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Post by Trollock on Sept 13, 2018 20:04:49 GMT
Now i have played 3 CID games and written detailed reports:
Baldur 1 DH:
Morvahna 1 Wild Hunt:
I have to say im really excited for the new changes. Baldur felt very strong and solid, and it was a real pleasure that a weird looking Morvahna list in Wild Hunt no less actually worked just fine. Im pretty proud of the creation, though there certainly are lots of lists that are probably better.
I thought i would be testing Grayle in DH, but last night when i was gonna build a list it didnt really feel interesting enough, so i went with Morvahna Wild Hunt instead. I had misread Grayles feat and thought that i could trigger it with ranged attacks (like Warpath) but apparently not. Did any one here try Grayle DH? how did you like it?
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Sept 13, 2018 21:26:55 GMT
Now i have played 3 CID games and written detailed reports:
Baldur 1 DH:
Morvahna 1 Wild Hunt:
I have to say im really excited for the new changes. Baldur felt very strong and solid, and it was a real pleasure that a weird looking Morvahna list in Wild Hunt no less actually worked just fine. Im pretty proud of the creation, though there certainly are lots of lists that are probably better.
I thought i would be testing Grayle in DH, but last night when i was gonna build a list it didnt really feel interesting enough, so i went with Morvahna Wild Hunt instead. I had misread Grayles feat and thought that i could trigger it with ranged attacks (like Warpath) but apparently not. Did any one here try Grayle DH? how did you like it?
Any way you could repost these here? I don't want to sign up for the CID process...
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Post by Trollock on Sept 14, 2018 6:01:18 GMT
Now i have played 3 CID games and written detailed reports:
Baldur 1 DH:
Morvahna 1 Wild Hunt:
I have to say im really excited for the new changes. Baldur felt very strong and solid, and it was a real pleasure that a weird looking Morvahna list in Wild Hunt no less actually worked just fine. Im pretty proud of the creation, though there certainly are lots of lists that are probably better.
I thought i would be testing Grayle in DH, but last night when i was gonna build a list it didnt really feel interesting enough, so i went with Morvahna Wild Hunt instead. I had misread Grayles feat and thought that i could trigger it with ranged attacks (like Warpath) but apparently not. Did any one here try Grayle DH? how did you like it?
Any way you could repost these here? I don't want to sign up for the CID process... This is a pet peeve of mine. WHY wont so many ppl just get an account on the CIDforums, when they want access to the content there? No, you do not have to participate in the CID process to have an account there. Just sign up and wait a day or so. They use manual user approval to avoif bots, so it takes a little while, but they do not require YOU to do anything. Go sign up!
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Sept 14, 2018 14:48:15 GMT
Any way you could repost these here? I don't want to sign up for the CID process... This is a pet peeve of mine. WHY wont so many ppl just get an account on the CIDforums, when they want access to the content there? No, you do not have to participate in the CID process to have an account there. Just sign up and wait a day or so. They use manual user approval to avoif bots, so it takes a little while, but they do not require YOU to do anything. Go sign up! Yeah I don't want to sign up for something if I don't have to. No worries I will just have to suffer.
