Post by thebuoyancyofwater on Jan 13, 2019 9:13:46 GMT
Strakhov2 vs The Wanderer, Standoff
Got a game in against the new Grymkin CiD stuff. Thought I'd post up here since my opponent will likely post on the CiD forums. Plus I've been wanting to test this list for ages. Lists:
Wolves of Winter
Strakhov2 +22 Quicken
-Kommando
-Kommando
-Rager -10
-Ruin -17 Inviolable Resolve
Fenris -8
Koldun Lord -4
Koldun Lord -4
Sergeant Nick -4
Doom Reaver Swordsmen -10
-Greylord Escort -3
Doom Reaver Swordsmen -10
-Greylord Escort -3
Doom Reaver Swordsmen -10
-Greylord Escort -3
Greylord Ternion -0(7)
Steelhead Halberdiers (Max) -11 Last Stand
-Koldun Kapitan Valachev -0(4)
Infantry Theme
The Wander
-CiD Licky Guy
-Gorehound
-Rattler
-Skin & Moans
CiD Ghoul
CiD Ghoul
Hollowmen (Max)
-Lanternman
Madalay Man & Monkey
Neighslayers (Max)
-CiD UA
Pigs (Max)
-CiD UA
Pigs (Max)
-CiD UA
Think that's everything!
Set Up:
Opponent wins roll and chooses first turn. I have a house near the middle blocking a lot of my zone from my opponent. There's a hill in the circle zone on my left and a forest in the other one. Opponent has some shallow water in their rectangle zone. There's a few other pieces spread around, but nothing major happens near them.
Opponent deploys pigs on each flank, hollowmen to my left and the neighslayers and monkey man behind the middle. The Wanderer is central along with the gorehound while the skin & moans and rattler are towards my right flank. Ghouls are center and left from my point of view. I deploy Ruin on my right and the rager on the left. The halberdiers are central along with Nick and the ternion follow behind. I put a koldun lord on each flank, plus Fenris on my left. Finally I advance deploy one reaver unit on my right, one on the left and one center-left. I choose the repair objective, opponent took the pathfinder one. My starting upkeeps are in my list above.
Turn 1:
Stuff mostly runs up. Wanderer puts up a Veil of Mists to my right of the house to block some line of sight and sticks up Fog of War. Otherwise it's general unpacking.
Same for me this turn. No need to worry about upkeeps, so it's just running up this turn. I keep Ruin out of threat of the skin & moans and keep reavers out of pig threat ranges. On my right I try to crowd a bunch of reavers onto the hill to get some defense from hollowmen. I stick some clouds out here and there too.
Turn 2:
Fog of War is dropped but Veil of Mists is upkept. Both pig units shield wall up, one unit toeing the zone on my right, the other not quite reaching the left zone due to hollowmen. Said hollowmen shoot reavers, but are pretty unlucky. One dies and another couple tough, but are within range of Fenris. Gorehound comes in and kills a couple halberdiers before sprinting away behind the Veil. Other models just reposition around in the middle and Star Crossed goes up.
I upkeep all spells and keep all focus. Koldun lord on my left kills a hollowman and creates a doom reaver. The two doom reaver units on my left clear the circle zone there. I get two charges on the objective and actually kill it, but a ghoul makes me re-roll a big damage roll, so it lives. Fenris moves up onto the hill and the ranger moves to toe my rectangle zone and the left circle zone. On the right I charge into the pigs with a couple reavers, but fail to hit due to Star Crossed. The halberdiers charge as well and a 2-man CMA takes a pig to 1 box on my right. Support all moves up with Ruin again staying out of range of the skin & moans. Strakhov and buddies move towards my left flank behind the house and feat. I score my zone and the left circle zone.
Khador: 2 Grymkin: 0
Turn 3:
Veil is dropped this turn. Hollowmen kill a few more reavers on my left and the neighslayers charge in and kill a couple on my right. Both pig units mini-feat and charge, getting themselves into zones and killing a few more reavers on both flanks. The rattler comes in and kills 4 halberdiers after a few others were killed, leaving me with 4. Skin & moans and gorehound kill the reavers that charged the objective. The Wanderer casts Star Crossed again and moves the Veil to block the objective from the reavers on my left. Monkey, licky guy and ghouls all move up in support. We each score out own zones.
Khador: 3 Grymkin: 1
All spells are upkept and I give 1 focus to Ruin. After apparating around I realize I've messed with my positioning on my left, blocking an escort and reaver. Strakhov goes in and kills the blocking hollowman before repositioning back behind a cloud made by a kommando and into another. Koldun lord on the left kills another hollowman to create another reaver and the other one uses Canker Frost from the ternion to stick an ARM debuff on the rattler. The ternion put Canker Frost on a pig on my right plus damage the rattler some more with the POW10's. The halberdiers charge it and do two CMAs, the first one actually kills it so I only loose one halberdier from Last Stand (the unit finishes the turn at 5 guys thanks to Nick). Ruin takes the soul, makes a focus and charges two pigs on my right, killing both. The reavers finish the hollowmen and kill a few pigs. Fenris comes in and kills another pig and puts a big dent into the gorehound, but sadly misses the second attack. I score my zone and the left circle again.
