Showing posts with label Mountain King. Show all posts
Showing posts with label Mountain King. Show all posts

Sunday, February 7, 2016

Vayl2 (Legion) vs. Doomshaper3 (Trolls) x2.

  It's been a weird month guys, but I've got some batreps at least.  This is the first non-beta scenario I've played in a month and a half, so I can use the batreps.  The Objectives, however, are in beta, but because they held no significant factor on the game, whatsoever, I can share the game with you.  For all intents and purposes, the objectives are SR2014 objectives that do nothing.

  Still playing Doomshaper3.  I've played this legion player several times, and his current pairing is Thags1 w/Blightbringer and 2x units of Warspears w/UA, and his other list is Vayl2.  He's tried the Thags1 list into my twice now and I've beaten it both times, though they've had the opportunity to go either way.  So he's trying Vayl2 into Doomy3 again.  We burn through the first game, and reset and go again, so I've got two batreps here, same lists, same scenario.

 Vayl2
*Angelius
*Angelius
*Scythean
*Seraph
*Ravagore
*Ravagore
Succubus
Shepherd
Shepherd
Spawning Vessel

  My Doomshaper3 list is unchanged, though I forgot my Mountain King so the large black base is the proxy.  It's been a busy month.

Doomshaper3
*Mountain King
*Mulg
*Axer
Max KSB w/UA
Max Burrowers
Whelps
Whelps

  This is a Tier 3 list.  Vayl2 is playing tier as well.  My opponent wants to play Recon so we throw the terrain together, roll off and I win the roll with a Seven thanks to tier.

  Deployment is pretty simple.  I only have a few models.  Mountain King is deployed left of the objective because there's a house on the right and more room to move on the left and that's the only important thing there.  This picture is after the Axer has rushed MtK and charged, and the Burrowers have run.


     Mountain King runs.  Doomshaper puts down Implacability, rushes Mulg, dumps the rest to the stone and charges the Mountain King.  KSB pops aura and runs.  The one whelp I deployed runs up too.


  My opponent decides that he thinks he can get an Angelius into the King this turn.  So a Ravagore shoots a Burrower and kills.  The Seraph animuses and Slipstreams the Angelius up a bit and moves to my left.  The Scythean pushes the Angel up.  The other Ravagore runs.  Vayl2 activates, puts Refuge on the Angel that's been pushed, puts Admonition on the other and that's all I remember that's pertinent.  The Angelius charges the Mountain King, armor pierces at dice even (19 rounded to 20, divided in half to 10 for armor piercing, +2 ARM from tier, +2 ARM from stone), and does seven or eight damage.  Buys an attack, hits him again.  It does about 15 damage to the King, leaving four whelps on the ground.  It refuges off to my left.  The pot dudes attack themselves and spawn a stinger which runs up to my Mountain King and is just a pest in general.


    It's feat turn for sure, so the Burrowers burrow.  This is probably the most thinking for this game, is running the Burrowers first turn or burrowing.  I like them to be underground for the feat so that there's really nothing for the opponent to do.  They help to either stall an alpha, or be a pain on the post-feat turn.  In this case, that's what I want, the post-feat turn speedblock.  So they burrow.  Doomshaper moves up a little, feats, does Admonition on Mulg, casts Implacability and puts 1 on the stone.  

  Mulg walks up, murders the Stinger and goads away.  The Axer moves up, rushes the Mountain King.  The Mountain King activates, rolls 5d3 to heal (Four whelps, 1 hyper regen from Doomy3) and rolls five fives, healing 15 damage, bringing him to full.  He then assaults into the Seraph.  The admonitioned Angel wanders past me into my back arc.  It takes four fury but I remove the seraph (Missed an attack and rolled terrible damage on another, leaving him on two boxes) and have a fury left.  I killshot the pot, hit, boost damage and remove it from the board, along with the unit.  The Mountain King has consistently removed that pot from the game.  It's pretty funny.  To me.

  The stone pops aura and runs to support the King and get +2 ARM out there.


    So it's go time.  The back right Ravagore aims, puts a shot into the stone unit and kills three models, including the stone bearer who self sacs to the one survivor in the group.  The angel that admonitioned walks up and kills the bearer himself, putting the Mountain King down to ARM19.  

  Don't remember how, and refuges the other Angel I think.  It moves in, hits the Mountain King some but not a lot and backs of.  The Scythean goes all in but really does very little.  Vayl activates and manages to get Admonition back on the angel in the zone, oblits some whelps off and the Ravagore gets some too.  That's turn.  Shepherds do some fury things but yeah.


  Burrowers come up around the Angel in the zone.  Mountain King eats a whelp to get rid of fury and Doomshaper takes everything back in and upkeeps Admonition.  The stone moves first to get stuff set up and open lanes, and in my idiocy, I run the KSB UA within 6 of the Angelius, which admos out of the burrowers, so four of them lose the back arc bonus.  Very dumb move on my part.

  Doomshaper goes ahead and moves into the zone, casts Implacability, and puts Rush on Mulg I think.  Maybe.  He camps three fury though.  The scroll does the "Signs and Portents" thing for warrior models and the Burrowers shuffle over unfortunately.  Of the six of them, three hit with their POW8s and do nearly nothing, and only 1 POW14 hits, doing three or four damage.  The other burrowers shoot at the objective and leave it on seven.  The Axer charges in, boosts to hit and does seven or eight damage.  Buy an attack, hits (rolling hard 8s) and then boosts damage, leaving the Angel still kicking.  Originally Mulg was going to go into the Ravagore in the upper right, but the Angel is more important.  He moves up to the objective, hits it, finishes it, goads back to the Angel and kills it.  The Mountain King removes the Scythean with ease.   With the Objective gone and Doomshaper in the zone, I go to three CP.


  Not a lot anyone can do.  Vayl2 moves in, feat, oblits Mulg twice, does some damage, and kills whelps that spawn with her occulus. She's also just out of range of the KSB dude, so she can't get the +2 ARM gone.  She does refuge the Ravagore though.  The Ravagore charges, but is just out, failing it.  The Angel goes in on Mulg, but only does about half damage, removing his spirit.  The second Ravagore goes in on the Mountain King but at dice -5, does very little.


  Pretty simple after that.  Doomshaper pulls fury off of Mulg and the Axer while the Mountain King eats a whelp.  Mulg heals 3 with the Hyper Regen and trivially kills the Ravagore, scoring the last two CP needed to win the game.

  Thoughts on the game.

  1.  Vayl2 is a concern for me, but she straight up has no damage buff so she really struggles to kill any ARM whatsoever, so I'm pretty comfortable tanking even when the feats not up.  She does out threat me with the Seraph's animi though, and I think once he figures out how to leverage that and force me to feat on his terms, 
 2.  I've played against Vayl2 tiers before, and had a lot more trouble against them.  I think normally they have the Blackfrost Shard though, and this guy doesn't have that.  Until then, a PS17 scythean doesn't scare me too much.  
 3.  I can't believe I forgot about Admonition.  I even have that spell.

