Thursday, September 12, 2013

9/11 Madness

Madrak Ironhide, World Ender (*5pts)
* Troll Impaler (5pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Fennblades (Leader and 9 Grunts) (8pts)
* Trollkin Fennblade Officer & Drummer (2pts)
Trollkin Scattergunners (Leader and 9 Grunts) (8pts)
* Trollkin Scattergunner Officer & Drummer (2pts)
Fell Caller Hero (3pts)
Gatorman Witch Doctor (3pts)
Professor Victor Pendrake (2pts)

While Don Brought:

Lord Arbiter Hexeris (*6pts)
* Basilisk Drake (4pts)
* Bronzeback Titan (10pts)
* Titan Gladiator (8pts)
* Titan Sentry (9pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 3 Grunts) (2pts)
Tyrant Commander & Standard Bearer (3pts)
Venators Slingers (Leader and 9 Grunts) (6pts)
Agonizer (2pts)
Extoler Soulward (2pts)
Mortitheurge Willbreaker (2pts)


Scenario Incursion

Round 1

Don win the roll to go first and runs everything up the field first. To my left are the slingers and my right the Nihilators with the titans coming up the middle. Ashen Vale goes up on the Slingers.

I run up my fenblades the full 12" centrally, since with the tyrant commander's bonus to speed the slingers will easily have range on me.  The Scatter gunners run up to give a few targets for the Nihilators to run into, while leaving most of the unit safe. The burrowers burrow and Move up. Madrak throws all his fury in the stone and runs and the rest of the list moves up with the stone calling no continuous effects.

Round 2:

Don Runs the sentry up and uses it to arc black spot onto the fennblades. The Slingers move up and with the free attacks and terrible rolling on my part I am left with 1 grunt and the UA intact. The Nihilators charge forward and get 2 scatter gunners. Everthing else moves up to get ready for his counter attack.

I bring up my burrowers and I have a few choices. I'm not really sure which was the right one due to positioning or with the fate of my rolls, but I get them in a position where if madrak's feat can clear out some intervening slingers, i'll get 5 burrowers full buffed on each titan. I move some pieces around and decide to feat. Out of a possible 13 attacks 0 hit, missing each roll by 1 or possible two. Each roll needing to be 7 or 8 to hit. The bomber moves up and clears out a few slingers and puts some damage on the agonizer. The remaining fennblades take a slinger each. The Scatter gunners under the Fellcaller's buff end up clearing out the nihiltaors in the area leaving 4 left and the stone pops aura. The burrowers get 3 on to the bronze back and the rest are tied up with the slingers and after a few free strikes I stayed back. With pendrakes buff they all hit and between the 3 of them, the bronze back is left under 1/2 health.

Round 3:

With madrak on 0 fury, but surrounded by friends for Grim Salvation, Don moves black spot on to madrak and tries to spell assassinate by stealing my stone's fury. But his dice crap out and I end up only taking 5 points of damage and had all of my grim targets up. He tries to spray with the drake, but misesses as well. Finally his bronze back comes in, trampling over my burrowers leaving 1 making his tough check. After a few attacks madrak is left with no salvation targets and a bronze back in his face.  The nihiltaors charge in again and kill 5 Scatter gunners and the slingers fail to kill the fennblades.

I have the fell caller buff the scatter gunner and he charges the bronzeback, cranking the damage roll. The bomber walks over and with two boosted to hits and damage puts the bronzeback in the dirt. The scatter gunners clear all but 1 of the nihilators, the extoler and a slinger. The fens keep trying to do some work, but fall sort of killing the tyrant commander by 1.   The empty stone enages the sentry so it can't come forward easy.

Round 4:

After a series of attacks and tough checks he finally clears the stone out of the way and sends the sentry after my bomber and ends up taking it out and sending an attack into Madrak who has to kill the poor stone scribe elder for the team. The remaining nihilator takes out another scatter gunner. the tyrant commander moves closer to madrak and kill the fennblade ua captain he was fighting. Hexeris moves up slightly.

Madrak realizes that if you want something done right,  you have to do it yourself. Madrak gets bloody fury from troll moses and steps into the fight next to moses and takes out sentry after a charging fellcaller starts the damage, leaving madrak on 3. the scatter gunners move forward and take out the nihilator.

Round 5:

Don sends in the tyrant commander who does a little damage, which kills troll moses. Hexeris shoots, misses and ends up killing the tyrant commander and forcing a transfer. Then a gladiator comes up and puts Madrak Down.

Conclusion:

The game really fell apart for me when the feat turn failed to connect. It would have been amazing to drop both heavies in one turn, but even with the massive loss of troops,  I was still dropping a heavy a turn. It was my first time out with this variant of the list and I really , really like the pendrake add for the burrowers. The Witch Doctor is still up in the air at this point as he didn't really bring anything new to the fold, but I can imagine in certain lists him being  very great at denying resources. 
  