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Post by Trollock on Sept 14, 2018 20:09:20 GMT
xadmar Its a good place to have access to, but since you asked, ill repost the reports here to, to avoid being a dick Re-linking the images is too much of a hassel though, you will have to sign up to see them
Morvahna 1 vs Damiano
Lists Circle Army - 75 / 75 points [Theme] The Wild Hunt [Morvahna 1] Morvahna the Autumnblade [+29] - Pureblood Warpwolf [17] - Woldwarden [14] - Woldwyrd [9] - Woldwyrd [9] Reeve Hunter [0(4)] Reeve Hunter [0(4)] Death Wolves [9] (proxied) Warpborn Skinwalkers (max) [15] - Warpborn Skinwalker Alpha [4] Wolves of Orboros (max) [11] (Kayazy assassins) - Wolves of Orboros Chieftain & Standard [4] Well of Orboros [12] (Fulcrum) Mercenary Army - 75 / 75 points [Theme] The Kingmaker's Army [Damiano 1] Captain Damiano [+28] - Mariner [14] (Defender) - Rocinante [18] Orin Midwinter, Rogue Inquisitor [0(5)] Sergeant Nicolas Verendrye [0(4)] (Storm blade) Stannis Brocker [0(7)] (Storm Lance) Greygore Boomhowler & Co. (max) [17] Steelhead Halberdiers (max) [11] Steelhead Halberdiers (max) [11] Steelhead Heavy Cavalry (max) [18] Steelhead Riflemen (max) [14] Reasoning behind my list Im new to Circle and have not played either Morvahna or Wild Hunt before. However, i have seen worries that Mortality is too good to be used with Geomancy, so i wanted to try that. But if you play Bones, you have no use for Restoration, and i do not think it is a viable idea. Then you can play either Secret Masters or Wild Hunt. in SM you have very little use for Regrowth too, so that is why i went with WH. Then i decided to include as many good combos as possible. The Wyrd + Wraithbane is a superb combo that is not allowed in most lists that see play, so that goes in. Then we have the Well of Orboros + Death Wolves that is probably not really a combo, but it at least allows the DW to get some extra tokens. Restoration + Skinwalkers looks amazing on paper, and you get Ambush on Wolves from the theme, so they sort of have to be there. That more or less builds the entire list. The two Reeve Hunters are there just to have some solos and because i do not think this list has much use for Morraigh. I super wish they could be something better, but that doesnt work out Terrain, Scenario and Deployment The terrain can be seen clearly in the pic below. I won the toll off and chose to go first. I did not deploy symmetrically, and chose to have the Skinwalkers on the east zone, and the Battle Group more centrally. The well places to the west cause it has better LoS there. I place the Death wolves toward the left zone with the Well and a Reeve. The other Reeve goes more to the east. Oskar (my opponent) deploys more symmetrically. With halbs on both sides, rifles and cav in the middle behind, and solos sprinkled in. Both Boomhowlers and Wolves ambush. Turn 1 I place my upkeeps and run forward... I create a Wayfarer who ran (oops, but it had no real effect) to the east. The Deathwolves set up in the west zone very comfortably. Oskar Runs forward as much as he dares, putting Surefoot on teh east Halbs and Vengeance on the Cav. He places to be ready to accept a charge from Wolves ambushing. Turn 2 Im gonna try to polish off some of the front line. I debate not ambushing in the Wolves, but do so in the end anyways, on the east flank. This was probably not a great play. I get Mortality on the east Halbs with Geomancy (needing a boosted 9) and then i shoot with my Well (killing 3, giving all corpses to Sköll), Shrimp and Pureblood. Morvahna had put Wraithbane on one Shrimp and Pureblood. I kill a LOT of steelheads. The east Reeve also kill two with shooting thanks to Mortality. The Wolves kill two more and repo around to not be ambushed too bad by boomhowlers. The Skinwalkers run up and engage as well as trying to protect their flanks from Boomhowlers. I forgot that i have 16" control the entire game, and that would have given more Fury from Harvest, but i am running hot anyways. The Deathwolves place between the terrain features in the zone to not be super killed by ambushers. Oskar decides to Feat and ambush in the boomies to the east. He uses Orin and some shooting to clear off most of the wolves back there. Rocinante kills two in melee and quick works killing a Skinwalker. He gets to do some work with Cav, but the lack of pathfinder is problematic, since there is both a forest and a Wall on the east side. he walks and shoots with the Boomies, and in the end i have no Wolves and i have lost 2 Skinwalkers. In the middle he tries to engage my stuff with Halbs and shoots something with the Mariner. Continuing in the next post due to number of images...
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Post by Trollock on Sept 14, 2018 20:09:47 GMT
Turn 3 Im really happy that he feated, cause the offensive part wasnt really relevant. He probably had killed the same things without the feat, so that is a win in my book. I return the Skinwalkers (and they heal in their activation) and decide that this is the feat turn for me. Woldwarden gets Mortality on a Boomhowler and the Skinwalkers kill a couple. They also do their minifeat to prevent charges. The well shoots at the cav model it can reach, but fails to kill, and the Halb toughs out the blast, so no corpses Deathwolves walk up and dispatch the two Halbs though and get a corpse each on Tala and whatshisface. Pureblood walks up and kills the two Halbs engaging the shrimp creating a nice forest wall to hide behind. My Shrimp shoots at his Cav, since they have an upkeep (that doesnt even provide defensive buffs bwahaha). Wayfarer takes one for the team and runs to contest.