Next game.  Same lists, same Scenario.  I even win the rolloff again.  We deploy exactly the same.  First turn goes exactly the same.


    His turn is vastly different however.  Everything essentially runs to the left with an Angel, Seraph and Ravagore putting shots into the Burrowers, killing three, and one bad drift way out to left field.   When it's all said and done, everything is way back and way left trying to flank hard and the Seraph has Admonition, really the only thing in Charge range.  There's one Ravagore tucked into the building on the right, but that's it.  The Pot tries to kill enough of it's own models to spawn something, but no luck.


  I decide that I can stay out of charge range of most of the things, so the Burrowers don't burrow, but run up the left flank and tarpit .  The KSB pushes right and up into the tall grass, pops Aura.  The Axer moves left and back a little, trying to protect the extreme left flank, Rushes the Mountain King.  The Mountain king walks forward seven inches with Rush, boosts to hit the Ravagore on the right, hits and boosts damage doing seven or so.  Mulg walks up.  Nothing crazy.  Doomshaper moves to the right, puts admonition on Mulg, loads the stone a bit and camps three.


So.  Vayl2 upkeeps admonition.  Seraph aims and shoots two burrowers, one toughs, shoots it again and kills it.  Ravagore on the right charges in and does some damage.  Mountain King whelps mostly to the back because I want to heal, and I expect Vayl2 to oblit and clear them if I place them in front.  
  Vayl2 activates, shoots another burrower in the way, puts refuge on an Angel and camps.  Burrowers fail CMD.  The Angel charges in, armor pierces decently, then overtakes around and kills more whelps.  Then it refuges away behind the objective.  Mountain King is about half health.  The other Angel runs up a bit, nothing crazy, the Scythean shuffles in somewhat, trying to force Mulg to get Rush if he's going to come.  The last Ravagore puts a shot into a whelp near the King on the back side, but misses and drifts onto 3 KSB dudes and kills them.  The pot manages to kill one more guy and pops a shredder when puts spiny growth on Vayl.


    So, definitely Feat turn this time.  D3 upeeks admonition and pulls in fury.  Stones shuffle into the tall grass and pop aura.  Doomshaper moves into the zone, casts Implacability, loads another onto the stone and puts Rush on Mulg.  Then he feats.

  Mulg walks into the objective, hits with his fist, then the club and kills it.  Then he buys into the Ravagore.  He kills it in four attacks and goads back out of the way.

  The Mountain King assaults the Angel hiding behind the objective.  The assault shot misses both the Angel and Vayl.  The charge attack hits though and cranks damage.  The second initial misses.  Third attack hits, fourth attack hits and I boost damage to finish the angel.  With Killshot, I target the pot, hit needing a 5 and boost damage, killing it and removing it from the table.  Axer runs to my left and tries to block some more of the zone.  I go to 3 CP.


    There's not much he can do.  Vayl2 upkeeps admo, because why not. The Angelius gets spiny growth from the shredder.  Vayl activates, put refuge on the Angel, moves back and tries to shoot the KSB but since he's trying to camp, he can't roll the 7 he needs because of concealment.  The KSB stays.  He does Icy grip the Mountain King though.

  Seraph shoots the whelp behind the wall and tries to slipstream the Scythean but is just out.  The Angel charges in, does a little to the King but not much.  Enough to whelp once.  It then refuges into the zone behind most of the stuff.  Ravagore charges in, does next to nothing.  Scythean charges mulg, Mulg admonitions because Vayl2 didn't Purify.  Scythean instead kills Burrowers.  Shepherd runs into the zone.


  Doomshaper pulls in fury, leaves one on the Axer which frenzies and does some damage to Mulg.  Not much.  Mountain King eats a whelp to get rid of his. Stone pops aura for +1 STR.  Doomshaper charges the Angel, and the scroll bearer does the Signs and Portents thing.  Doomshaper boosts a Repudiate, hits and removes Spiny Growth.  Then he hits, crits (pointless against the Angelius) and does eight or nine damage on his own.  Casts Implacability because why not.

  Mountain king can't sweep because of Icy grip, but he only needs sixes to hit the Scythean, so he goes for it.  He kills it with 2 fury to spare, buys and boosts a hit into the Shepherd and kills it.  Mulg walks into the Angel, needing sevens to hit.  Four or five attacks later, it's done, dead, and I score the last 2 CP needed.

Thoughts on the game:

1.  This game was more one-sided than the last one.  Being able to start scoring on my feat turn means I go to 3CP, he can't clear me out, remove any key models, and I get to finish off what's in the zone next turn.  It's pretty bad for him.  Flanking hard had some benefits, but allowing me to position back and dictate when I feat was really bad.  He needs to be able to keep enough of his army alive past the feat turn to remove either Mulg or the Mountain King.  If I go first, I can't score on turn 2, but I probably have to feat because of my position on the board.  So I'll score 3 on turn 3, but the feat is down.  If he's managed not to lose his heavy hitter(s), he counterpunches bottom of 3 and removes Mulg or the Mountain King and fills the zone, which he can do very easily with Refuge.  Now I have to clear the zone with just whatever's left.  With the number of beasts Vayl2 brings with her and the ability to Refuge them back trivially, she can really manage to only feed me one a turn.  That means she feeds the Seraph and Ravagores into the machine, saving the Angels and Scythean for the counterpunch on turn 3.  None of that happened in this game.

2.  No damage buff really hurts.  I think I might see the Blackfrost in the future.  

3.  Recon is Doomshaper territory anyways.  Unlike some of the other scenarios, Recon encourages a brick, and really rewards the good brick troll lists.  Vayl2 can afford to spread out and play things like Incursion and Outflank, and Doomshaper3 really doesn't want to.  Recon though, man, I love that Scenario with Doomshaper.

So, that's the batreps.  Hopefully they're some good information with the Doomshaper3/Mountain King combo.  Feel free to comment and critique.

Monday, November 23, 2015

Kromac2 vs. Doomshaper3. It's apparently my favorite matchup.

  I've played several games with Doomshaper3.  Five of those have been into Circle, three of those into Kromac2 specifically.  Kromac2 is not the preferable matchup.  Lately, I've been dropping Grim2 or Doomy3, and against my opponent's Krueger2 or Kromac2, I dropped Doomy3 again and he brought Kromac2.

