Sunday, September 18, 2016

Battle Report 12: Tanith vs. Haley 1


Captain Victoria Haley, the boogeyman of the Cryx boogeyman in mark 2. My teammate for the upcoming i5 event is rocking a Sloan/Haley 1 pairing and he wanted some practice into Circle.

We are never going to drop him into a pairing that includes Wurmwood, since both of his lists have a very hard time with his LOS denial, and we went through the motions of how Sloan would do into Tanith (surprise, she slaughters a stealth-based army), and ultimately decided that it would be a more interesting and productive game if he played his Haley 1 list and I played my Tanith list.


Tanith
-Stalker
-Pureblood
-Gorax
-Scarsfell

Una
-Scarsfell
-Scarsfell

Wrong Eye
-Snapjaw

Lanyssa

Sentry Stone x2
Shifting Stones
Swamp Gobber Bellows Crew
Fuel Cache

And his list was something like:

Haley 1
-Squire
-Stormwall

Journeyman
-Hunter
Strangeways
Maxwell Finn

Trencher Commandos
-Scattergunners x3
Tempest Blazers
Fuel Cache


Unbeknownst to us, our friend who was setting up Scenario and Terrain for us has been reading my article on terrain and deployment and decided to give us something of a doozy...(For those curious, you can find that article here)



Yup, that's a house in the middle of the table. In hindsight, that wall was slightly illegal, whoops. 

My opponent won the roll and opted to go first, and I decided that I wanted the trench. I deployed a Sentry Stone on each side of the house, planning on really gumming up the things he could get at easily. 

Pre-Game Thoughts:

The Sentry Stones plus the terrain is going to give me a huge advantage this game. I'm going to get to largely ignore his Trenchers, focus on killing his Blazers, and blunt the impact his Stormwall will have until it's too late. I can probably take over whichever side of the table the Stormwall and Haley aren't on and start pressuring Scenario pretty quickly. 

Cygnar turn 1:

Stuff ran. Arcane Shield went on both Haley and the Stormwall. Cygnar turn 1s are so exciting. 


Circle turn 1:

I seriously have to respect the Blazers in this matchup. If I let them, they will murder my entire list, and that just won't do. 

With this in mind, I put one Griffon on the hill within the 14" they can shoot him at, and the other just moves up and puts up Dodge after killing a painted Mannikin. Una drops 3 fury and RUNS, keeping the yellow griffon just in control.

The painted Sentry unit activates, rolls 3 for fury, and murders a blazer before putting up a forest. 

The left unit kills...a trencher? Nope, misses trenchers, and puts up a forest.

Tanith puts Scything Touch on the Stalker and Admonition on the Pureblood. 

The wolves warp prowl or spell ward and runs. Wrong Eye and Snapjaw both cast Submerge. Tanith's Griffon cheekily sits right behind the house. 

With the flat house....
With a real house!
Cygnar turn 2:

My opponent looks at the table and can already see the writing on the wall. Barring some insane dice on his end and some really bad placement on mine, this game is going to swing my way pretty quickly. 

Both Arcane Shield's are upkept and the Hunter and Stormwall each get a focus.

Haley casts Temporal Barrier and moves up to the hill. The Trenchers activate and spray down/shoot down Mannikins. 

The Blazers move over and try for unboosted 10s on the Scarsfell, missing all three shots, and repositioning. The Stormwall draws LOS to the Pureblood and puts some significant damage into it with a boosted big gun, and then puts down Covering Fire. 



Circle turn 2:

I upkeep both Scything Touch and Admonition. I nearly forget Temporal Barrier gives -2 speed, but then I do remember, so I try to cast Hunters Mark on the Stormwall. Haley negates it with her focus. 

I put Snapjaw in harms way to bait out the colossal, eating a Trencher with him and riling for a bunch after casting Submerge. Wrong Eye casts Star Crossed and Submerge. The griffon behind the building walks over it and kills a Trencher, then puts up Dodge. 

Una runs back to the right and the hill, and the Yellow Scarsfell charges and kills a Blazer before casting Dodge.

The left unit of Sentry Stone makes a Mannikin. The Mannikin aims, boosts, and kills the Squire, and the Stone ports up and makes a forest. 

The Pureblood warps Spell Ward again and sprays down a Blazer. The right Sentry Unit caps the flag for me. The Blue Griffon runs. 

I score 1 point. 


Score 1-0
Advantage Circle

Cygnar turn 3:

My opponent doesn't like it, but he's going to be feating this turn. Arcane Shield's are upkept everywhere, and a focus is given to each jack. 

Strangeways gives the Stormwall another focus. Haley pops feat and Temporal, before blasting the grey Griffon for a few damage, and then misses her second shot into him so he dodges away. 

Stormwall murders Snapjaw and gets Wrong Eye down to 2 boxes with e-leaps and a boosted pod. 

The Trenchers charge the Grey Griffon, but they have to position in such a way that if they miss their first attack he can dance away from them. 1 ends up connecting, but doesn't finish him off. 

His Blazers shoot my Griffon's, connecting once and doing decent damage. They Reposition to contest the flag. The Hunter murders the Sentry Stone.



Score 1-0
Advantage Circle

Circle turn 4:

I think I can kill his Colossal here, clear the flag, and keep Tannith safe. 

She goes first, after upkeeping both spells again, and pops feat, sticking Wraithbane on the Stalker and healing the Griffon for a couple. 

Lanyssa gets the Hunters Mark off, and the Stalker goes in, doing about 3/4 of the Stormwall's health. 

Wrong Eye also charges, contributing a few more damage. 

Una's Griffons murder the Murder Ponies, and Una runs to the flag. 

The Pureblood casts Wraithbane on itself and assaults at the Stormwall, needing a boosted 10 to kill it. I land it, and after I move a couple more models around and pass the turn, my opponent concedes.


Victory for the Druids!


Post Game Thoughts:

The terrain decided this game. If my opponent hadn't had to deal with that house in the middle of the table, I would have had to play Tanith far more defensively, and I wouldn't have been able to just ignore his Stormwall until I could kill it. That being said, this much stealth for a non-Sloan gunline is a big deal, and the high DEF of the Warpwolves and Griffons combined with Star Crossed is an infuriating combination to play against, although this is somewhat deadened by Temporal Barrier, which is still a fantastic spell. 