Wednesday, July 31, 2013

Area 51 7/30

I decided to try and get in some practice with The Hunters Grim after making the choice for them to be my third list in the event I make masters, which while unlikely is one of those things it's better to be prepared for instead of having your models 5 hours away.

I brought:

System: Hordes
Faction: Trollblood
Casters: 1/1
Points: 50/50
Hunters Grim (*4pts)
* Pyre Troll (5pts)
* Troll Impaler (5pts)
* Dire Troll Bomber (10pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Farrow Bone Grinders (Leader and 3 Grunts) (2pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Scattergunners (Leader and 9 Grunts) (8pts)
* Trollkin Scattergunner Officer & Drummer (2pts)
Stone Scribe Chronicler (2pts)
Troll Whelps (2pts)

The main idea behind the list to go for the massive attrition turn. This list is able to take out a heavy and a half with mortality. With a good amount of the list having speed 6 also allows me to reposition fairly well if I need to reallocate my forces.

I played vs Bret who brought a little something like this: 

System: Hordes
Faction: Circle Orboros
Casters: 1/1
Points: 50/50
Kromac the Ravenous (*4pts)
* Gorax (4pts)
* Ghetorix (11pts)
* Warpwolf Stalker (10pts)
* Warpwolf Stalker (10pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Shifting Stones (2pts)
Swamp Gobber Bellows Crew (Leader and 1 Grunt) (1pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (2pts)
Gatorman Witch Doctor (3pts)

Scenario: Incursion

Turn 1

Bret preys my caster and runs up his blood trackers, throws both stalkers into the gobber cloud, sending most of his force towards the middle flag and the flag to my left. 

I spend my first turn walking forward my bombers and drifting bombs into zombified blood trackers, taking 1 out and two toughs. I also get a shot off onto a shifting stone leaving it on 2. Burrowers head over to the open flag on my right  and the rest of my forces head into the middle with the scatter gunners loving the mirage put on them. 

Turn 2:

The flag on my left disappears and he now is forced to bring the party over to the other flags. He runs over ghetorix over towards the flag on my right, tip toeing in Kromac's control area. The blood trackers force a tough check on krump and end up killing 1 scatter gunner.  He moves up both stalkers under cover of gobber and moves kromac up behind the cloud, leaving ghetorix still just on the outskirts of his control area. The stones shift around to put the damaged stone into witness protection.

The burrowers pop up outside of ghetorix's reach and prepare for little guy gun line. One of my regrets this game is my troll moses was always too far back and I should have probably ran him turn 1, but he came into play later.  Grim drops a mage sight and a mortality onto a stalker and pops a shot into another stone dropping it to 2 health as well. I pop feat and knock the mortality'd stalker down with Muggs and a bomber and a pyre troll end up killing Him. The second bomber and impaler put some solid damage into the other stalker, but he remained standing. At this point I wish I had mortality'd the blood stalkers because after a full unit of sprays 5 survived my onslaught, but 3 of the remaining were knocked down. The Burrowers activate and half of them miss the 8 needed to hit, but the ones that do hit get him down to half health and take out two stones in two different units.  I dont manage to score a control point due to tough bloodtrackers.

Turn 3:

The stalker gets lightning strike and berserk and charges in clearing out about 3 scatter gunners and 3 burrowers before moving back. Ghetorix clears out all but two of the burrowers and in base to base with the flag. The blood trackers stand up and take out Krump and one of the whelps I needed to handle my fury for the turn. 

I am able to have the pyre troll make his frenzy check and go back on the assault. I have the bombers move up and take out the other stalker and clear out most of the flag, but tough checks get me again with the scattergunners. I have troll moses walk up and stick mortality on a knocked down tracker and then I kill the rest with the other bomber and some pig charges and make it where I can score a control point this turn and Grim kills the gorax. 

Turn 4:

Kromac decides he can't let this game drag out, so he puts token models to stop my flag scoring and then chargers in to kill the two burrowers with ghetorix and allow him to charger muggs and then warpath into grim with 2 transfers. Kromac comes in and spends all but 1 fury to clear out the path. Ghetorix was in the forest so he lost a good amount of movement charging towards mugs and ends up just short of engaging him. 

I have Grim misses his first mortality on kromac, and muggs then goes for the knock down and gets him and the second mortality hits and I put a shot into him making him send 10 to ghetorix. The bomber throws one more and at dice plus 2 puts 14 into him and ending the game.

Conclusion:

Bret commented that it was funny that my infantry clearing list can take out a heavy and a half a turn at range. I would have liked to get more action out of the runebearer earlier in the game, so I need to keep him moving. Grim is a very Order of Activation intensive list. Mage sight is pretty legit and was a strong MVP candidate to enable to turn two slugfest.

