Showing posts with label Wurmwood. Show all posts
Showing posts with label Wurmwood. Show all posts

Tuesday, June 13, 2017

Battle Report 107: Wurmwood vs. Butcher 3

Prologue:

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.

Butcher 3
- Argus x2
- Ruin
- Kodiak
- Kodiak

Drakhun
Orin
Ragman
Ogrun Bokur (cliented Butcher)

Kayazy Eliminator x2

Vs.


Wurmwood
- Cassius
- Pureblood
- Feral
- Wyrd
- Wyrdlyng
- Wyrdless

Gobber Chef

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 ><
Circle turn 1:

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.


Score 1-0
Advantage Circle


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.


Score 2-0
Advantage Circle

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!

Post-Game Thoughts:

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.


Saturday, June 10, 2017

Battle Report 105: Wurmwod vs. Vindictus (Exemplar Interdiction)

Prologue:

In practice for the team event coming up, my teammates and a friend drove out from Spokane to play some games (my car is on the fritz, so I couldn't get out there myself).

We got three games each in, which is a lot more than I'm used to getting in a day, and it was definitely good to play my lists a few times into scary matchups. I learned a lot about how to play them and made both really cool, game winning plays and really stupid, nearly lost me the game kinds of plays.

Round 1 we all rolled off and I got dropped into Menoth. He was playing Reznik 2 and Vindictus, which instantly meant I wasn't playing Baldur 2. That is way, way too many blessed, hard hitting weapons for him to handle well.

I played Wurmwood, he dropped Vindictus, playing the same list I used at the last Mox Masters Event.


Wurmwood
- Cassius
- Pureblood
- Feral
- Argus
- Wyrd
- Wyrdly
- Wyrdness

Gobber Chef

Sentry Stone x2
Shifting Stone x2
Gatorman Bokur and Shamblers
Bone Grinders (min)

Fuel Cache

Against:

Vindictus (Interdiction theme)
- Reckoner
- Reckoner

Gravus
Knight Exemplar Seneschal (free)

Vengers
Vengers
Knights Exemplar x2
- CA x2 (free)

We were playing Extraction. I lost the roll off, and so I went second, taking the side that I could easily hold down a forest wall between an existing forest and the central house.



So this is what it feels like to stare down that many horses. Eek. I deployed the Wyrds opposite one unit of Vengers, since I knew I'd need all three of them to make an appreciable dent in the unit. 

Menoth turn 1:

Vindictus went first, allocating nothing. He put up True Path and Defenders Ward and then proxied out a six inch advance. 

I then got to witness the joy on his face as I informed him that True Path is a model/unit spell, and Vindictus advanced his full 8 before popping his feat. 

Models got shoved into my half of the board with reckless abandon. Soooo many horses. 



Circle turn 1:

I'm definitely counter-feating here, but I need to kill as much as I can. Because of Battle Driven, I want to restrict it to one unit, so all three Wyrds go into the Vengers on the right, leaving them down to one model. Gravus gets fully fueled by the carnage.

Bone Grinders kill each other for souls and corpse tokens, and Wurmwood gets ported back behind the forest.

Shamblers and Sentry Stone Mannikins derp around, getting nothing really done. Wurmwood activates, casting a Wild Growth off to the side and then feating to prevent most of my army from getting charged.


Menoth turn 2:

My feat is about as good a time walk as it gets, and he's only able to get a charge into one Sentry Stone, doing most of its boxes. 

His Knights move up into cover and to threaten the right zone should I move into it. Vindictus moves to his zone to dominate if I don't contest. 

Time walk feats are so incredibly fascinating to me. When you set up to use one of your own, how do you force your opponent do what you want them to do? How do you prevent them from getting any counter-play? 

Positioning is extremely important, and so is understanding the dice math. I absolutely love trying to unravel time-walk feats as a mental exercise, they're extremely interesting.


Circle turn 2:

Alright, I've got two man goals for this turn - kill Gravus, and safely dominate my zone while contesting my opponents. I need to kill quite a few Knights on the left in order to get into that zone, and on the right I need to kill off all of the Knights that can threaten Wurmwood. 

I start things off by killing both of his Vengers with charging Mannikins. I also run a Mannikin into the middle of his Knights on the left. 