Battle Report 11: Wurmwood vs. Butcher 3




Butcher 3 is one of those casters that you hear stories about, don't believe, and then play against and get face rolled because he's really that scary. My Khador friends and I joke that he's put three heavies on the table but his list really has four, because the big man can put down anything in the game on his feat turn.

The common consensus among Khador players is that Butcher 3 is not a Wurmwood drop. Stranglehold hurts his game plan too much, the forest screws with his heavies, Irusk 2 is better etc.

I don't think they're right, having played against both Irusk 2 and Butcher 3 many times now with Wurmwood, I feel that Butcher 3 is a far scarier Wurmwood counter than Irusk is.


With that in mind, I started off my day of practice games for the i5 Team Tournament in Portland playing against none other than Butcher himself. I don't like my Tanith list into the Butcher very much, although I should probably try it at some point, so I dropped Wurmwood.


Wurmwood
-Cassius
-Stalker
-Megalith
-Brennos
-Gorax

Lanyssa
Gallows Grove

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

And my opponent, rocking the same evil Butcher list I've come to hate:


Butcher 3
-War Argus x2
-Kodiak x2
-Ruin

Alexia 2
Widowmaker Marksman
Ragman
Man O' War Drakhun x2

Widowmakers
Kayazy Eliminators x2


We were playing the Scenario Take and Hold, and my opponent won the roll off, opting to take the side that didn't have a massive house and pond in the way. I was just fine with this as I'd wanted the table edge I got anyway.

Table Analysis and Pre-Game Thoughts:

I've gotten a few requests to do a quick pre-game analysis of the board, the scenario, and my first few turns thoughts of the game. Here's the table with us already deployed, but I'll talk about why I wanted the side I got and how I thought the game was going to develop. H

The Hellmouth Tentacles are the Flags

Interesting and important terrain features include a pair of forests flanking the friendly flag. With Wurmwood, I can fairly easily block that gap with forests every turn, making it very hard for him to contest. He also probably won't deploy a bunch of guys on that side because he won't want to funnel them through the forests as that's a very good way to get them killed.

The house is going to cause me a headache turn 1, and then it's going to be a non-issue for the game.

Given this, I put the Stalker on the right since I want him to clear the flag turn after turn, and I put Brennos and Megalith central since their guns are going to be useful for doing damage before the lines cross.


Alright you've already seen deployment so I'll jump right into the game!

Circle turn 1:

Stuff ran.

Bonegrinders murdered each-other to give Wurmwood souls and the Bokur corpses. The Stalker and Cassius swung wide, trying to bait his Drakhun into running up to engage Cassius so I could murder it with the Stalker and sprint out.

Forests were grown to hide the Bokur, and the beasts in the middle shuffled up.

Wurmwood got ported up to just next to the flag, and Shifting Stones went up to surround him again. He cast Wild Growth to give my forces more cover from the Widowmakers.



Khador turn 1:

Widowmakers are a thing. They activated first and killed the Gallows Grove and a few Mannikins. 

His Drakhun on the left ran up hard and the one on the right ran to engage Cassius. 

Butcher and Co. advanced up and Eliminators got in my face. 

(Sorry for the blurry picture)



Circle turn 2:

I had a couple of clear goals for this turn. I needed to spray down as many Widowmakers and Eliminators as possible, Stranglehold the left hand Drakhun since he was .1 inches out of Megalith's charge range, and kill the Drakhun on the right. I also needed to get Wurmwood onto the flag and kill off the Kayazy there. 


Things got off to a rocky start as the Stalker had to use every single attack available to put down the Drakhun, so no sprinting out. This meant that I couldn't hold my feat for a turn, since he would easily get murdered by Ruin otherwise. 

Megalith landed the Stranglehold and cranked the damage on the left Drakhun, doing 4 damage. 

I was able to hit all four Kayazy, the Marksman, and one Widowmaker, but I failed to roll the six required to kill two of the Kayazy so they survived. 

Cassius ran up between the Kodiaks.

Wurmwood got teleported to the flag, activated, cast Stranglehold successfully on both Kodiaks, and then popped feat before yanking Cassius back with Dark Path. 

The circle fury tokens represent the forest edge

Khador turn 2:

Between Butcher himself, the lone Kayazy left on that side, and Widowmakers being able to see some things, the flag is cleared and dominated. 

The red Kodiak gets to just barely within contesting range of my flag, and the other one also walks up with Ruin behind. 



Score 0-1
Advantage Khador

Circle turn 3:

I feel like I'm in a pretty bad spot here. I had to pop my feat without getting a free heavy, didn't score on my feat turn, and my opponent managed to score on my feat turn. 

Shamblers activate and charge stuff, doing a point or two the Drakhun and killing the Kayazy. 

Mannikins activate and charge, missing the boosted 9 on Ragman. 

Megalith goes into the Drakhun and kills it. This was a massive mistake, Megalith should have just cast Stranglehold again and gotten behind the wall. 

Wurmwood activates, puts Curse of Shadows on the Grey Kodiak and opts not to primal Brennos, but does Primal the Stalker. He also Strangleholds the Kayazy on the right, killing it, and puts up Wild Growth between himself and Ruin.  

Brennos fishes for the crit pitch on his horns but fails to land it, knocking about 1/3 of the Red Kodiaks health off. Lanyssa lands Hunters Mark on the Grey Kodiak. 

The Stalker charges in, and rolls triple sixes for damage at dice +2. He then proceeds to kill both heavies and Lightning Strike over to engage both Ruin and Alexia. 

Yeah....that happened. Don't worry, my opponents dice get pretty hot in the coming turns too. 

The Gobbers move up and Cloud, and Shifting Stones move up to make it impossible for Alexia to charge Wurmwood. 

With me contesting his flag, I score and he does not. 


Score 1-1
Tie!

Khador turn 3:

Even with his Kodiak duo in the dust, my opponent's list still has a ton of firepower left. 

