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Post by musza on Sept 27, 2018 11:56:36 GMT
Thanks for battle reports! I think Ossrum is not as bad for Krueger as people say it is. It was way worse when Ossrum was in ADR tho and this is probably where this opinion comes from. It also obviously depends on the list, scenario, players and terrain (which can swing this MU into Krueger’s favor).
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Post by redcathal on Sept 27, 2018 16:29:39 GMT
In relation to Trollock's question in Devourer's Host I'm looking forward to playing some Wurmwood, Tanith, Krueger1, Iona when she comes out, Grayle and first up...Baldur1 My List Baldur, Feral, Ghetorix, Blood Shaman, 2 x Wolf Rider Champs, Nightwitch, Whitemane, LotF, Wolf Riders, Ravagers with UA, Death Wolves, Blood Weavers His list Mordikaar, despoiler, cannoneer, cyclops brute, 2 void spirits, extoller soulward, will breaker, master tormentor keltarii, karax with ua, min pain givers, tyrant commander Scenario Standoff, I win the roll and go first. Being scared of void spirits I pick magic weapons (not necessary they attack straight away so you don’t need it, next time will take healing) and my opponent goes with pathfinder. Terrain In front of my lines there’s a forest a hill and a trench, in the middle there’s a forest and an obstruction in the right hand zone, in front of his there’s a hill, rubble and another hill. Deployment My Regular(L-R): Wolf riders on the left, then the champ, feral, tharn ravagers, baldur in the middle of that, blood shaman, ghetorix, the blood weavers, 2nd wolf rider champ His Regular: Keltarii, despoiler with a void spirit hiding behind him, pain givers, brute, tycom, mordikaar with soulward behind him, karax, cannoneer, willbreaker, void spirit My AD: Gallows grove, LotF, death wolves and night witch Circle Turn 1 We run, baldur walks putting up solid ground and a rapid growth that didn’t do much, probably better off charging him at something in future. Skorne Turn 1 He runs and puts up hollow on the karax, makes me spend corpses on a couple of the death wolves with some eyeless sight guns and a pain giver walks to hit tala and she’s left on 1 box. Circle Turn 2 Baldur upkeeps solid ground and drops rapid growth. Wolf riders kill most of the keltarii and repo into the zone, Champ helps out with that and repos off to the back to be annoying, lotf shoots despoiler with the raven, teleporting him behind despoiler and hitting a void spirit, a keltarii and a beast handler and does some reasonable damage to despoiler (note I initially attacked despoiler first which is stupid as I should have loaded up on corpses first), a ravager kills the master tormentor and the others run around 1 right up there to block and get us vengeance, the death wolves position backwards, (I could have probably done some damage to the karax between the ravagers and the death wolves, but I didn’t want to fill mordikaar up with souls, not sure if that’s the right call or not). Baldur moves up casting rapid growth and spiny growth. Ghetorix walks and spiny growths. Feral warps armour and does likewise. Blood Weavers move up to tempt out some targets (stupidly getting into a line) and the Nightwitch gets behind the forest ready to dispel hollow next turn. Blood shaman hangs back. The right wolf rider tries to kill the will breaker and misses. Skorne turn 2 He upkeeps hollow remarking he should have put it on the kelatrii, I tell him I was just gonna kill whatever didn’t have it which I believe is the logical strategy when playing against mordikaar, Despoiler takes a free strike from lotf so that he can hit both the lord and the wolf rider champ. Free strike leaves him with 2 boxes in mind so he misses a bunch of attacks into the champ but eventually boosts and kills her in a swing and the lord meets a similar fate. The created void spirit kills a couple of wolf riders and jumps into the back arc of a ravager, hitting him but he toughs and heals to 4. However he does contest my zone. The keltarii meet up to get back into command and do nothing else? The Tycom gives himself pathfinder and charges a wolf rider killing her. The brute charges into Tala and kills her but does nothing to the ravager. Willbreaker toughs the karax who shield wall forward and minifeat. Crucially one of them gets into essence blast spray range of the night witch. A void spirit kills 3 blood weavers. The cannoneer walks forward and turns so he can see the wolf rider champ, boosts the hit and misses. Scatter clips her. Needs a 14 to kill so he boosts and does it. Boo! Mordikaar activates, feats, essence blasts off the nightwitch and camps some. He scores 1-0. Circle turn 3 Baldur upkeeps solid ground. So the dispel plan is gone and now the karax are def 15/17 against charges and arm22. Should have feated last turn. Ah well still reckon I’ll be ok if I can clear the tycom and keltarii from the zone. Vengeance attacks do very little, thing I get some damage on the brute and miss the tycom. The two remaining wolf riders go for that and the keltarii dies but the tycom survives. The ravagers go and do some damage but the Tycom survives. Again minimal damage elsewhere, think I get lucky elsewhere and kill a couple of karax. The Blood shaman harmoniously exalts Baldur who goes in on the void spirit boosts and kills the void spirit in his zone. Also he feats, recasts rapid growth and casts spiny growth again. Ghetorix stays put and spiny growths. The feral goes in on the brute, warping strength, but with the high def I miss a few and leave him on a box. I’ve also screwed my fury management and I have one too many. That’ll be ok right? The blood weavers get revenge on the void spirit who killed their friends with a life stealer attack so they heal Skoll. The Gallows grove hops into my zone to help contest since I can’t score. Score 1-1 as a ravager is contesting his zone. Skorne turn 3 Hollow upkept. Between despoiler, the tycom and the keltarii they clear off the wolf riders and the ravager. His spawned void spirit kills the gallows grove, ports into my zone and overtakes into the back of a ravager, which procs counter-charge from the whitemane who kills him. The Karax do minimal damage to the ravagers. The cannoneer misses a shot on caleb. Soulward gives eyeless sight. Modikaar shoots an essence blast but doesn’t kill anything however he farstrikes himself and shoots the only blood weaver in the solid ground aura and blast damage kills the others. Willbreaker toughs the karax. He scores 2 from the left circle and his zone I score mine. Score 3-2 advantage skorne. Circle turn 4 Remember that feral who wasn’t going to frenzy, well he frenzies and one shots a ravager no bother. Vengeance finally kills the brute and some karax. Baldur upkeeps solid ground. Blood shaman runs to contest the left circle. Whitemane positions to counter-charge anything that goes in on her. Ghetorix warps murderous and kills a disappointing amount of karax (2-3, damn tough) and spiny growths. Then between the Skoll (he killed caleb’s target) and the mini-feating Ravagers they mop up some beast handlers, the karax, the tycom and the willbreaker as well as doing some damage to the objective. Baldur walks up spiny growths himself and stone skins Ghetorix. I score 1 to level it off. 3-3. Skorne turn 4 The Despoiler can’t charge any one due to weird facing so instead walks to get within 5 of a ravager, the soulward shoots him to death which gets him his void spirit who promptly kills Skoll and the chieftain who toughs. Mordikaar, who has all the souls, brings back 4 keltarii and camps 3. The cannoneer kills a couple of ravagers. The keltarii jam the feral and the whitemane and the guy who can attack kills the shaman. They also conveniently score his zone and contest mine. Score 4-3 to skorne. Circle turn 5 Ghetorix can get to mordikaar if the objective dies. The feral can too if he warps speed to walk or could trample if he doesn’t get cleared by the whitemane so that’s plan B. Baldur upkeeps stone skin dropping solid ground. Vengeance attacks kills a paingiver. Chieftain hit the objective and boosts damage to do a bit. Caleb combo strike charges it and leaves it on 1, buys with his corpse, needs an 8 to kill and rolls a 10. Baldur goes and primals Ghetorix and the feral just in case. Ghetorix warps murderous and charges. Mat 9, Dice plus 4 (should have been 6 but I miscounted) he kills the Despoiler on the charge. Second initially kills a void spirit. First bought attack rolls crappy damage and second bought kills him. Fun game, I don’t look forward to the Skorne CID if they get void spirits in a theme that Mordikaar likes as those things are crazy with him. Tharn are fun but I need to get better at making decisions with them, this game was off the clock but it took a long time. Looking forward to getting some of these models actually painted and getting more games in. Think I can get better use out of the LotF and the champs but if free models are effectively buying a turn where he has to turn around to deal with them is that a good use? Not sure. Other thoughts include me deploying the blood weavers instead of ambushing them, the thought being I'd have them to help clear lines and more importantly they'd be in handy sacrificing range for the blood shaman but never had the chance and by the time it would have been useful they were all dead so maybe holding them in reserve ambushing is safer? Bears further consideration. How would you use them better? Are you ambushing your blood weavers? Any other advice/criticism is welcome.
