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Post by maplewhisky on Feb 1, 2018 19:17:07 GMT
That'd be musza, I'm a Krueger2 player. For now, another batrep! One of my friends & I were talking through the Old Witch2 WGK vs Krueger2 matchup, I said in my head it seems really bad for Old Witch (as any WGK list is vs Krueger2, in my experience) but he wanted to give it a try, so we racked up on Vassal! I lost the roll and was given 1st turn. As a result it means that we're probably not going to be able to scenario blitz, so my plan is to have a really strong side and consistently score 2-3 while allowing my opponent to score 1-2. My deployment I think reflects this, considering my Sentry Stones. So, turn one, Krueger TKs himself and charges forwards with Wind Storm. Everything else gets up the board as much as it can, I put forests down with my Sentries because I really wanted the board space, killed 2 of my Mannikins and otherwise shimmied up hiding behind Wind Storm or just plain out of threats. So, my opponent intelligently doesn't cast Redline with Malakov, because Wyrds. Otherwise stuff runs up, Witch casts Wind Storm with an 18" control and puts Reconstruct on the Marauder in front of her. Alright, so that Marauder which meandered up is definitely too close. I had a long debate about whether I wanted to pull in the Marauder on the right or the Juggernaut on the left, I decided to go on the right to continue my "have a strong side and grind out scenario" plan. It would let me push up much more effectively than having to reposition my forces. So, Mannikins come down, my Stones roll 2 & 1 for Fury sadly. To start off, the left hand Warden walks up to Malakov's Jugger (outside of 10" of the left Marauder) and TK's it around to 10" away from itself, basically stopping it charging my Warden or my Objective in the next turn, he then animuses because DEF12 is quite relevant vs rockets. Krueger advances, TKs the Marauder near him slightly to the side and towards himself, turning it around. He takes a potshot with his gun and spikes damage, which was nice. Then he casts Wind Storm. My left Sentry Stone activates to get out of the way, the Mannikin it made leaves Aiyanna on 1 box (safe from Quick Draw because of Wind Storm) of my Warden on the right, it goes in font of Krueger and makes a forest. The Warden then activates and puts a Gallows into the Marauder, dealing no damage but rolling a 6 for distance! Which was nice, meant Megalith was more free to use his Geomancy how I liked. My Blackclad kept chilling in his forest home and put Hunter's Mark on the Marauder. My Shapers pulled a Fury and made my Guardian strong, the Guardian charged the Marauder for free and totalled it. Megalith advanced and TK'd my Guardian backwards. The 2nd Sentry Stone moved up and completed the forest wall. Both mannikins between them killed 2 rockets and I think a rifle. Otherwise, my Shifting Stones built triangles around my battlegroup, and the Wyrds moved around. My solos shifted around defensively. So, the Witch is in a difficult spot here. She can't commit to melee and I still have my feat, so she probably won't be able to very well next turn either. Old Witch activates, feats, puts Scourge on my left Warden, knocking him down, and putting CoS on him. She camps 2. Aiyanna walks up to my Warden and harms him. I thought my opponent cast Wind Storm so forgot to check Witch Hunter, oops. Holt walked out of Wind Storm and shot some Mannikins then they both got Zephyr'd back. The Rockets and Rifles on the left walked up, out of Wind Storm and blew my KD'd -4 ARM Warden to kingdom come. The Mortar and a couple other random guns put some damage into my Wyrd, and the Mortar loader guy killed the one rifle who couldn't walk far enough to get into the zone. The guns on the right hand side were super sad because of how windy a game this was, 3 rifles walked up and CRA'd a Sentry Stone, dealing 4 damage. Otherwise some rifles walked into the zone, and the Rockets & 2 Rifles on the far right got far enough up to see one shifting stone past my Sentry forest. My Guardian took one of them and the other rocket lost the coinflip to kill it! My opponent didn't contest my zone but scored 2 of his own, bringing the score to 2-1 to the Khador. Alright so this turn I had a tonne of options! I was pretty sure I could kill the Witch, I was pretty sure I could kill the objective and clear my opponent's zone, moving to 5-2 to me, and finally I was pretty sure I could kill a bunch of rockets and 2 heavies, bringing me to a very strong place attrition wise. Wooft, lots of options and boy does this matchup suck for Old Witch. We talked through the assassination and decided I could easily feat / shoot away her sac pawn models and deliver Megalith to her in her back arc, which kills her even without any of the shooting & the 1 gallows she'd take from the warden. But in the interest of seeing how the game looked attrition wise, I opted to go down that route. So, this was certainly a bit of a puzzle. Mannikins came down in aiming position, my stones both rolled 1 for fury. My left and wyrd walked into the left zone and killed 2 Rockets. Mannikins aimed and shot some rockets, one Sentry stone buddied up to the