Saturday, July 20, 2013

Area 51 Hardcore 7/20

System: Hordes
Faction: Trollblood
Casters: 1/1
Points: 50/50
Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Earthborn Dire Troll (10pts)
* Mountain King (20pts)
* Mulg the Ancient (12pts)
* Trollkin Runebearer (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Feralgeist (1pts)
Janissa Stonetide (3pts)
Lanyssa Ryssyll, Nyss Sorceress (2pts)
Troll Whelps (2pts)


Round 1 vs Nick (Gareth)

Turn 1:
He wins the roll to go forth and runs up the field putting mage hunter assassins on either side and running infiltrators up the middle with some battle mages to my left. 

I move up and power up the defensive brick and get everyone into position with wild aggression on the King.

Turn 2:

He Charges forward with the infiltrators getting a few on the mountain king and causing 2 points of damage, and nothing to mulg or the EBDT. He brings  one of his cav models up and kills Lanyssa. and moves everyone up, sticking Death Sentence on Doomshaper.

I keep wild aggression on the king and have him get to work killing the two models that charged him and then spraying out killing 3 more.  The EBDT killed a model blocking mulg and allowed mulg to walk over and kill a solo, a mage hunter and the pony guy. Doom shaper moves up out of the kill box and hides behind his wall with transmute up.

Turn 3:

He charges narn into the gap between the king and doomy and fails to damage doomy on a charge and critcally misses janissa. He charges 3 more infiltrators onto the king, no more damage. The battle mages start the pull game, but fail to hit doomy behind the wall, same with the stormfall archers. His angry guy on the horse, puts some damage into mulg, but nothing the big guy can't take.

The EBDT frenzies and loses his shit and fails to kill the stone. I upkeep wild aggression and have the king keep up his punch, punch, spray game. He ends up killing 6 models that activation. Mulg moves over, kills the angry horse guy and his dismount and his arc node jack.  Doomy puts up his protection again.

Turn 4:

He kills my feralgiest and allows himself to dominate at the end of his turn. The mages give up shooting at doomy and proceed to go after the wall maker. It takes most of his activation, but he eventually kills Janissa.  

After taking my 5 damage, I pull in my fury leaving 2 on mulg and like a true doomshaper buddy he keeps his cool leaving him at 2. Now at this point I'm pretty sure I can make it to Gareth with a trample and a goad, however this makes me worry if 3 attacks at dice can take him down or if my distance is going to work. I decided to go attrition. I have mulg kill his way though a bunch of infantry, but missed the magister on my last attack. The king moves up and does his thing. The earthborn moves over to try and protect doomy with LOS. 

Turn 5:

With doomy walless the shots start coming in after the little magister slams mulg back into the EBDT and opens up hunting season doomy. Doomy gets shot to shit and on his last activation from Garreth's gun finally puts the troll down.

Conclusion: 
I need to work on my range guessing game to make sure I take advantage of things that are out there.

Round 2 vs James T (Mordikaar)

Turn 1:
I win the roll and run everything up the board and set up the armor with Wild Aggression back on the king. 

He moves everything up into the zone and hangs out.

Turn 2:

I continue to move forward fully loading the stone and preparing for an alpha.

He is not really sure what to do, he starts asking about my armor values and can't handle the armor, so he gets ready to jam me next turn and ends up spraying in and dicing the shit out of janissa and she fails tough.

Turn 3:
without a wall and him clumping up all of his infantry, It seemed like a good trample party. Mulg tramples over 90% of a unit of slingers and 2 nihilators, and goads in killing the tyrant commander and UA and another solo but takes some fair damage from free strikes. The EBDT isn't as successful and just manages to get behind enemy lines looking intimidating. The king moves up and sweeps killing one of the Drag guys and rolling crappy leaving the others damaged.  The stone tries to block real  estate around doomy and I pass the turn over.

after some failed attacks on the king, he puts ghostly on his nihilators and charges doomshaper . The first hit sends mulg racing home after 2 points on him. The second attack come and gets mulg in strike range. Doomshaper tanks about 5 attacks with mulg snacking on the unit of nihilators. I have to start going through my fury and get down to 0 with only one activation left and mordikaar sitting on 0 fury with an EBDT within party range. He sends in his last hope of a Archidon and misses with the charge. He buys and boosts his last and forces a tough roll that doomy can't handle. 

conclusion:
janissa really is the lynch pin of the list and if she drops, bad shit usually follows. I'm considering giving her transmute making her a stout arm 19 and just placing her behind the wall to get the cover bonus

Sunday, July 14, 2013

Coal and Claw Weekend 7/7 Day 3 Enter the Borka

So I made it to masters and decided to bring the following lists:

System: Hordes
Faction: Trollblood
Casters: 1/1  
Points: 50/50
Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Troll Axer (6pts)
* Dire Troll Mauler (9pts)
* Earthborn Dire Troll (10pts)
* Mulg the Ancient (12pts)  
Kriel Warriors (Leader and 5 Grunts) (4pts)
* 3 Kriel Warrior Caber Thrower (3pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Krielstone Bearer and 5 Stone Scribes (4pts)  
* Krielstone Stone Scribe Elder (1pts)
Janissa Stonetide (3pts)
Troll Whelps (2pts)