Ragman does Death Field and Ruin murders the Stalker with his last attack. 

Butcher charges in and kills Megalith handily, popping feat so I can't get Brennos into him. 

Alexia contests by charging and killing a Shifting Stone. 


Score 1-1
Tie!

Circle turn 4:

Well I'm in a bit of a bind, but with so few models left on the table for him I see an opportunity to score 2 points this turn and make things difficult for him. I upkeep Wild Growth.

The broken unit of Shifting Stones ports up around Ruin. Brennos walks up to Alexia and uses his entire stack to try and kill her. Def 15 is so strong! He does succeed with his last attack. 

The Bone Grinder and remaining Gobber move up, and the Gorax slaughters them both so Wurmwood can have souls. 

Cassius runs left, and I get a Stranglehold off on Butcher. Since I've already damaged him, the Bokur and Shamblers walk up and murder the Argus contesting his flag. The Bokur boosts a Hand of Glory into him and misses the boosted 9. I had trouble with boosted 9s all day. 

The remaining Sentry Stone unit activates and kills Ragman, capping the flag. 

I score 2 points


Score 3-1
Advantage Circle

Khador turn 4:

I was feeling pretty good about the game now. 3 Widowmakers doesn't equal a dead Shifting Stone, and Butcher wasn't in range to shoot it, even with Vengeance, thanks to Stranglehold. I had forgotten that Butcher had Obliteration. 

The Butcher unit gets to Vengeance, and murders the Bokur. Butcher walks up and casts an Obliterate at the Stone in front of Ruin. We immediately realized the Widowmakers should have activated first, but my opponent rolls the hard 9 he needed to kill it anyway. He casts Energizer so that Ruin gets into the forest. Widowmakers kill off Mannikins. 

Ruin murders Brennos and contests by about half an inch. 


Score 3-1
Advantage Circle

Circle turn 5:

Well I'm in a bind again. Butcher is completely dry, but I do the math and I can boost a Curse of Shadows at his unit, and then Stranglehold him with boosted damage 2 times from Wurmwood for an average of 12 damage IF I hit both of them on unboosted 7s. I'd then get one boosted pow 11 from a Mannikin, doing another 6, leaving him at 2. 

Instead, I drop Wild Growth and see if I can get Ruin out of my face. If I can dominate my flag again without Wurmwood doing anything, I think I can clear out the War Dog and War Argus to capture the other flag. 

The Gorax slams Ruin, hitting and pushing him just out of contesting range. 

The two Shamblers run away, one taking a free strike and dying. 

The Sentry Stone unit gets a fury, already camping one, and spawns a Mannikin on the flag which aims and sprays down the War Dog. The Stone ports up to the flag as well, away from the Argus to unengage it. 

Cassius runs over to the far side of the wall (don't give things cover if you don't have to folks!) and Wurmwood puts a couple of boosted Strangleholds into the War Argus, killing it and allowing me to get 2 points. 


Score 5-1
Victory for the Druids!

Post-Game Thoughts:

I need to learn to be much more conservative with my heavies in this matchup. Megalith shouldn't be committing to a Drakhun with Butcher that close. Ever. Dumb luck allowed me to kill 2 heavies in one turn with the Stalker (At dice +2 on the grey Kodiak, he should have killed it with his initials and 2 bought attacks, leaving 2 more bought attacks for the Red one at dice, doing another 14 and leaving it on a couple of boxes) and keep Ruin out of my face for longer. 

Also, in this matchup the Kodiak's should not be my priority heavy. They don't kill my beasts without help from Butcher, and I always get caught in the trap of sending too much into them without thinking about Ruin. 

This was a crazy game, very close on both sides. 

Sunday, September 4, 2016

Battle Report 10. September 9 Steamroller round 3; Wurmwood vs. Haley 2

I've read a lot of reports on this matchup, and I believe that it is probably in Wurmwood's favor. That being said, when you haven't played the match up before, you will just lose.

Round three I was playing into my teammate for the i5 event, and we had already agreed to split prizes (we're both from an MTG background) AND this was a match-up we both wanted practice with.


Haley 2
-Squire
-Stormwall
-Thorn
-Ironclad

Gobber Tinker
Arlan
Journeyman Warcaster
-Minuteman

Min Storm lances.


We were playing Recon, which I think is a fantastic scenario for both casters. I won the roll off and decided I didn't want the side with the massive forest right in the way, so I went second.





I don't have a ton of pictures or a big write-up for this game since we pretty much just talked it out. 

We explored how I lose top of two by having Wurmwood within 2 inches of the cloud wall so Thorn runs up and TKs me into it and I get charged by an Ironclad and blown up with a Stormwall cannon volley. 

We also explored how if I don't do that, Wurmwood is up on Scenario fairly handily. 

We were locked into first and second, and we just threw models around until I timed out exploring different threat ranges and how the matchup goes. I think I will have an in-depth article about the Haley 2 vs. Wurmwood matchup sometime in the near future. 


A loss for the druids....


Battle Report 9, September 9 Steamroller round 2: Wurmwood vs. Butcher 3



I've been playing against this particular opponent a lot on VASSAL since neither of us have a super active local meta and driving to Spokane for casual games gets expensive and time consuming really fast.

We had actually tried this matchup out the previous evening, and I knew it was going to be interesting.


Butcher 3
-War Argus x2
-Kodiak
-Kodiak
-Ruin

Man O'War Drakhun x2
Alexia 2
Widowmaker Marksman
Ragman

Widowmakers
Kayazy Eliminators x2

Man O'War Drakhuns are a nightmare for Circle. They're fast, accurate, hit like a train, and are insanely hard to kill. I've had to commit heavies in the past, nothing else has cut it.


I played my Wurmwood list. His other list was Vlad 2 which seems like a bad time into Wurmwood and I didn't think Tannith had the ability to deal with Butcher himself.


We were playing entrenched. I won the roll off and chose to go second since I wanted the side with the forest to make my wall of things. We both had Fuel Cache as our objectives, and with the clouds in the middle of the table, I felt like this table edge was better. In hindsight, in a Scenario this dead, going first probably would have been the better choice.