Obstruction in the middle of the table to make a cubby for Krueger, the other just chilled in a safe place from guns. The Mannikins killed 2 Rockets and one toughed. My right hand Blackclad charged a Rifle that toughed, killed him, and used Battle Wizard to spray another Rocket to death. My left hand Blackclad went for a Hunter's Mark on the left hand Juggernaut and missed, that sucks. My yellow Shifting Stones got out of the way of Megalith. The Warden walked to be in my zone and the circle zone, TK'd Megalith over and used its animus. Megalith paid (like a peasant) to charge the Juggernaut, and with a bit of fluff dice (on top of no HM) left him on 8 boxes with C & R left when I had 1 fury left to spend. So I opted to TK it into a place to make positioning easier with my Guardian on the Marauder and with Weight of Stone & Hurricane it wouldn't be able to retaliate at SPD0 (or 1 with Redline). My other Wyrd walked up to within 10" of Aiyanna but outside of 12" of Holt and shot her dead. Krueger activated, flew into the Forest/Obstruction cubby and TK'd my Guardian over a bit. Then he feated, pushing the Marauder into the Juggernaut so it was still within 9" of the Guardian, then pushed everything else in control away and cast Wind Storm. The Guardian went in and left the Marauder on 1 box with no Cortex, sitting on 2 Fury so I have 2 transfer targets for Krueger in case I missed something spooky. I score my zone and the right hand circle, taking the score to 3-2 to me. Now this turn is one of those weird ones where it's like. Well, because of the positioning Old Witch was in last turn she should by dead, so I feel like it's weird to play out attrition with the caster getting involved, but still, maybe she still could have made things happen. Because my feat had moved his Marauder into the Witch she didn't have a clean charge lane to get to Megs, so it was a bit awkward. The left hand rifle unit took some shots at Megs, I Shield Guarded the rocket. The Mortar killed the yellow stone in front of the right hand Marauder. The Marauder forfeited movement and walked 2" out the way. Old Witch paid for -1 cost, put Boundless charge on herself, her Marauder and then Curse of Shadows on her Marauder (ha! cute) so she could charge past it, and charged Megalith. Rolled really well for damage but still left him pretty healthy. The Marauder charged my Guardian, slammed him into Megalith, spiked damage and then got left on 6 boxes. We called it here because there was no way the Witch survived the next turn! In conclusion, this matchup does indeed suck for the Witch. I think the best WGK list vs Krueger is probably Vlad1 with 4 Heavies & a Gun Carriage, probably the hardest one I've played against. I have to crutch really hard on my Sentry Stones to keep Krueger up the table and if they ever go down things can go bad really fast. The jacks also still have long threat ranges after being spun around, so it's kinda scary!
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Post by maplewhisky on Feb 5, 2018 15:01:30 GMT
It's that time again! Today I'm playing some Morv2 in Devourer's Host, as a potential offlist to Krueger2. My opponent was playing Rask in Will Work For Food. My list: Morv2 -Stalker -Gorax 6 Ravagers w/UA 6 Ravagers w/UA The Death Wolves 6 Bloodweavers 6 Bloodweavers 6 Bloodweavers Spirit Cauldron & Boil Master Tharn Shaman Tharn Shaman My opponent's list, to the best of my memory! Rask -Blackhide Wrastler -Swamp Horrow -Swamp Horrow Dahlia & Skaryth Rorsch & Brine -Battle Boar Wrongeye and Snapjaw Kwaak & Gub Lanyssa Ryssyl Gatorman Spell Slave Bog Trog Mistspeaker Alright, so I won the roll for first. Now, I haven't played a lot vs Rask since mk3 dropped, I had a brief look over WWFF, saw the +2SPD, didn't notice overtake, and decided to take first because Rask getting to feat top of 2 after having run at +2SPD seems like the worst thing in the world. So, I took first, we set up and got going! Forgot to take a photo for deployment, but I'm sure you can imagine what happened. I wanted to fight around the big forest in the middle so put my Ravagers square in the centre, with everything else kind of spread evenly. I put the Death Wolves on the left flank, to really slow down scoring on that side of the table and to give me a bit more oomph. So, inevitably, Rask cast Admo on the right hand Swamp Horror, Fury on Big Pig, feated and charged. Snake did Counterblast & Charged. Everything else ran pretty much. Classic Rask. Well, it's Rask's feat and he gets to do what he likes. Sucks to be me I guess. I ran one weaver in to get rid of Counterblast, it got eaten by the snake, otherwise I just kind of jammed up as best I could, the Stalker and Morv ran to be far far from Big Pig. Crocpot gave 2 Corpses to my green UA. Admo got triggered. Cue a turn of ridiculous dice! My opponent Primalled the right hand Swamp Horror which went on an Overtaking (this is where I learned the theme had Overtake...) rampage. Ate a whole bunch of my toys. The Snake got BC from the Spell Slave and also cleared out a couple more Tharn with some free boosting help from Dahlia. Brine got Boundless and a Cloud went down from Rask, then Brine went in, used its Animus and killed a bunch more Tharn. Not missing