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Post by kuririnad on Dec 8, 2017 2:06:27 GMT
So, I tried out a list last night that was pretty fun.
War Room Army
Circle Orboros - Kaya3 & puppies
Theme: Call of the Wild 3 / 3 Free Cards 75 / 75 Army
Kaya the Wildheart - WB: +27 - Druid Wilder - PC: 0 - Feral Warpwolf - PC: 18 (Battlegroup Points Used: 18) - Gorax Rager - PC: 7 (Battlegroup Points Used: 7) - Gorax Rager - PC: 7 (Battlegroup Points Used: 2) - Warpwolf Stalker - PC: 19 - Warpwolf Stalker - PC: 19 - Wild Argus - PC: 7 - Wild Argus - PC: 7 - Wild Argus - PC: 7 - Wild Argus - PC: 7
Blackclad Wayfarer - PC: 0 Blackclad Wayfarer - PC: 0 Swamp Gobber Chef - PC: 1
Shifting Stones - Leader & 2 Grunts: 3
I ended up winning on scenario against Cygnar under Maddox. Fog of war + prowled stalkers and wayfarers caused lots of issues. I planned on using primaled Argus missiles to get a synergy chain going then send in a berserking stalker for infantry or to make meat out of jacks/beasts.
Synergy and or Doppler bark fixes the stalkers main problem (mat 6) so you don't have to primal him. The feral is held in reserve for primal if necessary or for that extra surprise distance warping for speed.
The +1 to go first is pretty relevant, allowing you to run flat out on top of 1 and threaten the opponent's AD line top of 2. At that point, if the stay back to stay safe, you can jam them out of scenario with the arguses, safely keeping Kaya or the chef on a flag, and position the warpwolves to counter punch anything major that tries to remove your arguses.
It's also a really simple list to run, leaving more brainpower to focus on the board and the opponent. And really fun, too!
Any thoughts on possible tactics or things to look out for?
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Dec 8, 2017 7:18:04 GMT
you forgot the pureblood x.O; Kaya3 doesn't have any direct damaging spells. The only units you have that can even damage incorporeal spells would be the wayfarers and perhaps the wilder. The pureblood's 10 inch spray and wraithbane is a necessity when you can't toss out spells like a kreugar list
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Post by kuririnad on Dec 9, 2017 0:36:36 GMT
Oooh, good point. Swap feral out for a pureblood. Leaves one point, So I can drop the chef to add bellows crew for scoring/proc prowl on synergy, or add a gallows Grove for anti-tough and blood spiller shenanigans.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Dec 9, 2017 3:06:54 GMT
I've been designing a similar list with Kaya3, but can't get it to fit into a proper theme due to it using the tharn wolf riders. I could fit it into devour's host but that's about it.
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Post by kuririnad on Dec 15, 2017 3:45:54 GMT
So I swapped out the feral for a pureblood. Didn't make much difference this game, though. I played: Kaya3 - Call of the Wild -Wilder -stalker x2 -gorax x2 -pureblood -wild Argus x4 Wayfarer x2 Gallows Grove Shifting stones Against (I think): conflictchamber.com/#c3201b_-0fdI7t7teQ8f8t867R7W7R7V7R7V7-7-i6Khador Army - 74 / 75 points [Theme] Winter Guard Kommand (Butcher 3) Kommander Zoktavir, The Butcher Unleashed [+22] - Marauder [10] - Marauder [10] - Ruin [17] - War Dog [3] Kovnik Jozef Grigorovich [4] Battle Mechaniks (min) [3] Winter Guard Infantry (min) [6] - Winter Guard Rocketeer (3) [6] Winter Guard Infantry (min) [6] - Winter Guard Rocketeer (2) [4] Winter Guard Infantry (min) [6] - Winter Guard Rocketeer (2) [4] Winter Guard Mortar Crew [0(5)] Winter Guard Mortar Crew [0(5)] Winter Guard Gun Carriage [17] Actually, there was a third Marauder in there somehow. ::Shrug:: Scenario was recon 2. There was a large ish forest dead in the middle, an obstruction that blocked off one corner of one zone, a wall that blocked off a corner of the other board on the same side, and other terrain that was relatively irrelevant. I win the roll of and choose first turn. He picks the side that lets him put a jack in each zone on the other side of the obstruction or wall. I deploy fairly symmetrically, staying in Kaya's control. Wayfarer, Argus, gorax, Argus, stalker, pureblood, Kaya, stalker, Argus, gorax, Argus, wayfarer. Stones go Central, Grove is to the right (a mistake), Wilder is behind left group of beasts. The plan is to stick a wayfarer on my flag and body block/bait out with the Arguses. He deploys in a blob of infantry, butcher goes Central, ruin and the gun carriage to my left, mortars on either end, and a Marauder goes center-left, center-right, and far right. I'm pretty sure his plan is to open a lane to get butcher into Kaya. Circle turn 1: I run everything about as far as it can go. Pureblood stays out of the Central forest, wayfarers setting wide, Kaya casts fog of war, moves up 7, casts soothing song removing all but 4 fury, and repositions up 3. Khador turn 1: He moves up cautiously, keeping his marauders 