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.

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