a single 7 and I didn't make one tough. I lost my right hand Shaman & UA to this. Rorsch put Primal on the left Horror. Finally the dice relented a bit and the Swamp Horror missed a couple swings, leaving my Shaman alive on 1 box. The Wrastler ate another Tharn (who passed his first tough of the turn, then died to the 2nd swing > , Wrongeye walked and Starcrossed, Snapjaw shimmied. Kwaak put Enliven on Big Pig and the left Swamp Horror and my opponent said go. Ouch. You'll notice a whole big absence of Tharn here. Thankfully we have a feat for that but still, jeez that was rough. Thankfully, I had a couple outs. Firstly, both Horrors were gonna frenzy, meaning they weren't gonna move. The left one was b2b with the forest, making a nice wall of LoS. As a result it's critical that I don't let that Horror move with Enliven. Also, one Ravager was within 14" of Rorsch, who wasn't camping. So, he Vengeanced forwards, the other models in the unit got to 11" from the Snake. Cause I'm a moron, I walked the guy within 11" of Rorsch about 5.9" from the Snake for no reason and he got blasted in the face, thankfully with no boosts he lived. I started with my Croc Pot, it walked up, gave 3 Corpses to the Ravager about to go eat Rorsch and also pulled the Snake into Brine, which gave me a little more flex with my infantry positioning. Sadly though, because of Brine I couldn't pull it into threat of the Stalker. My right hand Weavers charged the Snake, missing the 6. Morvahna activated, feated, placed down a bunch of models to stop the left Horror moving and brought back everything she could (cutting for 9), then she cast Carnivore on the Tharn Ravagers and camped 3, making sure that anything I could put into the Horror and 2 of the Ravagers on the Snake would get rerolls. The middle Weavers charged the snake, also missing their one 6 (I reasoned if it lived, which it shouldn't, it wouldn't have many boxes left and GW would be very valuable, sadly I missed twice). The Ravager who could charge Rorsch did, cutting his head off in one swing, then he bought an attack into Wrongeye, boosted damage and put 13 damage past his armour. Wrongeye obviously transferred but it took out Snapjaw's mind. Result! The other Ravagers with Carnivore, rerolls and the UA's corpses murdered the snake. Solid activation, killing 2 heavies, a light and a solo. On the left flank I managed to hit Snapjaw with a Grievous Wound, ensuring his Mind stayed out, otherwise I just put some damage into the Swamp Horror and recast Hunter's Grace. The Gorax ran into the zone and the Stalker set up to be able to kill Dahlia, the Swamp Horror or the Objective next turn, as the situation arose. I scored, taking it to 1-0 for the Circle. My opponent said to me "Either I kill Morvahna, or I lose." I didn't disagree, things were looking bleak here, despite how many models he'd been able to put away. My opponent surmised he'd have to kill his own Horror to open LoS to Morv, and then use Veil of Mists, Boundless Charge & Elasticity to get to her (after learning about Overtake I was quite careful not to leave any easy Overtakes to her!). However, with Snapjawa's Mind out and Tharn everywhere it was quite a task. Fortunately for me, my opponent's dice came up short and the Swamp Horror lived, meaning the Wrastler never even got to charge Morvahna! Victory to the Circle! Man, this matchup was waaaay rougher than I expected. With 3 beasts able to RFP my models and Overtake Rask has certainly upped his ability to fight infantry hordes. Thankfully not everything RFPs so I still got a feat! Grievous Wounds and the ability to dole out Heart Tokens did great in this matchup, and if we had kept grinding I'm sure the Death Wolves would have been a huge pain to remove for a list with such a low number of attacks. In any case, I don't think it matters too much because if the offlist is Maelok there's 0 chance I ever drop Morv into this game. In any case, thanks for reading. (: P.S. I realised after writing this report that the Minion beasts wont be able to Overtake while also RFPing my models. Something to know for next time!
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Post by macdaddy on Feb 5, 2018 15:58:32 GMT
Its a shame that after all the nerfs they did to recursion, they kicked it in the nuts again by adding mass rfp to a lot of different factions. Particularly in hordes. It really kicks the Morvs further in the unmentionables.
That Maelock match up should be playable with another caster pilot though. Baldur 1 can make ravagers hit hard enough to eat Possy and your feat can guarantee you force him to blow his feat and get you and alpha. Ravagers out threaten possy unless they prey for +2 speed charges, but then they don't get re-rolls and need 7's to hit. Plus, each ravager unit has a 2 man advantage to the posse thanks to extra guy and the UA. So even if he is packing 3 max posse you are still only 3 medium based models down to the minions player. If not Baldur 1, Kruger 1 or Grayler could work as well.
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Post by jisidro on Feb 5, 2018 17:01:29 GMT
maplewhisky You don't feel you need White Manes for the Veteran leader to try and get some use out of the Ravager's Mini feat?