13.1 inch from my stalkers and ruin 11.1 inch from my stalkers on the left. He moves and shoots with the gun carriage, mortars, and rockets, but between prowl, concealment, and distance I think he did a total of one point to a shifting stone. I did manage to run my left wayfarer out of the concealment Bible, which could have been bad. Circle turn 2: Here comes the body block. Wilder upkeeps Fog for free. Each zone gets two arguses. I place them so that they would need to be charged to be attacked, and kind of taking up space towards my opponents end of the zones. The stalkers are positioned behind such that they can charge anything that comes into the zone, but can't be hit by something that attacks an Argus. Goraxes go close enough to potentially add to synergy chain but far enough back to stay relatively safe from melee. Wayfarers move up and get back into where the bubble will be, one of which camps my flag. Kaya and the pureblood move up, still staying outside the Central forest, and I block in Kaya with stones to prevent her from getting pulled too far. I also feat defensively. Khador turn 2: I did not realize marauders had combo smite, so he ends up charging my Argus in such a way that he slams one into the other on both sides, knocking all four down. He spends all his mortar shots and Winter guard trying to murder the arguses. He gets all four, but not without charging his gun carriage into the zone. He places a marauder toeing the right zone on the other side of the obstruction - I'd have to run my stalker to engage him, and even then I don't think I'd be able to get to him in one turn. Ruin toes the left zone with a wall between him and the stalker, but leaves him within 11" of the stalker. Crucially, he is not able to contest my flag and because he had already activated, doesn't get Kovnik Joe to his flag. Score: 1-0 Circle. Circle turn 3: So, I think the safe play here is to take his two mauraders in my face out basically for free with my stalkers, and keep Kaya as safe as I can from butcher. However, I see an opportunity to win here. Kaya activates, casts synergy, tags a marauder, primals the pureblood, and repositions back. Right gorax primals the right stalker. Left gorax primals the left stalker, then walks up and wails on the gun carriage, hitting but doing no damage. Right stalker charges his objective, taking a free strike which takes out his mind, but whatever. I take out the objective in two hits, explode a ear Argus, kill the winter guard in range, and sit still. Had I not been fairly confident that I win this turn, I should have not maxed him out so he could be a transfer target, not triggered vengeance, and sprinted for free towards butcher to make his order of activations a nightmare. So now a primaled pureblood warps strength and walks up to the gun carriage at Max synergy. He's hitting at dice+1 and has 6 attacks, so he should easily take it out. Dice go a little cold, enough to make it interesting, but I wreck it with my last bought attack. At this point, I'm at 2 points and an guaranteed to score to 3 from my flag. The only thing contesting either his flag and the left zone is Ruin, and my stalker had a clean shot at him. I realize at the last minute that he'd be out of control over he got to Ruin, so I run the Wilder over to herd him. Stalker, primaled and warp strength, charges Ruin. My opponent then reminds me that even though he can still be forced, he no longer gets the benefit of synergy. Uh-oh. I've got 4 attacks at straight dice, one boosted, plus one at dice-2. Average dice say I barely kill him. With synergy it would have been cake. Dice roll pretty average and I wreck him with the last bought attack, then run my other wayfarer to camp his flag, score to 5, and win. Looking back, I definitely got a bit lucky with my opponents positioning. If he had something close enough to contest his flag, or had scored his flag bottom of 2, or protected the landing zone by his objective, this becomes a different game. I probably take two of his heavies for free, them try to out attrition him. Then again, if I hadn't let him knock down all four arguses in one turn, there's no way I lose them all, and now butcher had to be as scared of my stalkers as I am of him. I definitely see this list as a deceptively scenario list. It looks like a hard beater list trying to smash the opponent, but that fear lets me set the line of engagement and get up on scenario quick. I'm not sold on the gallows Grove. I could drop it and two Argus for two scarsfells, but that still isn't enough for a 4th free thing, although it might be better in general for that. I could also swap it for bellows crew to trigger prowl during a synergy turn and help score round zones. The idea for the Grove was an out for tough and to provide a fourth angle for a free charge. Anyway, that was my first ever be report, so I apologise for the length and any typos. Let me know what you think!