He skewed deployment left with only Ruin, Widowmakers, and a Drakhun on the right.

I counter deployed by putting the Brigands across from the Kodiak I wanted them to prey on and the Shamblers near the water.



Khador turn 1:

I'd screwed up my AD, measuring just from my edge and not from his models, so his Widowmakers were able to kill all of one unit of Sentry Stones' Mannikins. Ruin ran up, the Drakhuns flanked hard. His battlegroup moved up. Pretty typical turn 1.



Circle turn 1:

I premeasured it out and thought I could kill his entire unit of Widowmakers and the marksman AND a Kayazy this turn. 

Cassius ran up, Wurmwood activated, boosted out a Hellmouth and murdered all but one Widowmaker. He then cast Dark Path to pull Cassius back. A Mannikin murdered the other Widowmaker, and I ran the Shamblers up. 

Bone Grinders murdered each-other so that Wurmwood would have souls and the Bokur would have corpses. 

Brigands advanced to outside of the Drakhuns charging threat, and my heavies stayed central. 


Khador turn 2:

My opponent committed Ruin to killing my Sentry Stones and just barely didn't kill the second one. His Kodiaks trampled up and vented steam. Eliminators on the left got in my face.


Circle turn 2:

I screwed up a lot this turn. 

The Bokur and Shamblers charged Ruin and the Drakhun, and with five bought and boosted attacks Ruin was down to 20 boxes. 

Megalith went in and murdered Ruin dead. 

Now I start screwing up. 

What I should have done is cast Hunters Mark on the Drakhun out on the right, charged the Stalker in, murdered it, sprinted back to control the flag, and then have Wurmwood feat to protect my advantage. 

Instead I cast Hunters Mark on the red Kodiak and put Primal on the Stalker, who charges in and just barely squeaks out the kill (I rolled garbage for my first three rolls and needed an unboosted nine at the end, which I got). I then activated Wurmwood, intending to put Curse of Shadows on the grey Kodiak so that my Brigands could murder it, and instead I got Stranglehold happy, killing off both the of the left Eliminators. 

Now I've got both heavies too far up the table, no way to get points this turn, no way to feat and get anything meaningful done with the Brigands, and no plan. I should have feated and gotten Wurmwood out of there, but I decided not to. 

Brigands move up and do 12 damage to the grey Kodiak, perfectly average. They reposition back. 


Khador turn 3:

My opponent doesn't hesitate. Butcher charges in and yanks Megalith towards him, killing him with his feat. He couldn't quite get the Stalker thanks to placement of other things. 

The Drakhun charges and kills Lanyssa, and then repositions into my Brigands. The other Drakhun kills some Shamblers. 

I'm in big trouble. 
Notice the lack of a Megalith? yeahhh

Circle turn 3:

The Stalker frenzied and killed a War Argus.

Cassius charged the Kayazy behind the Bokur and missed a boosted nine. Buy boost, miss. Buy boost, miss. Buy boost, finally hit, boost damage.

I got incredibly tunnel visioned there, leaving Wurmwood with hardly any Fury left to play with. I had to take a good 15 seconds to calm down at this point since I had felt that my dice were consistently poor both games and the first game had really rattled my calm. I hardly ever go on tilt, but I almost did here.

The Bokur activated once I'd gotten myself under control and made Butcher Stationary.

I charge the Drakhun with some Brigands, and do 9 damage.

Wurmwood pops feat and chills.



Khador turn 4:

Butcher can't Vengeance because shaking stationary happens in control phase and Vengeance happens in Maintenance. He does shake though. 

My opponent can't charge Cassius with Alexia because he's 3.1 inches away, so she advances and misses the 8 she needs. She crafts a thrall warrior who also misses. The Drakhun can't get to Cassius either. 

My opponent messes up his Ragman placement and Butcher can't benefit from Death Field. He still murders the Stalker though. 

The Drakhun on the left kills a couple of Brigands, giving Wurmwood some souls. 



Circle turn 4:

Butcher is only camping one, and so I cobble together a plan. Wurmwood will cast Curse of Shadows on Butcher, Hellmouth him closer and then Primal the Gorax. The Shifting Stones will port backwards so the Gorax has a throw target and he will toss Butcher at it. I can then charge 3 Brigands after getting 4 shots with Hog Wild. 

I go for it, putting decent damage on Butcher between Hellmouth and the throw damage. 

The Brigands charge in and put him down. 

Victory (somehow!) for the Druids!


Post Game Thoughts:

That was a super strange, incredibly jank assassination run. I think this is a really hard matchup for both players, and I need to learn to use Wurmwood's feat better and settle for incremental advantages rather than going for massive alpha strikes, especially against a caster like the Butcher. 

Well played game by my opponent, I'm going to remember this one for a long time. 


Battle Report 8, September 9 Steamroller round 1: Tanith vs. Ossrum




I had the opportunity yesterday to play in a 10 person Steamroller event in a meta I'm very friendly with about 2.5 hours away from where I live.

I was particularly excited about this one because I'd managed to get 3 of the 4 other guys on my team to attend (well...2 of them were already going, the third had to be dragged a little), which was important since our lists are due in 11 days as of this writing (eek!).

I took the lists I will likely be playing for the i5 team event in Portland coming up in October:


Tanith (apparently one "n" is the correct spelling folks)
-Warpwolf Stalker
-Pureblood Warpwolf
-Scarsfell Griffon

Una
-Scarsfell Griffon
-Scarsfell Griffon

Wrong Eye
-Snapjaw

Lanyssa Ryssyl
Gallows Grove (this was supposed to be Swamp Gobbers, but I somehow left them out of my bag, whoops)

Sentry Stone x2
Shifting Stones

and

Wurmwood
-Cassius
-Warpwolf Stalker
-Megalith

Gallows Grove
Lanyssa

Farrow Bone Grinders (min)
Farrow Brigands (max)
-Warlord
Gatorman Bokur and Shamblers
Sentry Stone x2
Shifting Stone x2


Round one I was paired with our local merc player, running Ossrum (specifically to counter Wurmwood I think) and Thexus. I was 99% certain he would be dropping Ossrum, so I thought I'd be cute and put Tannith down. I totally glossed over the fact that he had Kayazy in his list or that would have changed.