I score 2-1 to circle (he scored his zone last turn)
Oskar does work against the Skinwalkers with Roccinante and Stannis, but the boomhowlers do nothing. He charges a shrimp with a cav and cripples it a bit, and repositions in to my zone. His Mariner did a Thresher on a Wyrd and a deathwolf, and ended up killing the death wold and damaging the Wyrd a bit. His Shooting hurts my beasts a bit, and he manages to kill the Wayfarer (though it took Damiano, Verendry AND a melee stab from a rifle dude). He scores to 2-2
Turn 4 I heal the Shrimp with my objective. I place new Skinwalkers and Morvahna lands Mortality against Boomhowlers needing a boosted 9. My Wold Warden charges forward to kill Stannis, but only does 9 boxes. Skinwalkers jam up Roccinante and kill some Boomies. The east Shrimp kills the Cav engaging him, and the Pureblood aims and shoots (not boosting) killing 3 Rifles. Deathwolves and the shrimp wails at the Mariner damaging it, but not killing it. Sköll is in both zones though with 3 corpses. I score another point 3-2 to circle.
Forgot to take more pics, but he does some shooting at my beasts, not killing them. Orin tries to spell the Wyrd, who hilariously kills him first. He can not clear off Sköll (needs to hit 4 unboosted 8s in a row with the Mariner) and he kills some Skinwalkers (who will be right back). He can not kill or cripple the Warden. He coldnt/didnt contest my zone so i score to 4-2
Turn 5 I decide to go all in and almost mess up (sending in the Pureblood against the Mariner instead of the Objective) but i manage to score the west zone, my zone and kill the objective, winning with 7-2. Was super risky and probably not needed, and i think i win in the long run if i play a bit more conservatively. I now placed Morvahna within 10 of the objective for mortality and she was camping 1 i think, so she could very easily die next turn if there was one.
General thoughts The list felt way stronger than i had assumed when i made it last night. Synergies were pretty decent and i did not feel disadvantaged. This was the first time for both players playing these casters, so there is certainly room for improvements
Yellow
Morvahna 1 - Mortality is very strong, but without it, this list would be absolute garbage. I think it is fine, but more testing would be needed to say for sure. Downgrading to Calamity is an option, but it makes her way worse and more boring to play. Without it, she seems really bad though.
Deathwolves - They worked just fine in this game, but they didnt have much competition, and a good shot from the well gave them tokens to begin with. I can not imagine playing them outside Dev Host or without a well. They work OK under those circumstances, but they arent impressive. I wouldnt mind seeing ARM 15 to make it more plausible that they arent one shotted by the first attack of any kind.
Green
Pureblood - Will see some play since the animus is so important. Could probably be even better, but i wont complain. Definitely not too good.
Well of Orboros - probably fine at 12 points, but i think 10 is not broken. Bringing in a solo sounds better in theory than it is in practice, cause the solos are not super impressive. I think it will see play in a couple of lists, but it will not be very common. I think it will come down to how expensive the model is tbh (especially for us in europe who will not love the extra taxes on import products). I think it is a more interesting model now when i have played it than i did before. Seems pretty bad in Bones though, cause it doesnt really support the list there, and it will cost you a free solo to include, so you will actually have to pay 12 points for it, rather than 7-8. EDIT: seems structures count towards free solos in BoO, so that concern is invalid at least
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Post by Trollock on Sept 14, 2018 20:11:57 GMT
Baldur 1 vs Crosse 2
this was played using the week 2 rules! Lists [Baldur 1] Baldur the Stonecleaver [+31] - Feral Warpwolf [16] - Ghetorix [19] - Tharn Blood Shaman [0(5)] (Borkas Keg carrier) Tharn Wolf Rider Champion [0(7)] (Horthol) Bríghid & Caul [8] (A bear handler and Muggs/Crump) Tharn Bloodtrackers (max) [15] (Burrowers) - Nuala the Huntress [4] (Bushwhacker officer) Tharn Bloodweavers [8] (Kayazy assassins) Tharn Ravagers (max) [15] (Champions) - Tharn Ravager Chieftain [0(5)] (Skaldi) Tharn Wolf Riders (min) [11] (Longriders) Well of Orboros [10] (Fulcrum)
[Crosse 2] Lieutenant Crosse, Resistance Fighter [+29] - Galleon [39] - Reinholdt, Gobber Speculator [4] Anastasia di Bray [3] Colbie Sterling, Captain of the BRI [3] Eilish Garrity, the Occultist [0(5)] Major Harrison Gibbs [4] Ragman [4] Taryn di la Rovissi, Llaelese Gun Mage [0(5)] Exemplar Cinerators (max) [13] - Exemplar Cinerator Officer [0(5)] Holy Zealots (max) [12] - Monolith Bearer [3] Thorn Gun Mages [9] Thorn Gun Mages [9]
Terrain, scenario and deployment We play spread the net (same scenario and terrain as my previous report) but this time I will get to go first, and my opponent, Oskar, choses the other side, so it feels quite different. We have an obstruction in the middle and one near my flag, three forests mainly on the north side of the board. Two walls, one centrally on the north side and one way out on the east flank in my zone. Finally there is a patch of water centrally on my side, and a hill too.
