Army lists Both me and my opponent had armies we wanted to play, and just put them down. No consideration was taken to get a fair match up. In retrospect i think that I am favored in this match up, but when playing a new caster that might not really help.
Scenario and deployment We played Recon II. I won the roll and chose to go second, cause i figured i wanted to try for scenario play. In all the friendly banther though he got to chose sides and once we discovered that it was supposed to be the other way around, no one cared enough to select sides again. I was pretty happy with my side. The terrain is outlined below.
My side is the south side (ignore the deployment zones, cause they are different) There was a big obstruction near the middle, three forests spread across the zones and some water on my side. He had a small hill near his flag and we both had a wall on our side, though mine is T-shaped and was way more relevant for scenario.
He deployed (west to east): Task master, Drake, Brigands (croaks in front of them), Shamblers and Caster, Drake, Drake, Wrastler (paingivers behind), Bone Grinders.
I deployed (West to east): Sentry stone (by the west wall), Wyrd, both Wardens (just west of my objective), Caster (support solos just behind him), Megalith (just east of my objective), Fulcrum (with shifting stones in front), Mist speaker (to go for my flag), Wyrd, Sentry stone by the flag.
My thoughts were that the Wardens could try and restrict the movement of the infantry by blocking off space between the center obstruction and the west forest with lightning. This together with Windstorm should make the infantry shooting very ineffective. I have Megalith and the Fulcrum to fight against most of his beasts. He should easily be able to kill either one if he can reach them, but i will have to use control to keep him safe afterwards. The east sentry stone should guard against the ambushers and help clear off the flag and the east zone. The Wyrds will not have much to do this game. They will have to snipe what ever they can. The mist speaker will try and score my flag.
Skorne turn 1 He already starts to agonize over my threat ranges and strong shooting. He decides to try and play safe and claims very little table space. His infantry fan out in clouds, but very few of them are even up by his flag. His west Drake stays on the hill behind his flag, and teh two others run up, one to his objective (hiding a bit behind the obstruction) and the other just toes in to the east zone. His Wrastler goes to the east of the forest and is very defensively positioned. Morghul stays very safe behind his wall.
Circle turn 1 I want to start killing some infantry. My west sentry stone ports up a bit and i try and snipe at some croaks with one manikin while the others stay back. My two Wardens trample up and try and scatter lightning in to the croak swarm, but in the end they do very little. My Fulcrum is TKed by Megalith who then walks up. I then port it with the shifting stone and try to shoot a bit at the croaks, but i think i only manage to kill one and i scatter Fire at my own manikin killing it.... Krueger walks up behind the Wardens and objective and gets Windstorm up to protect me from shooting. The Brigands Preyed one of the Wardens but i should be very safe from them this turn at least. The rest of my stuff position fairly fedensively, waiting for the ambushers to show up.
Skorne turn 2 His swarm moves up a bit, but they are compressed by the lightning patches and -5 RNG means they do virtually nothing this turn. I think he kills one manikin i think. The ambushers show up on the eastern flank and run to engage two manikins. His big play this turn though is that he walks Morghul up and gets Mortality on the Fulcrum. He shoots it with one Drake (who stays behind the obstruction still) and then he fully buffs the other Drake using the paingivers and the Wrastler. It is now effectively POW 19 with a free charge and it easily obliterates my Fulcrum in melee… Woops.
Circle turn 2 Losing the Fulcrum sucks for sure. I guess this is a turn for feating and doing what i can to come back though. At least i should be able to score my flag, right? Megalith starts by charging and killing the Drake who got my Fulcrum easily enough. I think he two shots it and then he TKs himself backwards to be safe. However, he did not stay in the zone. He easily could have, but i brain farted… I have the east Sentry stone and Wyrd kill all but two ambushers, but the flag is cleared. The Mist Speaker can score that. Then i try to feat and push the croaks and Brigands together to throw lightning at them with the Wardens. Krueger casts a lightning cloud too and Wind Storm and he stands almost at the centre of the table camping 1 but feeling pretty safe. I forget he has a gun though. The Wardens walk up and throw lightning and i kill quite a few dudes between them, the manikins and the western Wyrd. When all is said and done there is only one brigand left in the west zone, and i could have cleared him off (though then i would have had a few more other models alive to contend with) if i had even considered that i could clear the zone. The east zone is also empty since i pushed out the Wrastler, but since Megalith was a coward he TKed out of the zone instead of staying to score. Again, this was because i didnt really plan on what would happen when i pushed things back.