Wurmwood activates, Hellmouths the Mannikin, killing 2/3 of the Knights, and then Strangleholds another Knight on the right hand side. 

Shamblers run up, and the one on the left actually does 5 damage to the Reckoner on a charge - dang!

Wyrds and Pureblood clear off Knights on the right, and then Wurmwood gets ported in by the Shifting Stones. The Feral stays back to be a second wave beater of sorts, and I score a point. 



Score 1-0
Advantage Circle

Menoth turn 3:

True Path goes up, and Choir members sing Battle and kill off the Shambler.

The right hand Reckoner boosts a shot into the Objective.

Knights on the right hand side charge in, doing damage to some Wyrds and bringing the objective down.

Vengers kill some dudes, and the Seneschal charges the Feral, missing his charge attack and not getting his Combo Smite.

My opponent scores 2.

The Large base in the right zone isn't actually a model

Score 1-2
Advantage Menoth

Circle turn 3:

Knight Exemplar Seneschals....suck.

I spend a long time planning out my activations. I'm able to kill off all the Knights on the right side, and Hellmouth the Reckoner out (Bone Grinders are SUPER good here, giving out Craft Talisman is money), and the Shamblers contest again with a placed guy, also making the left hand Reckoner Stationary.

The Pureblood assaults the Reckoner and whiffs its hit rolls. I had to warp Ghostly to get there, so the hits I do connect with are super whimpy, doing about 10 damage to it.

The Argus kills a Venger, and then I finally get around to disabling the Seneschal. Cassius gets ported over and puts the Seneschal in the ground. The Feral walks away from the now KD Knight and I score again.


Score 2-2
Tie!

Menoth turn 4:

Right hand Reckoner gets loaded up, left hand one shakes Stationary, and the Seneschal dies.

Vindictus puts up True Path and stays safe in the zone. The Choir, once again, sing Battle and kill the Shambler.

My opponent has a very clever play where he charges his Knights in, one going into the Shifting Stone in the zone (since he can't make it into the zone quite with his charge), killing it and overtaking in.

Cassius and the Chef die horribly, and the Argus loses about half of its boxes. My opponent scores once again.


Score 2-3
Advantage Menoth

Circle turn 4:

That Shifting Stone was super important, and without it I have to take a Frenzy check on the Pureblood. He passes, as does the Argus. 

A Woldwyrd moves over, kills the Knight in the zone, kills the other Knight, and kills a Venger. Mmmmm....Wyrds.

The Pureblood moves around the Reckoner, engaging the Choir member and bashing on the Reckoner. 

The Feral also moves up and bashes down the jack. 

I run a Wyrd all the way to the enemy zone to contest. 

Wurmwood gets a Talisman, and then Strangleholds the remaining Reckoner. 

Stones port around the remaining Venger and Knight. 

I score again, and my opponent thinks for a couple of seconds before conceding. He can't control my zone with literally anything since the Reckoner is Strangleheld, and I'm starting to contest his zone with models that he can't kill in one activation easily. Next turn, I can easily clear my zone and gun down his objective. 



Victory for the Druids!

Post-Game Thoughts:

This is a brutally hard matchup, and terrain and my unusual Wurmwood build with all three Wyrds is really the only reason I was able to pull this out. Any less than that, and I can't kill enough on Vindictus' feat turn. 

Definitely something to be on the look out fellow Druids, this Vindictus list is a monster. 



Thursday, June 8, 2017

Battle Report 104: Wurmwood vs. Servath Reznik, WRATH OF AGES

Prologue: 

Why do Menoth casters all get such epic sounding names *grumble grumble*.

Anyway, after my probably-should-have-been-a-loss against Absylonia 2, I got to practice Wurmwood into a much more balanced (read, some balance at all in there) list.

My opponent had Reznik 2 and Kreoss 2, and I just couldn't drop Baldur into that since both lists have bokuda amounts of blessed and high damage models.

We were on the Pit, and this time I won the roll and deliberately chose to go second.

Reznik 2
- Madelyn Corbeau
- Scourge of Heresy
- Reckoner
- Revenger

Wrack
Wrack
Wrack
Mechanik
Mechanik

Idrians
- CA
Knights Exemplar
- CA
Choir (min)
Rhoven and Co.