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Post by maplewhisky on Feb 9, 2018 2:42:18 GMT
maplewhisky You don't feel you need White Manes for the Veteran leader to try and get some use out of the Ravager's Mini feat? I feel like with access to Carnivore and Scales of Fate I don't need it, certainly not as much as I like having Hunter's Grace / Magical Weapons on a Stick. I could definitely see me testing 1 Whitemane 1 Shaman, but with the Croc Pot I feel less like I need the Whitemane. More important for casters that aren't Morv2 I think! In other news, boy do I have a doozy of a batrep coming up. Probably a bad matchup, probably should have dropped Morv, early game misplays a couple tactical errors and the game went the full 7 turns. I'll write it up tomorrow, it'll probably be a book. Oh and I forgot to take at least 2 photos. >_>
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Post by maplewhisky on Feb 10, 2018 3:55:10 GMT
Alright, the promised game! I got a Ret player who told me his pairing was Elara2 Defenders and Issy Shadows. So my brain immediately went to Krueger cause I have yet to run into the Ret player who runs Defenders with no AFGs and a Soulless on every unit. Well, unfortunately... Elara2 -Siren -Harpy -Harpy 10 Halbs w/UA & Soulless 10 Halbs w/UA & Soulless 10 Halbs w/UA & Soulless Heavy Rifle Team Heavy Rifle Team Pain Knight Thane Thane Lys Healer Alright, I'm just going to run through the game for just now and I'll do my thoughts at the end, cause this was a long one! So, my opponent won the roll and took 2nd. We deployed, and he Advance Moved his halbs up, threating me basically out of the zones top of one. So, I went up nice and defensively, put down my lightnings and got my models up the board. Because everything was kinda spread out I decided to go harder on one flank than the other, which meant I had to kill some Mannikins on one side. My opponent moved to basically line the zones in Shield Wall with his Halbs and killed some of my frontrunners (read: Mannikins) with a few cagily placed gunshots. I decide that I'm not going in in this situation. There's no way it works out favourably. I hold fast, reapply lightning and wait for scenario to become live. The below picture is slightly wrong, I forgot to move my right hand sentry before I took the photo, but it was just behind Megalith to stop Thunderbolts blowing him out the zone. I cede the left zone and decide my opponent will get to score 2, and he has to run something into my zone. I messed up. The left hand Sentry Stone is within 15" of the Pain Knight. So, he gets Scything Touch & Boundless Charge, a Harpy clears out the Mannikin in the way and he charges on in, killing the Sentry and repositioning into my zone. I forgot to take a picture here and I'm sorry for that, but otherwise Ret just shimmied & put some superficial fire into my heavies & killed the 2 Shifting Stones I used as beacons for Lightning Storm. The score moves to 2-0 Ret. In my turn I decide to take the initiative and get ahead on scenario. A Wyrd and Warden kill Pane Knight, a Mannikin kills a Heavy Rifle Team and Krueger moves up and feats, casting Wind Storm and camping. My models otherwise achieve very little due to the Ret models sitting so far back. Definitely made positioning mistakes this turn, I should have taken as much ground as possible here to set my line of engagement at least to the back of the right hand circle. Otherwise, using my remaining Shifting Stone triangle and Megalith's TK I got my Warden onto the enemy objective and a Harpy, he didn't kill the Harpy but did kill the objective. The Harpy was KD'd on a couple boxes with just C left (tragic). I run a Gobber Chef into the left zone. The score moves to 4-2 Circle. The Halberds in the middle got Desperate Pace & one of them got Scything Touch. They battered the crap out of my Guardian, holding the minifeat and repositioning forwards, really hugging the building. The Halberds in the left zone shimmied up, Halbs in the right zone held fast. The light's guns cleared out the Gobber Chef. The Harpy that lived on 3 boxes got repaired. My opponent didn't contest my zone. The score moves to 5-4 Circle. Guh, this is bad. We're basically back to square one, I've caught up on scenario but now I don't have a feat and he does! So that definitely sucks. I feel like I really need to start actually killing off these halbs, so I go for a play where Megs charges a Halb, casts Undergrowth (catching all the Halbs in the left zone) and then with his 2 initials fails to kill one. He throws a Lightning Storm, trying to get the point of origin into the back arcs of Halbs, it doesn't go well. Krueger moved up and Rebuked the unit that had just killed my Guardian, in the middle then used TK to move backwards. My Blackclad, one Wyrd and Mannikins try to do work on the Undergrowth models and I think at the end of the turn I killed 2? One Mannikin got a money spray into the unit that had just been Rebuked and killed I think 4? But because I killed so few of the models threatening Krueger I had to drop a Lightning Storm and a Forest to keep him alive, instead of playing defensively for attrition. Horrific turn of dice unfortunately. On the left my Blackclad walked and Phase Shifted to get into the left zone, engaging a bunch of Halbs. I moved the 1 Shifting Stone from the orange unit to within 8" of the left zone. My Wyrd ran over to the right cause jeez, I was going to need help. I had hopes of scoring 2 this turn, but after those pitiful rolls I score a meager one and pass turn. Score goes to 6-4 Circle. Alright so I forgot to take a picture of this turn but uh. It was bad. Real bad. Really really bad. Elara feated here. Megalith died basically for free to the right hand Halb minifeat. My Sentry Stone died. Ghostly Halbs got everywhere. The Rebuked unit walked through the building in the middle and Repositioned into all my stuff, applying Scytouch to a lot of models. Rebuke was removed by Disbinding. My Blackclad on the left died. My heavies took a bunch of damage from guns. My objective died to a Chimera. Real rough turn. Elara scored 3, going to 7-6 Ret. Like I said I forgot a picture, but here's a machine grinding rocks to give you an idea of what happened. Alright, so I'm quite proud of this turn, I think I managed to make the best of a bad situation. First up, I started looking for assassination vectors, but all I could get onto Elara was Krueger's gun and she was camping 3, so I went back to attrition. I ported my yellow shifting stone into the opposing zone. My Warden on the left moved up to the Chimera, boosted to hit twice and with both attacks failed to take out its M system, then I rolled