  Again, I've played this matchup a few times.  Most of my Doomshaper3 games, actually.  I played it Thursday against a friend, and we played over Destruction.  Because I forgot my Mountain King, I played out of tier with Rok and Lanyssa.  A rushed Rok charging a Hunter's marked Ghetorix goes a long way.  On my feat turn Rok killed Ghetorix and the objective, the Axer cleared a few things and Mulg killed the Gnarlhorn and the only gallows grove, then weathered Kromac2 on the next turn, admonitioning away from the Stalker with 14 boxes left.  Doomshaper charged Kromac2, getting the crit smite and KD, and Mulg finished the game.  It was also his first game with Kromac2 and he was still figuring out his list, though a Bounding Ghetorix is a major issue for me.  I'm afraid next time he'll have a Blackclad for that sweet +4'' charge range on his favorite reach heavy.

  This game, my opponent already had the Blackclads, but no Gnarlhorn.  His list was:

Kromac2
*Ghetorix
*Gorax
*Stalker
*Pureblood
*Rotterhorn
Druids w/UA
Stones w/UA

  Mine is the same that I've played 90% of my games with Doomy3.

Doomshaper3 Tier III
*Mulg
*Axer
*Mountain King
Max KSB w/UA
Max Burrowers
2x Whelps

  I roll the rolloff, elected to go first.  Scenario was Recon.  The grey zones are "Tall Grass".  It's apparently a thing.  Provides concealment, but is not rough terrain.


  Burrowers burrow.  Axer rushes Mulg, charges up.  Mulg runs to the right of my objective.  Doomshaper rushes Mountain King, casts Implacability, dumps the rest to the stone and charges forward.  KSB runs and pops aura.  Mt. King runs his full 16'' up the board.


  This almost costs me.  He begins by pushing Ghetorix forward with the Stalker.  The Druids move around and pop clouds, leaving a charge lane for Ghet.  The stones port around into a large triangle.  Kromac feats, getting up the board a bit and putting Awakened Spirit on Ghetorix. The right Blackclad charges a druid, kills it, casts Hunter's Mark at the King and falls short a good half inch, meaning that Ghetorix can't get there.  We measure it for kicks and giggles, and even with Hunter's Mark, Ghetorix is just out even with a push from the Pureblood.  Still, it almost got me.  He also didn't deploy his blackclads on the line and hung them back a bit, which bit him.  

  Anyways.  Stuff mills about.  Can't get to me this turn, and he doesn't want to lose much to me on my turn, so he hides Ghetorix behind druids and such along with his other beasts.


  I really want to kill Ghetorix.  I really feel like if I don't kill a heavy on my feat, I'm losing the game. I have to trade the offensive aspect of the feat for something.  Doomshaper moves to the zone by the objective, feats, and does Signs and Portents for infantry.  Implacability goes up, and Admonition goes on Mulg.

  The Burrowers move up and try to shoot out just one blackclad, but needing boxcars, I roll 11 twice but can't get it done.  Otherwise, I think I had range to Ghetorix with the King, but I just can't get there.  Not enough room to trample even, and Mulg is on the wrong side.  He probably had range to get to the Druid on the other side of the zone, and then goad over to clear a way for the King, but it seemed like a pretty ballsy maneuver that would lead Doomy wide open.  So instead, Axer moves up, rushes the King. The King assaults right, kills a stone and blackclad with the Assault spray, kills the Druid and then kills the Druid UA with the Killshot.  No teleporting at least.  Druids pass CMD from Mountain King being terror causing.  Mulg moves up.


  Ghetorix charges forward to the Burrowers on the left and kills one.  They pass CMD.  Pureblood sprays three Burrowers, but 2 tough.  Stalker gets lightning strike onto Kromac.  Kromac primal howls, kills one in front of him but it toughs, again.  So he hits, toughs again.  Third one kills it, leaving him on one transfer.  Burrowers pass CMD from both Kromac's terror, and casualties.  He runs to the wall near Ghetorix.  Druids move up and cloud, and the Rotterhorn goes into the zone.  Stalker runs up a bit and toes into the concealment.  Gorax does the same.  Stones teleport to block lanes to Kromac and contest the zone somewhat.


  Pull in fury, leave one on axer but it passes frenzy check.  My opponent isn't giving me any whelps.  Doomshaper moves to the other side of the objective, did not upkeep admonition.  Cast Implacability, and puts three or four to the stone.  Does free animi this turn.  Stones pop aura and do +1 STR.  Burrowers move up and do tarpit things but nothing hits.  Mountain King steps into the group of Circle models and sweeps with a free Amuck.  He kills the objective in one attack, the druid and hurts the bird.  I buy an attack on the stone keeper and boost the hit, killing him.  The killshot spray goes into Kromac but does nothing,  Axer moves in, boosts the hit on the bird and boosts damage, finishing him.  

  Mulg goes for Kromac, staying out of the Druid clouds, but cant dodge Primal howl.  He hits Kromac2, but never gets the crit, and forces only one transfer.  I killed the bird before attacking him, and he picked up a fury from that, so that was a mistake.  I do score 3 CP though.  1 for objective, 2 for dominating.


  Gorax primals the Stalker, and the stalker goes all in on Mulg at ARM21.  He leaves Mulg on exactly one box, and surrounded by whelps.  Kromac2 Lightning strikes himself, kills all of the Whelps and contesting Burrower for free with heart eater, kills Mulg and sprints into the zone.  Ghetorix moves over, clears out the burrowers around the last druid, and sprints into the zone too.  The Pureblood runs to engage the king.  Mulg was full on Fury, and so is the Axer and the King.  I have to pull the fury off the King, which means that the Axer will probably frenzy, blocking a charge lane to Ghetorix.



  So now we have an issue.  The Axer frenzies and does some damage to the Mountain King but not horrible.  I don't think the King can kill Kromac on 3 transfers and needing even just 9s to hit.  I don't think he got Primal howl in there.  I certainly wasn't confident in it.  But if I can remove Ghetorix, and the druid, Kromac doesn't contest.  The other option to sprint to the flag and hope that I can tie him up but I have even less confidence in that.

  So my KSB activate, do +1 STR and shuffle around to hit the Druid and Ghetorix to no avail.  Then Doomshaper3 charges Ghetorix, boosts the hit and gets the Crit Smite.  I slam him 3'', but because it's a medium base slamming a large, I only slam him 1.5'', which barely leaves him in the zone, albeit KD, but still out of reach of the Mountain King.  The damage does ok, but not much.  So I amuck the King, and then blow the last 5 fury on Strangleholds.  The first damages him, but the second boxcars on him.  The effects don't stack, but at this point I'm nickel and diming him him to the point where I hope an assault/killshot will finish him. 

  The leftover burrowers on the left walk over, and pickaxe him because I'm desperate, but even at dice -9, inflict four or five points on him.  Then the guns.  The first two don't do much, but the last one boxcars again and actually kills Ghetorix.  At that point, the King walks in and sweeps the Druid, hits, kills, and that's game.  I dominate for 5CP.  


