So in another attempt to understand the great hat wearing buddy system that is the Hunters grim I redesigned my list again to:
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)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Sluggers (Leader and 4 Grunts) (8pts)
Fell Caller Hero (3pts)
Stone Scribe Chronicler (2pts)
Today's match up was against Epic Hexeris (Don):
Lord Arbiter Hexeris (*6pts)
* Cyclops Savage (5pts)
* Bronzeback Titan (10pts)
* Titan Gladiator (8pts)
* Titan Sentry (9pts)
Nihilators (Leader and 9 Grunts) (8pts)
Paingiver Beast Handlers (Leader and 5 Grunts) (3pts)
Tyrant Commander & Standard Bearer (3pts)
Venators Slingers (Leader and 9 Grunts) (6pts)
Agonizer (2pts)
Extoler Soulward (2pts)
Scenario: Close Quarters
Turn 1:
He runs everyone up having the sentry head towards his flag and sending the rest of his beasts to the middle. He runs up the slingers and Nihilators to my Right side and throws ashen vale on the slingers.
I have the burrowers tunnel forward and have everything run with my kriels in the middle-ish, but more focused to my left. I put snipe on the bomber, but the deviation gods were not in my favor. The sluggers got Mirage and rand forward to prepare for round 2. My beasts stay sort of central ready to move either way if I need to. I throw down a bear trap and pass the turn.
Turn 2:
He comes up and kills a few kriels and moves up his force to strike next turn. There is a house in the middle of the map and he sends his sentry on one side and the bronze back on the other. The Savage stays in the middle with hexeris heading for his own flag. The nihilators move closer to charge next turn.
The burrowers pop up and group up to be able to take on the sentry under the fear. The runebearer moves up and uses his once per game to stick mortality to his sentry. Grim activates pops feats, misses the mortality, but does manage to knock down the bronze back. pushing some damage into the bronze back. The burrowers activated and took a great chunk out of the sentry. The blitzer moves up and takes out sentry. The bomber chucks a few bombs into the bronze back. The sluggers go to work on the slingers and nihilators. The dice didn't work out well in my favor and at the end he's down a few nihilators and and slingers and a sentry.
Turn 3:
He moves up hexeris to come base to base with his flag and throws black spot on my burrowers and feats throwing a ton of ashes to ashes into the burrowers. The slingers go to work and make pretty much all of my stuff covered in corrosion. The bronze back saunters up and the nihilators charge the sluggers, but due to tough, they are ready and willing to party next round. The gladiator moves over to fill in the sentry's roll as beast on my left side and the savage steps up and cleaves through the rest of the burrowers thanks to blackspot.
I go and stick mortality on to the bronze back and shoot him for 1, he hyper aggressives forward and locks me down for a counter charge. The bomber saddles up for the task and takes the charge, but the damage spreads out enough. The bomber and blitzer finish off the bronze back and I throw whats left of the kriels into his flag. The sluggers break free from the nihilators and shoot up what they can.
Turn 4:
The nihilators and slingers converge in on grim trying to tie him up as the gladiator comes over to play. Hexeris clears up the area around the flag and kills Muggs, scoring 2 control points from dominating the flag.
I use repulsion to break free from the nihilators and stick mortality on the sentry. The bomber and blitzer Drop him and the fell caller runs to hold off the dominate. The sluggers continue their assault on the slingers, but they really suck it up dice wise. I am within charge range of hexeris, so he charges in, attempts a black spot, but fails, throws up another and succeeds, and dealing 7 points to grim. The savage moves up and puts grim out of his misery.
Conclusion:
The blitzer has still been a rock star for me and his animus really opens a bunch of doors for movement. The sluggers probably would have been great if not for bad dice. The problem is was partially terrain, but this list feels like it has a hard time projecting force. I know that sounds funny considering I dropped a heavy every turn from range without any sort of counter attack, but it just feels like I can't get everything where I want it. It feels slow and less flexible, plus I really like the extra damage from charging. We'll have to see
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