System: Hordes
Faction: Borka - Family Reunion (NQ38)
Casters: 1/1
Points: 50/50
Tiers: 4
Borka Kegslayer (*5pts)
* Pyre Troll (5pts)
* Slag Troll (6pts)
Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Champions (Leader and 4 Grunts) (9pts)
* Skaldi Bonehammer (3pts)
Trollkin Champions (Leader and 2 Grunts) (5pts)
Trollkin Champions (Leader and 2 Grunts) (5pts)
Stone Scribe Chronicler (2pts)
Trollkin Champion Hero (3pts)
Trollkin Champion Hero (3pts)


System: Hordes
Faction: Trollblood
Casters: 1/1
Points: 50/50
Grissel Bloodsong (*5pts)
* Pyre Troll (5pts)
* Storm Troll (5pts)
* Troll Impaler (5pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 2 Kriel Warrior Caber Thrower (2pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Long Riders (Leader and 4 Grunts) (11pts)
Fell Caller Hero (3pts)
Horthol, Long Rider Hero (5pts)
Saxon Orrik (2pts)
Stone Scribe Chronicler (2pts) 


Round 1 vs Bret ( E Morvahna)
Scenario: Close Quarters

We had played this the other week at the shop with but with grim instead and I knew that I needed to have a strong counter punch, so I went with borka, because if the boomhowlers can keep him occupied, the pain will show up. 

Turn 1:

I had won the roll to go first and I have have the boomhowlers run up the field and call 4 plus tough and take up the middle of the board. The rest of the stuff runs and borka gives them iron flesh and charges up, throwing some in the stone.

He runs up his skinwalkers, and has his reeve hunters use CRA to cause a few tough checks and moves forward.


Turn 2:

I stand up the stragglers and call 4 plus tough and charge/ run forward to jam up the skinwalkers, getting 2 charges off. Again most of my stuff runs forward to get into position for a counter strike.

He places some trees in some annoying places and denies me tough and sends in the skinwalkers and combined with the hunters, pretty much destroy the entire boomhowler line, leaving a few left after it's all said and done.



Turn 3:


It's time to avenge the poor boomhowlers. I send all 3 units of champs to go after different goals. At the end of the turn he's down an entire unit of skinwalkers and UA, 2 War Wolves and both trees. I charge my own guy through the flag to get borka in B2B with my flag, dominating it for a point. This ladies and gentlemen is where I could have thought about my turn a little better to allow my stone scribe chronicler to run up and score a second point by controlling his flag, however, not having the presence of mind to do so until later in my activations, sort of boned me. This is also where the wheels come off the game.

He decides he can't let borka get away with living and being next to a flag. He sends in the woldwrath who knocks down all my champions, but doesn't kill any due to tough checks. Morvahna feats and brings back the puppies and the trees. Placing a tree next to borka to lock him in so he can't stumble away and sets up two dogs for sick 'em charges, the other tree goes behind my knocked down champions. He doesn't really do anything to the champions, but instead focuses on borka, but after a ton of CRA's and 3 wolf charges, borka is unscathed, however I am no longer dominating my flag.

Turn 4:

At this point I have a ton of knocked down models and 3 wolves in borka's face. I forget to turn borka to make sure he was facing all 3 wolves, but instead can only kill 2 with no other model able to help borka take down the remaining wolf. The champions on my right flank start to make it's way into his back lines, but there isn't really much there to enjoy. The champions around the wrath stand up and don't manage to do much damage. My slag is trapped within reach of the wrath, but not within melee, so he just sits there. if I wasn't on tilt by trying to figure everything out I would have stood him up first and buffed a champ, but I forgot, just like borka. I fight a few reeves with my left flank of champs and pass turn

He knocks everyone down again taking out a few champs and starts to try and take on my right flank of champs with his smaller rock buddy. It's pretty much a cripple fight and nothing really happens, Morvahna comes up to get rid of iron flesh with purification and hangs out.

Turn 5:

I turn this time to kill the dog and get him once again dominating my flag to get me to 2 points. The champions do the dance again and can't put any more damage into the woldwrath, even with the buff help from the slag.  the other champions kill the lil rock guy and hang tight. the left flank is still working on reeves.  I brace myself for the coming turn.

He decides he needs to the big gun to take out borka. He sends in morvahna who kills a two champs and light cav's back to safety, the woldwrath charges borka, taking a few free strikes, but nothing goes out. He starts trying to lay into borka, but can only get him to half health.

Turn 6: 

 The slag stands up and buffs Borka and Borka puts a few attacks into the wrath,  but he's a tough bastard and is still fine. My other champs stand up but have no one to really fight and engage the reeves. 