So, i score one point on my flag, rather than 3 points. Attrition looks OK, but that sure was a blunder.
Skorne turn 3 He can place 9 Shamblers (who will not be affected by the feat) and does so. There are lightning patches around though and that hinders him still. He walks up Morghul behind his objective and casts Mortality on the western Warden (the Preyed one). He charges with a bunch of Shamblers with effectively +4 STR and does… 13 points of damage. *womp womp*. Some of the Brigands can back out of Windstorm though and actually finish off the Warden with shooting. He gets a Bone Grinder in to the east zone to contest, and the Wrastler runs a mighty 3” through the forest to get in to contest as well. I think he kills one of the east manikins and contests my flag with a single bloodrunner. He also scores his flag with a taskmaster (whom i tried to kill last turn but failed).
1-1 on scenario (3-1 to me would have been better lol)
Circle turn 3 There is a nice line of shamblers that i can hardly resist… I place a manikin to aim at them. I want to try and have my Warden go in full boar and kill his Drake, and ill have to clear a path. The manikins together with the Wyrd manages to do so, and the Warden goes in at POW 18 and i boost to hit the charge, and roll the hard 7 to hit the second initial. The slam triggers and i boost to hit that, killing the Drake and a Brigand behind him. On the east side i have the Blackclad land Hunters Mark at the Wrastler. Krueger TKs Megalith forward so he is in charge range. I place Krieger so that Morgul can not just apparate, then get incorporeal and charge me/walk up to me through the obstruction, but he is still very far up. I camp 2 and think im safe (Wind storm is up still). Megalith goes in and murders the Wrastler very easily. He decides to cast his animus afterwards to restrict movement more. I clear off the last Bloodrunners and score my flag, and the right zone.
3-1 to me on scenario. (and from here on i forgot to take pictures )
Skorne turn 4 He has basically no time, but we decide to play out the game (only we two were in the club that night and we wouldnt have time for a second game anyway). We both played really slowly due to the complex options available to my army.
He feels like he is behind, but he can kill both my heavies probably. He sends in the remaining Brigands against the Warden (they have Prey on that) and kill it handily enough. Morghul charges Megalith and does Mortality on him. He feats (though it is only on Megalith, my eastern Wyrd and a couple of manikins) and swings several times. The last Drake charges (he got +2 STR from the paingivers) but dice are not working well, and Megalith is at 6 boxes. He can get one Bonegrinder to charge (thanks Undergrowth”!). Rolls to hit: Snake eyes *womp womp* again…
Megalith lives and we score 1 point each. 4-2 to me on scenario.
Circle turn 4 I would need to score 3 points now to win. That seems unlikely, but luckily enough… there is a caster next to Megalith and he has no transfers since the Drake is full. I shake blind and cast animus. I boost to hit my first initial and at POW 19 do a lot of damage. I boost to hit the second initial (now needing a 4 to hit) and crush Morghul to pulp. I also had Krueger who could have easily charged Morghul in the back and punched him with his stick, needing 3s to hit.
Victory for circle!
Post Game Analysis In retrospect, when i look at the game it seems like it should have been a really easy win. I did not have to give away the Fulcrum for a single Croak (didnt think about that he could give effectively +7 STR to that Drake…). I also could have scored 3 points rather than 1 on turn 2 if i had looked for the opportunity, but i was stuck in my Troll mind set i think. I was focused on just fighting the dudes i could reach and killing them. The push from the feat was way stronger than i had accounted for in the beginning of the turn.
The Shifting Stones did very little, and that was entirely my fault. I need to be way more proactive with those and give myself the opportunity to use them well. They offer some super good options with the right setup, but you need to think ahead. For example, i could have ported them forward on turn 1, and just walked the Fulcrum where it needed to go. That could have left the Fulcrum safe, and the stones in a better position. Having the Fulcrum, or the Wyrds port 8+2” and then shoot makes for some really sweet threat ranges.
The Wyrds did very little. That is OK i think. They want to shoot heavies with upkeeps, as well as discouraging upkeeps in general. Morghul 2 is not dependant on upkeeps, so they will be sort of bad in this match up. Just killing an infantry guy or two a turn while staying pretty safe is OK.