the hard 6 on the Combo Smite (was really worried about dice after my last turn...) and smited it over a Halb, killing the Halb and leaving the Chimera on I think 3 boxes. Using his last Fury he put a Lightning Storm on my stone in the zone over there to contain the worst of the Halbs, who would have a rough time with the pond, house & lightning. My Stone Shaper walked up and sprayed the 2 Halbs in my zone in the back arc, killing both. My full Stone triangle ported to strategic locations, one in the enemy zone, one in the middle of a bunch of Halbs, and another in a place I would want some lightning for area denial. My Warden walked up and murdered 2 Halbs with its melee swings, then put a Lightning Storm onto my stone killing 4 Halbs, using his fury for a couple boosts to make sure I got as many dead as possible. My left Wyrd killed a remaining Halb with Gunfighter then put some damage into the Harpy that had lived on 3 boxes from my Guardian, taking out its M. Krueger walked to 10" from the Harpy and blew it up with his gun, TK'd himself backwards into the forest and dropped a Lightning Storm onto another shifting stone, killing a Halberd. My Blackclad walked up and sprayed 4 Halbs, killing 3. My other Wyrd shot 2 more Halbs dead. My 2nd Shaper sprayed down a bunch more Halbs. When the smoke cleared my opponent was down a considerable number of infantry and a light warjack, with Lightning Hazards blocking a fair number of key charge lanes. I scored my own zone, taking it to 7-7 even. This is bad because my opponent has 2nd. I need to be at least 1 up at all times, ideally 2 if we're going late. So, my opponent's in a bit of a bind here! He puts Conc Pow on the Harpy along with Boundless Charge, filling it up with focus. The Halbs on the left fail to kill my Shifting Stone that was contesting with CMAs (Lightning Storm stopped them getting too close, so it wasn't a huge CMA). Fortunately for my opponent the Siren strolled over and popped it with its gun. The Harpy charged and murdered my beaten up Woldwarden. I lost 2 Shifting Stones (one to a Soulless -.-) & my Wayfarer and not much else, due to the Lightning Storms stopping the Halbs getting where they wanted to be. My opponent takes the opportunity however to line the zone with models. The score moves to 9-7 Ret. Alright, this turn was really difficult. This was my 2nd last turn, so I had to really work on securing a scenario lead and also start seriously thinning out my opponent's contesting models to make sure I can try and force the issue of scenario. So! My Shifting Stone in the zone moves near the 2 idiots lipping the zone in a trench. Krueger walks up, stabs 2 Halberdiers to death with his spear and puts a Lightning Storm onto the stone, killing the 2 guys in the aoe and camping 1 when all is said and done. My right hand Wyrd walks up and kills the Houseguard Thane on the right and the Soulless (who he got back arc on). My Warden got made strong by a Stone Shaper. The Warden punched the crap out of the Harpy, after its Movement dropped taking the opportunity to throw a Lightning Storm on it to protect himself from the worst of the Halbs, then he finished off the Harpy. My other Shaper ran into the left zone. The other Wyrd walked up, gunned down a Houseguard Thane on his first shot, then with his remaining two only put down one member of the Heavy Rifle Team! Boo! Getting close here, the score goes to 9-9 even. I'm still not ahead, which is bad, but I feel like I have a lot more agency on the table for my last turn. My opponent has to get some serious work done here. The Heavy Rifle Team aims and misses. The Siren gets Concentrated Power and charges the Wyrd in my opponent's zone, leaving it 1 box! An Arcanist runs into the right circle zone. Elara walks up and murders the Blackclad in front of the Halbs, clearing their path and Teleporting back to straddle the left circle and her own zone. The Halbs charge my Warden, getting 2 on it and otherwise fanning out to contest a lot, minifeating & spiking a little on the damage with those 2 attacks, repositioning to engage my Shaper too. At the end of the turn Elara only scores 1, taking it to 10-9 Ret. Last turn for me, gotta make it really count! I have a plan though. My theme heals the Mind of the damaged Wyrd which I figure is more important. Krueger charges the Siren, standing in a place even with Apparition Elara can't get to him and rolling high enough to leave himself 3 Fury when it's dead, meaning he doesn't even need to roll dice at the Arcanist, throwing a Lightning Storm at it from 2" away. My healthy Wyrd walks and tries to shoot the Arcanist in cover, needing an 11 and getting it on the first try. Then I cold hit the Heavy Rifle team with my 2nd shot and straight up didnt see the Lys healer standing in my range. I had a Fury spare and a shot, I could have just boosted to hit and killed it and won the game then and there, alas, I didn't notice it and he didn't kill it. My Wyrd ran into Elara's back arc straddling both zones like she was. My Shifting Stone ported to contest his zone in a place Elara couldn't get to it (behind the house). My Warden backed up and dropped a Lightning Storm from 2" away onto the Halb engaging it, denying as many charges as possible. My Shaper walked and sprayed 4 Halbs, killing them all (!!!!) and toeing the zone. Because I contested all zones and cleared the right hand circle and my opponents, the score moved to 11-9 Circle. Really difficult turn for my opponent. The Lys Healer ran into my zone. Elara slaughtered my 2 box Wyrd and teleported. The Halbs charged my Warden, getting 2 past the Storm and losing quite a few to it, the UA managed to get in and didn't die to the POW 10, so he got 3 attacks on my Warden who had 24 boxes. My opponent incorrectly minifeated here, and neither of us remembered he had done it last turn. With his 3 attacks he took it to 2 boxes with some pretty impressive rolls! At the end of the turn Elara scored her own zone and managed to contest mine with that damn Lys Healer. Which took the score to 11-11, so we moved to 2nd tiebreakers. 2nd Tiebreaker being Army Points Destroyed. Turns out in 2017 you only get points for full units, and at the end I killed 99 points of models, to my opponent's 84 destroyed. Victory to the Circle! If he had killed the Warden it would have been 98 destroyed! Easily the closest game I've played in mk3 and a nailbiter especially for the last 4 turns or so. I'm not going to do to many thoughts on it just now because this report has already taken me ages to write, so I'll do a lessons learned post later. Still, what a game! Thanks for reading, hope you enjoyed and props for sticking with it for all 7 turns!