Thoughts on the game:

1.  I don't like relying on the King to finish the game.  Especially against things like Primal Howl or druid clouds.  However, his ability to remove support from the game has been key several times and I really missed him in the game I played without him.
2.  Should have upkept Admonition on Mulg.  I still don't think he'd of survived but it would have been nice to make it a bit more difficult.
3.  I need to be more careful with that first move.  Sure I can run 16'', but if I had lost the King to Ghetorix turn 1, it'd of been a bad deal.  Even at ARM23 (KSB and tier benefit), Ghetorix is hitting at dice even on feat.  Granted, average dice and I think the King still survives since he doesn't get the second initial but it's still tight.  Not something I want to bet on.
4.  He did feat too early too.  If it'd been later, like when he ran into the zone, there'd of been issues.  Both of our feats seemed somewhat wasted but mine was definitely a timewalk.  Just not much he can do against it.  

EDIT:  5.  I wrote this late at night and forgot about one of the major points in the game.  The biggest issue with D3 is that he doesn't speed his army up outside of Tier Turn 1, and being outthreated forces him to feat defensively.  If he feats defensively, he loses the offensive power of the feat which is absolutely needed for med-high DEF models, E.G., any Circle beast with Primal Howl, or worse, Primal Howl and Druid clouds.  MAT3 Mulg is unhappy, and MAT1 Mountain King is nearly unusable.  My opponent exploited this pretty well and just timewalked it, losing like, a druid and a stone to my feat.  Pretty decent.  After that I felt like I was on my back foot attrition wise.  I was able to clear the zone and score the first three points which applied solid scenario pressure, but I was only just barely able to kill Ghetorix, and idk if the King would have killed Kromac.  I don't think so.  Granted, I would have tried the same crit smite from Doomshaper to knock Kromac down and my chances go way up, so it's there, but still.  If I had failed there, it was game.  

  Against a list that out threats me, I think I want to go second.  Let them run, I get my positioning exactly how I want, but out of threat range even if it means everything is just basically walking.  Next turn, I clear the zone, score first and score 3 pts, and now he can't clear me out of the zone on my turn during feat, meaning I can probably finish it and dominate for the last 2.  That's the idea.  

Overall, fantastic game.  Seemed pretty close to the end, but I don't know that either was favored as much.  I don't like Blackclads handing out Hunter's Mark, and he played it very well leveraging his threat ranges.  I think this game convinced him to pull the Pureblood for a Gnarlhorn just for Bounding and the Counterslam.  Counterslam isn't particularly useful in this matchup but Bounding is brutal.  Something I was glad he didn't have.

Doomshaper3 has more options than meets the eye.  This is the second game that Crit Smite from Doomshaper has been the key moment.  He's mat5, but with Fury 7, he can try it like four times.  When I need it, I need it, and he delivers so far.  

Hope you enjoyed the batrep.  Kind of surprising to see 2 out so close to eachother, but this wasn't hard to write up.  Pretty straightforward, low model count.  Enjoy the holidays!



Sunday, October 11, 2015

50pts Kromac2 vs. Doomy3 Tier III When an unstoppable object meets an implacable battlegroup

  This has been a pretty decent book for Circle and Trolls both.  I'm pretty sure Trolls won though.  This is the second book in a row I think they've won.  HWM and Fire Eaters have radically changed what Trolls can do (mainly Fire Eaters) and this book has possibly broke the EE/RoW pairing that's been so prevalent for awhile.  On top of that, we got Dhunia's Knot.  While Doomy3  is amazing, I don't know that he plays a different game than RoW does.  It's still a timewalk feat turn, but he does a lot more for his battlegroup.  We'll talk about him in a minute.  Dhunia's Knot is what changes a lot of what Trolls can do.  If that's not your cup of tea, feel free to skip to the batrep.  The next three paragraphs are Dhunia's Knot.

DHUNIA'S KNOT

  If you haven't read the rules yet, the Knot does three things.  They allow rerolls on threshold checks.  They can heal models that they are b2b with, and they have puppet master.  Puppet Master is a RNG10 magic action/attack that gives one reroll for attack rolls, damage rolls or cmd checks.  If you miss the charge, need a seven and roll a 5 + 1, reroll the 1.  If you hit, and roll snakes eyes, reroll.  It's great.  It can affect solos, beasts, units.  You only get to reroll one, and only one model in the unit gets to do it.  So, Grim2 can't get puppet master on Krump's gun, AND the mortality attack, you just use it for whichever one you need the most.  If you use it as an attack, you can land it on an enemy model and force them to reroll any of the same things.  They're Magic 5, so that's less reliable.  They're mainly support.  But 3 models for 3 pts...  and the ability is friendly.  You really need Victor's KD shot?  Reroll.

  So what Dhunia's Knot does is change how much we take so many corner case models out there.  Paralysis isn't bad on the Night Troll.  Mat5 sucks.  Rerolls.  A better instance is the War Wagon.  The War Wagon has an AOE5 quake, which is fantastic, except it's RAT5.  With Puppet Master, it's a lot less of a Lynchpin move.  It's not as much of a 9pt gamble.  Grim2's biggest downfall is the same lynchpin issue that Mortality is.  If you miss Mortality, it can be the game.  Rerolls make that attack far far more dependable.  I'm still working through the models with somewhat corner case abilities that Puppet Master brings back to consideration.  The War Wagon is the first.  Night Troll gets another shot.  The Thumper, anything with any kind of crits, Rok's critical Freeze is much better, etc.  They're great for solos.  Pendrake goes up quite a bit.  The new guy, Hutchuck becomes incredible, especially with Lynus and Edrea (All 3 become a Grim2 staple for me, btw).