The Sentry Stones are broken as F. I do not think they skew match ups, but 10 points worth of models should not be able to accomplish that much, and that comes from a guy who plays Northkin Bears. I like it a lot
I had a fun game, and i see a LOT of things i can improve upon for next time. I do not regret my purchase at all yet
So here are five short recaps of five games i have played with Krueger 2 lately.
Game 1 – Krueger vs Morghul 2 (DoA) - Mirage The lists are the same as in my previous report. Neither of us changed anything.
This was the first instance where I really got to abuse Kruegers obscene scenario power on a very live scenario. I won the roll and chose to go second. He doesn’t dare to run full speed ahead due to the threat range of my Manikins and Battle Engine though. He takes u as much space as he dares and I snipe at a couple of things and position for the next turn. He can’t do very much thanks to being a ranged infantry list vs Windstorm and he can’t meaningfully contest my zone, my flag or the middle flag. With my feat and shooting I clear the zone and two flags and I kill his objective. 4-0 to me. He is slowed by the feat and crippled by windstorm. He does manage to kill the Woldwarden I had in his zone and he also scores his flag, but he can’t contest my flag. 5-2 to me. I can trivially clear my zone from 3 of his ambushing dudes, and I run pieces to contest his zone and flag. 7-2 to me. DONE.
We talked a lot after the game and neither of us could imagine a way he does not lose this game if I go first. Now he could have done more to contest, but he would probably have given up too much on attrition in that case. Things I noted about my list is how incredibly useful TK and Geomancy are. It is obvious that it is good, but the number of applications are staggering. Just being able to TK my own models so they can walk and reach things, or having them punch dudes, the TK themselves to punch more dudes… This is why I wanted to play Circle, and it feels even better than I anticipated!
Game 2 – Krieger vs Crosse 2 (LR) – Mirage Now this was against a new (not new to the game, just a different player than before hehe) player (and a week after the last game), and he randomized Mirage for the scenario before I arrived at the gaming club. He is just dipping his toes in to Mercs for the first few times, but then again I’m doing the same thing with Circle hehe. He had checked out my list in advance and decided on dropping Crosse rather than Ashlynn who was his other list.
He wins the roll and wants to go first. He probably hadn’t thought that one through properly… His list has a Galleon, Zelots (awesome shield guards), Bastions (awesome with +3 Arm and Hot Meal…) double Thorn Gunmages and lots and lots of solos.
He runs forward, but stay outside my threat ranges in general which means he is not going very far. I do what I can to take a few shots at what I can reach. For example I TK a manikin to be able to walk and see Gorman in a wood, but alas I miss. I might have killed like two zealots or something.
He decides that he will commit his Galleon to contest the middle and his flag. Unfortunately for him, there is a big forest right around there, so the Galleon has a very limited selection of targets to shoot at, since he can’t draw LoS except to my Fulcrum and the manikin that tried to snipe Gorman. Also, Prowl on the sentry stones is very relevant. He puts some damage in to the Fulcrum and kills like a Manikin. Anastasia ambushes in and backstabs a sentry stone in melee, but fails to kill it. In reprisal I decide that I have to kill the Galleon. I have placed my models very tightly packed though, and I have to utilize a lot of TKs as well as killing my own shifting stone to get a charge lane. In the end I land a Hunters Mark and I get a Woldwarden with +2 STR on him (he had to TK himself though) together with Megalith (forgot the +2 STR there) and Galleon lives. I finish it off with shooting from the Fulcrum and Krueger though and feat which helps protect some of my models. I score my flag and my zone, but with all the fiddling with order of activations to unjam my own models from my other models, I can not send solos to the middle flag or his flag. For the record though, ALL the flags were cleared. 2-0 to me.
His reprisal is not very impressive. He kills a Wyrd and finished off the Fulcrum with the Bastions. He scores his Zone and contests everything. 2-1 to me. His Thorn Gunmages were really struggling with Windstorm and Prowl on the Sentry Stones and did very little useful. So, if I can score 4 points and contest his zone I win. I clear off the middle flag and my flag with Megalith and a Warden who walked up and punched and well as TKing themselves to reach the relevant models. I could not kill his objective because his feat (stealth) was up, BUT his flag is unprotected and I can TK and run the Wayfarer there. Then I have to kill the thorn gunmage that was in my zone, and a newly minted manikin popped up in his back arc, aimed and boosed. 6-1 to me. DONE.