He gets borka down to 5 boxes and takes out the rest of my middle pack of champions, morvahna comes after the right flank and scalpels out one champ then runs away.  and my left flank continues to fight through fed reeves. 

turn 7: 
I end up fully loading my slag troll and I'm out of transfer targets. Borka puts out his last few attacks, but nothing really connects well. 

He fires up the wrath, I make one tough check, but the second fails ending the game.

Someone else drops from masters and to save someone from getting a bye, I just drop as well. I had enjoyed enough steam powered, monstrous combat for one weekend.

Conclusion:

It was a pretty good weekend for me overall, it seems like the games I lost were those that I was put on tilt, and I think a lot of it was my own doing, where I got fixated on trying to move a threat instead of looking at all the options. I was pleased with my showing, it was nice to be one of the top 16 of 60 some players who showed up at the event.

From this I've decided I really love doomshaper and I think he's going to stay in rotation as well as Family reunion.  I think going forward I'm going to try and plan my turn a little better. I takes a bit more of my clock, but being able to score a few more control points in some of my games, might force my opponent to go on tilt instead of me and then I have a chance to recover. I need to take more free strikes from fodder to get to where I need to get to on some turns. I spent way too much time messing around with reeves in my game vs Bret.

I'm looking forward to a week off and getting back to it in preparation for the Mayhem Cup.


 

Tuesday, July 9, 2013

Coal and Claw weekend Day 2 7/6 "Doomshaper's Revenge"

Today i played:


System: Hordes
Faction: Trollblood
Casters: 1/1
Points: 50/50
Hoarluk Doomshaper, Rage of Dhunia (*6pts)
* Troll Axer (6pts)
* Dire Troll Mauler (9pts)
* Earthborn Dire Troll (10pts)
* Mulg the Ancient (12pts)
Kriel Warriors (Leader and 5 Grunts) (4pts)
* 3 Kriel Warrior Caber Thrower (3pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Janissa Stonetide (3pts)
Troll Whelps (2pts)

Round 1 vs Andy K:

Turn 1:
A rematch of yesterday's P Baldur game

I win the the roll to go first and run everything up forward. Thanks to terrain placement My beasts are rocking a stout 22/23 armor and hanging out next to the walls. 

He runs up the middle and charges baldur forward popping feat, so I can't get the alpha off. Everything moves centrally.

Turn 2:
Unable to feat and strike i move to one side to brace for the alpha, only allowing 1 of his heavies to have range. Everyone gets armored up. and hangs out.

Andy looks at the board and decides that a fully buffed ghetorix can kill doomshaper on 2 fury and fully buffed. He sets the run in motion bringing up megalith to put out an aura and lowers doomy's defense. Baldur enters the mix and throws a few earth spikes at doomshaper, but can't get anything to stick. He double ports ghetorix in and takes his first swing at doomshaper putting 9 on him. Mulg protective fits and moves closer to the massive wolf, but isn't able to get an attack off. Doomshaper takes his second initial and and mulg closes the distance and crit slams the assassination off the table. He tries to position stuff forward, but can't stop me attacking a baldur sitting on a fury.

Turn 3:

I move up a caber into base to base with baldur, leaving room for an earthborn. I pop feat, give him rage and the stone aura goes up and hits baldur for pow 23 until he dies.

Win by assassination with on model killed along the way.

Round 2 vs David

He brings Karchev and I win the roll to go first

Turn 1:
I do my normal run up and armor up.
He tows and brings them closer firing off a few shots from his gun carriage and behemoth
Turn 2:
Unable to reach anything with feat,  bring my force up to the edge of the zone contesting and armoring up.
David sees a chance to alpha. He decided to upkeep tow and fully load the behemoth. He ends up running forward and towing the behemoth, spriggan and beast 09 and going for the sling shot.
The behemoth decided to take on the EBDT and after 5 attacks only manages 5 damage and beast 09 fails to damage. He tramples up the gun carrige to take out my stone but misses and deviates. the spriggan and his marauder buddy went into my kriels along with a MOW mounted friend.
Turn 3:
The EBDT becomes buddies again with a caber and the behemoth bites the dust. Mulg scraps beast 09 and kills half of the gun carriage. I knock down the spriggan and jam the zone. 
He loads makes the spirggan shake the knock down and has it go in with 2 focus and it scrapes the rest of the EBDT. He starts to position the marauder in and the MOW continues trying to cut through the kriels. 
Turn 4: 
Mulg finishes off the carriage and the mauler takes out the spriggan.  The kriels knock down the marauder. 

he decides he wants to push me out of the zone, he needs to move the mauler out and kill 3 kriels to cause the damage. He shakes the knockdown on the marauder and has him slam into the mauler knocking him out of the zone. The kriels tough and doomshaper remains unscathed.

turn 5:

Mulg flies in at karhev leaving him at 4 boxes. After his activation I measure the stone and I was in, which would have been another 7 damage, killing him. The mauler knocks out both arms on the marauder.