  Before this Batrep, I did a quick 35pt game into Borka2 with Grim2.  Borka2 brought 2x axer, Mulg, Janissa, max Fenns w/ UA and a Fell Caller.  Grim2 had Rok, Pyre, Fire Eaters, Fell Caller, Max Fenns w/UA and a Runebearer.  And of course, Dhunia's Knot.  It was amazing.  It turned the reliability of Grim2 way up.  I landed Mortalities, charge attacks.  I rolled 8s and 9s when I needed them.  I rolled an 11 when the Pyre fired at the Fire Eaters, and rerolled that with the Dhunia's Knot.  Instead of killing the Fire Eater, I did 2 pts instead.  As the game dwindled, I lost my Fenns, Fire Eaters, lost Rok, and hadn't killed any of his beasts.  Left with the model count I did, I was rerolling low damage, missed attacks.  Medium value attacks became high value attacks simply because of dice.  Knotted Fell Caller finished a damaged Mulg, and Grim2 killed Borka2.  Dhunia's Knot is amazing.  They won't go in every list, but they're still very good.  In fact, it was joked about that Madrak2 could drop to one beast, cut for fury every turn, and DK could just heal him and help fish for crits.  They're good, amazing, and a reason that Doomy3 has to consider not playing in Tier.  That brings us to:

  DOOMSHAPER3, PROPHET OF DHUNIA

  Is he S-Tier?  Don't know.  He's got the same old man stats, he still has Goad, and he picked up Field Marshal: Hyper Regeneration.  Battlegroup wide, automatic D3.  His spell list is Admonition, Stranglehold, Repudiation (Haley3's idea of Purification), and 2 new ones.  Unminding.  Offensive Upkeep that I can land on the other warbeast.  They lose 2 fury, 2 thr, and I can cast their animus.  The other new spell is Implacability.  Not an upkeep, cost 2.  Battlegroup cannot be knocked down, slammed, pushed, pulled.  The kicker here is that Admonition is normally circumvented by being Knocked Down, but it with Implacability, that's not going to happen.  This means that Mulg is much more difficult to kill.  It also means that no more ATGM just pushing me around and knocking down my beat stick.

  It gets better.  The Feat is additional dice battlegroup attack rolls, so you could still boost to 4 dice.  But wait, there's more.  There's also a dice less damage on your battlegroup for both melee damage and ranged damage.  After every attack, my beast heals D3.  It's essentially a +5 ARM feat between the -3.5 damage and +1.5 healing.  So Mulg charges in with 3d6 MAT7, kills a beast, then sits at ARM23 with EBDT animi and stone, with a dice less damage and healing  Essentially ARM28.  

  We're not done yet.  Doomy3 is a unit, so he gets the little scroll bearer guys too.  They have 3 effects that can be activated one at a time, once per game.  The first is essentially Signs and Potents for infantry.  The Second is essentially Lamentation for one round.  The third is essentially battlegroup wide Awakened Spirit (Free animi).  Ever wanted to rush Mulg, and then do runebreaker when he gets there?  How about rush Rok, then primal?  Your Winter troll can go in with primal, then cast freezer on himself at the end of it.  It's pretty stupid good.  

  One more deal.  He's already very good.  He has a tier too.  It's not a stupid tier.  Mulg, Non character Warbeasts, whelps, Pyg units and KSB.  Tier I grants +2 ARM on turn 1. Tier II gives +2 SPD on turn 2.  Tier III is +1 for the starting roll.  Tier IV is 2 gargs or more and they go down 2 pts each.  I'm not in for Tier IV, but I'm still debating losing Janissa, Rok, and the new Dhunia's Knot for Tier III.  The extra 2 ARM from EBDT and Janissa's wall is super nice, but +2 SPD and +1 to the roll is ballbusting for scenario.  Right now, I'm leaning towards Tier, but mainly because Rok is crucial to my Grim2 list.  Don't laugh.  Or laugh.  This is a blog post, not a cop.

  THE ACTUAL BATTLEREPORT

  Of all the matchups Doomshaper3 seems to be less decent into, Kromac2 is what comes up for debate.  Pagini doesn't think a correctly piloted list under Kromac2 can be beaten by a living model list.  That was pre-Doomy3.  It's still rough, but Kromac2 is still someone I don't want to particularly face with D3.  That being said, it's what Circle should absolutely drop into him.  I went to the LGS to play D3, or a Dhunia Knot Grim2 list, but mainly D3.  The Scenario was whatever the two horizontal zones are, except we forgot the objectives...  Which would have changed a few things too, but by the time we realized it, we were too late.  

Kromac2
*Wilder
*Ghetorix
*Stalker
*Pureblood
*Winter Argus 
Gallows Grove
Druids w/UA
Stones w/UA
Stones

  Fairly standard Kromac2 list.  I beat a similar one with Runes, but only barely.  The cumulative -4 MAT is a major issue for MAT5 gargantuans.  Speaking of which.

Doomshaper3
*Mulg
*Mountain King
*Axer
Whelps
Whelps
Max KSB w/UA
Max Burrowers (Pyg unit gives Tier III)

  The Mountain King gets everything he wants in this list.  He gets boosted attack rolls, survivability, even more healing, and blocks LOS to Doomshaper really well.  I think D3 is really good for the King, and the Mountain King brings a good ranged game to the table with the 10'' spray.

  I lost the rolloff, and picked the side with the forest.  I immediately decided to go into the right zone, and would fail to score it as soon as I planned to.  Because it's my zone.  Without the objectives, I treated the game like Outflank.  It's not outflank.  Everything deploys centrally, and I put 3 whelps in play.
  

  Kromac2 stuff runs forward.  Awakened Spirit goes on the Stalker, and Aggravator goes up.  Druids move up and puts clouds down and countermagic.


  Burrowers burrow.  Mt. King runs 12'' up.  He's capable of 14, but I didn't want to feat turn 1 defensively when I could just hang back a few inches and stay out of melee range from the Stalker.  Mulg runs up to the same line, Axer in behind him.  D3 moves up, puts Admonition on Mulg and puts Implacability out.  No feat, no scroll things.  The rest of his Fury goes onto the KSB, which pops aura and runs.  



  Kromac2 upkeeps Awakened Spirit and drops Aggravator.  Druids move up.  Normally this is the drag phase of the game where they bring Mulg in close enough to kill, but Implacability prevents that.  So they counter magic, cloud up.  His spacing isn't perfect, so there are gaps, but it's still enough to stop most of my charges.  He's back far enough that I don't think I can get Mulg into anything worthwhile.  The other stuff files in behind.  Stones push hard, the grove gets in behind the wall.  Kromac2 camps everything.


    Pull in fury, upkeep Admonition... and implacability.  Which isn't an upkeep.  It needs to be cast every turn.  I had fury every turn, so it would have been cast every turn, but it would have mattered if he'd had purification.  Burrowers come up though.


  I was told a few games ago that I need to focus a lot more in gameplay.  Not so much on the game and ignoring other situations, but in killing specific things, accomplishing specific goals.  Not just killing everything.  The problem models here are the stones, groves.  The Stalker and Ghetorix are capable of killing things without involving the caster, but the stones bypass Admonition, and the tree will kill my healing.  So, the burrowers pop up in good positioning.  I have LOS to a few stones, and 2 of them I can hit with aiming.  I put 3 each to a stone from each unit.  

  D3 pushes in behind the King, feats.  The scroll does the Signs and Portents for the burrowers.  Stone pops aura and runs to keep everything in feat, and does +1 STR.  Mt. King assaults the Winter Argus.  This unfortunately puts me into the clouds for -2 MAT, but I do get the assault.  Misses the druid, the argus, but I boost on the tree, and kill it.  I miss the charge attack on the dog (Need a 12 I think).  I then swing and use the rest of my fury on killing the Stalker.  I miss twice, hit the last two times and at Dice +3, I leave it on two, three boxes.  