And I was still playing:

Wurmwood
- Cassius
- Pureblood
- Feral
- Wyrd
- Wyrdly
- Wyrdlike

Gobber Chef

Sentry Stone x2
Shifting Stone x2
Gatorman Bokur and Shamblers
Bone Grinders (min)

My opponent refused my generous offer to borrow a Devout (I know what you're getting for Father's Day pal), and we were off to the races (Chariot, get it?).

Some of the pictures might be a bit blurry in this one, my six month old was being a Punk Monkey and his mom needed a break, so I played a lot of this game with one hand (thanks Jason for helping me measure out my nefarious plans against you!)


I can still premeasure out my forest wall when I deploy, so I'm going to till I can't :P

Prey went onto the Argus.


Menoth turn 1:

Stuff moves up! I think Idrians advanced and Dug In.

Punch Monks move up and Shifting Sands Stance.

Jacks run, too far! The Choir cannot keep pace with the mechanical sprinters.

Reznik puts Death March (hmmmmm say the Wyrds) on the Idrians and moves up after yanking a focus. The Knights Exemplar crowd the Idrians, making fun of their poor shovel technique.


Circle turn 1:

I run up Shamblers (man I love it when Amphibious matters) and Cassius punches a couple in the back to make some forests.

Mannikins kill one hapless Idrian, triggering Vengeance (whoops, definitely had a baby chewing on my arm when that happened) and both units make me a beautiful forest wall.

Stuff moves up and hides behind said forest wall. Bone Grinders craft Wurmwood a talisman out of something unmentionable because I SEE AN OPENING TO KILL A PUNCH MONK AND MY VISION WENT ALL RED AND HAZY.

I mean, what?

Wurmwood gets ported up, casts Hellmouth at the Reckoner, and drags in both shield guards, the Revenger, and the Punch Monk AND FAILS TO KILL THE PUNCH MONK.

Crying, Wurmwood teleports back behind Cassius with a Dark Path. 

Everything else moves up and Wurmwood gets an escort of Shifting Stones.

Everything, that is, except the poor Argus who runs VERY far away from the Idrians.


Menoth turn 2:

Idrians get their vengeance movement. Reznik allocates a couple to Scourge (curse you Arcane Vortex!) and upkeeps Death March.

The Choir sings Battle on everything, and Rhoven gives the Reckoner Eyeless sight.

It moves up and pops a shot into the closest Sentry Stone, dealing 7 damage to it and Flaring it.

The Idrians get a CRA into that stone and finish it off, and then kill two of three Mannikins from the remaining one. They Reposition to spread out.

Scourge moves into the zone a bit, and the Knights Exemplar scoot up onto the recently vacated hill.

Both Punch Monks move up some more and put themselves in Shifting Sands Stance.

A drifted Flesh is Weak kills a random Shambler and makes another unable to run.



Circle turn 2:

Wormwood gets his ten fury and the forests all vanish. I get a Mannikin, some fury, and three Shamblers.

Things start off with the Woldwyrds blasting all but one or two Idrians off the table (Thanks Purgation).

The Pureblood moves up and shoots Scourge, doing 6 damage.

I run a Shambler between the Punch Monks.

I scoot Cassius up a bit, and Stranglehold the Reckoner, cranking damage and doing 6 to it as well. Wurmwood chucks a Hellmouth at the Shambler, dragging both Punch Monks in. The unhurt one dies, but the one I'd already failed to kill toughs ><

I feat, and the Feral runs up into the zone a little bit to be relevant.


Menoth turn 3:

My opponent spends a long time in the tank, which allows my son to drool all over my shirt and arm. Eventually, he starts things off, no allocation.

The Reckoner gets repaired by a Mechanik, and the Choir sing Battle.

Reznik moves up and Feats, and then my opponent premeasures and realizes that he can get Scourge onto my Sentry Stone, and therefore onto my Pureblood. Fortunately for me, he hadn't allocated anything to Scourge, so when Scourge goes in, he kills the Stone (BOOM goes the feat, doing seven damage to the Pureblood) and then only connects with one of his two attacks, so the Wolf survives.