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Dec 15, 2017 5:26:51 GMT
feralghist or gremlin swarm for taking flags.
After the 1st turn, I feel like 2 goraxes might be a bit of an overkill due to left over fury, as as long as you keep 1 alive you have access to primal and focus control is way over managed with 2 soothing songs and the theme bonus also available. basically, after the first turn where you'll be spending anywhere from 5 to 6 fury, you'll already have your 2 upkeeps up and can just camp fury other than when she's the one using the animus. Your idea of fitting in a scarsfell sounds ideal as well, considering his animus will be tasty on Kaya and Tracker catches a lot of people by surprise. Thanks to the list design being point heavy with no infantry, stalkers' berserk actually fits well, allowing you to mulch up infantry. If not for that, I'd probably suggest a Razorwing combined with a full synergy for zone clearance (12 base + 3 for synergy = 15, 17 if primaled, for an average of 20 PS (22 primaled) for anything it tramples. It also ignores free strikes, obstacles, obstructions, and can trample medium and larger bases if it has the movement to move completely past them)
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Post by macdaddy on Dec 15, 2017 14:30:55 GMT
Really cool to see a Call list preform well without Scarsfells! I may have to try something like this out!
Do you feel you would rather have Scarsfells for the increased mat and survive-ability or is doppler bark that Clutch in this list?
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Post by kuririnad on Dec 15, 2017 16:34:03 GMT
Truth be told, I've never fielded scarsfells. I feel like Doppler bark terrifies any units that rely on high defense, because that + berserking stalker will kill tons and then Sprint back, probably toss another Argus in their face to block access to the stalker.
4 Argus lets me be bold with them and afford to lose a few but still threat the bark - just two and I have to be much more careful. Plus, they only can get the bark off out to 11.5" if they have a legal charge target they can reach, so it's not really a big bubble of threat from just one. Plus, I can spread them out at deployment if I go first, guaranteeing that there is no way to counter deploy and keep their high defense stuff away.
As for geist and Gremlins, I actually am comfortable taking flags with 2 wayfarers, the Wilder, and Kaya repositioning after getting work done. I'm more concerned about scoring circle zones, or at the very least contesting them. I guess geist and Gremlins are pretty good at contesting...
As to the double gorax, soothing song is once/turn, and in theme they cast Primal for one. I like having multiple so they can play a little forward, as well as provide multiple vectors to apply primal. With just one, I really feel the need to hold it back so I don't lose it trivially. Plus, playing them forward let's them get in on the synergy action if necessary.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Dec 15, 2017 23:12:04 GMT
the wilder has Shepard's Call, which does the same thing but only affects things that are 3 inches away from the wilder instead of a full ctrl.
Your idea with double gorax actually makes a lot of sense, as I am generally fielding a feral and completely forget about the range since I always have something front and center to use it.
Replacing 1 argus for a scarsfell wouldn't hurt your dopplar bark threat, as you can apply 2 to the outside and keep one near the center who can replace either if 1 dies. It would also give Kaya the option for dodge. The only issue then is the difference in cost. Tbh, I'd play the list as is a few more times against different armies and different skill leveled opponents before deciding how or what needs changing. Theory-machining something like this might cause unnecessary negative effects. Not only that, but your play-style doesn't mimic mine, even if we both agree on the usefulness of dopplar bark. I tend to rely on tricky combinations when using circle instead of being rather straight forward (a side effect of playing super aggressive as skorne and realizing I can't use the same tactics with circle)
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Post by kuririnad on Dec 16, 2017 1:30:19 GMT
I forgot about Shepard's call. I feel like if she is close enough to several beasts for that to work, she is probably dead next turn. I think the healing and herding are probably too valuable to risk her that way.