  Mulg walks and Runebreakers on the Pureblood and Druids nearby.  Axer walks up, trying to keep interference between Kromac2's army and Doomshaper3.  Whelps follow around.  Burrowers put 3 models in the enemy zone to contest, and the other ones shoot 2 stones, one from each unit and it takes all three each, but they kill them both.  No porting, no healing removal.  

  My mind was still on outflank, and I thought I scored a point here, but because it's not outflank, and this is my own zone, I score nothing.  I also have 7 fury on the table and 2 on D3.  Something has to roll frenzy next turn, and I can't afford to lose either heavy.


Kromac upkeeps awakened spirit on the Stalker.  The druids aren't able to countermagic.  A few do clouds, a couple shoot the burrowers and kill a few.  One wanders into the zone.  Blackclad runs to the corner of my zone.  The stones port around, trying to block charge lanes.  The Pureblood sprays on the burrowers and kills two more, can't damage Mulg.  Which is a shame, I wanted a whelp.  Kromac2 walks towards his zone, but is just short.  Stalker forces for regen, casts his animus for free, kills a Burrower and sprints behind the wall.  Ghetorix charges a burrower, it toughs.  He kills it, toughs, kills it.  They fail CMD to terror on Ghetorix.


  Mt. King is THR6 and Mulg is THR10.  I take all of the King's fury, and Mulg rolls a 3 for threshold, passing.  I upkeep Admonition.  Mt. King tiptoes up, twists to catch the druid in front of him, the druid to his right, and the Argus (which did nothing last turn) in a sweep, while staying out of the clouds..  Spend 1, spend another for Amuck.  He kills both druids.  He does 18 damage to the Argus, boosts the killshot on the Stalker.  I need a 5 to kill the Stalker.  I roll a 4.  He lives.  Another turn.  I should have boosted.  

  Mulg walks up, kills a stone, kills the Druid UA.  Both the King and Mulg are at 5 fury each now.  The Axer walks in, boosts the hit on the dog and connects, and kills it.  Doomshaper creeps into the zone, strangleholds the Blackclad and kills it.  KSB moves up, pops aura.  Whelps run to be relevant.  I score 1 CP.


  Kromac upkeeps Awakened Spirit.  Stones in the left zone move over, and toss a rockhammer at my Burrower in the zone (who failed CMD again).  He toughs.  Kromac walks up, casts Carnage and then kills him.  Tough.  Kills him again.  Feats.  

  Druids move around, kill more burrowers.  Pureblood charges Mulg.  I expected that.  It's PS14 base, but he warps for Str and has feat, so he's PS18.  I don't want to weather that, so I walk back.  I'll still take a stalker charge though.  

  Except, I move back to the left a bit to be closer to the left zone, and that leaves me in walking range of Ghetorix.  Ghetorix comes in, hitting at dice +1 w/ feat against Mulg.  He hits every time, needing not snakes I think.  Yeah.  Mat9 w/ Carnage into DEF11.  He rolls almost perfectly average rolls.  Sixes and Sevens over five attacks since he's out of range of the bite attack.  I have 9 unused whelps, so I pop a whelp with every attack.  Three are near, one with annoyance range but not melee.  This doesn't make him miss any.  Then, with the Stalker in the distance, I pop two whelps at the edge of 2''.  He has only 2 activations left.  The stone on the right, and the Stalker, so there's no way to kill the whelps.  That's good, because Ghetorix leaves Mulg on 2 boxes.

  The Stalker charges Mulg, but fails charge.  Stone ports to the left to stop Mulg from charging at Kromac.  He does not contest the zone.  I go to 2CP.


    I pull all the fury off of Mulg and the Axer, and the King eats a whelp to manage his.  Upkeep Admonition.  Mulg heals 2 pts with Hyper Regneration.  Mulg eats 5 whelps and heals 9pts.  He walks to the side of Ghetorix and headbutts him, boosting the hit.  That leaves me 3 fury, 4 attacks with Doomshaper's affinity.  I leave Ghetorix KD and with three or four boxes.  KSB blocks charge lanes to Doomshaper and the zone, pops Aura.  Mt. King walks up, takes a free strike from the lone druid (who never roll CMD even though the King is terror causing.  I forgot.  I remembered that Ghetorix has terror, and it caused my Burrowers to flee, but I forgot my model had it.).  The druid does no damage.  The Mt. King moves up, animus and sweeps.  I kill my second to last burrower, who passes his CMD check, and I kill both the Stalker and Ghetorix, leaving Kromac and the Pureblood.   I boost the Killshot and kill another druid.  Doomshaper walks up, puts out the Lamentation spell, and boosts a Stranglehold into the druid near my zone at DEF18.  I need an 11 and miss.  Axer runs into his zone to contest.  I go to 3CP.


  Not killing the Druid means that the game will not end next turn since he has an easy way to contest.  However, the pureblood doesn't have range to charge.  Kromac can't do it, and he's not sure he can survive the next turn anyways.  He won't kill Mulg, because Mulg will admonition away, and while he may or may not kill the Mt. King, (he will with Kromac and the Pureblood), Mulg will probably kill Kromac.  At the very least, the Axer can probably clear the opposite zone since nothing would have killed him, and the King will killshot what's left, and I'll go to 5 CP.  We go ahead and call the game since there doesn't seem to be a favorable outcome for him in any way whatsoever, and the store closes in 30 minutes and I have 2 boards worth of models (My grim2 list was the next table over) to clean up.  

Thoughts on the game:

1.  Doomshaper3 is stupid legit.  Admonition on Mulg with Implacability is really the crux of the match.  So many Doomshaper1/2/3 games are decided by how early Mulg dies and what got traded for it.  Admonition/Implacability really hurts what is able to manage and/or kill Mulg.  On top of that, the list is incredibly accurate for a turn, and virtually unkillable.  Doomshaper3 has a ton of adaptability on top of that.  Repudiate, Unminding, and the scrolls are all problem solvers that won't come up every game, but when they do, they are amazing.  

2.  The Mountain King.  I don't think he was MVP this game, but he was really close.  He should have killed the Stalker twice.  It would have been nice, and I would have been a lot less worried about where I admonitioned him, and it would have been farther from Ghetorix.  However, having Killshot every turn, and/or assault gives me a lot of answers for solos/support that have to die.  The Wilder was never safe, and the Tree died turn one.  It was a way to kill a stone too if I needed to.  Killshot was great.  The boosted attack rolls give him what he needs for a turn.  He and Mulg tag team very well in this list.  Mulg kill single hard targets, and Mt. King kills lots of things with boosted sweeps.  It's good.