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Post by wolfchild on Feb 10, 2018 11:20:56 GMT
Wow, that was epic! Games like this really demonstrate a player’s ability to get the most out of their forces ‘when the chips are down’. Using minis in sub-optimal ways to gain best result on scenario, denial, threat etc. It’s a real shift away from list beats list and back to player v player. Well done. Great to see the utility ur list has to draw on different tools.
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Post by Blacklad's miniatures on Feb 10, 2018 20:22:06 GMT
Thanks for the report. A quick question about your Morv2 list: what is your opinion about the cauldron & boil master? Are they really useful?
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Post by maplewhisky on Feb 11, 2018 3:04:35 GMT
Thanks for the report. A quick question about your Morv2 list: what is your opinion about the cauldron & boil master? Are they really useful? Incredibly strong. To the point where I cannot imagine a choice stronger than Crocpot & Deathwolves for your non Tharn 15pts. It's actually somewhat stifling my listbuilding in that theme because I can't justify not bringing it. It's just.... nuts. wolfchild thanks for the kind words, was a really fun game for sure.
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Post by maplewhisky on Feb 12, 2018 0:57:41 GMT
I've been messing with Wurmwood & Krueger2, just cause I feel like Wurmwood is in theory a really good partner to Krueger2 and an incredible Warlock on his own merits.
At first I was trying to make a Wurmwood list to fit with my current K2 list, which is uh...
K2 -Megs -Guardian -2 Wardens -2 Wyrds 2 Sentry Stones 2 Shifting Stones 2 Blackclads 2 Shapers Gobber Chef Which I really like as a list, it's a great generalist and there's very little out there I've found it struggles with. But I think if I played K2/ Wurmwood they do such similar things I'd actually be better at moving the builds around a little bit. I think because K2 probably has a better theoretical Amon game (his kit being more useful if he can't reliably cast on enemy models) he probably gets the Amon toys.
So how do we feel about this pairing: Wurmwood -2 Guardians -2 Wardens -2 Wyrds Max Bonegrinders Sentry Stone 2 Shifting Stones Eilish Wayfarer 2 Shapers 75
Krueger2 -3 Wardens -3 Woldwyrds 2 Sentry Stones Shifting Stones Blackclad 2 Shapers Gobber Chef Fulcrum 75
I don't know if I like it more than them both being generalists, but I've tried to skew Wurmwood to being my melee powerhouse that can crack serious armour, and Krueger to having lots of guns to spook people.
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Post by Lord_Randall on Feb 12, 2018 6:19:31 GMT
I like this krueger2 build a lot:
Theme: The Bones of Orboros 3 / 3 Free Cards 75 / 75 Army
Krueger the Stormlord - WB: +27 - Woldwyrd - PC: 9 - Woldwyrd - PC: 9 - Woldwarden - PC: 14 - Woldwarden - PC: 14 - Megalith - PC: 20
Celestial Fulcrum - PC: 19
Blackclad Stoneshaper - PC: 0 Blackclad Stoneshaper - PC: 0 Blackclad Wayfarer - PC: 0 Bog Trog Mist Speaker - PC: 4
Shifting Stones - Leader & 2 Grunts: 3 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Sentry Stone & Mannikins - Leader & 3 Grunts: 5
My main concern around double bones pairing is about army skewing defence expecially Una and Madrak.
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Post by Blacklad's miniatures on Feb 12, 2018 8:47:22 GMT
I like this krueger2 build a lot: Theme: The Bones of Orboros 3 / 3 Free Cards 75 / 75 Army Krueger the Stormlord - WB: +27 - Woldwyrd - PC: 9 - Woldwyrd - PC: 9 - Woldwarden - PC: 14 - Woldwarden - PC: 14 - Megalith - PC: 20 Celestial Fulcrum - PC: 19 Blackclad Stoneshaper - PC: 0 Blackclad Stoneshaper - PC: 0 Blackclad Wayfarer - PC: 0 Bog Trog Mist Speaker - PC: 4 Shifting Stones - Leader & 2 Grunts: 3 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 Sentry Stone & Mannikins - Leader & 3 Grunts: 5 My main concern around double bones pairing is about army skewing defence expecially Una and Madrak. I don't understand why the Mist speaker is so important in the list? Is it for the Fulcrum, or for Krueger himself?
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Post by jisidro on Feb 12, 2018 10:12:43 GMT
... Krueger2 -3 Wardens -3 Woldwyrds 2 Sentry Stones Shifting Stones Blackclad 2 Shapers Gobber Chef Fulcrum 75 ... I've been playint with a similar list: | Circle Army - 75 / 75 points [Theme] The Bones of Orboros
(Krueger 2) Krueger the Stormlord [+27][*]Woldwarden [14] [*]Woldwarden [14] [*]Woldwarden [14] [*]Woldwatcher [8] [*]Woldwyrd [9] [*]Woldwyrd [9]
Blackclad Stoneshaper [0(3)] Blackclad Stoneshaper [0(3)] Blackclad Stoneshaper [0(3)] Gallows Grove [2] Sentry Stone & Mannikins [5] Shifting Stones [3] Shifting Stones [3] Swamp Gobbers Bellows Crew [2] Celestial Fulcrum [19]
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The Watcher is proving to be really good as he can shore up a zone (or two depending on the scenario) and either survive what is trown at him or force a good trade at what goes there to kill the watcher. Grove and Gobber are usefull to give more positional freedom to Krueger.