He puts up unearthly rage and beats on mulg leaves him on 5 boxes. The beat up marauder charges over under karchev's feat and puts mulg down.  

Turn 6:

The mauler charges in and is able to chain attack throw and kill karchev

Round 3 vs Tobin R

Tobin brings E Stryker and he wins the roll to go first.
Turn 1:

Everything runs forward and storm knights get arcane armor.

I run everything up and do  my normal armor brick. 

Turn 2:

He charges/ runs press gangers in having them tie up all my beasts while the rest of his forces head up the middle.

I pop feat and send my beasts flying in all different directions, trampling over several different models. At the end of the carnage he has only 1 or two storm blades left. The press gangers are in ruins and old rowdy had some damage on him. 

He decides that the attrition fight won't serve him well and knows that he can get styker to doomshaper who is sitting on 3. after clearing a path for styker and knocking down mulg. he makes his run and realizes he made some mental math errors and needed to velocity before charging and misses his charge target.  He ends his activation at 26 armor and less than 5 inches from EBDT.

Turn 3:

The EBDT gets powered up, walks over and knocks striker down and takes him after 4 swings.

Round 4 vs Karl 

I end up losing this around to not having a volume of attacks to deal with 40 models and a colossal. I did have a chance at an assassination, but i didn't see it until after I had already sent too many things forward.

I end up placing 4th out of 34 and was making my way towards masters on Sunday. I even got a coin after a bit of campaigning

Friday, July 5, 2013

Coal and Claw Weekend 7/5 Day 1 or as I call it, "the hunters grim list basically shits the bed"

The first event at this year's Coal and Claw weekend was a standard 50 point steam roller, two lists deathclock with a random dice down for no reason.

My two lists were a flash back to my wargames con lists:

System: Hordes
Faction: Borka - Family Reunion (NQ38)
Casters: 1/1
Points: 50/50
Tiers: 4
Borka Kegslayer (*5pts)
* Pyre Troll (5pts)
* Slag Troll (6pts)
Greygore Boomhowler & Co. (Boomhowler and 9 Grunts) (9pts)
Krielstone Bearer and 5 Stone Scribes (4pts)
* Krielstone Stone Scribe Elder (1pts)
Trollkin Champions (Leader and 4 Grunts) (9pts)
* Skaldi Bonehammer (3pts)
Trollkin Champions (Leader and 2 Grunts) (5pts)
Trollkin Champions (Leader and 2 Grunts) (5pts)
Stone Scribe Chronicler (2pts)
Trollkin Champion Hero (3pts)
Trollkin Champion Hero (3pts)


System: Hordes
Faction: Trollblood
Casters: 1/1
Points: 50/50
Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Bomber (10pts)
* Dire Troll Mauler (9pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 3 Kriel Warrior Caber Thrower (3pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Troll Whelps (2pts)


Round 1 vs Robert S (Outflank)

He brings a Xerxes brick and I counter with bringing borka and I win the roll to go first. 

Turn 1:

My boomhowlers make a mad dash to the zone filling up most of it. My max unit of champions head to the middle of the board, being flanked by the other two units and a champion hero. Borka throws Iron flesh on the boomhowlers and advances into cover and throws all of his fury into a stone after being topped off. Stone pops up with armor  and gets into the mix.

He runs forward sending his drag guys towards my champions wall and his normal big weapon masters towards the zone.and gladiator and tiberion head over to the flag. and runs up an artillery piece on each side.

Turn 2:

Iron Flesh dropped and the boomhowlers, charge/ Run into the Shield wall unit and put in a few points of damage in, but no real good hits. They eventually get iron fleshed again and stay in that zone for the rest of the game. The champions run again staying outside of charge range for tiberion and the gladiator or even the drag guys . I give the front unit of champions tales of mists from the chronicler. Borka moves up to the other side of cover and hangs out and super powers up the krielstone

He tries to fight the boomhowlers and is unable to beat the 4 + tough. His shot and drag guys have to move forward and are unable to hit the def 14 champions. He looks at moving in tiberion who had an armor buff on him in to start mixing it up, but looking at how many champions he'd have to fight off, he decided to hang tight. Xerxes hides behind a wall and his other unit of shooters try to work on the boom howlers, but still miss to break the tough checks.

Turn 3:

Borka up keeps Iron flesh and pops feat. The main unit up champions charge forward and with the help of the hero end up killing the full unit of shoot and drag dudes and drop the gladiator. The other two units of champions are impressed and jockey for counter strike position when tiberion decided to avenge his fallen elephant brother. The boom howlers stand up and CMA back getting a few more points in. The pyre troll sneaks up and launches an AOE into the other shooty guys, killing 3 and setting 2 on fire, who promptly failed a stop drop and roll the next turn. 