I deploy pretty oddly. My Ravagers are way out on the west flank to run towards the big forest there. I have the Wolf rider champ in the middle together with my two beasts. The Well deploys slightly east of the center with B&C behind together with Baldur and the Blood Shaman. The wolf riders are deployed east of that. My Bloodtrackers AD near my zone and the Bloodweavers Ambush.
In response he Places his Galleon to capture his zone. Zealots are in the middle with gunmages and support solos, and the Cinerators and Gibbs are on the east flank. Anastasia ambushes.
Turn 1 My Bloodtrackers Prey the Cinerators and run forward in a cloud. The Wolfriders also run full speed ahead on the east flank. B&C run behind all that (with Prey on the cinerators) to be able to counter punch anything that comes forward. Baldur and the Blood shaman walk up but are a bit stymied by the Well. Baldur places a forest to protect the beasts from shooting /dragging and gets Solid Ground up to protect the bloodweavers mainly. The Ravavers go full speed ahead to get to the nice big forest. The wolfrider champ runs up behind the central obstruction to be super annoying with her long threat range and jump. Oh, I bring in a Wayfarer to have Ghetorix significantly out threat the Cinerators even with Stone Skin.
Oskar has the Galleon running forward to enter his zone and to reach lots of things with his shooting. Zealots fan out in the middle with the shield guard/soul spell up (recycling their souls is hilarious imo). Cinerators and gibbs go their 7” forward with effective ARM 24 and tough. Gunmages stay pretty passive behind the front lines. Gastonne enters the Rubble placed by the theme to threaten a lot of the board.
Turn 2 I decide to try and stall the Cinerators and not trigger Vengeance. I have bloodtrackers shoot at the Zealots and then repo forward to jam Cinerators, or backwards to hide. The Wolfriders run up behind the Cinerators. B&C stay behind. Birghid stays by the wall for some reason… My beasts move up a bit more near the obstruction to threaten the zone. Baldur gets a Forest up in front so they cant be dragged or charged by the Galleon. Baldur enters the zone and camps 2 after getting his spells out. The Wolfrider champ runs to the west flag, and the Tharn run in to the forest, angling some to face the edge to not be backstabbed by Anastasia (yeah… I have remembered her NOW after placing Birghid…). The Bloodweavers enter from the west and charge and kill a gunmage. They also engage the Galleon and another Gunmage.
Oskar brings in Anastasia and charges Birghid in the butt… “yay! I forgot that again…” The west gunmages disengage the Galleon and themselves with Black Penny shots. The Galleon Walks in to melee with the Ravagers, but boosts a shot at the Wolf rider champ, hitting the 10 and killing her. He scatters some blast on the Ravagers doing nothing and then kills one with brought attacks triggering Vengeance. He brings back the dead Zealots, but they accomplish nothing really. He clears off the Cinerators with Black Penny shots and have two of them charge against the wolf riders, two of them go for Bloodtrackers near the flag, and two of them go towards Ghetorix and the bloodtrackers there. He minifeats to bring them back in shield wall, but they are now in three pods of two guys.
When he charged with Anastasia though, he wanted to get in to the back arc of Birghid and that made it impossible for her to contest at the same time, so I actually score a point on his turn.