Ossrum
-Reinholdt
-Earthbreaker

Thor
Dirty Meg
Rhupert

Herne and Jonn
Forgeguard (max)
Alexia 1 and the Risen
Kayazy Assassins (max)
-Underboss

The scenario was The Pit (another reason I should have played Wurmwood) and I won the roll off choosing to go first. My opponent chose the top edge of the table. I chose to go first here since I really want to limit the number of turns Earthbreaker gets to shoot before I murder it. With Hunters Mark, Scything Touch, and Primal I feel like my two heavies will one round it pretty trivially, while affliction will make short work of his Forgeguard.

I am also okay with either table edge. The rubble doesn't affect me much since I've got a lot of pathfinder and I like cover, and on the other side of the table is a nice wall for me to sit behind. The central thing in the zone will also be annoying for my opponents colossal if he wants to charge stuff, and it will help me block LOS to Tanith/Wolves.



With the rubble (rough terrain, gives cover) right in front of me, I decided that my Stalker was going to chill there until he became relevant, and I skewed Tanith and Wrong Eye/Snapjaw left. I thought this was going to be a Scenario game for me, holding off his stuff and just dominating the flag every turn. 

He deployed Alexia AND the Kayazy across from Tanith and the Forgeguard over on the right. Earthbreaker went central. I glanced over his cards and somehow missed that Ossrum's feat only affects Rhulic models and in addition to speed also gives them ARM. In my defense, I had gotten 4 hours of sleep and just driven 3 hours to get there, but this will be a common thread throughout this event report. I was in total derp mode. 




Circle turn 1:

Stuff ran pretty much. I was careful to keep important things out of range of the Earthbreakers quake guns, even with Snipe, unless he wanted to blow his feat turn one. 

Admonition went on the Pureblood and Scything Touch went on the Stalker. 

Snapjaw and Wrong Eye both ran around to the left, and Griffons just sort of went where they wanted. I rolled a 3 for fury on both Sentry Stone units and made a little forest wall for Tanith to hide behind. 

Una cast Guardian Beast on herself. 

Lanyssa ran up after I took that picture, but before handing time over to my opponent. 



Mercs turn 1:

Risen and Kayazy ran up. Forgeguard ran as well, getting tough from Rhupert.

Ossrum cast Snipe on the Earthbreaker, Bullet Dodger on himself, and advanced.

Thor moved around the Earthbreaker and tuned him up. The Earthbreaker then proceeded to do 17 damage at range with 2 attacks to my Pureblood. (Side note - my dice this game were abysmal and my opponents dice were insane. He rolled a string of 14-17s on three dice and only rolled below average twice when attempting to kill a Sentry Stone).


Circle turn 2:

I upkeep Admonition and Scything Touch.

My Sentry Stones go first, each rolling for a couple more fury. I proceed to blow their entire stacks to make the forest wall again and then kill exactly 1 (one) risen and 1 one) Kayazy, clipping Alexia with one boosted spray and forcing her to sac a bunch of other risen.

My nearly dead Pureblood warps Ghostly, goes into the rubble and Regen's for a couple.

Stuff shifts around. I know he's going to pop feat next turn and be in my face and I don't want to get charged by Forgeguard.

Snapjaw riles and casts Submerge while Wrong Eye cast Star-Crossed and Submerge himself.

I put a Griffon with Dodge up in front of them, inside the Star-Crossed bubble.



Mercs turn 2:

My opponent upkeeps both of his spells. 

Ossrum goes first, puts Fire For Effect on Jonn (the bigger of the two) and feats.

Reinholdt scoots over around the wall and he tries to use spyglass on the blue Scarsfell. I inform him that Reinholdt has to be base-to-base with his warcaster to do that and he re-reads his card and realizes this is so. I let him take it back, he moves Reinholdt to be buddies with Ossrum and strips stealth off him. 

The Earthbreaker moves up and prepares to shoot before my opponent realizes he didn't tune up. 


Side Bar - This is something I struggle with a lot. I don't want to be a total jerk and tell people they can't go back, but this game actually hinged on me allowing my opponent several take-backs. Without them, I would have been in a much better position after this turn. If he hadn't moved the Earthbreaker up yet, I would have happily let him activate Thor first, as it was, the Earthbreaker had already advanced and declared a shot. 

I'm still not sure what the right call here is. I understand the argument of "this is a tournament, therefore no take backs" but at the same time saying no makes me feel like a huge jerk. This is something I will definitely need to think about before I go to my next event. It hasn't come up very often, so I haven't had to deal with it much. 

As for myself, I do not take back things in an event, even if it royally screws me up. 

End Side Bar. 

I allow my opponent to move Thor up and tune the Earthbreaker up. The Earthbreaker lands the first boosted 13 he needed to KD the Pureblood in the rough terrain and then blows him up with some massive unboosted damage rolls after rolling the other torpedo on the now un-stealthed Griffon and knocking him down too. 

The Forgeguard charge/run and kill the Gallows Grove. 

The Kayazy charge in and do an absurd amount of damage to Snapjaw. 4 of them charging left him on 4 health. Averages there say one should have missed thanks to Star-Crossed and the rest should have done 12-15 damage. He also hits the first Star-Crossed seven on my Griffon before missing and letting me dodge out of melee with the third. 

Two go into the Sentry Stone and knock it down to 2 health. 

Alexia moves up, crafts a thrall and sits there. The thrall walks up to the Sentry Stone and matches ARM.  My opponent then realizes he didn't move Rhupert up to tough the Forgeguard. He asks for another take back and I dice him for it, and I win so they don't get tough. 


Circle turn 3:

Tanith upkeeps Scything Touch and Una upkeeps Guardian Beast. Tanith activates first and feats, putting Primal on the unpainted Griffon and the Stalker and Admonition on herself. She also puts Affliction on the Forgeguard. She also shoots Snapjaw with her Shadow Bind gun, catching all four Kayazy around him. 

My Mannikins spray the Forgeguard down, leaving the cluster on the right alive. I make a huge mistake here and don't move Una up an inch, so she only kills the front two Forgeguard. 