This felt very similar to the previous game, though I was way ahead on attrition as well. Killing the galleon and all his Bastions, leaving me with 3 heavies and him with nothing that can kill heavies was really rough. Going second is incredibly powerful for me in this scenario. I do not really know how things change if I go first, but I honestly do not think it matters enough. Then I will take up more board space and will probably have an even better leg up on attrition. He gave away his Galleon, but if he hadn’t contested with something I could not just TK and push I would have scored at least 3 on the first turn, and I think I win easily enough the turn after.
Game 3 – Krueger vs Zadesh 2 (IW) – Invasion I play the same list, and my opponent is the same Skorne fellow from previous reports. This time he is testing out his other list, Zadesh 2 with 2 Sentries, a Gladiator, a Bronzeback and double Turtles. He also has the regular support stuff including two Kreas and an Agonizer. We no longer play Mirage, which is also something new hehe.
I win the roll and I decide to go second. That was probably the wrong call… He has one turtle on each flank and all 4 titans in the middle. I deploy Megalith and the Fulcrum towards the east with a Warden in the center and one slightly more to the west. One Wyrd and one unit of manikins on each flank.
He runs forward pretty aggressively with his list, especially the Turtles. They threaten the entire battlefield next turn, and I really do not like them… I see an opportunity though because the east turtle is within 15” of Megalith. I Trample and TK it with a Warden. I shoot it as much as I can with a Wyrd and Fulcrum and possibly some manikins, and then land a Hunters mark. I TK Megalith with Krueger and buff him up with STR. Megalith goes in and finishes off the turtle. I also TK the other turtle to turn it around.
His response is to feat and kill Megalith with a Sentry and one Warden with his other Turtle. His other stuff runs up behind the central forest. I have lost 2 heavies, and his feat is up, making it dangerous to get too close. He also has battle charged up, making it hard to walk up without being owned by charges. Scenario feels impossible to win before I am wiped, and I have one heavy against his effectively 5. I have to go for an ultra complex assassination with lots of TKs, running to engage to avoid counter charges etc. He is camping 3 but I think I can get through that. Unfortunately it turns out he has sac pawn warbeast… he has a Bronzeback, a Krea and an Agonizer within 3 after my TK so… That doesn’t work. I had already committed Krueger when I discovered Sac pawn, so… He kills me the turn after.
This was WAY harder. Attrition felt impossible, and Scenario did too. Assassination was VERY impossible so… what to do? We had scheduled other games for the evening and his opponent was playing 40k and they were not done at all so we decided to play a new game on the same table. Lets see if I can do better!
Game 4 – Krueger vs Zadesh 2 (IW) – Invasion
Same players and lists, but this time I get to go first. Deployment looks very similar to game 3. I run forward to take up as much board space as possible. I keep the stones in the zones, but they stay passive to force him to commit to contesting the zones in the future. On his turn he gets really worried about my 15” threat range and he REALLY bunkers up around his objective. He has a cloud wall two shield guards and sac pawn to 4 titans. He is under the Krea Aura and he does not have Battle Charged up (no fury for that). You can see the picture below because I felt what happened next was kinda fun.
I say “ok, ill kill you now! And proceed to do just that. Megalith gets TKed by a Warden. Then he tramples in to the cloud to get LoS to the west sentry. He TKs that out of the way (needing a boosted 3). Krueger gets Eyeless Sight and TKs himself and moves up. He TKs Zadesh in to the cloud (needing a boosted 8). The last Warden tramples forward and Gallows Zadesh in the back (needing a boosted 7) pulling him 4” forward and doing a lot of damage to him as well. Zadesh is now engaging Megalith though. My first Wyrd aims and boosts a shot (needing a boosted 9), hits and boosts damage. I spray him with a manikin and finish him off, meaning that my second Wyrd and my Fulcrum didn’t have to help.
This wasn’t a safe assassination, but it is not totally Hail Mary either. I need to land the TKs and I need to drag with the Gallows to get him away from his sac pawn targets (I think 2” was enough for the drag). We were both kinda impressed that I could get to him despite all his preparation. The 40k players were not even closed to done still though, so we decided to play my turn again, but this time with no assassination. We can call that Game 5!