1-0 to circle
Turn 3 I try to get rid of Anastasia with a spell slaved Earth Spikes, but miss. The well shoots her but miss. The Wayfarer sprays her but misses. In the end I get her by switching Prey with the bloodtrackers and shooting her, then switching it over to the Zealots and killing some of them. Baldur walks forward and feat, placing a forest so he cant be shot by Crosse. He also feats. Ghetorix kills two Cinerators near him, and Caul and Wolfriders kill two more by attacking from behind and removing one guy and then ignoring the shield of the second. They also kill Eilish with a random shot. He could have dispelled both Stone Strength and Spiny Growth otherwise. Bloodtrackers do a little bit of work, but in the end, two cinerators remain near the flag. Ravagers Vengeance and charge the Galleon, doing a bit of damage, but it is most definitely fully functional. In my rush to do damage, I left the forest with most of them, and that was silly, since they are way easier to kill then. The Feral will not risk a drag and stays behind the onstruction, doing nothing but riling and warping ARM. I score the zone again- 2-0 to circle. Oskar spends his turn clearing out his zone. He clears out some of the bloodtrackers too, leaving me with 3. The Cinerators stay where they are and kill a bloodtracker and a wolf rider. My feat prevents him from reaching my zone, so I score again. 3-1 to circle Turn 4 I can theoretically score enough to win here, but it seems unlikely in practice. Instead I use Ghetorix to eat the remaining Cinerators, and the Wayfarer to score the flag. Baldur moves forward to have the forest block LoS from shooting (and he is out of range from Crosse to boot) and puts up a forest to block LoS to Ghetorix. The Feral still does nothing but positions around the Obstruction outside charge range from Galleon. Bloodtrackers use Parry to run through the Zealots and contest. My wolfriders harry his back lines and engage things. Caul killed a gunmage since his back was turned preventing a charge. The Well did nothing I think. Maybe he killed a Zelot. I score my zone again and my flag. 5-1 to circle. Ending We discuss a while and it looks like he can theoretically score 3 points by getting the Feral pushed back by a gunmage (needing an 11 to hit) and then dragged by the Galleon. He also needs to remove stealth from my Blood Shaman wit that requires Reinholdt to survive a free strike. If he can also shoot down my wolfriders and prevent me from contesting next turn maybe he has something going. We roll it out, and even though a LOT of the plan miraculously works, the Feral is contesting the center, and he scores the flag and his zone, contesting me with zealots at the flag and zone. He scores to 5-3, but he triggers vengeance on Caul needlessly, which allows him to be in range to run and contest, allowing me to score mid zone, my zone and the north flag next turn, making it 8-3 and a win for circle. Even though the game felt won, the fact that there are so many scorable elements suddenly turns the game on its head, and I could have lost it some how. ** Yellow ** (possible problems, needs more testing) Ravager damage output – They are my bread and butter ARM cracking and they are a bit weak for the task. Sure, they shouldn’t one round a Galleon unsupported, but they do feel a bit weak. POW 15 base with no brutal charge might be OK, so that their Vengeance attacks can hurt armored things too? I still like them though. Well when going first – When going first, the well is placed further back, and that made it way less effective cause it couldn’t reach the most important parts of the board. For 10 points it still feels strong, but 12 might be too expensive. Not sure. It is still a worthwhile piece as it allows you to customize your solo setup and that is great, especially fror Brad who does not need a Ravager Shaman for steady, but only when incorporeal is a thing. The piece is better on the table than I though when looking at it. It does many things and is more interesting than one might first think. The week 3 changes also makes it more important since it can fill up Caul before he goes in. Wolf riders and champion – Insanely fragile. Dies to any boosted attack. Can cause real headaches to the opponent though. Im not seeing playing a max unit of them except with Iona possibly. I wouldn’t say no to proper stealth, but perhaps that is too much… ** Green ** (good to go!) Feral – Did absolutely nothing in this game, but it represents a significant threat at a reasonable cost. The Blood Shaman really dials him up to 11. Ghetorix – Super strong piece, but very vulnerable to dispels. Eilish could ruin his day for sure. Blood Shaman – Allows our heavies to actually work for piece trading (since Primal pretty much prevents that normally). Did very little in this match up, but the discount spells alone help Baldur. Birghid and Caul – Again I forgot the silly Anastasia, but Caul was useful anyway. I suspect that if they ever get delivered they will be super OP, but then again it might be difficult enough that it happens seldom enough. Bloodtrackers and Nuala – Super sweet unit even if they killed little and all died in the end. I really like them threatening high POW shooting, and they are pretty annoying to remove, at least under Solid Ground. Love em! The minifeat is superbly useful.