Swapping in a single scarsfell just changes the gallows Grove to the gobber chef to cook stone soup if necessary and to do solo things. I do think I need more than a couple games before I start messing with it, though. There are too many temptations to try and make a complimentary list using Kromac1 or Tanith, though 😅
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Post by kuririnad on Jan 4, 2018 4:13:55 GMT
Played two games against a modified Meowkeda list tonight. Scenario was Recon 2. My opponent played: conflictchamber.com/#c9201b_-0Z445J5G6vcv6y5P6Kfs5U676hSkorne Army - 74 / 75 points [Theme] Masters of War (Makeda 2) Supreme Archdomina Makeda [+27] - Molik Karn [19] - Titan Gladiator [15] Extoller Soulward [3] Mortitheurge Willbreaker [4] Tyrant Rhadeim [9] Cataphract Cetrati (max) [18] - Tyrant Vorkesh [0(6)] Legends of Halaak [8] Paingiver Beast Handlers (min) [5] Praetorian Ferox (max) [20] Tyrant Commander & Standard Bearer [0(6)] And I was playing: conflictchamber.com/#c8201b_-0WgU4B4B4M5l5l4z4z4z4z5A5g5gc95fCircle Army - 75 / 75 points [Theme] Call of the Wild (Kaya 3) Kaya the Wildheart [+27] - Gorax Rager [7] - Gorax Rager [7] - Pureblood Warpwolf [17] - Warpwolf Stalker [19] - Warpwolf Stalker [19] - Wild Argus [7] - Wild Argus [7] - Wild Argus [7] - Wild Argus [7] - Druid Wilder [0(4)] Blackclad Wayfarer [0(4)] Blackclad Wayfarer [0(4)] Gallows Grove [2] Shifting Stones [3] Game 1: We both get +1 to go first, and I will the roll off. I choose to go first, and deploy pretty symmetrically with wayfarer, 2x Argus, gorax, and stalker on each side, with Kaya Central with the pureblood, Wilder to my left and gallows Grove to the right. His army guess fairly Central, kind of in one big blob. Circle Turn 1: Everything runs. With no fear of ranged attacks, Kaya casts Synergy, soothing song, and stays pretty Central. There was a water feature just outside my deployment zone, so I had to run a gorax into my shifting stones and port him up to keep pace with everything else. Skorne Turn 1: TyCom gives Cetrati +2 speed and runs, Cetrati advance in shield wall, leaving a spot for Makeda just behind them. Ferox and Molik advance cautiously, staying out of stalker threat. Gladiator rushes himself and advances, staying towards the flank and back, everything else just kind of moves up. Circle Turn 2: The Arguses run to bait out the ferox and Molik. The legends will have trouble killing both right Arguses, and he will have to get outside the stay death bubble if he wants to kill the left ones with the ferox. Stalkers position to retaliate, right wayfarer camps the flag. I keep Kaya central and far enough away from things that Molik can't bounce into her. Crucially, I have 4 warbeasts in each zone. Skorne Turn 2: I am a little fuzzy on exactly what happened, but here goes. The Legends of Halaak charge my two Arguses in the right zone, combo smiting one into the other. One dies, the other is knocked down but still has spirit. They sidestep to get back in defensive line, but that takes them out of the zone. Ferox do their thing, trying to take down Arguses with CMAs due to worrying about def 14. They leave one still alive. One pops the gallows Grove. Molik dances to stay out of stalker threat, Titan moves up in the back. The important part of this turn off that I had and Argus still alive on both sides, and he didn't cap his flag or contest the right zone, so I score 2 on his turn. Circle turn 3: He has bunkered Makeda behind the shield walled Cetrati, and she is camping 5 after upkeeping storm rager on Rhadeim. I start with Kaya, healing the right Argus for 1 and moving to keep her control area centralized. I use Doppler bark at the legends, then kill a couple to start the synergy chain. I move the left Argus slightly and Doppler bark to get all the ferox, followed by attacking them to chip in damage and up synergy. Left gorax comes in to the ferox, chipping in more damage and maxing out synergy. Left side stalker goes, warps berserk, and starts wailing on the ferox. He is hitting on not-snakes, and doing dice+2 damage I think? Skorne had a tough choice, and chooses to blow Makedas stack on stay death to try and keep as many alive as possible. Now naked, he's very glad he kept her outside of my right stalkers threat range and Kelly more than 3 inches of the Central forest between her and my pureblood. However, I see an opening. The right stalker goes in needing 3s to hit Cetrati and at dice-1 on his sword attacks. He forces a couple tough checks, but ultimately kills two directly in front of Makeda. The plan was to clear a landing zone for the pureblood, who has LOS to another Cetrati, and after charging him, proceed to b it attacks into Makeda. But then I realized that I should just kill the objective and go up 5-0 on scenario. So I did that, and won. I'll have dinner post game thoughts later, but right now I'm sleepy 😪
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Post by kuririnad on Jan 4, 2018 15:28:18 GMT
Post game thoughts: Having not played this matchup, I was terrified of the cats and/or Molik Karn eating my heavies, because they are the workhorses of the list. The lights are there to trigger synergy and to make sure my warpwolves hit. The Arguses are also pretty good jam/bait/scenario denial.