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Post by maplewhisky on Feb 16, 2018 3:09:16 GMT
My browser mulched my post so I'm having to rewrite the first bit of it again. >: I had some Wurmwood dojo I was keen to try, basically playing him with a combat unit. I had a game scheduled tonight vs Amon. Skipping lists cause I'm not typing it out twice <3 So, we racked up! I won the roll for first, my opponent took topside to hide behind the trees, I deployed very generally and he skewed to the left. Considering how much beef my opponent had I wasn't super hopeful for scenario blitzing. I ran up! I tried to run far enough that I could maybe aim with some Woldwyrds while being outside of the Dervish walk range. Otherwise I killed 2 Nyss and Wurmwood dropped some trees to maybe inconvenience some choir and cast Arcane Suppression, boosh! Amon put Fortify on the Templar, Synergy on himself and ran up somewhat defensively. Almost all of the jacks got Warding. Time for guns! I didn't want to give away a tonne of Nyss, because I figured their charges into Dervishes with Undergrowth would be super valuable this game, I really just wanted to give away 3. The plan was a 2 man CRA onto the Vassal in the trench, 1 shot onto a choir boy or one supplementary shot onto the Vassal if my dice messed up and otherwise to keep the unit back. To wit, my Nyss advanced, killed the Vassal and a choir boy and the rest of the unit shimmied back a bit, leaving a space for Wurmwood to land for his feat. My Wyrds went up and shot some Dervishes up pretty badly, not killing any but crippling one on the right. They made sure to stay out of walk and punch range. The Templar also Shield Guarded a shot and it turns out Purgation isn't optional so I ended up triggering Enliven, the big guy walked up a little. Otherwise my stuff mostly shimmied around. Cassius ran to within 8" of a Choir boy. Wurmwood put a Hellmouth into them, killing I think 2 choir and a Vassal then brought back Cassius. He feated, and the stones ported him into the middle of my army. Stuff shimmied about into my forest, leaving only one model really out in the open which was my Grove, taking shelter behind an obstruction. I forgot to photograph this turn, but basically I messed up bad last turn. Real bad. When I was walking Megalith I kind of forgot trample was a thing. Sooo, Amon dropped everything, feated and allocated his stack. Lack of experience vs Amon showed here, where my opponent got Synergy and Sidesteps off the Nyss that I left up to put some good damage into my left hand Wyrd. The Templar and Crusader trampled up to Megalith and beat him into the ground. One Dervish got a sidestep into my stones and broke the triangle Wurmwood was in. The book walked up and did no spells on top of Wurmwood. Eeeeep. Otherwise my opponent jockeyed for position and scored a point in the middle. The Dervish with only M left walked behind the house in the right zone. Well, that sucked. I gave away Megalith for literally no reason at all, Wurmwood's triangle got broken and he was in Lawgiver's Creed. Awful awful. Wurmwood leeched up and went to 10. Priority one, unjam my stuff. All of my wyrds were currently engaged, and my Nyss were positioned awfully to actually impact stuff as you can see from my prior photo. Practice needed, I'm not used to having an actual unit with Wurmwood. Both Wardens got given +2STR. My remaining stone triangle ported the Warded into the back of a Crusader and Dervish. The Warden hit the Crusader 3 times and crit smote him into the Dervish that broke Wurmwood's triangle, knocking down both and causing good damage. Then with his 3 bought attacks he put good damage into the Dervish he was in back arc of, taking out his movement. The Wyrd that Dervish was engaging advanced, blew up the Dervish and put 2 damage into the book. The other Wyrd walked and killed the book. My other Warden advanced to the KD'd Crusader, killed him with his chain attack then killed the Dervish that was also KD'd. The 2 Shifting Stones near Wurmwood ported in front of the fortified Templar. The left hand Wyrd walked into 2 zones and put some good damage into the Dervish engaging it, sadly not taking out its movement. 3 Nyss then charged that Dervish, doing a total of 1 damage. Cassius ran far to the right, behind the house. My Blackclad put 2 damage into the Dervish in that zone, leaving it on 2 boxes. Wurmwood Strangleheld the Castigator and failed to break armour on the Crusader unluckily, dropped a Rapid Growth in front of a Warden and then Dark Path'd over to the right, hiding behind the house. It should also be said that on this turn I had a pretty good run on Amon. He was camping 1 and I could definitely have Hellmouthed the Vigilant away from him, hit him with a CoS or Stranglehold then a Wyrd and trample Stranglehold from a wold, which comes out to an 82%er according to Oddsmachine. Didn't go for it though cause I wanted to see how attrition went. Not a bad turn from me but with the 2nd Stranglehold failing to crack ARM I didn't see a way my 2 heavies lived past the turn. And turns out I was right! Amon allocated 2 to the Crusader and 3 to the Templar. The Dervishes killed a Wyrd and a Nyss, getting Synergy to 2. The Crusader went in and murdered my poor Woldwarden with some pretty high damage rolls. Then the Templar rolled absolute fire and murdered my other Warden (it was dead to rights though, the other one I reserve the right to be salty about). The mangled Dervish shimmied for position behind a house. Amon and the Vigilant walked up a little. The Strangleheld Castigator walked into the right hand zone. Warding went up on the Castigator and the Templar. Alright well, it's looking bleak. I had