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Post by Trollock on Sept 14, 2018 20:13:25 GMT
Baldur 1 vs Magnus 2
Note that this was played using the week 2 rules! Lists [Baldur 1] Baldur the Stonecleaver [+31] - Feral Warpwolf [16] - Ghetorix [19] - Tharn Blood Shaman [0(5)] (Borkas Keg carrier) Tharn Wolf Rider Champion [0(7)] (Horthol) Bríghid & Caul [8] (A bear handler and Muggs/Crump) Tharn Bloodtrackers (max) [15] (Burrowers) - Nuala the Huntress [4] (Bushwhacker officer) Tharn Bloodweavers [8] (Kayazy assassins) Tharn Ravagers (max) [15] (Champions) - Tharn Ravager Chieftain [0(5)] (Skaldi) Tharn Wolf Riders (min) [11] (Longriders) Well of Orboros [10] (Fulcrum) [Magnus 2] Magnus the Warlord [+28] - Buccaneer [6] (Sentinel) - Freebooter [9] (Centurion) - Nomad [11] - Nomad [11] - Nomad [11] - Talon [7] - Talon [7] - Toro [13] Anastasia di Bray [3] Eiryss, Mage Hunter of Ios [0(7)] Gorman di Wulfe, Rogue Alchemist [0(4)] Orin Midwinter, Rogue Inquisitor [0(5)] Ragman [0(4)] Horgenhold Artillery Corps [6] Horgenhold Artillery Corps [6] Kayazy Eliminators [5] Lady Aiyana & Master Holt [8] Scenario and deployment We played Spread the net, and my opponent won the roll to go first. The terrain has three forests, one between the west and central zones, one on my (south) side slightly to the west (note that the forest is the cardboard piece that my bloodtrackers are standing in. the 3D forest has been removed and placed to the east in the pic, but that piece does not actually exist) and one in the east zone. We have a big obstruction in the middle as well as one near the east flag. There is a patch of water on the north side and a hill as well. There is a wall in the west zone and one centrally near the east zone. Oskar (my opponent) deploys symetrically with nothing crazy going on. I Deploys the Wolf rider champ to the far west and the wolf riders too. The battle group takes center stage with B&C. The Well deploys in the east zone and the Ravagers deploys to the east to take advantage of the big forest. I ambush the bloodweavers and the bloodtrackers AD fairly centrally to be able to contest his zone and do work. Note that we had discussed a lot on what solo i should bring in with the Well, and i had decided on a whitemane. However i accidentally deployed that model (represented by a Champion Hero) right away, and then brought in a wayfarer (the other option i was contemplating) on turn 1. It had some effect in that i scored an extra scenario point, but it did not affect the game very much anyway. Oskar advance moves some jacks because he can. I Prey the Toro with the Bloodtrackers and the east Nomad with B&C Turn 1 Oskar runs up a but, but he is worried about the shooting from the bloodtrackers (though this was overly cautious we agreed later on) and thus stays fairly passive on the west flank. On the east flank he takes a bit more space. I fan out the bloodweavers a bit in the central zone. They are some what threatened by his things, but if he goes in fully on them he might be exposed. I keep the wold girls widely spread out on the west flank, but the champion runs in to the forest in the middle to prowl and not be stabbed by anastasia. My beasts enter the zone to not be locked out. Ghetorix gets Stone skin, but not Spiny since he ran. Feral gets warp ARM. Baldur places a forest for the Ravagers to use to protect the well. They run up agressively preparing to accept a charge if needed. B&C stays behind the Ravagers to counter punch against the Preyed Nomad. The Well shoots at the Freebooter for a bit of damage. Turn 2 Oskar decides that this is the feat turn. I have sloppily placed Ghetoris a fraction of an inch too far to the right, so the freebooter actually can reach him with a cherge without clipping the obstruction. He has Eiryss shoot off Stone Strength (oops, should have had Caul near...) and he sends in a fully loaded Freebooter and the east Nomad, but DEF 14 means he is boosting to hit. Gherorix survives with almost half his boxes left! The Toro goes in against the Feral doing half its boxes, and staying at 2" range to avoid retaliation. Magnus Feats and charges up behind the central obstruction. He chooses to prevent north-south movement. The West Talon has Bullet Dodger up and charges a wold Rider, but misses. A nomad hangs back in the west zone with Orin. On the east side his Talon and Buccaneer tries to charge the Ravagers, but all they manage is to trigger vengeance. On