You know something has gone screwy in your head when you're looking at 3 Khador heavies across the table and going "that looks way manageable".
My opponent this time had Vlad 2 with a Conquest and Butcher 3 with Ruin and double Kodiak.
I like Wurmwood into that Vlad list since Stranglehold is amazing against colossals, and I don't mind him into Butcher either since I can randomly kill Butcher a in a lot of situations.
He dropped Butcher, I dropped Wurmwood.
- Argus x2
Ogrun Bokur (cliented Butcher)
Kayazy Eliminator x2
Sentry Stone x2
Shifting Stone x2
Gatorman Bokur and Shamblers
Bone Grinders (min)
I actually won the roll off this time, and I chose to go first.
|Sorry for the blur ><|
Everything runs up. Bone Grinders slaughter each other....well actually not so much. All three hit, only two kill. Yayyy.
The Feral cleans up the two grievously wounded pigs, and the tree and Bokur take souls and corpses.
I screw up here and don't place Wurmwood within 8 inches of the flag.
Khador turn 1:
Everything runs at me. Everything. Butcher casts Energizer and starts shoving models in my face.
Circle turn 2:
I manage to kill off Orin and Ragman with Sentry Stone sprays. I commit two Wyrds to dismounting the Drakhun and fail.
I try four Strangleholds on his Kodiaks, but only one sticks.
The dice were unkind to the Circle this turn.
Wurmwood ports closer to a flag.
Khador turn 2:
Kodiak on the right goes into the Wyrds and nearly kills one. The Drakhun can't charge around it so he stays back a bit.
Ruin goes for my left side.
Kayazy jam me up like crazy.
Circle turn 3:
It's easily a feat turn here. I use the Wyrd on the far right to dismount the Drakhun (yay gunfighter rules) and consolidate models in the middle.
The Argus enables me to easily kill the three Kayazy there.
Wurmwood gets over to the flag, pops a Wild Growth to hide my heavies, and feats, netting me a point.
Khador turn 3:
My exposed Wyrds die easily, as does my Argus. Ruin backs up, and I'm seeing something interesting going on before Butcher activates.
I'm going to 2 here, there's nothing he can do about it, and that means that if he leaves the space by the building alone, I can run a Wyrd all the way to his flag next turn and go to four. If I body block with my heavies and the house, I might be able to make it an uncontestable scenario win.
Instead, my opponent jams Butchers unit at the Sentry Stone on the right and pops his feat.
Circle turn 4:
It's assassination time!
I place a Mannikin over by the Butcher unit and drop Wild Growth.
Cassius runs, and I Hellmouth Butcher closer to me, boosting damage on his Argus and not quite killing it. I then cast Curse of Shadows on Butcher.
The Wyrd aims and misses the Argus with it's first two attacks, so I boost hit and damage on the last one and kill it.
The Bokur moves over and casts Hand of Glory on Butcher, boosting to hit and making him Stationary.
The Pureblood warps Strength and walks up, leaving the insane lunatic on a few boxes. The Feral gets ported up by the Shifting Stones after that and puts the Butcher down.
Victory for the Druids!
I've played this matchup a LOT, and it's a fairly close matchup assuming no mistakes on either players end, but the Butcher player has to be a lot more careful (I think) than the Wurmwood player does, especially against my particular build with so many assassination angles.