Showing posts with label Sloan. Show all posts
Showing posts with label Sloan. Show all posts

Wednesday, January 11, 2017

Battle Report 55: Una 2 vs. Sloan

Even though we couldn't technically play against each-other for the League, I asked my friend if he'd be willing to stress test Sloan into my Una list for me, since I see Sloan and Haley 3 being a popular pair and I really want to get my head around the Cygnar matchup.


My list is pretty stock:

Una 2
- Wilder
- Scarsfell x7
- Gorax
- Pureblood

Blackclad

Shifting Stones x2
Sentry Stones x2


Against:

Captain Kara Sloan
- Reinholdt
- Hunter x5

Gun Mage Captain Adept
Arlan Strangeways

Rangers
Trenchers
Alexia and the Risen

We rolled up Outlast as our Scenario, and had another person place terrain for us to simulate a tournament table.

My opponent won the roll off and elected to go second, wanting to deny my a large forest and also wanting to be able to shoot at me turn 1.

I deployed pretty centrally.



And my opponent skewed Sloan herself to my left.



This was going to be significant due to the placement of the forest, but I wasn't going to realize it until slightly too late on my first turn.

Circle turn 1:

Well I've got decent terrain over here, I can get my griffons to DEF 17 and 19 vs. shooting pretty easily.

That being said, my game-plan here is bunkering down with Windwall and keeping as many models alive as physically possible.

I move up the left Sentry Stone, intending to charge Una into my Shifting Stones and port her up to the hill with Windwall up.

Unfortunately, I wussy out on this plan (I think, in hindsight, it might have been a better play) and Una casts Windwall and Hand of Fate and charges a Hunter, bonking into one of my Mannekins and ending in the Shifting Stones, who port her up and right.

I run a boatload of stuff to be in that Windwall bubble.

I put one griffon in the rubble to the left, and hide the other two behind the house.

Then I realize I forgot to deploy my Wilder and do a massive facepalm before putting her on top of my tape measure so I don't forget to deploy her during my maintenance phase.

Look at the blob of scaredness
Cygnar turn 1:

My opponent starts things off by running the Ranger leader up to mark my griffon, and Reinhardt reloads Sloan.

She moves up and casually blasts him off the table. Side-bar: When a DEF 19 stealth model isn't safe from guns, that's a little goofy.

A Hunter pops off the exposed Sentry Stone, and he makes a cloud wall.

Alexia runs to make landing amongst his Hunters impossible.


Circle turn 2:

I'm starting to get a feel for the way this is likely to pan out.

The Sentry Stone keeps Hand of Fate and I deploy my Wilder.

Sentry Mannikins under Hand of Fate do quite a bit of work, and what they don't clear from the zone, the Griffons do. Unfortunately, I did another dumb here and didn't port the Sentry Stone up to where Una was going to be.

Una moves up, casts Windwall again, and camps a few.

Everything runs to the protective bubble.

I contest with the leader of the grey Shifting Stone unit in the left zone.


Cygnar turn 2:

My opponent makes a wall of clouds between me and his army, and contests the zone.

Something kills the Shifting Stone.

A Hunter moves up, but whiffs damage on the Sentry Stone.

Sloan gets reloaded, casts Refuge on herself, kills the Sentry Stone, and moves back behind the wall.

Critically here, my opponent decided to walk the Risen up so he could craft a Thrall, leaving them a little more bunched up than necessary.

Other Hunters shuffle around the edge of the zone.

Cygnar scores 2 points.


Score 0-2
Advantage Cygnar

Circle turn 3:

I see an opening here, and I'm definitely going to try and take it.

If the Pureblood assaults in on the farthest trencher, he can clear a few dudes and also put some damage on Alexia to clear some more dudes. The Blackclad can spray the Risen in front of the closest Hunter, and that means that I can run one of the back Griffons to engage it and charge it with one of the Griffons in my zone through the forest (yay tracker!).

First things first - Una aims, chooses Black Penny, and blows the Trencher in the zone up. She casts Hand of Fate on the Pureblood and Windwall. She Feats.

The Pureblood warps Ghostly, assaults in, and clears quite a few guys.

The Blackclad clears some more, and I run my back Griffon up.

The closest Griffon in my zone charges Alexia (ignoring forest due to tracker and models due to flight) and kills her after a couple attacks of murdering risen. Somehow, I'm not able to kill the Hunter.