3.  Mistakes.  I didn't force any CMD checks on druids.  They should have had to make at least two. Terror and Casualties.  Second, I admonitioned into walking range of Ghetorix.  Dumb.  I also went after the wrong zone.  I'd of won easy by doing the same thing in the other zone, and done better either way if I had remembered the objectives.  

4.  Mistakes for him.  Admonition was unavoidable.  Not sure where to go with that one.  He didn't contest a few times when he could have.  Kromac never did much.  He certainly could have primal howled a bit more.  Druids/Primal Howl is rough on Mt. King, and Mulg doesn't like it either.  Kromac2 never threatened my stuff though, and Ghetorix wasn't facing me on the turn I went all in on the right side so he didn't have a good charge lane.  Being 2 boxes from killing Mulg was the game breaker.  Without Mulg, I don't know if I could have won that game.  It's very possible that Mt. King can't kill Ghetorix.  Against Primal Howl, he almost definitely cannot kill Kromac2.  This is where the GK would be nice, but Killshot/Assault is a ranged attack or two that doesn't take from my melee attacks.  So there's that.  

5.  Overall, good game.  Much closer than it looks looking at the board.  I lost all of the Burrowers, but that's it.  6pts trade for winning the game.  The burrowers killed 2 stones and tarpitted.  That's it, but killing the 2 stones is what stops Admonition being worked around.  So pretty important.  After that, they were fleeing til the last turn of the game.  

  So, hope you enjoyed the article.  It's a lengthy read, but we're excited to see Doomy3 and what he can do.  Kromac2 vs. D3 is a matchup that bears more practice, I think he can be hard on D3, and I'm glad it was my first game.  I enjoyed it.  Hopefully you enjoyed this.  Any comments, crits or insults are welcome.  
  


Sunday, August 30, 2015

50pts Grim1 (Trollbloods) vs. Vayl2 (Legion). Back to phonepics and storyless batreps. Sorry guys.

  In the midst of our Journeyman league and everything else we have going on, the errata dropped.  Killshot already existed, but the Mt. King got assault as well.  There's a lot of other things that got errata, but this is a Trollblood page.

  That being said, Cygnar players are hilarious.  It's like a 12 cylinder Corvette (nonexistent, I know) playing a cylinder down.  They'll be ok.

  Anyways, Bruce got assault.  That's 2 sprays per turn.  RAT5, POW16, SP10 x2.  If you weren't paying attention to Miniature Market, they were giving them away free with every purchase.  The day the errata dropped, they were gone.  PP will have to actually manufacture more of them.  There's four dudes standing around a table trying to remember how the Mt. King and Animithrax mould go together.

  Who wants him?  Doomy2 is obviously still an option, but with now 2 shots, he steps a bit more into the ranged game.  It's now a lot more possible for him to do more with with the ranged game than the melee game.  Although, lets be fair, that was already possible, but not because the ranged capabilities were so good.

  My criteria for building a list for the King and choosing the caster were the following:

1.  RAT boost of some sort.  Nothing like maximizing the newest best thing about this guy.
2.  Threat extension.  SPD5 + 3'' charge + 2'' reach sucks in most cases.  Most heavies that can one-round the king can also cover that distance more effectively.
3.  Enough support from the caster to not need support for the King.  I did not want to bring an EBDT or KSB.
4.  Plenty of room in the list for Infantry to screen.

  Doomshaper1, Grim1, Grim2, Gunnbjorn.  Doomshaper1 means Runes, and Fortune.  I'm not quite ready for that.  And if I'm going to put a Garg in that list, it'll probably be GK, not MK.  

  Grim2 has everything but threat extension (Mirage doesn't work on him).  The free charge is nice, the feat is bonkers, but no threat extension means I need an Axer.  Or Lanyssa.  20pts doesn't give me much room for anything.

  Gunnbjorn has a lot of uses for him, and I think he turns Gunny up quite a bit, but we're back to no threat extension.

  This leaves Grim1.  Grim1 makes him pretty accurate, can maybe protect him for a turn with the feat.  The boostable KD gun is a huge MAT/RAT buff of it's own, Headhunter is a threat extension, and Cross Country is great for a lot of things.

  Having said all of this, I realize now that Borka1 is pretty solid in this case.  Mosh Pit is a great accuracy buff, he's got a threat extension, he can screen stuff really well with Iron Flesh on the tarpit...  Yeah, Borka1 has game.  I may have to try that.

  Anyways, I built a Grim1 list.

Grim1
*Runebearer
*Mt. King
*Pyre
Janissa
Max Fenns w/UA
Max Highwaymen
Fire Eaters
Fire Eaters

  Highwaymen seemed smart at the time because of Grim1.  Looking back, idk.  Maybe Scats would be better.  Still, CRA and Cross Country or Marked for Death seemed good. Fenns would tarpit, HWM would shoot things, and basically, we move up the board with Janissa protecting Grim1 until I feel like I can deliver the King into whatever can kill him the easiest, and hopefully assault/killshot enough to make that possibility really unlikely.  Ideally, I'd feat for that.

  There were some different lists running around.  I dodged the Menoth guy because he was touting a Harby list, and I reeeaaaally wanted to Killshot something.  That left an Arkadius tier or a Vayl2 player.  I ended up against the Vayl2 player.

  First time I've seen Vayl2 outside of her Tier.

Vayl2
*Scythean
*Angelius
*Shredder
*Raek
*Naga
Shepherd
Shepherd
Max Pot (I think)
Anyssa Ryvaal
Max Raptors
Deathstalker
Deathstalker
Forsaken
Forsaken

  Low model count, but I've got to be constantly aware of Vayl2's ability to spell assassinate me all game.  He also nearly matches my threatrange on the King, so there's that, and he has refuge.  The scythean is my concern, but the Angelius can be dangerous to the King as well.

  We rolled a scenario, got Fire Support.  He took the no Knockdown objective, and I took Effigy of Valor.  I won the rolloff, took first.  He should have taken my side of the table, but at the time, it made sense to hang out on his side.

  We deployed.  His stalkers and raptors mostly across from the HWM, beasts centered on the King.  I have no Fell Caller, no Chronicler.  I'm relying on terrain for DEF boosts, and on Cross Country for pathfinder.  The Fenns have the Minifeat, so there's that, but otherwise, I'm counting on Grim.  The HWM get Cross Country, they run into the woods.  The King runs forward, and everything else follows.