The Knights all run up at me.


Circle turn 3:

The Woldwyrds kill off all but a few Knights, and then Wurmwood activates and casts Curse of Shadows on Scourge, then Hellmouthing all but one Knight off the table, killing the Punch Monk in the process.

The Pureblood warps Strength and kills Scourge.

The Feral backs up, Wurmwood gets out of Reznik's threat range thanks to a Stone unit.

Shamblers jam up, and the Bokur makes the Reckoner stationary for fun.

I'm amazed this picture is even slightly clear, I was juggling a baby here.

Menoth turn 4:

There's not a lot of good choices left. The Reckoner shakes his stationary and gets a few focus.

The two Jacks clear off the Bokur and contesting Shambler.

The Knight Exemplar charges the Pureblood and does a few damage.

Reznik goes man mode and charges in, cursing the Pureblood and killing him and the Shifting Stone in the zone. He Repositions back and gets surrounded by his lovers friends army.

Menoth gets two points!


Score 0-2
Advantage Menoth

Circle turn 4:

Well I can charge him with a Feral and I can get Curse of Shadows into him and some shots.

Wurmwood lands the Curse of Shadows, Primals the Feral and passes.

I soften Reznik up with a Wyrd and then send in the Pureblood. It's 4s to hit and dice +3 before Focus reduction, and the mighty Chariot goes down.


Victory for the Druids!

Post-Game Thoughts:

Before Woldwyrds, Reznik was one of the hardest matchups Circle had. Lamentation is such an awful spell to have to deal with when it affects not only your caster, but also your warbeasts. Paying 4 for Wraithbane sucks, let me tell you. 

But thanks to Woldwyrds, Reznik can't afford to keep it out into the mid-game or else he pretty much instantly dies to the onslaught of Woldwyrds. I played this matchup quite a few times before the advent of the Wyrd, and I deliberately teched this Wurmwood list to handle Reznik 2, and I'm glad to see that the tech still works. 



Battle Report 103: Wurmwood vs. Absylonia 2 (Children of the Dragon)

Prologue:

Alright, time to practice my Circle lists....it's been a while since Wurmwood lovingly embraced me.

My roommate has a really scary list that he likes to play, and he pairs that with Rhyas 1 right now. The correct drop was 100% Baldur 2 because...well you'll see, but instead I dropped Wurmwood to see if he could handle it:

Absylonia 2
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder
- Shredder

Nyss Warlord x2
Spell Martyr x3
Shepherd x2

Yeahhhh........that's 25 Shredders for those who don't want to count.

My (much more balanced) list

Wurmwood
- Cassius
- Pureblood
- Feral
- Wyrd
- Wyrder
- Wyrdest
- Argus

Gobber Chef

Sentry Stone x2
Shifting Stone x2
Gatorman Bokur and Shamblers
Min Bone Grinders

I lost the roll off (oof) and chose the side with the wall. The Scenario was Recon.


I feel so outnumbered :(
Legion turn 1:

Literally nothing happens but running. Under Alpha Hunter and Abyslonia's feat, the Shredders threat 13 inches, so I can advance about....an inch.


Circle turn 1:

Typical Wurmwood BS to start off with. Move up with Bone Grinders, Craft Talisman for Wurmwood, proceed to slaughter eachother for corpses and souls.

I move Cassius up, I think I can catch 7 Shredders in a Hellmouth this turn.

Everything moves up cautiously. Wurmwood gets ported a bit closer.

I boost a Hellmouth at a Shredder, needing a six and...miss.

Dark Path gets Cassius back and Feat. I think this was possibly a mistake, but I don't think there's a lot better of choice here. Had the Hellmouth hit, I would have only taken a charge from one Shredder if Abby feated, but without it I'm getting hit by 4-5, which, fun fact, will kill nearly anything.


Legion turn 2:

Abby holds her feat, and uses a Hex Bolt through a Spell Martyr to trigger Alpha Hunter. Shredders jam me up like crazy. Really wishing I'd hit that first Hellmouth, as half the right side would already be on half boxes.


Circle turn 2:

I get some work done here, but it's not nearly enough. I end up killing I believe 9 Shredders, holding my Feral and a Wyrd back for when everything inevitably dies. I've got another handful on life support, but I keep missing the last attack I need to kill one and then not having the resources to end it, which is a problem when Abby has Psycho Surgery. 