a more positive note for him, he ambushed in anastasia who could charge Birghid in the butt, making short work of her and removing Prey and Gang from Caul... oops! Oh and he killed a total of 5 Bloodtrackers with some random attacks like the fist from the toro and the last Nomad. I decide to do some retaliation! I ambush in Bloodweaver on the west side, and Veangeance with the Ravagers and Caul, killing Anastasia and dinging up the jacks in my zone. I forget that the Bloodtrackers have Parry, so they switch Prey to the nomad in the west part of the zone (love that minifeat) And shoot it a bit. I then sacrifice one to give Ghetorix Sighns and Portents. Ghetorix gets Stone Strength again from Baldus who charges the Freebooter to get in to my zone and feats. The Whitemane charges the Freebooter too, and Ghetorix easily kill both Freebooter and Nomad engaging him. He puts up animus for good measure. Caul and the Ravagers finish off the talon, but dont manage to get the Buccaneer. The Well shoots... something, cant remember what. My Wayfarer ran to my flag (so this point i should not have). I charge two bloodweavers against the Talon in the back, doing damage with the first but the second one misses and it jumps away. The other weavers spread out in his zone, as did the wold Riders. The Wold Rider champion jumps in to the back of the Nomad in the middle, doing a bit of damage, but not very much. I score 1 point (though we should ignore that point...) Turn 3 Oskar uses his jacks to clear out two of the wold riders and the champion with boosted hit rolls. His west Talon contests my flag and misses the Wayfarer (no focus to boost). Eiryss shoots Ghetorix again to strip his buffs and the Toro charges him. Whitemane charges right back, but cripples nothing. Toro kills Ghetorix. Gorman walks to the flag and tosses oil scattering on Caul and two Ravagers. He scores to 1-1 (or 1-0 to him...)
Time for more vengeance! The Ravagers vengeance together with Baldur himself finish off the Buccaneer. The Feral gets Divine inspiration and Stone Strength and eats the Toro. The Well shoots Gorman killing him. Ravagers press forward, killing a Dwarf gun and blocking off real estate in the zone while still having 3 guys ready to counter punch from behind the central obstruction. Whitemane runs to the north flag scoring it. Nothing much happens on the left side but everything is contested and much is engaged.
I score to 3-1 (should have been 2-1)
The end The game has ground down, and i have the edge on attrition and scenario He tries to free up one of his remaining Nomads to go for the Feral (who is half dead since earlier) but the jack is Damaged and cant reach (movement is out, and he is slightly in a forest. We discuss if he could try and clear his zone and run something to contest, but it seems futile so we call it here. I will win on scenario in a round or two.
Thoughts about the list I think it was a VERY fun list to play. IIt was the first time i played Baldur AND tharn, but it was easy enough to pilot. There are very strong synergies but nothing felt broken. <<<<it was really fun to have a list that combines a strong brick with fast flanking elements. It punches hard, and has plenty of attacks to handle multiple targets. It reminds me (as a Troll player) about Storm of the North, which i think is a very well designed theme.
** Yellow ** (possible problems, needs more testing)
Blood Shaman - I think it is a very strong piece, but it makes the warbeasts really shine. I do not THINK it is too strong, but it is strong for sure. I love that it allows us to NOT have to Primal to kill heavies (Primal is a BAD spell imo) but the top end damage output might be over the top. As a Circle player i love it though
Well of Orboros - 10 points looks REALLY cheap on paper. I see it costs 12 points in week 3, which is probably more reasonable. I did not see a real abuse for 10 point Wells, but they should be appropriately costed anyway.
Wolfriders - They are really fun but do not punch super hard, but more importantly they die to basically any boosted attack. Dont know if ARM 15 is too much to ask, or if Dodge gives them too many rules. Giving them proper stealth instead of prowl would be an option too. Ill probably still play them some times though as is.
** Green ** (good to go!)
Feral Warpwolf - 16 points is reasonable. He punches really hard, but is also pretty easy to kill. He feels like a good work horse in many builds.