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envoy
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Posts: 21
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Post by envoy on Sept 28, 2018 0:21:24 GMT
Sorry to pop in with only a criticism, but did you say that the bloodweavers died from Mordi's blast damage while within Solid Ground? It gives blast immunity...
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Post by redcathal on Sept 28, 2018 11:21:05 GMT
Ah no, there was one bloodweaver in the solid ground aura and the other two were out.
He targetted the one in the aura so she took the direct damage and the other two outside of the aura died to blast damage.
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Post by redcathal on Oct 3, 2018 14:16:44 GMT
So for my most recent game I tested Baldur again because I was too busy to make a new list. Well that's not true I have a couple of lists involving the storm raptor but he doesnt fit in the bag so baldur it is until I get a game at home.
My list
Baldur, Feral, Ghetorix, Blood Shaman, 2 x Wolf Rider Champs, Nightwitch, Whitemane, LotF, Wolf Riders, Ravagers with UA, Death Wolves, Blood Weavers
His list
Lukas di Moray, liberator, vanguard, vidicator, prospero with a suppressor, gorman di wulfe, alyce, morley with lynus and edrea, 2 x dragons breath rockets, 2 x assault troopers
Scenario
Invasion, I lose the roll and go first. I think he wanted to the more open side but also to try going second as he found that CG lose on scenario. We both choose the healing objective.
Terrain
Used the quadrant method for this terrain. In the bottom left we have a pond close to my deployment zone and some rubble in the circle. Bottom right we have a building in between the centre zone and the right circle and a forest to the far edge of the right circle. Top right there's a hill outside the zone and a long trench opposite the building. Top left a hill just in the left circle and just outside the rectangle zone as well as a forest just outside the circle further to the left.
Deployment
My Regular(L-R): Wolf rider champ on the left, ghetorix, tharn ravagers, whitemane and blood shaman behind them, baldur, feral, night witch (forgot she had AD!), wolfriders, 2nd wolf rider champ
Decided to ambush the blood weavers this time
His Deployment: He deploys symetrically a unit of assault troopers either side, a dragons breath either side, a heavy either side (vidicator on the left & suppressor on the right), a light either side (vanguard on right and vanguard on the left) with lukas and his support solos in the middle
My AD: Death Wolves just to the left of the rectangle with the LotF and the Gallows Grove out right
His AD: Combat alchemists out front.
Circle Turn 1
Run forward, Baldur puts up solid ground which I upkeep for the game and rapid growth and walks his 5.
Crucible Guard Turn 1
Runs forward, keeps his assault troopers out of threat. Lukas puts out some clouds, puts mirage on the left assault troopers and iron flesh on the right unit of assault troopers so he's camping 1. After taking juicing damage he heals up to full.
Circle Turn 2
Drop rapid growth. I think I can walk and jump to be in range for Lukas with my wolf riders (but reckon I spent too long looking at it) so I do some easy stuff first. Move the whitemane up for the vet leader aura. Three ravagers charge the alchemists, need boosted sixes, and kill two. The Death wolves run to the far side of the left zone as I intend to use them to score later. The wolf rider champ on the left kills an assualt trooper and gets behind the forest. LotF kills an assault trooper with a charge, ravens and kills another. Baldur goes forth, puts up stoneskin on the wolf riders via the gallows grove (or maybe it teleported first either way), spiny growth on himself and then feats. Wolf riders go and get into position and I think 4/5 hit but between rapid healing and the 1 camp negating most of a hit I thnk I leave him on half. Most of the riders repo back to make them harder to kill and one goes up to jam. The building gets in the way for a couple of them but they're still in a decent position. The feral gets into the zone and hides behind the building as does the nightwitch (who should be a move ahead already). On the other side so does Ghetorix who also spiny growths. Forgot to ambush this turn (doh). The right wolf rider champ takes a pot shot at an assualt trooper but repos further back to hide.
Crucible Guard Turn 2
He upkeeps both spells, his healing crew go and do their thing. Morley does his super tough. Alyce harmoniously exalts Lukas. Assault troopers on the left kill the lotf. Gorman blinded a wolf rider. Dragons breath got withering humour onto two of them and killed a ravager. A couple of wolf riders die to the supressor and prospero. He puts the vanguard in the right circle. The liberator does a couple of damage to a ravager. The vidicator puts a couple of points of damage and an extra fury on ghetorix. Lukas goes and feats up to 12 focus, he force hammers and kills the whitemane and does the same to another ravager but only does a couple of damage. He also put a few points onto the objective but no one scores.
Circle Turn 3
So I overestimate my ability to clear the circular zones this turn. Feral doesnt frenzy. I vengeance and kill an assault trooper and an alchemist. My wolf riders try and fail to kill prospero. There goes that plan. I do remember to ambush this turn and if I get lucky the bloodweavers can clear all three remaining assault troopers on the right. I run up the nightwitch to provide her aura. The weavers don't roll so hot and I only get 1 of em. The one in the zone so that's good but unfortunately it's still contested by prosepero's jack and a vanguard. Feral can get to him if he warps speed so I do so and force him to throw the jack into the vanguard (think this was a mistake as if I had primalled the feral he had a 76.4% chance to wreck the jack but warping speed and having a fury on him made me think he just wouldn't be able to). Ravagers go and do various charges into the liberator and assault troopers. They don't do great generally.Ghetorix goes to show them how it's done and...also fails. He leaves him on only a couple of boxes and spends his last fury to spiny growth. Having to boost to hit will do that I suppose. Death Wolves lurk in the edge of the zone. Baldur puts a forest between ghetorix and his heavy, spiny growths and camps a couple. Wolf riders go after the dragons breath rockets but dont kill enough due to super tough. No one scores again.