Game 5 (sort of) – Krueger 2 vs Zadesh 2 (IW) – Invasion So, we start from my turn 2 here. I decide that since he was playing so passively I can just hang back, shoot a bit and be safe for a turn. I shoot the east Turtle a bit but it is under Krea aura. I TK my Fulcrum back after shooting, and use shifting stones to block off access to my army from that one. The other Turtle is far enough back that I can ignore it. Same with his battle group. I stay outside his threat range and wait for his move.
He decides that he will try to press forward with his sentries and feat. He has ret strike and defensive strike with them and I cant really go after the turtles (who play passively and shoot a bit) due to defensive strike. I counter feat and TK the turtles around and out of the zones (or was it only the left zone?) I also TK the sentries around. Now things float together in my mind, but basically what happens is that I use TK to control his list until I have killed two Turtles, a Krea, the Agonizer (finished it off with an electroleap hehe) and two Sentries and he has only killed two shifting stones. I think I have scored like 3 points by then. He has another turn where he cant really do a lot, but we discuss that he MIGHT be able to kill a Wyrd and a Warden with his remaining two heavies (but probably not cause he needs to remove a Manikin that is in the way and has no good way to do so), and even if he does, I can probably score 2 points or assassinate him depending on what he does with his caster, so we call it a night and he goes to play 40k.
This was a really fun game (for me at least) because it is NOT easy to handle the control of his list. He has Counter Charge and Hyper Aggressive coupled with Shield Guard that makes for a LOT more challenging play. I had a turn where I did 6 TKs and still did some attrition. It was a very fun puzzle to try to solve each turn, and this time it worked for me. Going first was definitely the right choice on this scenario, because it is not nearly as live as Mirage, and he has fast elements that can contest the round zones in the Turtles that are very hard to kill and that can not be pushed. I do not think I am advantaged in the match up on this scenario, but it was really fun to play it out. Also, the assassination from game 4 is probably one of those games I will remember hehe.
So, thanks for reading, and cya next time. Ill keep at it with Krueger because it is very fun right now. Ill also post pics of the Wolds when I get done painting them. That is also pretty fun!
Thanks for the battle reports Trollock! You have really hit on the essence of Circle in my mind, which is embodied best by K2. When our lists work we have an almost infinite amount of options within a game, and you truly feel like you are in control. Nothing quite like knowing that if you play your list well you have a way to win almost every game you go into. As you point out, if you don't have a straight up attrition or scenario victory option you can almost always engineer some sort of assassination, in some cases from way out of left field.
So glad you are enjoying the faction and having success! As you are no doubt learning, the skill ceiling for K2 is practically infinite, so keep up the good work .
Circle really is based around "knowing your jank and when to use it" good circle players clear the board, and control the match from turn 1. Keep thinking and never fall into a single pattern. Circle's formula is constant evolution in game play
If no one noticed im having an absolute blast with Krueger 2, and there is no end in sight for the fun!
3 more games of Krueger!
Im playing the exact same list as always. My opponent played Ashlynn all 3 games, but we tweaked the list a bit after the second game. In the first two games he had:
Ashlynn, 2 x Storm Lancers, 2 x Thorn Gunmages, 3 x Toro, lots and lots of solos. We played Spread the Net all 3 games.
I win the roll and decide to go second.
My opponent runs his army pretty far forward, but not full speed.
I decide to get Rebuke up on the Storm Lancers on the east (with quicken). Then i kill 2 of them with random shooting, and light 2 more on fire. I use terrain to be pretty safe from the rest of the army.
He has Eilish... He can remove Rebuke and charge Kruger with the remaining 3 Lancers... Under Ashlynn feat and with veteran leader... Im only camping 1, so... Next game!
It was a really long time ago i got assassinated because "i did not know he could do that", but i simply forgot about Eilish in my urge to cripple his cav. I could easily have done something different and not died, but i will have to accept the alpha and that will hurt. Looking at the pics i MIGHT have been able to TK one cav around with Megalith and have him be charged by only 2, and that is probably as good as it gets in this circumstance. I used terrain very well to mitigate his insane threat so it was still a good learning experience.