He pops feat and tries to retaliate, but the weapon masters are only able to take out 1 boomhowler, tiberion walks up and takes out 2 champions and a hero and hangs tight, with a pain giver moving into base to base to take advantage of defensive line, bringing him to arm 25 and a ball buster to say the least. The remaining shooting guys manage to take out 2 more boomhowlers and he passes turn .

turn 4:

Borka up keeps iron flesh and Second unit of champions heads over to help out with the weapon masters, taking out two of them and the third decides to throw one of them to tiberion wedging him against a terrain feature. The boomhowlers, remain to be annoying and the pyre troll ends the shooting guys.  

He moves up Xerxes closer and discards down to 2 fury, and hangs out behind his wall. Tiberion kills his champion food and is unable to move. The weapon master guys decided tried to shift down to get a couple on the champions, but do no damage.

Turn 5:

Borka moves into the zone to be able to dominate and able able to put two champions onto a low fury Xerxes and force him to push damage into tiberion, but not able to kill him. The other champions clear out two more weapon masters  I feed tiberion another champion and pass turn

He pulls in the fury and dice down is called. I have  my full kriel stone, way more than half of the boom howlers and my slag troll in the zone vs his 2 weapon masters. I win Via Points in the zone .

Round 2 vs Andy K (Incursion)

Andy has Baldur and I end up throwing out Hunters Grim. I'm not really going into this game as it wasn't really one. His dice were on fire and in one turn he killed all 15 kriel warriors from blood tracker charges and quick works. My only recourse was to try an assassination, which was taken off the table by baldur's feat and him not being able to be knocked down. I did score a moral victory in destroying Baldur's favorite toy, megalith and his loaned toy from Kromac, Ghetorix.

Round 3 vs Pandios (Destruction)
He drops epic morvahna and I decide to bench Grim and bring in the zone taking King, Borka.

I win the roll to go first:

Turn 1:

Just like in the last time borka hit the field, the boomhowlers run for the zone and get iron flesh.

He preys my boomhowlers and runs up his forces, but not close enough to charge.

Turn 2:
I end up spreading my boomhowlers throughout the middle zone and put a set of champions at either end of the zone ready to counter. One of my heroes runs out to my flank but still within the maxed out stone. 

He comes up, kills 4 boomhowlers and reforms his blood trackers into the war path of my Hero. He decides that he needs to not let that happen so he sends in the lord of the feast who doesn't manage to kill the hero, but instead dies to retaliatory strike. His skin walkers are unable to charge in this turn so they run up enough to be able to fight next turn. Morvahna  goes for a death knell, but misses and does no damage.  black clad sneaks around the side and tries to spray the boomhowlers, but fails. two stalkers jockey up for position. 

Turn 3:

The champion hero who ate the lord of the feast, wasn't done there and clears out 4 blood trackers. The other champion didn't want to be left out and goes after blackclad and sends him to circle hell. The Boomhowlers spread out in the zone again an one set of champions head over to join the lonely injured hero on the side and has to drop fury. 

He charges in his skin walkers killing all but two of the boomhowlers. The blood trackers, now respecting the awesome power of the champion hero back up and try to take him out, using most of the units activation to do so. One stalker gets ported into the min unit of champions and failed to hit or failed to damage, leaving only a few points on the champions. morvahna goes for the death knell again and this time kills 2 kriel stone scribes. 

Turn 4: 

The Min champions end up taking out the stalker after getting buffed up borka a slag and a pyre buff. The max unit move in blowing up full unit of skin walkers and the rest putting damage into the objective blowing it up after the slag had put some damage into it. The other unit of champions unable to reach most of the bloodtrackers send 2 into the objective and 1 into a bloodtracker. The objective was 3 boxes short of dying. 

On his turn he brings up a primal'ed stalked and takes out 3 champions and moves his shifting stones into the zone to help contest. Morvahna backs up now that side unit of champs is so close. His bloodtrackers try to kill my champions around the living objective and fail. 

Turn 5: 

My turn I charge borka and the hero that had killed the black clad into the primaled stalker and dropped him. The rest of the champs clear the stones out of the zone and I blow up the objective scoring two points.

He has only a goreaxe left. He charged in morvahna and cleared two of the champions that had blown up the objective and feated bringing back a tree the lord of the feast and a few blood trackers and dice down is called. With a max and min unit of champions in the zone and both beasts, this one goes to me. 

I end up going 2-1 on the day when they make the cut to top 6. I end up 14th out of 33 players and I have decided to shelf the Hunters grim until I can play them responsibly. 