Crucible Guard Turn 3
He drops both upkeeps and takes his mirage move (not sure if that legal but he said it was, didnt wanna interrupt the game so I let it go). His liberator has lost arc node and cortex so he just swings and misses. His supressor spends a focus to stand, sprays the feral to lower his def and using the 2 allocated to it he throws the feral into the building (Ok he definitely should have just killed him). The assualt troppers kill two of the bloodweavers and light the other two on fire. Gorman throws and acid bomb an does some damage to a ravager. Dragons breath kills the chieftan. Another dragons breath does some damage to some more ravagers. Alyce harmoniusly exalts lukas who...dont remember what he did this turn... anyway, prospero and the banguard make attacks on the wolfriders and do some damage. No score again this turn(?!)
Circle Turn 4
Getting pretty low on clock at this point, feral frenzies and does a couple of points into the supressor. I drop the rapid growth. One wolf rider champion kills the healing crew of lynus and morely and puts a shot into lukas, the other puts her two melee attacks into lukas and throws her dart into prospero as she sees im not killing lukas and misses. My one remaining wolf rider attacks lukas or possibly prospero but neither died so not enough. The bloodweavers charge the vanguard and do some plink damage. The nightwitch charges an assault trooper and kills him on the charger but I positioned her wrong and she doesnt get to the second one/killing spree attack. Ravagers kill the liberator and Ghetorix kills the vidicator. Death wolves score my zone. 1-0 to circle.
Crucible Guard Turn 4
The wolf rider champs and remaining wolf rider die to various shooting that is so close it cant deviate (way out of solid ground). A Ravager in the zone is killed by this too. Tala takes a shot but cannibal magics it to 1. Lukas walks forward and disintergrates and shoots the objective dead. He camps three. The supressor sprays the bloodweavers to death and misses the feral. The assault trooper moves away from the nightwitch to...i think he may have helped with the wolf rider champs but not sure. He scores 2 but doesnt contest my zone so the score is 2-2.
Circle Turn 5 He is now also really low on clock but I have 54 seconds. So what I should have done is run ravagers into the centre and have a spiny growthed ghetorix kill his objective to cement my scenario lead and just keep knocking clock over to hopefully win on clock or by turn 7. Instead I go for Lukas with Ghetorix and I fail (bad damage rolls +rapid healing is not good). I knock the clock over with 1 second and we call it there.
Despite my mistakes I was in a really good position if I have more time. The feral if he gets healed easily kills the suppressor and he then has nothing that can threaten my heavies and I boss the board. Ghetorix probably kills Lukas if I buff him up with primal and stoneskin too but even as is he has no way of getting away from 1 heavy. He could force hammer ghetorix but would still probably be in range of the feral next turn. So in summation need more speed but that comes with practice so roll on the next game.
Thanks for reading.
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Post by redcathal on Oct 12, 2018 11:31:08 GMT
After a weekend playing legion (no theme tournament) we are back to regular service. I also just got the Tharn Bloodpack and Bloodtrackers so desperately wanted to fit them into a list. So I made the below Wurmwood list and my opponent still learning CG is trying out the jack theme with Locke although he's still waiting on his Toros to arrive and for other bits and pieces to come out *cough* Vulcan *cough*.
My list
Wurmwood, Cassius, Feral, Ghetorix, Stalker, Whitemane, LotF, Gallows Grove x 2, swamp gobber chef, Blood Weavers, Bloodtrackers w Nuala, Bloodpack, Shifting Stones
His list
Locke, vanguard, vindicator x 2, prospero w suppressor x 2, gorman di wulfe, Trancer x 2, dragons breath rockets x 2, assault troopers, combat alchemists x 2
Terrain
In the east circle we have a hill just touching both edges of it, in the west there are two forests one on each side and a wall on the edge closer to the south, in the south rectangle we have a forest near the east and in the north we have a trench just about the objective and a wall straddles that and the eastern circle
Scenario
Stand off, I lose the roll and go first. He takes the side with the trench and central wall. I'm happy to have the side with the forests. We both choose the healing objective.
Deployment
My Regular(E-W): Gobber Chef, Feral, Bloodpack, Whitemane, Ghetorix, Stalker, Bloodweavers are ambushing
His Deployment: Vindicator, assault troopers, dragons breath, vindicator, Locke, Prospero, Gorman, suppressors, dragons breath
My AD: GG, LotF, Wurmwood in the middle of the shifting stones, cassius, bloodtrackers, GG
His AD: One unit of combat alchemists in front of each circle zone
Prey went on the unit of combat alchemists in front of the blood trackers
Turn 1
Circle: Wurmwood gets ported forward and everyone else runs staying out of alchemist threat. Feral onto the hill and warps armour. Ghetorix into the stones and the stalker into the forest warping prowl. Wurmwood puts up a forest to mess with his activations and puts up spiny growth.
CG: Most stuff runs forward to stay out of melee threat. Locke puts up sentry on a vindcator and road to war on herself. Eact unit of alchemists clouds up and faces the flank. West unit does similarly (we discuss this later and the forest is protecting most of his flank so it's not as valuable)
Turn 2
Circle: I don't ambush the weavers htis turn as I can't score with them and the targets aren't juicy enough. I had forgotten the gobber chef las turn so I run him onto the hill first. I drop the rapid growth and port a Gallows Grove into Curse of Shadows range of a supressor. He's just out of range on the stalker but I reckon with the shooting I should kill him with the trackers if I mini-feate with Nuala. Wurmwood activates and casts that, needs a four so I roll double ones, nevermind. I feat and cast spiny growth hoping that'll keep wurmwood safe. I decide that with my shooting (can get all but one blood tracker in on him and all the pack) I should still be ok even without curse of shadows. I'm proven correct. Even with the vanguard shieldguarding two shots I get him on the second bloodpack. Prey moved to the second suppressor. I get two shots on a dragons breath rocket with the back and two shots on the other suppressor that does minimal damage. Otherwise this turn is more or less just positioning for the following turn.
Crucible Guard: His spells are upkept for free due to resourceful. However due to facing and the feat he can't get a sentry shot off. He heals his supressor with the objective and the vanguard is reparied by locke who feats. The Suppressor sprays some stuff and wurmwood gets a soul. In the east circle he continues to cloud up. On the west his alchemists kill some trackers and the gallows grove. He shoots with his dragons breath rockets at things but his scatters are bad and nothing happens. His troopers march forward in the east and his trancers get into the forest in the zone.
We both score our rectangles 1-1
Turn 3
Circle: I look at ambushing and decide that I can probably clear the west circle if I'm lucky. The bloodtrackers go and put a little bit of work into the suppressor but more importantly kill a trancer in the forest making it a lot easier to clear the zone. Then they repo out of the way of the stalker and jam stuff. The Stalkers goes in and kills the suppressor on the second bought attack despite his arm getting bumped by the feat. I decide not to sprint. Partly not to give the extra catalytic token and partly cos it's something he has to deal with now or the Stalker murders Locke. The bloodpack finish off the Dragon's breath and kill his objective. The last shot tries to hit Prospero but he uses a focus to burn it off. The Bloodweavers go into the zone and kill the alchemists and trancer to clear it. On the other side, the gobber chef toes zone as does the tree and feral. LotF walks forward shoots his raven into the middle of the assault troopers and with his blood reaper he kills all of them bar 1 who was out of melee. Wurmwood goes and casts a boosted stranglehold at a vindicator and misses. Not his day. I then get port by the stones behind the objetive and some bloodpack. I'm camping 5 as I forgot to cast Spiny growth.