After that, it's all in, and Griffons fly all over the place engaging Hunters.

I make a wall of Gorax and Shifting Stones in front of Una and pass the turn, scoring 2 points.


Score 2-2
Tie!

Cygnar turn 3:

My opponent hands out focus and the fun starts. 

Sloan aims, casts Guided Fire, and kills an engaged Griffon. 

Hunters take free strikes, and kill two more griffons, leaving a third on basically dead. 

A Ranger contests my zone.


Score 2-2
Tie!

Circle turn 4:

I'm getting down on time (it feels) and we're both almost out of models.

I pull fury from everything except the nearly crippled Griffon, who frenzies into the Hunter.

Una moves up and kills two rangers with Black Penny and Snipe. The Pureblood assaults the closest Hunter, and Hand of Fate allows me to do significant damage to the back Hunter, kill Arlan, kill the Hunter in front of me with melee attacks, and then kill the GMCA with a bought attack.

I block in the remaining Ranger with Shifting Stones, so if he wants to contest he's running a Hunter at me.

Before I do anything else, I chuck a Blackclad spray at Sloan, which hits but doesn't KD, and does about 5 damage.

Then I realize she's on no camp, and decide to try and end the game. I've only got one landing spot for a Griffon, but at dice -3 I figure it's worth a try.

I walk a Griffon over, boost hit and damage, boost a second hit, and Sloan goes down as I score two more points.


Victory for the Druids!


Post Game Thoughts:

This is an icky, awful matchup that neither list really wants to see.

Ultimately though, I think the burden is on the Sloan player to not screw up their placement, or else the birds can come in and swarm the Hunters.

Once again, this game really came down to the forest in the center of the table. I feel like without a central LOS blocking something, gunlines are insanely dominant at the moment. Something like a forest in the middle of the table really evens things out.

Monday, September 19, 2016

Battle Report 13: Wurmwood vs. Sloan


Same table, different opponent, different list!

My opponent for this game has a noted dislike of Wurmwood, but wanted to see if his favorite list of mark 3 had any game into it at all.

Same Wurmwood list as last time:

Wurmwood
-Cassius
-Stalker
-Brennos
-Megalith
-Gorax

Lanyssa
Gallows Grove

Bokur and Shamblers
Sentry Stone x2
Shifting Stones x2
Swamp Gobbers Bellow Crew

Into:

Sloan
-Reinholdt
-Hunter x6

Trencher Infantry
Rangers


I won the roll and opted to go first, I wanted to get up the table as quick as possible. I decided before this game to see if ignoring the hunters and just playing for scenario was a feasible game (it's not usually I don't think) and as a result I made a lot of questionable plays this game. My Wurmwood list is also the weakest version of the list that I've had to play into Sloan since it relies on three heavies which is exactly what she wants to see. After this game, I think I might have to bring back my previous version with a bunch of brigands if I want a more generalist Wurmwood list.


Deployment:




Circle turn 1:

Pretty standard. Stuff ran and Bone Grinders killed eachother. The plan was for the Shamblers to run up into the left gap turn 2 and have Cassius murder a few of them and then have Wurmwood cast Wild Growth in the right gap to seal that off. 

Wurmwood gets ported forward and casts Wild Growth between the left forest and the house. 

I use the "kill your own mannikin" trick and put a Mannikin far enough up to spray a trencher down. 


Cygnar turn 1:

I totally discounted the idea of Trenchers doing anything but cloud walling, but some reallyyyy hot dice and CRA's combined with a hunter shot or two managed to take down BOTH Sentry Stones and the Gallows Grove. I hadn't considered putting up a forest around them since the Hunters would just ignore it anyway if they were going to go for it. 

My opponent has skewed far to my right and there is a ton of infantry for my various AOEs to murder next turn though. 


Circle turn 2:

Alrighty it's go time. Brennos moves up and...only kills two Trenchers because of tough. 

Megalith scoots over to that side as well (another mistake, he should have been farther back I think). 

My spawned Shamblers get murdered by Cassius, making two forests for me. Wurmwood gets teleported to the OTHER side of the house, casts a Hellmouth at one of the KD'd trenchers and kills a few more, before casting Dark Path back to Cassius and Wild Growth on the other side of the table. 

This was almost a great turn here, but I forgot to put something on the left flag to pressure my opponent on Scenario and it was going to cost me. 