Ghetorix - I LOVE that he now has a separate niche from other wolfs as a tanky beast. ARM 21 with Rapid Healing and Spiny growth is a real treat with Baldur, but it means you do not give STR to something else. My only concern is that he is possibly strictly better than any other beast in the theme, so he will ALWAYS be played. That might not be him being too good, but a problem with other beasts.
B&C - I totally messed up by forgetting Anastasia, but even without her, Caul did work. I saw they went down in points in week 3, and i see no reason for it. The high end damage output from them is insane, and they feel mandatory even at 8 points. The new theme benefit limiting them at one corpse keeps them way back though so it may be fine.
Bloodtrackers and Nuala - Baldur might be one of the best casters for them, and they were nifty but in the end did very little. The minifeat is a stroke of genious! Super nice to have, allowing them to Prey a front line "tarpit" and then switch, even if one or two guys remains. I love the unit as is.
Ravagers - They help with ARM cracking, but they DO require a charge to be effective. I think POW 15 base and no brutal charge would be fine, but i like them so much better now than in the previous incarnation. Rapid Healing was some times effective, but tough + no knockdown is the real killer.
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snoozer
Junior Strategist
Posts: 467
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Post by snoozer on Sept 15, 2018 11:51:10 GMT
Very interesting reports! I really like the Wild Hunt list! If the Cid changes go through as is, I might cobcider something similar. I don`t like Tharn that much but really love the Wolf sworn models so I am happy to see that Theme work out some how!
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Post by Trollock on Sept 15, 2018 19:17:24 GMT
Very interesting reports! I really like the Wild Hunt list! If the Cid changes go through as is, I might cobcider something similar. I don`t like Tharn that much but really love the Wolf sworn models so I am happy to see that Theme work out some how! Yeah, it seemed like a thing to test. Obviously there is tinkering to be done, and id REALLY like it if there were more reasonable things to take than reeve hunters lol. I had assumed thosr guys had stealth. That would have been fine then as they could hold flags and do a bit of work, but alas... Not even the half mandatory prowl...
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snoozer
Junior Strategist
Posts: 467
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Post by snoozer on Sept 15, 2018 20:01:29 GMT
I think you should always build for 40 points and take 2 CAs for free. It never works out perfectly (=40) tough...
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Post by Trollock on Sept 15, 2018 20:20:04 GMT
I think you should always build for 40 points and take 2 CAs for free. It never works out perfectly (=40) tough... Yeah, but i needed an extra 8 points worth of wolfsworn stuff, and double reeves or morraigh were the only things i could think of
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Post by brotem on Sept 15, 2018 22:24:49 GMT
I've tweaked your Morvhana Wild Hunt list into something like this.
Circle Army - 75 / 75 points [Theme] The Wild Hunt
[Morvahna 1] Morvahna the Autumnblade [+29] - Pureblood Warpwolf [17] - Woldwarden [14] - Woldwyrd [9] Swamp Gobber Chef [1] Death Wolves [9] Reeves of Orboros (max) [16] - Reeve of Orboros Chieftain & Standard [0(4)] Warpborn Skinwalkers (max) [15] - Warpborn Skinwalker Alpha [0(4)] Wolves of Orboros (max) [11] Well of Orboros [12]
You can still swap CA between Reeves and WoO or make min unit of WoO and add CA to it. Only 1 solo to control the flags is a bummer though, there is also way to fix that at the cost of making WoO a min unit and adding up to 2 more solos available in the theme.
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Post by Trollock on Sept 15, 2018 23:05:30 GMT
brotemYou will have 2 solos since you create one with th well But only 1 broken ass wyrd? Not sure... Still, Reeves with Mortality are probably pretty good. Tanith broba ly does those guys better though... The new Restoration spell on skinwalkers is a real treat though. If there ever is a wild hunt CID this could be totally amazing
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Post by brotem on Sept 16, 2018 0:48:37 GMT
I had this cute idea to use Reeves as food for Tharn Blood Shaman summoned by well just to use Blood Sacrifice since her other spells won't work, while them being still usefull when you need some volume of atttacks. But when you need more quality attacks you can CRA even into melee thanks to CA. At this point this list is gunline with WoO ambushing and Skinwalkers who are able to hold the line, and i don't see place for Death Wolfs but since we can sometimes give them corpses from well i let them stay. But that's just hypothetical scenario and i'm just wondering if it would happen at all.
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