no souls this turn so I was looking for something half decent to do. With both heavies near me having Warding though it's not looking great. I started off with my Blackclad. He charged the Dervish in front of him and murdered it, opting not to Battle Wizard because he was mostly happy where he was and couldn't spray anything. My Shaper advanced and sprayed a Dervish on the left (the one on only a few boxes), failing to kill it but knocking it down and leaving it on a couple. My 2 Nyss that were on top of it advanced and Cylena charged into the back of the full HP dervish nearby. The other Nyss charged without moving 3" onto the Castigator. Both my Nyss rolled like total crap on the KD'd Dervish, leaving it alive on a box. Cylena rolled snake eyes on the Dervish she charged. She also engaged the Crusader. My other Nyss rolled a 6,5,6 for damage on the Castigator. Well that... sucked? My other Stoneshaper advanced, spraying Cylena and the Crusader, killing Cylena and KDing the Crusader. Cassius ran. A Shifting Stone ported behind the Castigator and nearish some choirboys. Wurmwood put a Curse of Shadows into the Crusader and a Hellmouth into the Shifting Stone, dragging the Castigator out of my zone and killing the Choir and leaving the Stone untouched. The Wyrds walked up in front of Wurmwood and blew the Crusader to kingdom come, leaving it with both arms functioning and not much else. The other Stones ported around a little to make an obstacle course to stop tramples onto Wurmwood. I scored a CP here, taking it to 1-1. So my opponent here had a pretty simple turn. He built Synergy hitting the Nyss on the left, killing them off. The Templar walked around, smacked Cassius to death and put some damage into a Shifting Stone. The Mechanic walked up and repaired the Castigator a bit. The Castigator trampled up and finished off the badly hurt Wyrd in the zone, also killing a Nyss hunter with the trample and putting some more damage into Stones. Amon hugged the forest and otherwise models shimmied for position. Warding went up on everything bar the Templar & Castigator. Looking really bad now. I forgot to photograph this turn, but basically... My left hand Shaper walked up and sprayed the Crusader, KDing him again and killing him. I strangleheld the Castigator again and put CoS onto it, dealing a lot of damage with the Wyrd shots. My stones went into roadblocking formation, staying outside of 2" of the Castigator so it couldn't just Combust. My other Shaper walked up and engaged the Templar. Everything else blocked up. My opponent killed my left hand Shaper, Amon walked up and murdered the Stone in the centre zone to extend Synergy over to where my Wyrd was. The Castigator shimmied. The Templar trampled again and put some damage into my full health Wyrd. Otherwise his models shimmied around. Amon is camping 1. Alright well, something I probably should have done a long time ago. My Stone ported to within 3" of the Vigilant. Wurmwood Hellmouthed the stone, dragging the Vigilant away from Amon. My Stones ported my Wyrd so the Vigilant was no longer blocking LoS. The Wyrd missed its first shot, needing 12s. I felt like at this point I had to boost the hit for some guaranteed damage, so I boost and miss. Ruh roh. At this point I definitely need to just roll the hit and boost damage to have any chance, so I roll the hit, hit and boost damage, rolling a 12 and leaving Amon on 7 boxes. My Blackclad walks up, hits on a 10 and rolls a 9 for damage, killing Amon to the box who fails tough. Apparently it was a 33% chance to kill. Wooft! Victory to the Circle but barely. Realistically probably a loss, and I definitely made some mistakes this game. I want to try this game again, and not give away Megalith for free. I was talking with my opponent about it afterwards and he thinks Wyrds are much scarier for Amon than anything else, so I have a few different builds I'd like to try, aiming for 2 heavies & 5 Wyrds. I also really quite liked the unit with him, especially if I'm playing Wurmwood into Amon. Definitely going to give this another go in future and see how it goes, I think I've learned a lot I can apply! So, what unit do we think should go in this list? For me I think considering it's to be played vs Amon I think I like Slaughterhousers or Nyss more than Brigands or Croaks, because they have a scarier melee threat by far. My worry is that Nyss kind of need a MAT buff to be scary to Dervishes whereas Slaughterhousers need 1 existing damage on the Dervish to nuke it from space. I have less souls with 'Housers but I can bring River Raiders to make it up somewhat. Testing needed I think! If you guys had to build a Wurmwood list in Bones with the intention of playing vs Amon, what do you think you'd play?
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Post by maplewhisky on Feb 16, 2018 4:20:36 GMT
Personally, a list I'd really like to try (although it's so far out of my wheelhouse and might just be awful...) is this! Wurmwood -Megalith -Woldwyrd -Woldwyrd -Woldwyrd -Woldwyrd -Woldwyrd -Woldwatcher 10 Nyss Hunters Sentry Stone & Mannikins Sentry Stone & Mannikins Shifting Stones Shifting Stones Blackclad Wayfarer Blackclad Stoneshaper Gremlin Swarm 75 It only has 2 free cards, but it's something that I think is very different and has some serious potential. It looks pillowfisted but the more I play Wurmwood the more I realise about half of my armour cracking is being done by Wyrds anyway. Besides, Nyss with CoS are no joke as melee options and the vast majority of defensive abilities get punished to kingdom come by Wyrds. I'm going to try it, expect to see the results, disastrous as they may be.
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