I score 3 this turn advantage 4-1 to Circle.
Crucible Guard: Stuff is upkept for free cos resourceful. He allocates 2 to a vidncator. I realise how bad I've actually positioned wurmwood when after he clears off his dragons breath rocket he gets shot but the dragons breath rocket for -2 arm. There are numerous solutions to this like keeping him behind a forest or putting out my own forest or not forgetting spiny growth. Anyway I digress. He has a charge with the vidicator due to road to war but there's a bloodpack in the way. He clears the bloodpack in the way with the vanguard (I should have countercharged with the whitemane to block his charge but forgot, regardless I think he had another vindicator to clear him off with a shot). He gets the vidicator there and is dice plus one but with 5 transfers he was never going to kill wurmwood who is left on like 8 boxes as I decide to take a couple of small hits.
We both score 1 as he cleared his rectangle but didnt contest the western circle. 5-2.
At this point my opponent conceeds as he thinks he is dead.
Playing out my next turn in my head objective heals Ghetorix, I port Ghetorix to kill off his jacks in my zone. Remaining tharn help out however they can. LotF with max corpses/primalled Stalker goes into Locke. Getting me both scenario and caster kill hopefully.
The Tharn Gunline is a lot better than I thought it would be. Never landed curse of shadows and still removed 1.5 warjacks in two turns and indeed the bloodpack probably could have finished off the second jack if I'd let them but they had more important stuff to do. Think it'll be even better if Wurmwood ever lands a spell.
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Post by redcathal on Oct 15, 2018 11:02:50 GMT
So over the weekend I had the good fortune to head to a caster draft tournament in which I went 4-0. It was a 6 man round robin tournament but one of the rounds was against my friend who wanted to try our Makeda3 since she's gone through some CID stuff but it was super casual so no one minded. I'll do that report later but for today caster draft!
Initial thoughts it's a super interesting format. 50 point lists in theme with 30 warbeast/warjack points with a standard caster with 6s in almost all their stats with 15/15 def and arm. You get a pistol and a sword and arcane bolt basically and draft more spells, abilities and stats. You play recon2 every round which is an interesting format for a tournament if slightly repetitive.
My list was a fairly standard bones composition of a guardian, 2 wardens, a wyrd, 2 shifting stones, 2 sentry stones, 2 shapers, 2 wayfarers and Eilish Garrity. Eilish isn't standard I suppose but puppet master is nice and I didn't have the 3rd shaper that I may have otherwise taken with a stonekeeper or gallows grove.
Going into the draft I wanted some good spells for Geomancy and after that see how we got on.
What I drafted was hex blast, ashes to ashes, teleport, calamity, +2 arm, +1 focus, divinity, a magical quad iron and the feat of ashlynn d'elyse roulette. Overall I was pretty happy but then again everyone was at the start.
I was using Cassius as the model since I reckoned it was time for him to escape that evil tree so I dubbed my caster for the weekend Cassius the Liberated.
First round was against minions, he was playing the rask super friends list with the kreoss1 feat and batten down the hatches which are the stuff that came up in this game. We run at each other the first turn. Turn 2 I remove his rage heavy with the guardian and miss a ridiculous amount of 6s on brine with a warden. His turn 2 he feats knocking most of my army down but crucially not my divine caster, the ninja pig gets ghostly and does ninja pig things to get to my caster who was camping 3/4. However at def15 he needs to boost to hit and misses once and whiffs damage another time so I survive on about half health. The guardian who is now too close to his caster dies to snapjaw. Turn 3 I killed Brine with some sentry stone sprays so piggy goes home. My caster feats and teleports back to be safer. A Warden who shook knockdown was empowered and had his fury taken off him by the two stone shapers. He was then ported into minions Kreoss and punched him to death.
Second round was against protectorate, he had 2 crusaders, the no magic jack, a light jack with the spear & shield, idrians, a punch monk, a seneschal, a wrack and a mechanik. His caster was an assassination machine with lola, +2 mat and engine of destruction, his feat was a 3" advance with pathfinder that ignores free strikes for his battlegroup. So game goes well I get up on scenario and attrition using the feat to try and kill the punch monk on the flag (he still refused to die) but he's just using this brick of jacks advancing slowly and I didnt get it. So just kept my caster behind the objetive out of threat of the jacks as camped a couple feeling pretty safe. Then I realise I have the perfect name for this caster, Moses because he is about to part the red sea of jacks with his feat and kill my caster. So I use the wyrd to put up arcane supression to make him spend more than he wants. In the end he uses a jack to kill the wyrd, this also gives me a couple of transfers so win-win, Moses comes in having to charge the objectve to get my caster who then takes a solid beating but survives. My turn Cassius calamity's him and then an empowered guardian ports into his back arc to put him in the dirt.
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Post by redcathal on Oct 15, 2018 11:04:59 GMT
So round 3 was against a cryx list that had a couple of stalkers and a couple of shrikes. Usually this list is played with Skarre but he didnt have skarre's feat, don't remmber his casting too many spells either so not sure what he had. This game was fairly short in that he went first and ran at me I baited out the stalkers with my sentry stones. I feated with my caster to calamity his banes and pop off a few with the quad iron. Killed the stalkers with a couple of heavies while staying out of the threat ranges of his other stuff. The woldwyrd takes out the leader of the banes to prevent them from coming back and I get lucky with an ashes to ashes and kill of the rest of the unit. He kills the wyrd and tries to jam with black banes on the other side. Another great round of attrition followed for me and we called it as he was down on scenario, attrition and had nothing able to get to my caster.
Round 4 was against an arm skew children of the dragon. He had azrael, zuriel, a bloodseer and a harrier for a battle group, annyssa and raptors, a warlord, sucubbus, swamp gobbers and some sheperds. He had drafted striker1's feat, defenders ward and iron flesh...ugh. His caster was also a combat monster with providence and rathrok. It was a very grindy game that went to turn 7 tie breakers and I won on more points in zones. Great game. Highlights include him running up and feating, me getting both heavies the following turn, him killing the guardian over two turns and a great back and forth over the last two turns to just get ahead of each other.
Overall I really enjoyed it and would recommend casterdraft to anyone who hasn't played it but wanted to try and specifically bring Geomancy! That said with roulette I found myself wanting def14 warpwolves but that's the fun part. You can't plan for this stuff.
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Post by redcathal on Oct 17, 2018 13:42:11 GMT
So taking a break from the Tharn the other night I played some CotW as my friend in the midst of Skorne CID wanted to try out Makeda3 into a beast heavy list. Decided it was a good excuse to take out kaya3 and all the beasts.