Lanyssa puts Hunters Mark on the Earthbreaker and my Stalker charges in, expecting to be dice +2. Then I find out his feat gives +3 ARM as well. Stalker cripples one side and does some to the other as well. 

The Gorax moves up and puts Primal on the Blue Griffon, which also charges (forced to stand) and does some more damage, and finally the yellow, unprimaled Griffon charges as well and doesn't do hardly anything (rolled really poorly here, I don't actually think the yellow Griffon did any damage). 

Wrong-Eye casts Star-Crossed and kills one of the Kayazy near the Sentry Stone.

Snapjaw RFPs all the Kayazy around him to heal up. I realize that the second forest (the one on the left) isn't really there (we'd left it there because there were too many models) so the shifting stones move up to block LOS to Tanith from everything.

The grey Griffon with Primal on it (it was a mistake putting it there I think) kills Alexia and puts up Dodge.
The yellow Griffon is actually where the proxy base by Rhupert is.

Mercs turn 3:

Bad things happen to me this turn. His one remaining Forgeguard charges the Stalker and gets the Crit Smite, knocking him into the Earthbreaker and half killing him. The Kayazy get Wrong Eye down to one. 

Jonne shoots the Shifting Stone on the right, blowing it up. 

Meg repairs the Earthbreakers crippled arm. 

The Earthbreaker murders the Stalker and the Blue Griffon. Ossrum moves out of the Grey Griffon's LOS so I can't frenzy at him. The nearly dead Sentry Stone takes 1 damage, becoming even more nearly dead. 


Circle turn 4:

I don't have a lot left, but he's running out of stuff too, and his remaining things are really slow....

Snapjaw murders the Kayazy around him, healing Wrong-Eye. Wrong Eye murders the Kayazy by the Sentry Stone and the Mannikins finish off the Thrall Warrior. I get two boosted charges from Mannikins into Jonn, miss the first one and then force him to tough on the second, which he does. 

Una puts THREE boosted shots into Rhupert and fails to kill him, so Lanyssa charges him and finishes him off. The Yellow Griffon beats on the Earthbreaker to little effect. Crucially, I dominate my flag for 1

Score 1-0
Advantage Circle


Mercs turn 4:

He continues murdering my stuff. 

Ossrum shoots the colored Mannikin and kills it, and then Herne melee attacks the other so that Jonn can shoot at...something? Yeah something, not sure what it was. Oh! It was a shifting stone, and it didn't kill it. Right, yes. 

The Forgeguard dude, who I had foolishly left alive AGAIN moves over and misses Una. The Earthbreaker declares a shot at the Sentry Stone with one box. I tell him it has stealth so he auto misses and then he says that the Earthbreakers guns ignore concealment so they ignore the prowl. 

This is not how that actually works, since a model just has to have concealment, not be benefiting from it, so once again I allow him to take back and he pounds the Griffon into the dirt. 

I get another control point. 

Score 2-0
Advantage Circle



I took the forest rings off before I remembered to take a pic. They were there. 

Circle turn 5:

I've got about 12 minutes on the clock and my opponent has 7, time is short. Mannikins murder Herne but can't kill Jonn and I make a forest. 

The Griffon moves up and kills Jonn, 

Lanyssa kills the Forgeguard engaging Una, who moves up and boosts all her shots into Dirty Meg, killing her. 


Snapjaw riles and runs, and Wrong Eye casts Star-Crossed and charges the Earthbreaker. I should have cast Submerge too. 

I score a third point.

Score 3-0
Advantage Circle



Mercs turn 5:

Thor tunes up the Earthbreaker. 

The Earthbreaker moves up and shoots down Wrong Eye, and then torpedos Tannith now that he has line of sight, landing two shots, one of which I transfer to the Gorax which kills him exactly. 

Ossrum is out of range to shoot her as well, so he moves up and kills the Griffon. 

Reinholdt contests. 

We were down to 2 minutes him, 5 minutes me at this point and I didn't pause to take a picture

Score 3-0
Advantage Circle

Circle turn 6:


Tanith pays to stand. I do a quick check, and the Earthbreaker is out of range to contest the flag, but Thor is in range. Una moves up and kills him, Lanyssa runs to the far flag. 

Tannith aims, boosts a shot into Reinholdt, connects, boosts damage, and kills him, allowing me to dominate the flag again and go to five. 


Victory for the Druids!


Post Game Thoughts:

I don't even know what to say about this game. The dice were so screwy and my play was so incredibly poor in places that I don't even have a reflection on the matchup. I spent the entire game just trying to survive it felt like, which is a position I don't like to be in. At the end, I had 4 minutes left on time and he had 2, so I suppose I could have just spent the next two minutes running Tannith away from things if I had to, but holy heck that was a close game. 


Thursday, September 1, 2016

Deployment, Terrain, and Reading the Game from Turn 1




You're at a tournament, lists already set and ready to go. You've got water, snacks, widgets and tokens and templates galore, and you're ready to introduce civilized folks to the arms of the devourer wurm.

The pairings go up, you find your table, introduce yourself to your opponent, and after choosing lists, you roll off for who goes first and who picks side.

This can be the most important decision you make in the entirety of that game.

With the shift over to mark III, Privateer Press has issued new rules for terrain in the new Steamroller packets. Here are a couple of key points lifted right from the Steamroller 2016 rules. If your TO or EO isn't following these, I'd suggest talking to them as mark III is meant to be played with much more terrain in much more annoying places than mark II was. (Emphasis mine)

- Terrain pieces should present a meaningful choice for the player that wins the starting roll.

- An average table should have six to eight pieces of terrain placed closely enough to eliminate large open areas without unduly restricting movement.

- Do not place terrain within 6" of any table edge.


And then a couple of paraphrased things:


- Restricted terrain can now be placed in zones.

- Huge bases should be able to interact with most of the table, and all of the important parts of it.


I am notorious for building tables that are extremely terrain dense. This hails back nearly two years to my late Trollblood and early Cygnar days. Even when the terrain doesn't benefit your specific army, it always makes a more interesting game, and I am a staunch proponent of games being interesting.