He definitely misplayed by ignoring scenario, but this list looks like an attrition/assassination list, but I play it for scenario as much as I can. I don't think it has the volume of attacks to hang in until turn 7, but it can usually clear zones and get to objectives pretty quickly. Going first is pretty clutch, too.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Jan 4, 2018 18:59:33 GMT
unfortunately, I learned early that a kitty list that doesn't use 2 units of kitties isn't a real kitty list x.O; He also should have been less fearful of your 14 defense and simply popped feat to insure a quick clear of your argi and heavy scenario pressure because of it. Not toughing the kitties was also a big mistake, as it allows you to push them up with less fear.
Tell him to remove the cetrati and replace with a unit of karax + standard if he can fit (iron zeal is a deal sealer if you are good at predicting alphas). Remove the legends as well to put in the ferox. After that, try and wiggle some space for an agonizer, as the willbreaker, ferox, and aggy combo is just wrong on so many levels.
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Post by kuririnad on Apr 24, 2018 1:56:29 GMT
Hey druids! I've been tooling around with Baldur1 learning how to use Tharn in Devourer's Host, but finally got another game in with my Kaya3 list. I played against Kara Sloan, pretty much worst case scenario. conflictchamber.com/#c8201b_-0WgU4B4B4M5l5l4z4z4z4z5A5g5gc95fCircle Army - 75 / 75 points [Theme] Call of the Wild (Kaya 3) Kaya the Wildheart [+27] - Gorax Rager [7] - Gorax Rager [7] - Pureblood Warpwolf [17] - Warpwolf Stalker [19] - Warpwolf Stalker [19] - Wild Argus [7] - Wild Argus [7] - Wild Argus [7] - Wild Argus [7] - Druid Wilder [0(4)] Blackclad Wayfarer [0(4)] Blackclad Wayfarer [0(4)] Gallows Grove [2] Shifting Stones [3] My opponent's list from memory: conflictchamber.com/#c1201b9a9E9E9EiPiPiPanaf9UCygnar Army - 75 / 75 points (Sloan 1) Captain Kara Sloan [+28] - Defender [16] - Defender [16] - Defender [16] - Hunter [10] - Hunter [10] - Hunter [10] Captain Arlan Strangewayes [4] Field Mechaniks (max) [5] Trencher Infantry (max) [16] We played Spread the Net. I didn't take any pictures, but the critical pieces of terrain were a wall diagonally crossing my side of my opponent's zone, an obstruction outside the inside back corner of my opponent's zone, a forest in the middle of the center zone, and an obstruction between my opponent's flag and the center zone. With +1 to the roll, I won and chose first turn. I knew that since all six jacks would be ignoring Fog of War, there was no need to cast it. I also knew that with their extreme range, attrition was off the table. As always, I would push for scenario and keep an eye out for a chance to assassinate Sloan. I deployed fairly symmetrically: Kaya in the middle, a stalker to either side, pureblood to the right, wilder to the left, two arguses and a gorax on either edge of my control area. Stones went central to hopefully keep Kaya and the warpwolves in their triangle at all times. My opponent deployed Sloan slightly off-center to the my left, two defenders on the far left with a hunter, a defender center, two hunters far right, trenchers center, mechaniks and Strangeways centrally behind the jacks and Sloan. Circle turn 1: I run everything forward. Kaya moves up 7, casts synergy & soothing song, repositions forward. I knew that my heavies were going to be necessary to clear a path to Sloan, and if I can catch her on low/no camp the pureblood spray will be crucial, so I kept them as close in behind the forest as possible. The lights are really just distractions. If I can get an argus bark onto Sloan, great, otherwise if anything makes it into melee they will probably just start slamming things to build up synergy for the heavies. The wilder goes for my flag. Cygnar turn 1: Sloan moves up, casts Guided Fire and her other spell so that her jacks have boosted ranged attack rolls and +2 range. She makes a beeline for the obstruction just outside her zone. The trenchers move up and cloud, and I realize that I will never get a charge off into her jacks as long as they live. Her jacks all walk and shoot, killing off my left wayfarer, one right argus, and putting a bit of damage into the other right argus. Circle turn 2: I would be able to see the trenchers to charge them if there was less forest between me and them, but alas this was not the case. I ran my left two arguses behind the wall in my opponents zone; one contesting, the other not. I ran my right argus into melee with his trenchers, my left gorax stayed in my zone. I had one stalker warp berserk, trample up (he was out of the stones), and then buy attacks into trenchers killing 