    The Raptors all move up and shoot at HWM.  They are out of range.  They back up into the woods.  The Deathstalkers kill one HWM, but he toughs.  The Scythean runs up.  The Raek moves up.  The pot tucks in behind the obstruction on the left, and the Shepherds and Forsaken tuck in with them.  Angelius runs up to the woods, and Vayl2 moves up and considers feating.  It's not assassination, but he really wants to get all of his upkeeps out and still have fury.  He decides not to, puts Occultation on the Raptors, Admonition on the Scythean.  He throws an occulus at the Scythean, hits and arcs an Icy Grip at my Fenn behind cover.  He's out of range.  Another Fenn, outside of cover, was way closer, and he both A) Failed to measure his control and check it, and B) Failed to notice the closer Fenn.  I'm not sure how that happened, but Icy Grip fell flat on it's face.


    I really want to feat here.  Everything is too far back though.  I can move up with Grim and maaaaaybe have the Scythean within 8 for the KD shot, but my Fenns are in the way.  My HWM are too far away from much, and it's at this point that I remember why I don't like Grim1.  He really wants to play forward, and I usually can't keep him alive.  Grim2, and the HWM would be shooting  like crazy.  I can't ignore stealth, so there's that, but even then.  Grim1...  I have no Apparition or anything.  Grim1 upkeeps Crosscountry.  The HWM move forward, are out of range of everything. 

  Fenns minifeat and charge.  One charges in behind the Scythean, who admonitions straight back from the King.  I still have melee on him  though.  The rest of the Fenns run/charge.  Two are in melee with the Scythean, both hit needing 5s and do average damage on him.  Two miss the Raek, one engages Anyssa who has Parry anyways.  It was worth a shot though.  

  Grim1 is freed up now though, so he moves up, boosts a hit into the Scythean and hits.  There's "Bait the Line".  Boost damage for like, four points.  Nothing crazy.  Spend one for Return fire and camp 2.  

  The Mountain King goes for it.  He assaults.  The whole reason I'm playing him.  He goes all in, reaches melee on the Scythean, the shot goes through, hits the forsaken, a shepherd and a pot guy.  I miss all four.

  Sweet.

  I boost the melee hit though, and absolutely demolish the Scythean.  The pot gets a Corpse token.  The Mt. King gets Killshot, and sprays to his right at the Angelius.  I boost the hit, hit, and boost damage for 16 damage.  Or something like that.  It was crazy.  I boost a hit on one of the two raptors I hit behind him and kill one.  

  The fire eaters on the left run up to block LOS to Grim1.  Janissa drops her wall on his left, creating a little bunker for him with the pre-existing wall.  Fire eaters on the right move up a little.  This is it.  The Angelius has it's spirit out, but that's easily fixed.  If he doesn't kill the King this turn, it's probably over.  If he does, it's still a game, but a more difficult one.  


  First things first.  Vayl upkeeps nothing, I think.  Feat turn kinda thing.  The Deathstalkers move up, try to kill HWM and the Fenn on the hill.  HWM dies, the Fenn toughs.  He debates long and hard about going after Grim1, but at DEF20 from most angles, it probably can't happen.  The Raek is the kicker, he needs the headbutt but he can't get him there.  So he focuses on the King.  The Forsaken walk up on my King with 4 fury on him and there's two.  They both blow up and between the two of them, take most of a spiral with them.  I put my whelps up towards the Angelius, trying to eliminate landing spots but it's hard when they're required to be there B2B.

  The Shredder goes, kills one of the Fenns engaging the Raek.  Vayl activates, and starts throwing the Occulus around.  She hits the one on the hill.  He toughs again.  She hits one on my left that blocks LOS to Grim.  She hits him with an Obliteration and takes him and a whelp out.  She feats and puts Refuge on the Naga, Admonition on herself and I think Occultation back on the Raptors.  Not sure.  At some point, she's killed two or three Fenns or whelps, but the guy on the hill is still there, so she Oblits him, and he doesn't tough.

  The pot is full now, spawns a Shredder and it kills the other Fenn engaging the Raek.  The Angelius charges the King, hits him for 9, 10 damage on the first attack, and after a full activation, and one last attack to kill a whelp instead of the King, he takes out a spiral.  I've blocked out most of the upper right with whelps, so the Naga goes and kills them all and refuges away.  This leaves the Raptors.  Three charge, one runs into the HWM.  The three of them do little to no damage with the mounts, and the very very last Weapon Master attack kills the king with boxcars and double fives.  I remove the Mt. King from the board and leave a plethora of whelps.


    Then he said "Aw man." and points at his forsaken.  He rolls his dice, 2d6, and rolls an 11. "Put the King back on the table, they failed their CMD check."  Apparently Forsaken are abomination.  Which is funny because the Mt. King has Terror, and so do the Fenns.  All of which they were engaged with.  So the King came back on the board with a full spiral left and a couple of whelps behind him from previous attacks and we called the game.  

  Annyssa hadn't gone yet, but she couldn't kill Grim by herself, and the Raek simply didn't have the range.  On my turn, Grim1 would feat, the unit of Fire Eaters on the right would have killed all of the Raptors and Angelius.  The left Fire eaters would have killed the Pot guys and party, and the HWM would have mopped up everything else.  Vayl2 would have been left, on her own, and without a feat.  That's assuming the Mt. King dies.  With him alive, he sweeps with Amuck, kills all raptors and Angelius and killshots Vayl1.  Maybe he hits, maybe he doesn't, but its a boosted RAT8 on the feat from Grim1.  It was a bad spot. 

  Thoughts on the game:

1.  I really don't like Grim1.  He just doesn't click for me.  The feat is great, but he wants to push hard to get it.  Overall, I like Grim2 so much more.  I also like how much more he enables Trollblood shooters without having to push so far forward.  The only issue is not getting a SPD buff in there.

2.  Assault is really cool.  I didn't get to use it this game to any positive use lol.  Basically a normal Mt. King game.

3.  My opponent really felt like missing Icy Grip was the killer, but I think the Scythean would have died either way.  The KD shot from Grim would have negated Admonition and the need for the SPD buff.  I'm not sure where it fell apart.  The King lasted longer than I thought he would.  Some subpar dice from the Forsaken and Angelius certainly hurt.  I also feel like I didn't see any major Obliterations.  Usually Obliterations wreck huge swathes of my army and I lost 2 fenns to it.  Icy Grip hurt, sure, but the HWM were going to start wrecking face next turn.  CRAs love low model counts and eventually they'd get within 8''.

4.  Idk if I'll do another Grim1 game with the King or not.  It's probably back to Grim2 for me, maybe Borka1.  Borka1 seems like fun, but the first time I run into a KD immune list I'll be frustrated.  That's not super common though so as long as my other list can handle Menoth we're good.  

  Hopefully you enjoyed the batrep.  It's certainly not up to Arizona_Troll's standard lol, but this took three Scrubs episodes to write, not a day like I imagine his do.  We'll be heading back to hobby oriented stuff before too long, but with the Errata in place, a Mt. King batrep seemed like the thing.  Cya around guys!