This article will be focusing on tables built with the above rules in mind, where there is plentiful terrain placed in the middle of the table, and where one side has an advantageous piece of terrain or two. It is still appropriate for other games, but it will not be nearly so impactful.

I will divide it into two broad parts, covering the different approaches I use when I go first vs. when I go second. I'm going to assume you win the dice roll and get to make this choice because making this choice is the catalyst for the rest of the material.




Should I go first or second?

This is a huge question and is largely based off of list composition and the scenario.

To give some examples, if I am playing Wurmwood and the scenario is the pit, I *always* want to go second. It allows me to choose the table edge I want, allows me to score on my second turn and protect that advantage with my feat, and it also allows me to deploy my models opposite the ones I want them "fighting".

To contrast this, if I am playing an aggressive list with big threat ranges, I will almost always choose to go first so that I can dictate where my opponents models go on their first turn. A good example here is a Tannith list with a bunch of Scarsfell Griffons. The list can run 14 inches turn one and sit at the 21 inch line with a 10.5 inch threat for the following turn, meaning your opponent has to choose whether he wants to advance his models up past his/her 16.5 inches line (a 6.5 inch advance for models on their normal deployment line) and get charged by primaled Griffons or not advance into your threat and give you a huge scenario advantage.

Again, this choice will be highly dependent on your list, your opponents list, the terrain, and the scenario. I usually ask myself these questions before the game starts when I win the roll off.

1) Is there one table edge that is flat-out superior to the other? (Multiple walls or hills against a shooting list, lots of rough terrain on one side of the field etc)

2) Am I playing a scenario that is incredibly live? (meaning that it's very easy to win/lose on - this will usually mean a killbox is in effect and there are multiple scoring options)

3) Am I depending on my feat/other models' threat ranges to control my opponent's movement?

4) Does my list prefer to win on scenario, assassination, or attrition (which devolves into scenario).


All of these questions combine into my final decision, and each of them is a topic that can have a lot more discussion put into them.


If you go first:





You've chosen to go first! You're going to deploy first, get the side your opponent wants you to have, and be able to get your models/spells out where you want them quickly.

There are many things to consider when you're deploying your models.

1) What are my models really good counters to in his list?

Example being Keltarri vs. unboostable shooting units.

2) What terrain is going to get in my way?

Putting non- pathfinder heavies right behind a big forest, piece of rough terrain, or wall can be a serious mistake that can cost you the game.

3) What terrain is going to benefit me?

Are there any hills, trenches, or walls to hide my caster behind/on/in? Are there any big pieces of ugly on my opponents side that he's going to definitely skirt around?

4) How can I dictate where my opponents models go on his deployment and turn 1?

Your opponent is going to have models specifically designed to prey on specific parts of your list. Good lists have things that are tooled to murder infantry, take down heavies, or disable things so that controlling their threat-ranges is easy.

For example, Nihilators are designed to destroy single-box infantry units with vicious ease. With that in mind, if you've only got one unit (like most lists do lately), put it down on the table so that the Nihilators are going to have to work to get to you. Put a forest between your deployed unit and where they'd want to deploy their Nihilators to counter you. Make sure that you have walls or patches of rough terrain where you place your unit so that the pathfinder-less Nihilators have less threat than you do.

You can do this with other situations/model types as well, but the Nihilator one is a good example. Even if the opponent has spells to make the Nihilators not care about the forest/rough terrain, make them spend the resources there rather than giving them free reign to do what they want. Make the terrain work for you.


If you go second:




You're going second! You get to counter-deploy to your opponent, choosing the best models in your list to take on his models. You also get to choose the terrain/side of the table that you want and score first!

When deploying second, there are also some questions I ask myself.

1) Which of my models really prey on his, and where are they going to be placed.

This can generate tremendous board control just by placing models on the table. I've played a few games recently against Irusk with my Wurmwood list, and in every game that I've gone second, my Brigands get deployed opposite his Uhlans and then they choose the Uhlans as prey.

All of a sudden, his Uhlans need to be extremely careful. They can't charge up the field with impunity because my Brigands out-threat them by two inches (which is really easy to measure now) and if they run to engage, I can always just put Curse of Shadows on them and watch my Brigands back up and murder the entire unit in one activation (Dice -3 = 4 damage per Brigand, or roughly 1 dead Uhlan for every 1.5 Brigands).

This has resulted in my opponent flanking his Uhlans hard down the side so they don't get shot to death, but this also means that they don't add any relevant threats to the board until the game is pretty much decided, usually late turn 3 or 4. The last game I played against them, they were only able to get 1 charge off, killing an almost dead Warpwolf Stalker, before being gunned down by the Brigands the following turn.

2) How can I exploit the terrain?

This is a continuation of your pre-game thoughts, and since you've gotten to go second, you should have chosen the side with terrain that benefits you most.

Look for central forests/obstructions that will force your opponent to split his army up. Make sure to take away as much defensive tech as possible, and also do your best to find a way to make the terrain protect your army. I'll cover this more as I get into example boards.

3) What is my opponents game plan?

This is a complex question, and one that takes some practice to get down quickly. There are generally three game plans - scenario, assassination, and attrition.

If your opponent is going for scenario, oftentimes his list will skew extremely hard to one side of the table or the other (for a split zone/flag scenario) and he will run his army up extremely aggressively on that side of the table to put pressure on that zone immediately.

You can counter this in a number of ways. If your warlock/caster has a good control feat (anything that reduces speed, makes their activations worse, or prevents LOS/charging - good examples include Haley 2, Rask, Wurmwood, Irusk 2, Baldur 1) then deploying them opposite your opponents list with a similar skew can be extremely potent.

You can also counter deploy to rush their zone. Remember as the second player you get to score first, which means that if you clear their zone and contest your own on turn 2, you'll get points and they won't, and their force will be so committed to the other side of the table that they won't be able to contest fast enough to do anything about it, while you can afford to keep some models central and contest turn after turn.