I had somehow messed up my counting and could have won if I focused on getting to the objective. Might not have been possible though, not sure.
Khador: 5 Grymkin: 1
Turn 4:
We figure Strakhov has to die here or Grymkin loose on scenario next turn. The Wanderer tags Strakhov with his spray, the ghouls and the licky guy remove Fenris and then the gorehound goes into Strakhov. Has no mind and has grievous wounds on it due to Fenris, but lands the 9 to hit, dragging Strakhov into the forward cloud. Skin & moans can now see him and charges, but rolls terribly and leaves him alive. We call it here.
Victory to Khador!
Welp, that was almost a very costly mistake! I hadn't properly firgured where I wanted each reaver and excort to go, so had apparitioned into just the wrong spot. Even if they were both still engaged by that hollowman with better positioning Strakhov could have backed off much further and been safe. That would have netted me a far safer win. Lesson learned!
Quick thoughts on the Grymkin CiD stuff:
Mostly ok. I think the monkey should pick up Return though. As it is if it counter charges out of command all the opponent has to do is not attack it the following turn and the monkey is neutered for a turn. Return would sort that. Also, acrobatics but no parry seems weird, but is possibly for balance. The ghoul re-roll ability is really strong and I think it needs looked at. I'd go with reducing the command to something like 7. Or make it 6, but make it collect corpses in CMD so that ability gets a little buff. As it is it's very easy to gather corpses and two of them cover a huge area. Combined with Star Crossed or the fact there's a caster independent -3 MAT swing and I think it should be toned down a little. Oh, isn't there that eye gouging solo too? So it could be even worse.
Thoughts on my list:
Fun! I wasn't totally sure going into the match and after turn 2 I felt I was facing a far bigger army than mine, but it seemed to work out. The house restricted me a lot, so I don't think I got everything out of the halberdiers that I could of. Nick was a nice addition now that he brings halberdiers back repeatedly (nice with Last Stand), though loosing Medic is sad. Overall the list can bring back 0-5 guys a turn, which seems enough to keep it rolling. Didn't get a huge amount out of Strakhov and co, but I think the house again effected that. If the house was a forest or cloud they could be far more active. I don't think I'll change anything for now, but am keen to get the list back on the table soon.
Thanks for reading!
Cheers,
Dave
Got a game in against the new Grymkin CiD stuff. Thought I'd post up here since my opponent will likely post on the CiD forums. Plus I've been wanting to test this list for ages. Lists:
Wolves of Winter
Strakhov2 +22 Quicken
-Kommando
-Kommando
-Rager -10
-Ruin -17 Inviolable Resolve
Fenris -8
Koldun Lord -4
Koldun Lord -4
Sergeant Nick -4
Doom Reaver Swordsmen -10
-Greylord Escort -3
Doom Reaver Swordsmen -10
-Greylord Escort -3
Doom Reaver Swordsmen -10
-Greylord Escort -3
Greylord Ternion -0(7)
Steelhead Halberdiers (Max) -11 Last Stand
-Koldun Kapitan Valachev -0(4)
Infantry Theme
The Wander
-CiD Licky Guy
-Gorehound
-Rattler
-Skin & Moans
CiD Ghoul
CiD Ghoul
Hollowmen (Max)
-Lanternman
Madalay Man & Monkey
Neighslayers (Max)
-CiD UA
Pigs (Max)
-CiD UA
Pigs (Max)
-CiD UA
Think that's everything!
Set Up:
Opponent wins roll and chooses first turn. I have a house near the middle blocking a lot of my zone from my opponent. There's a hill in the circle zone on my left and a forest in the other one. Opponent has some shallow water in their rectangle zone. There's a few other pieces spread around, but nothing major happens near them.
Opponent deploys pigs on each flank, hollowmen to my left and the neighslayers and monkey man behind the middle. The Wanderer is central along with the gorehound while the skin & moans and rattler are towards my right flank. Ghouls are center and left from my point of view. I deploy Ruin on my right and the rager on the left. The halberdiers are central along with Nick and the ternion follow behind. I put a koldun lord on each flank, plus Fenris on my left. Finally I advance deploy one reaver unit on my right, one on the left and one center-left. I choose the repair objective, opponent took the pathfinder one. My starting upkeeps are in my list above.
Turn 1:
Stuff mostly runs up. Wanderer puts up a Veil of Mists to my right of the house to block some line of sight and sticks up Fog of War. Otherwise it's general unpacking.
Same for me this turn. No need to worry about upkeeps, so it's just running up this turn. I keep Ruin out of threat of the skin & moans and keep reavers out of pig threat ranges. On my right I try to crowd a bunch of reavers onto the hill to get some defense from hollowmen. I stick some clouds out here and there too.
