central eliminator kills the fire eater pig and the other on finishes the fire eater on my right. The grolar tramples trough the forest, kills Valka, a champion and Skaldi but runs out of attacks to get any attacks on Rok. Ruin turns two souls to focus and charges Rok for free. He rolls awful, leaving Rok on about half health after six attacks instead of killing him. As such Ruin looses another two attacks (berserk and another rage token) into the axer, which should have finished it off since it as hit hard with Ruin's not-shield. Also means he's on one soul instead of three.
Upkeeps stay. Unfortunately I've taken my eye off scenario (Ruin's terrible attacks didn't help). The eliminator on my right flank is killed, clearing that flag. Yuri is killed by three champions before the fellcaller uses pathfinder on himself to run through some rubble to the other flag. Horgle feats and casts his fire AoE at the grolar. I cancel it once with Ruin, but he casts it again (again only one soul). The axer and Rok then kill the grolar, clearing the rectangle zone.
Khador: 0 Trolls: 5
Victory to Trolls!
Oops! Took my eye off the scenario and got punished. However I could have played better to avoid it.
I think the grolar should have gone for the champions near my flag instead of going more central to clear a way for Ruin to reach Rok and the axer. Ruin could have reached the axer and remaining champions. This would leave him in front of Rok, but Rok would then end up right in front of Butcher. Also I should have shifted Fury to Ruin instead of upkeeping it on conquest. Butcher could have moved better to kill another couple models, which would have guaranteed seven focus the following turn. I actually think if I set it up right he might have reached the axer/Horgle/Rok or at least cleared the lane for Ruin so the grolar could go contest my flag and kill the champions there. If I make those changes I think I win ultimately since attrition would have gone heavily in my favour. The right plays would have resulted in the champions, Rok, the axer, the winter troll, some long riders and all remaining fire eaters likely being killed, leaving my opponent with the stone, Valka, a fellcaller and a couple long riders against three heavies, a colossal and Butcher.
Rage token allocation is a real headache! Trying not to over/under allocate can be really tricky. However having got more use out of the feat this game I think it's very good. Takes some thought and planning, but I think that will come with plenty of practice. Seeing what models can do when every kill grants another attack (or two with berserk and rage tokens) will take some practice for sure.
I've made some changes to the list again. I'm afraid the grolar is back out and the spriggan is back in. The grolar is nice, but the movement from ram only triggering if the model hit is pushed limits it a bit too much for me in this list (there's one in my other list however). The 2" melee on the spriggan wins out for me. I've also removed the widowmakers for Kell and a war dog, using the spare point from the grolar/spriggan switch to drop the tinker for mechaniks.
On paper I like the look of these changes and will give them a go ASAP.