My list Kaya3, Stalker, Pureblood, Feral, Gnarlhorn, Riphorn, Shadowhorn, 2 x wild argus, 2 x blackclad wayfarers, 2 x shifting stones
His List Makeda and her statues, molik karn, bronzeback, gladiator, 2 x archidons, 2 x cyclops brutes, Agoniser, krea, 2 x min beast handlers and a feralgeist
Scenario was recon2 and I win the roll deciding to go first as I can't let him pin me back. He picked the more open side but I think this was a mistake as I was able to abuse the terrain, mostly the building and forest.
Terrain Forest in the middle slightly nearer my objective and a pond just on the other side of my objective nearer my deployment zone. He had a trench just behind his objective. In the east there was a building blocking the edge of my zone except for the flag and a wall just outside that zone on his side. In the west there was a hill outside the zone on my side, some fog over the edge of his zone on the flag and a wall on the western side of the zone.
Turn 1
Circle: Run up as far as I can. Put up synergy and sooth so fury works next turn.
Skorne: He advances cautiously but still puts his brutes in shadowhorn threat with the jump/huntermark charge.
Turn 2
Circle: I need an 8 to hit the bulwarked cyclops with a hunters mark but I dont lose anything by going for it so I do and miss. Ultimately I still decide giving him the shadowhorn to deal with so I give him wraithbane to get around bulwark and send him forth. He hits his horns and a fist attack but misses the third so no throw. He does about half health a cyclops's are tough lights and puts up elusive. The stalker gets into the stones behind the forest and on the right the pureblood and feral get into stones behind the building. The wild arguses walks to be in front of the building as bait for the archidons. The other wayfarer stands on my flag in case he doesnt contest. The riphorn and gnarlhorn get a side of the forest and stay out of threat.
Skorne: He takes the bait with the archidon and doesnt finish off the argus so no sprint (what I was hoping for) and his second archidon goes in to finish him and misses (what I was dreaming of), they're positioned b2b for bulwark but that's ok. Between Makeda and her statues the shadownhorn dies and they fatewalker back. They turtle up behind the cloud, agoniser wails -2 strength and he sticks the ferageist on the flag and the other beasts advance.
Score 1-0 to Skorne
Turn 3
Circle: Kaya activates to heal the wild argus, puts up earth's blessing on herself and feats (at this point just because I didn't see a use to hold it offensively). The wild argus moves into melee with both archidons, doppler barks and combo-bites boosting damage. Next the feral gets ported into the back arc of both archidons and polishes them off, repoing out of threat. Then the pureblood, who was back up but delighted he doesnt have to do any work, walks through the building and sprays the only beast handler toeing the zone. On the other side a blackclad gets brave and charges the feralgeist on the flag but fails to kill. As I walk my blackflag onto the flag I see if I put him on the side inside the zone he can huntersmark the bronzeback, which would put the riphorn in range of the bronzeback. +2 synergy means I have a 44.6% chance of killing him according to buyorboost but I forget the agonizer (down to 3%)and miss an initial preventing the extra attack means he's ok by the end of it. If I had seen that plan I definitely primal him as I know he's going to die anyway. However it's now something I have to deal with and it gets the stalker max synergy when he gets ported into the gladiator (couldn't reach the bb) whom he kills with the last attack and he sprints back into the stones.
Score goes 2-1
Skorne: He heals and enrages the bronzeback and some other incidental beasts with beasthandlers a couple of them hop in the zone. I believe he feated to cancel out my feat. Makeda and her courtiers kill the blackclad and put some damage onto the riphorn and fatewalker repo with makeda going back and the statues forward. Bronzeback finishes him off. Krea charges feral but ends up just short of contesting my flag. He can't get anything to the wild argus contesting his zone.
Score 3-2 advantage Circle
Turn 4
Circle: I have to take three from the stalker and serenity puts him to 0 cos I need him to work this turn, I leave 1 on the argus and 1 on the feral. The Feral is ok but the argus hits the pureblood for a couple of points. Kaya activates and kills a statue to start the synergy train, sprinting back to safety after. A wild argus goes and kills the other before repoing into flag contesting range. The pureblood kills the krea. The feral charges into the back arc of a brute in order to be able to also get a beast hander in the zone. He takes some damage from the free strike but kills both and repos to adjust facing. Max synergy the warpwolf gets ported into range of the bronzeback. He whacks away until the titan dies and sprints into my zone to be threatening. Shifting stones behind the building shift to help manage fury.
Score 5-2 advantage circle
Skorne: He's down on scenario so looks at assassination with molik. He drops his upkeeps. Goes with Makeda, casts incite and does a bunch of damage to the argus, after she repos forward to get Kaya in incite range. In a clever line he uses the agoniser to repulse the argus back so Molik Karn can sidestep closer to kaya. Now we proxy out to see if molik can get there, at which point he realises he needs hand of death to get the overtake to get him there but in order to do so he wouldnt have been able to repo Makeda into incite range of Kaya. Either way he finishes off the argus and gets between makeda and my stalker with fatewalker. His brute runs to contest my zone but can't get my flag.
Score 6-3 advantage circle.
Turn 5
Circle: For some reason I think I need to score 3 to win so I clear my zone with the wild argus killing the cyclops (he was wounded but didnt expect that) to start synergy. My shifting stones port to contest his zone/flag. Stalker kills objetive easily and I buy the extra attacks into Molik Karn to kill him. End my turn and score 3.
Score 9-3 to circle.
Fun game nice to play Kaya again. We did roll out the molik karn assassination if he had have gotten in there with incite so best case and Kaya lived on a couple of boxes thanks to transfers. He never really put me under pressure and just allowed me to slowly pick him off which is exactly what circle want to do. That said he was really unlucky with both archidons failing to kill the argus effectively trading 20 points for nothing.
Anyway next time I should be back to playing Tharn probably Wurmwood against Mercs but we'll see.
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Post by Trollock on Oct 17, 2018 14:55:59 GMT
Thanks for the reports!
Have you tried the winter argus spam, and if so, how do you like this list in comparison?
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Post by redcathal on Oct 18, 2018 12:20:35 GMT
I haven't tried winter argus spam yet as I've tended to focus on the wild ones since doppler bark is a more active effect than freezer I guess but it's on the list of things to try. Boostable sprays, even RAT4 ones are good.
The above list is fun, I think there's an argument to drop the riphorn to a shadownhorn and make the wild arguses griffins or winter arguses but reckon they work better as a spam and griffins make better primal missiles but I only have the one shadow for the moment. I'd also love to go double stalker but magic weapons is just too useful to drop the pureblood.
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Post by redcathal on Oct 19, 2018 11:17:30 GMT
Ok next game was funnily enough against ashlynn so time ot get my own medicine against roulette. I've decided that 2-3 games with each caster I wanna try Tharn with seems like a good idea
My list
Wurmwood, Cassius, Feral, Ghetorix, Stalker, Whitemane, LotF, Gallows Grove x 2, swamp gobber chef, Blood Weavers, Bloodtrackers w Nuala, Bloodpack, Shifting Stones
His list
Ashlynn, 2 x nomads, toro, rocketmen with 3 x gunners and ua, combat alchemists, dannon blythe and bull, thorn gun mages, piper, ragman, sylys, rutger shaw, taryn, anastasia, gorman, eilish
Scenario
The Pit 2. I won the roll and went first as both sides looked ok for me.