At some point in this silliness, I pass the clock over for my opponent to scroll through his endless Shredders, and it stays on his time for between a minute and two minutes extra before we notice it, which will end up mattering a lot.


Look! I killed...some stuff!

Legion turn 3:

Everything I love dies. Abby cuts for four, moves up, feats, and Hex Bolts something and kills a dude. She then casts Psycho Surgery and eats another five minutes of clock healing up his guys.

Two Shredders kill the Pureblood. Two kill the Argus. Two of my Wyrds die. All but one Shambler die, and so does the Bokur. His last attack goes into a Shifting Stone around Wurmwood and...kills it.

Look, he killed...more stuff. 
 Circle turn 3:

Because that Shifting Stone died and I killed my own Bone Grinder last turn, I can't Hellmouth Abby out for death by shooting (she has one or two transfer targets and I think I can get her away from them).

Wyrd kills a Shredder or two, and then I screw up and port my Shifting Stones in the Ferals way, so he has to warp Speed, and walk around the Wyrd in order to get to the Shredders.

He misses several attacks, leaving all but one of the four alive.

Wurmwood Hellmouths the ones on the right and takes out the Warlord with a Stranglehold. 



Legion turn 4:

All but four Shredders frenzy, and those Shredders don't do a whole lot. Abby casts Psycho Surgery and durdles up a bit.


Circle turn 4:

I see an opening here, and I decide I have to go for it.

A Sentry Mannikin kills the Shredder in front of the Feral. A stone ports up, and Wurmwood Primals the Feral and Hellmouth's the Stone, yanking Abby in.

The Feral walks up, and brings her to one box and two transfers in his initial attacks. I need to hit 3 of 4 attacks needing sixes to win this, and proceed to hit none of them.

Wurmwood gets his wooden tush ported back out of the way.


Legion turn 5:

My opponent kills nearly everything I have left and passes with 8 seconds left on his clock.


Circle turn 5:

I activate everything and do nothing and then pass back, and my opponent clocks.




Pseudo-Victory for the Druids.


Post-Game Thoughts:

I don't think Circle has a super viable way to deal with this outside of maybe dude-spam with Tanith or Baldur 2 and two Wraths. Dice - 11 on Shredders seems okay, and if you hide Baldur behind Forests behind the Wraths, he's not getting charged, even on her feat turn when the Shredders can see over the Woldwraths. 

Had we not derped up on my opponents time, I probably lose this game - I just couldn't kill enough Shredders fast enough. I would actually be very interested to see what this list can do against some of the big, bad scary jack spams out there - it's like Una 2 but...better? We shall see. 



Saturday, June 3, 2017

Tactica Time: The Double Hellmouth Trick



Prologue:

Making up for my deplorable lack of content from the last few days (I hope), here is a short video explaining and showing, in detail, the double Hellmouth pull trick.

This is a big part of what makes Wurmwood such a versatile caster - he has a damage buff, an excellent delivery system for your army AND a six inch threat extender (if used correctly).

For those of you that prefer going straight to the Youtube, here is the link:

https://youtu.be/DYYNsEQYpIU

For everyone else, here is the video:


Enjoy!

Wednesday, March 8, 2017

Battle Report 75: ATC Round 5 - Wurmwood vs. Kaya 2

Prologue:

Once again I ended up in the Circle mirror. It came down to ether giving me a 50% shot at winning against a Menoth pairing and my teammate a 5% chance against Circle, or giving us both 50% shots at winning our matchups ish.

Ah well. He had Kaya 2 and Wurmwood, and I knew he was dropping Kaya 2 and I didn't feel like playing Kaya 3 since he basically outthreats my list and can do it twice.


Wurmwood
- Cassius
- Loki
- Pureblood
- Gorax
- Woldwyrd x3

Shifting Stone x2
Sentry Stone x2
Min Bonegrinders
Bokur and Shamblers


vs.

Kaya 2
- Wilder
- Laris
- Ghetorix
- Loki
- Pureblood
- Feral
- Argus

Shifting Stones
Sentry Stone x2


We were playing Take and Hold, and I lost the roll off (darn) going second (darn).