If your opponent is going for assassination, they're going to broadcast it by first playing a list with an extremely strong assassination caster (Caine 2, Butcher 3, etc.) and secondly by deploying pretty centrally with little regard for the scenario. These lists will form a triangle with the important assassination threats inside, protected, for the first couple of turns so that they can launch their missile at your warlock/warcaster from the center of the board.

Countering this is difficult. If it's a killbox scenario, that makes it even more so, and it becomes incredibly important which side of the board you chose. Against Caine, having a forest to hide behind can mean the difference between winning and losing for example. Butcher can't pull you over walls with Impending Doom. All of these things need to be taken into account before the game starts.

The good news here is that it's oftentimes possible to win on scenario while delaying getting your warcaster/lock killed, and eventually your opponent will have to turn their game ending abilities on your other models to avoid losing themselves.

If your opponent is going to play for attrition, they're going to deploy in a line and keep their line for most of the first few turns so that their models can all get the maximum threat range possible.

Unless you attrition significantly better than their list, you're going to want to avoid getting into a slog-fest if at all possible. There are some interesting things you can do with unit placement to avoid losing much of your unit on the charge and then being able to retaliate with greater force, taking out more of your opponents models than they killed of your own.

As I said, most attrition based lists will have their army in a line to maximize the number of models that will get to charge/shoot. If you're playing against a ranged attrition list, run at them! Don't bother trying to get attacks in until after the majority of their models haven't been able to shoot for a turn, and shooting based models that have to make melee attacks are, generally, going to be in sad shape.

If you're playing against a melee attrition list, you can place your units in a diamond shape with the point facing at the unit. With good spacing, you can make it so that the enemy unit only gets to 3-4 models with their charge, while you retaliate with the remaining 6-7 troopers in your unit, killing off substantially more than they did.

All of these are worthy of their own article, and perhaps will get one in the future.

Each of these game plans requires a different type of deployment to counter it, and the nature of this pre-game exchange is one of the reasons that going second can be a big advantage.


Example tables and my pre-game thoughts:



Consider the above board. As a Circle player here are a couple of things that immediately spring to mind:

I've got Sentry Stones in my list almost guaranteed, and that plus my objective and the other two forests are going to allow me to cut off LOS from much of his list into the zone. 

Even if I don't, the forest in the middle of the table extending so far into his half of the table is going to force him to divide his army in half, leaving his warcaster/lock in a tricky position - does he stay central and relatively exposed? or does he skew hard to one side and leave one side really unsupported?

For myself, other than the puddle in the middle, I have a lot of leeway to influence both halves of the table without moving my warcaster too far one way or the other. The slant of the forest also protects him from my opponents list and the rough terrain plus the forest will probably funnel his models through the gap where I can kill them off one at a time. 

My opponent in this game had a very hard time handling his forces, jockying his warcaster back and forth and failing to really influence the board until it was too late for him to do anything about it. I was able to commit hard on the left and kill off his models there while still maintaining enough of a presence on the right thanks to the forests that I didn't lose on scenario. 

----------------------------

How about this table? (I apologize for the vassal pics, but I haven't documented enough games yet to have a good selection of boards to choose from)




The clear winner here (outside of maybe a Wurmwood list, but that's extremely specific) is the bottom half of the table. 

You have nice space available to place your models. You'll have line of sight to everything that matters and you'll also be able to predict where your opponents models will go. 

Unless they've got some really specific tech (Scarsfells Griffons, Sentry Stones, and a reposition shooting pathfinder unit), the top of the table is going to force them to funnel all of their models through the forest gap in a mish mash of order of activation nightmares. 

The red arrows represent the path that 90% of your opponents models are going to take, and the pink measurement lines show you just how compact they're going to be. 

If they go base to base, 7 large base models will fit through that. something like 10 medium based, or 12 small based. It's going to make their unit(s) very vulnerable to sprays (yay Mannikins!) or AOES (Brennos, Wurmwood, Tannith, Woldwrath) and also bottleneck their screens right in front of their important pieces, leading to tremendous order of activation issues. 

It is true that you have an annoying water feature in your way, but almost every Circle list (remember this is a Circle blog after all) has at least one unit with pathfinder (you should have two at least, Sentry Stone Mannikins have pathfinder) and your opponent is going to have a harder time getting his models to that side of the table as well since there's a smaller gap there than on the other side. 


One more:

Please note that the 3" AOE is a premeasured AOE, not Dense Fog.


Ignore the fact that my opponent has already deployed. 

The bottom edge of the table is the one I chose after choosing to go second (I do this a lot with Wurmwood). The middle forest is going to protect a lot of my army while still giving me a ton of access to his right zone. See how far he's had to skew his Bloodrunners in deployment just to have them have good LOS? I also have two hills, and the left zone is going to be very hard for him to get into meaningfully since there's a big pond and the forest there, bottlenecking his models unless he goes way off to the side. 

This is going to split his forces up (it did) and allow me to kill off all of his heavies at my leisure while keeping a solid handle on the left zone (it did). Only poor play on my part (not contesting the left zone well enough) allowed my opponent to seize an early scenario lead and make this game come down to a nail biting finish. 

After the dust had cleared, my opponent had his Cannoneer, Willbreaker, Soulward, 3 Bloodrunners, and a Void Spirit left to my swelled unit of Shamblers, Megalith, Stalker, Gorax, and partial unit of Brigands. His split forces allowed me to kill off everything that came to the left zone extremely easily, pushing his lines back farther every turn while still contesting with my models. 



In conclusion:

The choice of first or second, and then abusing/mitigating the terrain on the table is often the most crucial aspect of playing a game of Warmachine or Hordes. If you start off with a plan that is incompatible with the terrain and scenario on the table, your opponent is going to steamroll you unless they've also deployed with a plan that is incompatible with the terrain and scenario. 

Many games look completely one sided and yet the person that gets tabled wins because they've successfully used the terrain and their models to hold off an opponent long enough to get 5 control points or to get the assassination run they've been hoping for. 

Look at your table before you play, and use the terrain that's there to your advantage. Try and read your opponents plan as they deploy, and counter-deploy. Set up favorable trades using the terrain, scenario, and threats your list has and use the terrain and scenario to blunt the threat your opponents have. You'll start winning a lot more Warmachine, guaranteed.