Terrain
On the west side there was a fog cloud and rubble both out side the zone. In the centre there was a building in the zone, a wall on my side and a hill on his. In the east there was a pond in the zone and a building just on his side. He placed his rubble beside that building.
Deployment
My regular (W-E): Stalker, bloodpack, whitemane, feral, Ghetorix
His regular: Nomad, rocketmen, piper, nomad, ragman, sylys, Ashlynn, eilish, taryn, toro, dannon and bull, rutger, thorn gun mages
My ad: Gallows grove, lotf, cassius, shifting stones with wormwood in the triangle, bloodtrackers, gallows grove
His AD: Combat alchemists are opposite the bloodtrackers and so is Gorman even further as he’s the model deployed in the rubble.
Prey goes on Gorman
Turn 1
Circle: Bloodtrackers run and spread out so the cant get killed by blast. Wurmwood gets ported forward behind the building by the stones. Ghetorix who is now out of control (oops) walks forward 6 into the trench. Wurmwood makes a forest to block off some angles for the combat alchemists and puts up spiny growth. Everyone else runs forward
Mercs: Mostly runs forward, Gorman kills a bloodtracker and repos back. Combat alchemists cloudwall and repo back behind it.
Turn 2
Circle: I decide not to ambush as there’s no good target and I know he has an ambush solo coming in (not that it helps me). A couple of bloodtrackers are in walking and punch/walk and throw range of Gorman and the alchemist so we go for that. One procs countercharge on the toro who missed. The second attack kills Gorman and prey swaps onto the alchemists. Another bloodtracker kills an alchemist and quick works into another and a final one kills off the unit and we prey the Toro. Gallows grove moves up so I can arc a curse of shadows onto a Nomad. Wurmwood activates and does so but fails to get the stranglehold to damage him though. (At this point I should have feated but I digress). The bloodpack go and do a lot of damage to said nomad but he’s a few boxes left so LotF goes and with the help of some rocketmen corpses finishes him off. My battlegroup move up and rile to fill Wurmwood next turn. Stones port around Wurmwood.
Mercs: Anastasia ambushes and has a bead on Nuala. Oops. He goes with other things first namely he can get Asylnn onto Wurmwood if she quickens herself. At that point I’m thinking well he doesn’t die to that so I’m ok with this. Then he goes and feats and I see, yes he may not die to it but I can’t kill him either. Wurmwood had a couple of transfers and was sitting at arm 21, something killed something before this run. I have less transfers than he has attacks so I tank a few hits and sit on 10 boxes after that. Flashing blade also kills a stone and a Bloodpack. Rocketmen kill LotF and take potshots at the Stalker/Wurmwood/Bloodpack to no avail. He does get some decent damage on Cassius however putting him at about half. His Toro walks into the zone and smacks a bloodtracker. Anastasia kills Nuala comfortably and his solos/gunmages put some more damage into the trackers unit.
No one scores.
Turn 3
Circle: I ambush planning to kill off the gun mages and Anastasia if the bloodtrackers don’t get her first. Bloodtrackers do get her and put some damage on the Toro. Ghetorix goes in and despite the feat kills the jack. I’ve now cleared my zone but I stupidly take an attack on gibbs with the feral, missing, and he dodges into the zone. Bloodweavers kill the gun mages. Bloodpack activate and try kill off some of his support staff, we miss a lot of attacks due to the feat but kill the piper. Remaining shifting stones activate and port into optimal hellmouth range. Cassius runs away. Wurmwood activates and hellmouths twice, we catch a great chunk of rocketmen, his caster she’s on about half health at this point and Sylys, who dies. Then it dark paths over to Cassius and feats. The stalker walks to engage his caster and puts a boosted swing on her and misses. Needing boosted 11s under roulette seems unlikely at best and I have the right amount of fury so I leave it there.
Everything is still contested so no score.
Mercs: He clears his zone and puts a nomad in it, Ashlynn kills off the stalker with Ragmans help, flashing blade also picks up the remaining stones. Gibbs hot meals so Ashlynn is back to full. He jams the bloodpack with rocketmen. Bull tries to kill some bloodweavers but scatters off to nowhere. Some shots get put into Ghetorix but he takes minimal damage.
Score 1-0 advantage mercs
Turn 4
Circle: Gheto warps murderous and kills off the bunch of annoying solos around my zone, blood tracker prey gets moved around a lot and eventually ends up on his caster for lack of a better target. Feral kills another solo around the back of the zone. Blood weavers kill Bull and something else. Only 1 Blood tracker can actually shoot the caster and she needs 11s to hit so I miss, the others take potshots at stuff and don’t do much. The whitemane charges a rocketman and boosts to kill, buys an attack and rolls the hard 8, buys another and misses. He’s in the zone though. Bloodpack clear themselves off boosting to hit with their corpses and the 1 not jammed shoots the nomad doing nothing. They repo and 1 gets in the zone. Cassius charges a rocketman, misses and dodges away. Wurmwood activates puts out a forest and arcs a stranglehold on his caster which misses. This seems like a terrible line of play looking back as effectively Wurmwood isn’t moving again. Should have just put cassius in my zone so that my beasts aren’t tied to it.
I score and we get back to level pegging 1-1
Mercs: He clears the zone and polishes off the rest of my bloodpack and cassius. Ashlynn is poised to get another shot at wormwood next turn. At this stage he’s super low on clock so he can’t do much more than that.
Score 2-2
Turn 5
Circle: Wurmwood strangleholds Ashylnn so I feel pretty safe with spiny growth. Ghetorix moves so he can see her next turn. Feral moves to within walk and reach or charge and all attacks of the nomad asking him to come out and play (to waste his clock and stop him scoring). A bloodweaver runs to his zone the rest line up to kill his objective next turn.
Score 3-2 to Circle
Mercs: Stranglehold says sac movement or action so Ashlynn walks to engage Wurmwood and starts flashing blade both him and Ghetorix…oops. However the arm and transfers are more than enough to keep me safe. The nomad doesn’t come out to play but kills the bloodweaver instead. By the end of his turn he has 59 seconds.
Score 4-3 to Circle
Turn 6
Circle: I primal Ghetorix with Wurmwood, Ghetorix warps murderous and kills her.
Victory to Circle
Thoughts, if I feat turn two or place the Tree slightly better turn 1 that assassination run never even begins and I just keep plodding along on attrition taking a heavy a turn and we end up in the situation where he has rocketmen who can’t hurt my caster or Ghetorix and I bully the table. Instead I put myself in an awkward situation giving him way too much of a chance. Good lesson to learn, next game will probably be CID Skorne again so look forward to that.
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Post by redcathal on Oct 22, 2018 13:39:34 GMT
Another battle report to start off the week, this time playing my CID devourers host Wurmwood versus the CID Makeda beast brick my friend is trying to figure out. Makeda has changed slightly from the last time we've played and so has his list so it will be interesting. Having played my Kaya list into it previously I didn't think Wurmwood would be as strong due the force auras but as the report will show this is not exactly the case.