This was going to be another rough matchup - Shadowpack shuts down half my list.


Bad Circle turn 1:

Everything moves up pretty much to max distance. Shadowpack on Kaya and Forced Evolution on Loki.


Circle turn 1:

I can get two Sentry Sprays on the left side Sentry Stone, so I go for it.

They roll fairly well and leave it on 1. Cassius runs up, and I put a boosted damage Stranglehold into it, killing it. Wild Growth goes up, and

Bone Grinders murder eachother, and stuff moves up.


Bad Circle turn 2:

My opponent retaliates by having his Pureblood spray my Stone to death. Everything moves up very cagily with Shadowpack up.


Circle turn 2:

I see a way to get Loki this turn, and I am just greedy enough to go for it. What I SHOULD have done is simply Strangleheld Ghetorix and Loki and moved up a little more.

Instead, I go for broke.

Hellmouth pulls Loki forward and does massive damage to him.

I walk my Pureblood up, warp Spell Ward, Wraithbane my Wyrd and spray Loki and....miss.

The Wyrd moves up and shoots, connecting and doing damaging, missing, and then hitting and...leaving Loki on 1.

My Loki moves up, chucks his hook at the bad Loki and kills him before casting Evasive.

I flood the area around Loki with dudes in an effort to keep him safe, kill his other Sentry Stone unit with my Woldwyrd, and call it good.


Bad Circle turn 3:

Stones port Laris up, Kaya activates, Feats, and Dogpiles my Wyrd.

Laris activates, does nothing, and goes back.

Ghetorix charges in, kills the Wyrd, mostly kills my Pureblood, and gets ported back.

The Pureblood warps Strength and misses my Woldwyrd a bunch, leaving it on ten.

My opponent can just barely get his Argus into Doppler Bark range of Loki, but he has to roll a hard 8 to hit my Wyrd and then a 10 on his damage roll to kill the Wyrd to clear the Ferals way.

He hits both, Barks, and gets back.

The Feral doesn't roll any double 1s, and Loki dies.


Circle turn 3:

The game is effectively over now, but it's time to try stupid things.

I flood him with models, try to kill a Shifting Stone, and put Wurmwood on the Flag, scoring 1.


Score 1-0

Advantage Circle

Bad Circle turn 4:

I've been really stupid and not checked my landing spots. He can get Ghetorix onto my Pureblood with a Stone port. 

His Pureblood tramples up, clearing a path. 

Ghetorix goes up and murders my Pureblood and the Bokur. 

I score another point. 


Score 2-0
Advantage Circle
Circle turn 4:

I finish off Laris, Stranglehold the Pureblood and fail to damage Ghetorix with a Stranglehold there. 

I flood the landing spaces in the forest with Shifting Stones and score again. Unfortunately, I play too cautiously with Cassius here, and that will cost me the game. 


Score 3-0
Advantage Circle

Bad Circle turn 5:

The Pureblood frenzies into Ghetorix, doing 10 damage somehow. 

Ghetorix kills Shifting Stones and contests. 

His Shifting Stone contests. 


Score 3-0 
Advantage Circle


Circle turn 5:

Here I discover my mistake. If Cassius had been 4 inches farther left, he would have been able to run base to base with the flag on the other side. This would have let me run my Shamblers away from his Argus, port a Shifting Stone 3 inches from the Argus, Dark Path Wurmwood to the enemy flag and Hellmouth his Argus out, getting my last two points. 

Sadly none of this happens and I prepare for death. I do send Cassius way the heck off to the side in case I live through this turn.



Bad Circle turn 6:

The Pureblood with Primal ends Wurmwood. 


Sadly, Defeat for the Druids


Post-Game Thoughts:

The dice gods giveth and taketh away. I won't belabor this point, but if my opponent had missed his Argus charge, I probably win. If my Woldwyrd had rolled a 9 on his last attack, I probably win again since Loki wouldn't be that close. 

Lots of missed opportunities here on my part, but a well played game by my opponent. 


Sadly, my team was relying on me to win, so we went 2-3 and lost this round. 

Overall ATC experience post and such coming in the next day or two. 

Thanks for reading!