Cygnar turn 2:

My opponent can't do a lot, but I didn't pressure him on scenario either so he just runs a couple of rangers up to engage Cassius. 

His Trenchers manage to hit one of the Bellows Crew, and the rest just jam me up. 

He gets three Hunter shots onto Brennos, spiking the first two (at dice -3, boosted, they both did 12 damage) and whiffing the last shot to leave him alive. 


Circle turn 3:


It's definitely feat turn. The two rangers jamming up Cassius are sure annoying though. I had a lot of ways to approach this, and in the end went with the one I like the least in hindsight. 

My Stalker gets ported behind them, kills them both and then sprints to my flag. If I had actually gone for this, he should have sprinted farther up the table but safely within my forest. A primaled stalker will kill 2-3 hunters in one activation and I should have threatened his jacks. 

Megalith tramples over some trenchers after popping Undergrowth. This was another massive mistake, he should have just sat safely inside the forest-to-be and attacked them. 

Brennos moved over to the left, and got healed by the shifting stones. 

Lanyssa and Gorax take out the Trenchers that toughed from Megalith. 

Wurmwood gets a talisman from the Bone Grinder, tosses a Hellmouth at the objective which kills three rangers, and then feats. 

I get one point.


Score 1-0
Advantage Circle

Cygnar turn 3:

Sloan casts Guided Fire and feats. Hunters murder Megalith with prejudice, and the Trenchers roll hot again and kill the other Gobber. 

Finn contests my flag, and the other Hunter runs away. 

He scores a point. 




Score 1-1
Tie!

Circle turn 4:

I need to contest his flag, cap mine, and kill that objective this turn if I want even a snowballs chance of winning this game now. 

Cassius walks over to Finn and kills him. 

The Shamblers cap the flag. 

The Gorax attempts a double handed throw on the tinker and misses his boosted 8 >< Would have been nice to have to KD'd hunters with Brennos' no shooting AOE. 

Brennos does decent damage to the Hunter he plugs with his shot. 

Lanyssa forces tough on a Trencher (man there were a lot of those). 

The Stalker charges the objective, puts it down, and then Lightning Strikes over to engage Sloan. 

Wurmwood puts down Wild Growth and heals Brennos for a bunch.

I get two points.

Score 3-1
Advantage Circle

Cygnar turn 4:

My opponent hems and haws for a bit, then walks Sloan out of melee with my Stalker after Reinholdt goes and reloads her. The Stalker misses the free strike. 

Sloan murders Brennos, and casts Guided Fire. The Hunters all shoot at the Stalker, but thanks to Reinholdt the first three miss. The third one manages to hit and kill Reinholdt, so the other two hit and nearly kill the Stalker, leaving him on 2. 

The remaining Hunter really wants to kill him, but I remind my opponent that if he doesn't contest, I win, so the Hunter runs up. 


Score 3-1
Advantage Circle

Circle turn 5:

The Shamblers combined with boosted hits from Cassius kill the Hunter. 

Wurmwood heals the Stalker. 

I see a chance to end the game here, but my Gorax would have to hit a double handed throw!

He doesn't, so Sloan remains upright, and the Stalker misses her a number of times, connecting once for minimal damage. 

Brennos' AOE shouldn't be where it is, we forgot to pick it up. 

I get one point,



Score 4-1
Advantage Circle

Cygnar turn 5:

Sloan takes another free strike and this time I connect, which does a bit of damage. 

Her Hunters murder the Gorax and the Stalker. One runs over to contest. 

His Trencher continues his and Lanyssa's slap fight, once again not connecting.


Score 4-1
Advantage Circle

Circle turn 6a:

Wurmwood gets ported up to the Hunter, casts Curse of Shadows at it and Strangleholds it a few times. 

Shamblers and Cassius kill the Hunter and I go to 5 points. 


Circle turn 6b:

We realize that in a tournament, what I should do to get max everything is to Teleport Wurmwood to the other side of the house, and have him kill Sloan who's only got 6 boxes left and is camping one. 

Lanyssa kills the Trencher.

Wurmwood gets ported to the other side of the house, and boosts two Strangleholds into Sloan, who dies, giving me max Army Points and 5 Control Points. (Imagine Wurmwood on the other side of the house, a dead Trencher next to Lanyssa, and Sloan knocked over and covered with roots).

Victory for the Druids!