My list
Wurmwood, Cassius, Feral, Ghetorix, Stalker, Whitemane, LotF, Gallows Grove x 2, swamp gobber chef, Blood Weavers, Bloodtrackers w Nuala, Bloodpack, Shifting Stones
His list
Makeda and her statues, molik karn, bronzeback, gladiator, archidon, cyclops brute, cyclops raider, cyclops shaman, Agoniser, krea, 2 x min beast handlers and a willbreaker
Scenario
I won the roll and chose to go second as there was a building right in one sides AD and it would have been a pain. Also I hadn't gone second with this list and wanted to try that out.
Terrain
In the south rectangle zone there was a wall just behind my objective and a pond near the west circle. There was a large fog cloud in the middle. Nothing in the north zone but the aforementioned building was just outside it to the north west. In the western circle there was a forest on his side and a hill all the way out to the flank. In the east there was a patch of rubble near me and a trench near him.
Deployment
His regular (W-E):Archidon, bronzeback, gladiator, beasthandlers behin those three, makeda, agonser, cyclops's, molik karn, krea, more beasthandlers behind them and the will breaker
My regular: stalker, feral, ghetorix, bloodpack whitemane
My AD: Bloodtrackers, gallows grove, cassius, wurmwood in the stones, gallows grove, lotf
The archidon is the bloodtracker's prey.
Turn 1
Skorne: He runs and forces auras with the krea and caster
Circle: He stayed out of threat of my range anyway so I run up careful to stay either 10 or 13 away from molik depending on if I'm behind the cloud or not and other threat ranges. Wurmwood places a forest and casts spiny growth. Lord of the feast is running really wide.
Turn 2
Skorne: He runs up closer careful to keep his beasts out of my beasts threat ranges, he doesnt commit a lot to the western zone just a beast handler. In the east he bricks up around the force auras of the krea and his caster. He tries to snipe Nuala out of the bloodtrackers with his shaman but I remind him about stealth and instead he does a couple of boxes to cassius.
Circle: I drop my rapid growth. I don't ambush. The bloodtrackers activate and kill the lone beast handler in the circle zone and one repos to contest his zone. No countercharge as the bronzeback is blocked by a beast handler. The bloodpack shoot the krea ineffectually and one repos into the zone. The lotf continues his long journey into the backlines. Wurmwood gets ported out just out of Molik's threat, feats and casts spiny growth camping six. My beasts position to hit whatever hits me.
Score 2-0 to circle.
Turn 3
Skorne: His agoniser frenzies. He is in a similar situation to me last turn that he can easily score two points but due to my feat it is unlikely that he'll be able to get any real work done. He uses the krea to paralyse the bloodpack in the zone but then can't get los due to the raider being stuck in the forest and the bloodpack toughs against the shaman's shot. In the end Molik karn get's rushed and finishes the job off and then goes to fatewalker back but then loses the pathfinder. Seeing his mistake he then uses a rushed brute to run to jam Ghetorix. On the other side his titans kill my bloodtracker in his zone and gets both of them into mine. The archidon kills another and sprints slightly forward.
Score 2-2
Circle: So this turn I have a choice to make- the three heavies on the left or molik karn and probably the archidon. I think If I had ambushed this turn I would have been able to do both but it didnt work out. I go for the three. First the feral killed the archidon, hitting all his initials and then missing a whole bunch of 7s before hitting his last and killing him. Prey moves to the bronzeback because I think the stalker will kill the gladiator. I really want to curse of shadows him to make sure the stalker does the job but I know the bloodtrackers will need it to hurt the bronzeback so I hold off. Stalker gets ported to within 2 of gladiator, couldnt make the 1 inch, and he leaves him on like 2 boxes. Not deterred Wurmwood puts curse of shadows on bronzeback. He also puts up spiny growth and I think I fail to do damage on a stranglehold on the BB. The bloodtrackers take shots on the bronzeback, doing decent damage, and although he hyperaggressives into melee to stop 3-4 shots he also pulls himself out of makeda's control. So I get 1/3 heavies on that side. Plan not looking great. On the other side lotf charges 4 beast handlers, gets to max corpses birds into a statue so that he can buy attacks on the krea. He leaves him on a couple of boxes so the whitemane goes in to finish him off. He uses his corpses to hit molik karn twice. It's at this point I realise if I'd ambushed I probably finish off molik karn now instead I activate the bloodpack who shoot off the last beast handler so now I dont really have to worry about this zone. Ghetorix warps strength and tries to kill the brute, unfortunately over the wall I amn't really able to hit so he lives.
Score 3-2 to Skorne I had thought of using lotf to go contest his zone and maybe kill his objective but it seemed like a better plan to kill the krea and get force aura off the board.
Turn 4
Skorne: His bronzeback does not frenzy. I think he feats this turn and kills a couple of bloodpack/lotf/the whitemane with molik, on the other side he kills a couple of bloodtrackers. Beast handlers heal up the gladiator. The agoniser goes and repulses the stalker out of melee with the gladiator who goes into wurmwood but stops buying attacks when he's left on one box after spiny growth damage. I transfer the damage to make my fury management somewhat work out next turn.
Score 3-2 to skorne I'm let off the hook here a little on scenario as he had to walk the agoniser out of his zone.
Circle: I pull 4 from the feral, 2 from ghetorix who is in serentiy range of a stone and the stalker frenzies and kills a bloodtracker. I do ambush this turn with the intention of finishing off molik which the weavers do. Bloodpack shoot out the remaining statues so I'll be scoring the zone. Feral finishes off the bronzeback. Ghetorix moves to not attack over the wall but still fails to kill the cyclops. Cassius turns the gladiator into a forest. The blood trackers kill off his beast handlers so he doesn't have anything really to run and contes my zone.
Score 4-3 to Circle
Turn 5
Skorne: Super low on clock he runs the agoniser to score his zone, contests the bloodtracker zone by running his will breaker and attempts to clear the bloodweaver/pack zone with makeda and she does a fair bit of work between attacks and eliminator but a bloodpack toughs and that's the end of that as she can't buy enough attacks. At some point during this he clocks but he only has his raider and shaman to go really and they can't do much in terms of scenario or killing the tree.
Victory to Circle
Initially I thought that this match up would be pretty bad for me as force aura would screw my shooting and it did but only on one side of the board which made it possible to do work on the other and once the krea was gone it made life a lot easier. Plus with the 3 heavies once the units are gone I still have plenty to get stuck in. Really liking this list but time to move on heading to clogcon this weekend but after that think I'll be trying out a new caster maybe Morvana2 or Iona? Also really wanna give Grayle a go too. Anyway that's for next time, first back to non-cid reality and Bones/Kaya3 for clogcon.