This time i win the roll again and decide to go first. Turns out that is pretty ball busting too. I decide to get cute and run a WW up mid field in to the shifting stones and then place it another 8" forward. He is still outside threat ranges but is standing basically dead center of the table. The rest of my stuff runs forward.
He decides to try and jam me with storm lancers (running 20") on the east side. On the west he is more conservative. He sets up two jacks, one with admonition next to each other to utilize counter charge and be annoying.
Turns out i do not care about annoying. I have one warden throw a jamming lancer at the Toro with admonition. Then he TKs the Toro forwards and around. Megalith charges the toro with hunters mark, and he is now well outside counter charge range. He easily murders the Toro (no shield) and TKs the west Toro around. Last warden punches a lancer i think and TKs the Toro on the east around. Wyrd kills two more lancers (with quicken) so there is only 1 left there. He is engaging all the manikins on that flank, and they fail to kill him. On the west i kill 3 lancers with a Wyrd and the fulcrum and Manikins. Krueger feats and TKs Megalith backwards though that was probably overkill.
He now has a total of 3 lancers and 2 jacks, all of which do virtually nothing. I play another round of attrition/scenario (where i actually score 4 points in a turn, due to scoring HIS zone) and he has to go for an assassination requiring Ashlynn to Gallows Krueger at least 4" forward (and still be pretty lucky). That does not happen and i dont have to kill her, but can score enough to win more easily.
Attrition was BRUTAL for him. I do not think he killed anything except a Wyrd and one of the sentry stones. I basically tabled him in return. Scenario too was easily controlled by me. That last assassination was a bit scarier than i had wished though. I play Krueger way farther forward than perhaps is advisable, so i need to watch out for that.
Here we do some list tinkering for him. He wants to try and play the cloud wall and only one unit of lancers. he has to down one jack to a Nomad for the points to work out, but otherwise the list remains. We also deliberately try it with him going first. I am skeptical if he will be far enough up the table to really be scary if he wants to do a cloud wall, but we try it out.
He bunkers up behind a cloud wall (Trenchers AD, then walk 8", cloud and repo back). He is pretty far up the board, and Lancers can threaten 15" so i have to be careful.
I respond by giving eyeless sight to the Fulcrum. I shoot down once Lancer with Fire and light up like 4 Trenchers with the AoE. My other stuff tries to utilize terrain and distance to make sure it cant be one rounded. He can get once Lancer on the Fulcrum and two on Megalith but i am hoping it will not be enough.
He can actually get 3 Trenchers on Megalith in addition to the Lancers, and that turns out to be enough. He kills Megalith but not much else.
I get a turn of lancer killing with Wyrds and i get some good sprays and shots with Fulcrum, and i feat to be safe from reprisal. I think i score 3 here thanks to clearing the middle zone.
He gets a turn of doing nothing, but he scores 2 to compensate on his flag and zone.
I kill a Toro by abusing TK again (i must have killed another one on the previous turn i think, cause he has only one left after this... Gotta remember to take pics!) And i get SUPER greedy. I use the shifting stones to teleport the fulcrum up so i can clear HIS zone and score since i had the Warden that killed the Toro use his last fury to TK himself in to that zone. I clear the zone, but i HAD planned on using the stones to be in front of Krueger to prevent...
He goes for that Gallows assassination again ( he has no other option). He needs to pull me 4" and this time it works. He finishes me off with the last attack, but once the Gallows worked there was very little hope of me surviving.
So, i got killed twice, but both could have been prevented by being more aware of threats and being less greedy. I had an absolute blast playing these games, and i learned a lot, so im still super happy. It really feels like all the games were lost by me rather than won by my opponent, so more practice is needed. I have said it before but TK is unbelievably broken on Wolds. If you havent tried it, you simply have to cause it is the most fun i have had playing in a very long time. Circle with all the dirty tricks is probably closer to my natural playstyle than trolls and their "fair fighting".
if you look at what I said above x.x pretty much defined what you did "Know your jank and when to use it" Wolds can pull off a fair fight pretty easily, but it's always fun to bring the guns to a fist fight.
if you look at what I said above x.x pretty much defined what you did "Know your jank and when to use it" Wolds can pull off a fair fight pretty easily, but it's always fun to bring the guns to a fist fight.
This feels even better though. It is more like setting up a fist fight at noon, and then when he shows up you inform him that this is actually a formula 1 race, and that he doesnt have a drivers licence xp