3. He sprinted back into the forest, crucially being able to keep 3" of woods between himself and most of the warjacks. I kept the other stalker and Kaya safe just inside my edge of the forest (and in the zone) and put the pureblood in as safe a position as I could. I had a line where I could have charged a trencher with the pureblood and gotten his spray onto Sloan, but she was camping one and I did not trust a boosted rat 5 into her. Once I played that card, I knew my opponent would quickly move Sloan and I might not be able to safely reach her again, so I kept back. Kaya and a stalker ended in the stone triangle after she tried to spell a trencher to death (miss) and cast soothing song. I held my feat because I didn't think +2 def would be useful against boosted shots and I was hoping the pseudo-acrobatics would help enable the assassination run. Cygnar turn 2: This is where my opponent made several mistakes that cost him the game. Sloan cast Guided Fire and feated, staying parked behind her obstacle. The three jacks on the left toed the zone, shot down the contesting argus, put some damage into the non-contesting argus, and tried to kill the wilder. I think he put some damage into my left gorax as well. Between def 18 behind the wall and a lucky miss on my wilder, that was all they were able to do. On the right, his trenchers flail at my argus to no effect, and one hunter tries to shoot down the gorax in my zone, putting in some but not much damage. The other hunter and the center defender blow up my pureblood, with the defender extending Sloan's bunker by cozying up to her. Crucially, he is way too far from my zone or flag to be able to contest, so I score two to his one (his zone) with just a couple trenchers toeing the central zone. Score is 2-1 Circle. Circle turn 3: My right argus was out of control, so it had a fury on it and frenzied. Funnily enough, it frenzied back into my control, so when its boosted attack hit a trencher, synergy ticked up by one. First thing I did was port Kaya up so that everything would be in her control again and she was in melee with a trencher. The left gorax put Primal on the left argus, who charged a defender and put quite a bit of damage into it between a combo-bite and two bought attacks. There is a small chance I could have finished it off if I had not picked combo-bite, but oh well. Either way, the important part was synergy ticked to 2. Kaya activated, and swinging at mat 8 from synergy killed a trencher, maxing synergy out. She feated and cast sprint, moving back into the forest. The right gorax was able to stay in his zone and primal the left stalker who warped strength, trampled through a trencher, and ended within 2" of the defender protecting Sloan. 3 bought attacks at mat 11, dice +5 damage scrapped it, and the stalker cast sprint to end in melee with Sloan. The other stalker warped berserk, killed the remaining trenchers on that side of the obstruction, and sprinted back into the forest. The wayfarer on the right charged a trencher by my argus, killed it, and battle-wizarded back to the shifting stones. Score goes to 5-1. Cygnar turn 3: Because of the way he has boxed himself in, he has no way to run his mechaniks (mostly engaged by the Stalker) to contest the central or my zones. He repairs his damaged defender a bunch, kills off my argus, gorax, and wilder on the left, but can't really get anything to my stalker that could kill it. Sloan casts refuge on herself, but even boosting can't hit my def 16 (feat) stalker in melee to trigger it. I do suggest he places a mechanik B2B with the stalker so at least Sloan won't die to frenzy, but after all is said and done, he scores his zone and I score mine and the central, putting the score to 7-2. Victory for Circle Orboros! I think this ended up as an even match up. I felt really confident in my list and identifying the crucial pieces that could bring me success, and he completely ignored scenario for too long. Had he moved up more aggressively, or used his trenchers/mechaniks to contest, there is no way I survive his shooting as def 14 against boosted rat6 with no stealth or concealment available makes for sad stalkers. Also, the ability for the stalkers to both mulch the infantry screen and trash a heavy was useful, as was sprint to not overextend myself. All in all, I was pretty happy with my play in this one. Just gotta get faster about making decisions (we were not on a clock, but still closed out the game fairly quickly).
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Post by redcathal on Apr 24, 2018 9:12:54 GMT
been playing a similar list, it is a tonne of fun. Good to see that it can even pull off a bad match up
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