Turn 2:
Fog of War is dropped but Veil of Mists is upkept. Both pig units shield wall up, one unit toeing the zone on my right, the other not quite reaching the left zone due to hollowmen. Said hollowmen shoot reavers, but are pretty unlucky. One dies and another couple tough, but are within range of Fenris. Gorehound comes in and kills a couple halberdiers before sprinting away behind the Veil. Other models just reposition around in the middle and Star Crossed goes up.
I upkeep all spells and keep all focus. Koldun lord on my left kills a hollowman and creates a doom reaver. The two doom reaver units on my left clear the circle zone there. I get two charges on the objective and actually kill it, but a ghoul makes me re-roll a big damage roll, so it lives. Fenris moves up onto the hill and the ranger moves to toe my rectangle zone and the left circle zone. On the right I charge into the pigs with a couple reavers, but fail to hit due to Star Crossed. The halberdiers charge as well and a 2-man CMA takes a pig to 1 box on my right. Support all moves up with Ruin again staying out of range of the skin & moans. Strakhov and buddies move towards my left flank behind the house and feat. I score my zone and the left circle zone.
Khador: 2 Grymkin: 0
Turn 3:
Veil is dropped this turn. Hollowmen kill a few more reavers on my left and the neighslayers charge in and kill a couple on my right. Both pig units mini-feat and charge, getting themselves into zones and killing a few more reavers on both flanks. The rattler comes in and kills 4 halberdiers after a few others were killed, leaving me with 4. Skin & moans and gorehound kill the reavers that charged the objective. The Wanderer casts Star Crossed again and moves the Veil to block the objective from the reavers on my left. Monkey, licky guy and ghouls all move up in support. We each score out own zones.
Khador: 3 Grymkin: 1
All spells are upkept and I give 1 focus to Ruin. After apparating around I realize I've messed with my positioning on my left, blocking an escort and reaver. Strakhov goes in and kills the blocking hollowman before repositioning back behind a cloud made by a kommando and into another. Koldun lord on the left kills another hollowman to create another reaver and the other one uses Canker Frost from the ternion to stick an ARM debuff on the rattler. The ternion put Canker Frost on a pig on my right plus damage the rattler some more with the POW10's. The halberdiers charge it and do two CMAs, the first one actually kills it so I only loose one halberdier from Last Stand (the unit finishes the turn at 5 guys thanks to Nick). Ruin takes the soul, makes a focus and charges two pigs on my right, killing both. The reavers finish the hollowmen and kill a few pigs. Fenris comes in and kills another pig and puts a big dent into the gorehound, but sadly misses the second attack. I score my zone and the left circle again.
I had somehow messed up my counting and could have won if I focused on getting to the objective. Might not have been possible though, not sure.
Khador: 5 Grymkin: 1
Turn 4:
We figure Strakhov has to die here or Grymkin loose on scenario next turn. The Wanderer tags Strakhov with his spray, the ghouls and the licky guy remove Fenris and then the gorehound goes into Strakhov. Has no mind and has grievous wounds on it due to Fenris, but lands the 9 to hit, dragging Strakhov into the forward cloud. Skin & moans can now see him and charges, but rolls terribly and leaves him alive. We call it here.
Victory to Khador!
Welp, that was almost a very costly mistake! I hadn't properly firgured where I wanted each reaver and excort to go, so had apparitioned into just the wrong spot. Even if they were both still engaged by that hollowman with better positioning Strakhov could have backed off much further and been safe. That would have netted me a far safer win. Lesson learned!
Quick thoughts on the Grymkin CiD stuff:
Mostly ok. I think the monkey should pick up Return though. As it is if it counter charges out of command all the opponent has to do is not attack it the following turn and the monkey is neutered for a turn. Return would sort that. Also, acrobatics but no parry seems weird, but is possibly for balance. The ghoul re-roll ability is really strong and I think it needs looked at. I'd go with reducing the command to something like 7. Or make it 6, but make it collect corpses in CMD so that ability gets a little buff. As it is it's very easy to gather corpses and two of them cover a huge area. Combined with Star Crossed or the fact there's a caster independent -3 MAT swing and I think it should be toned down a little. Oh, isn't there that eye gouging solo too? So it could be even worse.
Thoughts on my list:
Fun! I wasn't totally sure going into the match and after turn 2 I felt I was facing a far bigger army than mine, but it seemed to work out. The house restricted me a lot, so I don't think I got everything out of the halberdiers that I could of. Nick was a nice addition now that he brings halberdiers back repeatedly (nice with Last Stand), though loosing Medic is sad. Overall the list can bring back 0-5 guys a turn, which seems enough to keep it rolling. Didn't get a huge amount out of Strakhov and co, but I think the house again effected that. If the house was a forest or cloud they could be far more active. I don't think I'll change anything for now, but am keen to get the list back on the table soon.
Thanks for reading!
Cheers,
Dave