Sunday, June 30, 2013

Madness 6/30

Today's list was:

Hunters Grim (*4pts)
* Troll Impaler (5pts)
* Dire Troll Blitzer (9pts)
* Dire Troll Bomber (10pts)
* Trollkin Runebearer (2pts)
Kriel Warriors (Leader and 9 Grunts) (6pts)
* 3 Kriel Warrior Caber Thrower (3pts)
* Kriel Warrior Standard Bearer & Piper (2pts)
Krielstone Bearer and 3 Stone Scribes (3pts)
* Krielstone Stone Scribe Elder (1pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Troll Whelps (2pts)


and I played vs Kyle who brought:

Dawnlord Vyros (*6pts)
* Aspis (4pts)
* Griffon (4pts)
* Banshee (10pts)
* Phoenix (10pts)
* Sylys Wyshnalyrr, the Seeker (2pts)
Dawnguard Invictors (Leader and 5 Grunts) (6pts)
* Dawnguard Invictor Officer & Standard (2pts)
Houseguard Halberdiers (Leader and 9 Grunts) (7pts)
* Houseguard Halberdiers Officer & Standard (2pts)
Stormfall Archers (Leader and 3 Grunts) (5pts)
Arcanist (1pts)
Arcanist (1pts)
House Shyeel Magister (2pts)


Don abandoned us for the motherland so we went straight up caster kill. (spoiler alert, not a great idea)

Turn 1:

I win the roll and blaze up the field with my beasts on one side heading towards his halbadiers and his phoenix and my burrowers run into a central location. The kriels get mirage and run like hell towards the center and everything else saunters up.

He moves up everything attempting a few long range shots, but doesn't hit anything.

Turn 2:

I burrow the burrowers to prepare for secret spy stuff. The kriels run and jam up his lies and give me some mark the target options I end up popping feat and between the blitzer and the bomber most of the phoenix is dead. A few other model get out of the way, but it wasn't a massive attrition push.

He pops feat. The majority of his actions are focused at clearing out most of the kriels and makes a run at the repaired phoenix at my bomber but fails to kill it. Muggs dies to an arrow to the knee.

Turn 3:

as foretold in the prophecy, the burrowers arrived to get behind the phoenix, the Halberdiers and try to jam in the griffin. Troll moses sticks mortality to the Halberdiers and the burrowers go and fail to kill the phoenix at 1 boxer left, the rest of the blasted into the infantry dropped a more than half the unit. The impaler decided to unleash the fury and put the phoenix out of it's misery. The blitzer and bomber are relegated to infantry clear up duty and 4 more of the invictors are gone.

He moves up and tries to kill the burrowers, and gets about 2, with 4 making tough checks, he tries to apply some pressure to the blitzer, but fails to kill it. He drops me down to 2 kriel warriors left and engaged grim and my fellcaller with an aspis, but fails to kill the caller. vyros moves up camping full focus.

Turn 4:

The bomber and impaler lose their shit and try to kill burrowers, but fail, leaving me only the blitzer to do work. The burrowers go fucking nuts and basically kill off the rest of his infantry. Krump drops a trap to give the survivors a reason to hold off engaging. The grim and the fell caller fail to kill the aspis and the blitzer clears out the back field of some support pieces.

He tries to kill some stuff tough says no, he decides to camp focus and run at grim through the trap, which did 0 damage, and engaged krump. 

Turn 5:

armor 23 is a bitch, even with a mortality it's rough. I cast mirage on grim after the fell caller drops the aspis and move grim back, killing a stormfall archer on the way. I bring back my beasts to closer in on grim and krump keeps his trap up and gains hero's tragedy. 

He says ok and  runs vyros through a bunch of free strikes and makes it there with 2 damage on him, just in reach of grim. his banshee runs up so he has a flank buddy for the end game. 

Turn 6:

I'm really at a loss how to handle arm 23, even arm 21 with mortality is hard for my list to punch through easy enough. I can jam him with beasts, but he'll either kill the beasts or just keep running away with crazy high armor. So it's decided it's time to do this. To get the rube goldberg machine running I needed to knock him down. I move the impaler into position and headbutt, missing by 1. So this is pretty much fucked from the get go, but if trolls are known for one thing it's blind conviction and hope for many successful tough checks. Grim gets charge of the trolls and charges in putting up mortality before the hit resolves and connecting for a few points of damage at dice minus 7. I buy and boost and put 2 more into him. Because he ran through my wall of dudes, he was now behind my beasts, only leaving trampling as a viable option to get him. I trample up the bomber who puts 8 into him, but misses   his last attack. The fellcaller steps up and tries his luck and the end of it vyros is left at 4. 

Vyros brings up the banshee and flanks on grim and it takes him all 6 focus to bring grim down after a failed tough check.

Conclusion:

Due to a lack of scenario, I don't really have an answer for an arm 23 caster who just does what he wants. In a two list format, I'm probably going to be running borka's family reunion which can handle infantry and normal jacks just fine. So i'm thinking about re-looking at what my second list is. I'm not sure if grim with mulg is a better choice vs just going beast wild with E doomy, but in this current incarnation I think this list still needs work. The kriel stone was a welcome addition back to the list and the whelps made somethings easier.