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Post by redcathal on Oct 30, 2018 10:45:31 GMT
So went to clogcon over the weekend, had a great time but felt so sad (as well as happy at the same time) that the CID dropped while I was there andI hadn't brought tharn. Played 9 games and won 4. From my losses two were Anamag who Wurmwood definitely doesnt like, one was Vyros who Wurmwood definitely doesn't like but wasn't as bad as I thought it would be and then Kaya lost to Syvestro who I played pretty badly against and Zaal2 double guardian which was a very interesting match. My kaya list probably didnt have enough infantry clearing for the 2 units of immortals but it was a good learning experience and I'd be interested in playing it again as there's a bunch of things I could do better. Overall had a great weekend and it's kinda sad that this was supppsedly the last one.
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Post by redcathal on Nov 2, 2018 12:42:40 GMT
So moving on with my adventrues in Tharn thought it might be time to try Goatvahna who seems to have some nice tools in fog of war and censure, a recursion feat that might be useful and buffs with carnivore dice fixing is always good. I was kind of worried that I'd easily burn a lot of her health but with censure and carnivore as well as the objective and the stones it's very easy to negate.
My List
Morvahna2, Stalker, Gnarlhorn, Gorax, Ravager Shaman, Whitemane, Nightwitch, Lord of the Feast, 2 x Wolf Rider Champ, Ravagers with chieftan, Wolf Riders, Bloodweavers with Haruspex, Shifiting Stones
His list
Syvestro, Vindicator, Supressor, 2 x trancer, Gorman, Hutchuk, Storm troopers, Rocketmen, Forgeguard with Dr Morely, 2x Dragons breath rocket
Scenario
Mirage, I lose the roll and my opponent decides to go first. I pick the side with the better protected flag and more terrain in his way.
Terrain
West to east there's a line of a rubble, a hill and a building in front of my deployment zone with the building blocking off most of my flag. In the middle there's a forest just touching my zone but the majority of it in his. Also in that zone is a smaller forest and a small rubble. Then to the west of his zone is a hill that his flag is half on and a wall that wasn't overly relevant.
Deployment
My Regular(W-E): Wolf rider champ and the riders, stalker just behind, Morv, gorax just behind her, the ravager boat, gnarlhorn, 2nd wolf rider champ
His Regular: Storm Troopers, Drgons breath, Suppressor, Syvestro, Dwarves, Vindicator, dragons breath, Vindicator, rocketmen
My AD: LotF at the edge of the rubble in my zone, Shifting stones just behind my objective and night witch in the middle. My bloodweavers are ambushing.
His AD: Two trancers on the west flank
Crucible Guard Turn 1
Almost everything runs forward. Syvestro superfuels, puts up transmutation on the rocketdudes and admonition on himself. Rocketmen defensive order.
Circle Turn 1
Two ravagers run forward to get me some vengeance, another two just behind them and the chieftan and a couple of buddies chill on the hill. My solos get into Vet leader/Hunters grace range of the unit. The wolf rider champ on that side hangs out behind them too. Morv walks forward casts fog of war, carnivore and censure (he drops transmutation) before repoing back. The other side the wolf riders take pot shots at a trancer and miss all, not worth rerolling, and repo back. Solos position back to avoid getting sniped out. All my beasts walk and rile, stalker warping prowl.
Crucible Guard Turn 2
Hutchuk ambushes with the intention of getting in on some wolf riders. Storm troopers walk up first and taking pot shots kills the champ and does a couple of random chip. (That's what I get for having them out of prowl range but forgot about their gun as he normally plays the assualt troopers). Hutchuk goes on and kills another. Rocketmen gravity bomb my ravagers giving me vengeance and thanks to rapid healing no casualties. A trancer charges a wolf rider and misses. Otherwise it's just a positioning turn. Syvestro does of course strip carnivore with his free purification and he puts transmutation back on the rocket dudes.
Circle Turn 2
I look at the scenario elements I can score, my flag is contested by three rocket men-ish. The other two flags aren't available atm and there's a rocketman in my zone. Make the plan to score two and anything else is a bonus. I decide to ambush the bloodweavers to kill of his storm troopers and contest his flag. Vengeance attacks happen and kill one of the rocketmen thanks to a scales reroll which rereading since I know I can't do in future. I upkeep fog. Morvahna activates charges the rocket guy in my zone, I find out i need a 12, so cast censure which he takes the damage for, then roll the boosted 12 and kill him. I put up carnivore on the ravagers and repo back. The whitemane and shaman position to make their auras useful. Ravagers go to work, kill all bar one of the rocketmen I needed to and one does a chunk to the vindicator. Lord of the feast kills hutchuk. Wolf riders try and put some work into the trancers getting the one who missed one last turn and missing the one by his flag. Then they repo to contest and jam. Nightwitch runs to get in a better position. Beasts walk to get to better positions and rile.
Score 2-0 to Circle
Crucible Guard Turn 3
Syvestro feat turn he clears off all my contesting models (the ravager in his zone and the wolf rider and the blood weaver on his flag) and contests my stuff. He gets some other good work done like killing my shaman but nothing superly impactful.
Score 2-2 to Circle
Circle Turn 3
Upkeep fog of war and I didn't rile enough so I need to cut for 1. Vengeance does some work thanks to back arcs. Objective heals some boxes on Morv. Ravagers do some work into more rocketmen, but make sure to avoid potential dodges into contesting range, while getting into his zone and kill the ones already in contesting range. Lotf walks shoots his bird into a dwarf which I believe I reroll to hit. He then reapers a couple of dwarves and a trancer sitting on full corpses but facing the wrong way. The nightwitch sees a nice conga line for killing spree but is just out of range of her second target so goes back an inch. Shifting stones heal Morv a couple of points. She activates, censures which Syvestro takes healing her to full, and puts up carnivore on the stalker. Berserking Stalker charges a rocketman and misses, but he dodges into countercharge range of the whitemane who kills him, and the stalker kills another bunch of dwarves before sprinting back. The whitemane moves up a little more onto the middle flag and kills another couple of dwarves and a rocketman. I jam his supressor with the remaining wolf rider and bloodweaver. No way of clearing the middle flag so just score another 2.
Score 4-2 to Circle
Crucible Guard Turn 4
This turn his dice go bad. He leaves the lord of the feast on one box after a rocket shot, morely (missed) and a hammer dwarf get to him. Misses the bloodweaver and rider with the jack. His vindicator does spike nicely to kill the chieftan but ultimately he doesn't contest and doesn't clear so I score...
Score 6-2 to Circle
Circle Turn 4
...and then just end my turn to score the 2 to win.
Victory to Circle
I asked my opponent after the match why he hadn't been repositiong the rocketmen to contest, he said he decide the extra def was more important...I see his point to an extent but towards the end when he needed to stay in the game I would have gone with repo myself and hoped def 16 was enough. It may have also been a clock issue though as he was sub 5 minutes towards the end. I had just under 10.
Thoughts on the list going forward I think I may ditch the haruspex. The divine inspiration is good, the 4 storm troopers I wiped out on my charge was done in 4 attacks taking away divine inspiration I may not do it in 4 but in 6 it still seems quite likely whereas I get another threatening solo with dispel. My battlegroup did very little barring the stalker doing some berserk work. So changes for next time would involve subbing the stalker for a feral, swapping the gorax for B&C and dropping the haruspex for the croc pot.
Next game should be Monday and hopefully I'll get to try that out.
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