Showing posts with label calandra. Show all posts
Showing posts with label calandra. Show all posts

Wednesday, October 22, 2014

50pts Bradigus (Circle) vs. Madrak2 (Trollbloods) Circle's new theme sucks. Bonus Calandra vs. Bradigus game also.



Sucks for everyone else, I mean. Except maybe Legion. Legion's beasts won't care much, but that's about it. There's been a bunch of discussion on Bradigus's new tier. It's janky, but it presents some pretty difficult issues. For starters, he only brings Wolds, with or without theme. Oddly enough, his theme does not allow Megalith. What his theme does allow is 3 units of stones, 3 units of Sentry Mannikins, can redeploy a model or unit, and the Sentry Stones starts with 3 fury. This allows Bradigus to push hard turn one, and with the Mannikins, create 9 forests across the board in a solid line. This creates some obvious LOS issues, which makes getting the charge off against hi-armor Wolds pretty difficult.

The Trollbloods forum/facebook group has been struggling with the Bradigus theme since Exigence dropped, trying to figure out how to deal with it, and my argument was for Madrak2. Both Grims have answers for the LOS, but neither really has the damage output to deal with four to six Wold Watchers at ARM21. Assassinating Bradigus at range is pretty impossible as well because of the Flesh of Clay animus that the Wold Guardian brings (one less dice damage for ranged attacks against target)

On top of that, Bradigus can assassinate pretty well. This Theme brings 3 units of stones, which can launch a Wold a long ways. There's a specific assassination tactic that involves a specific stone formation for the three units. I think Party Foul has it up on Youtube. The stones go up, one unit to launch a stone, the second unit to launch the guardian into formation with the stone that just got launched, and the third unit that the previous stone belonged to launches a Wold into your AD lines. It's brutal.

My argument for that has been Madrak2. With his feat, my dudes can just flat out run through the woods with pathfinder, feat, and swing at everything with blood fury as if they got the charge. Seems legit. So the guy that has been killing me with Cryx, and just recently switched back to Circle, brought Bradigus, and we set up.

Bradigus Tier III
*Wold Guardian
*Wold Guardian
*Wold Watcher
*Wold Watcher
*Wold Watcher
*Wold Watcher
Blackclad Wayfarer
Sentry Stone w/ Mannikins
Sentry Stone w/ Mannikins
Sentry Stone w/ Mannikins
Shifting Stones w/UA
Shifting Stones
Shifting Stones

My Madrak2 list is not specifically tailored for this matchup, and is my normal anti-ARM list.

Madrak2
*Bomber
*Impaler
*Runebearer
Max Fenns w/UA
Max Warders
Max Burrowers
Min KSB w/UA
Fell Caller
Kithkar
Chronicler
Janissa

I won the rolloff and elected to go first, trying to get farther up the board. I deployed, opting for splitting the Fenns up to either side of the BG and dropping the Warders to the right. My opponent's deployement is pretty straightforward. Fairly symmetrical.



A bonus shot, showing off my banners. I actually forgot to add the Warder's banner to the lineup in this shot, but it doesn't have the white decor yet.



Stuff runs. Chronicler gets Tale of Mists on the Fenns for some extra DEF but that's about it. Most of the ranged attacks are going to be sprays later on, so it's not a big deal. Chronicler's really just an extra model this game.



So, Sentry Stones started with 3 fury, right? They run up, all of them, and drop forests. This is pretty annoying. Everything else moves up behind the woods, and he tries to position his stones so I can't catch them in my pseudo alpha. Bradigus gets Synergy out there. All of the Wold Watchers animus for free (Basically Roots of the Earth, no pushing, pulling, knocking down and can't be made stationary), and do Stone Form for a fury each. This gets them to ARM21 at the price of DEF5. Their base DEF is 10, so fairly easily hit anyways by most things, so it's not a big deal. My burrowers are happy though. My fell caller wonders what his purpose in life is.



So, options here. Burrowers are not going to be able to pop up on his side of the forest. That hurts a little. He kept back that far at least. He told me after the game that he'd of been more concerned if I had run them. Popping them up top of 3 behind his woods would have been bad, so he feels that he would have needed to engage them turn 1, which means he wouldn't have gotten as many forests down. I didn't do that though, so my burrowers pop up outside of his forests. I decide to push them into the woods as much as I can without pathfinder, and elect to leave them outside of melee range. Point Blank (the thing that makes Burrowers super cool with Madrak2, moreso than most casters) doesn't actually get a chance to happen during his feat because Point Blank is something that can only happen during their activation. Madrak's feat is during his activation, so that can't happen. I decide to just shoot with them, for two reasons. 1) The Burrowers are RAT4, and are relishing the chance to shoot something without needing help (DEF5 Wold Watchers), and 2) Madrak2's feat also grants an extra shot for ranged attacks. This means that I can get another round of POW14s out there from the Burrowers if I don't engage with them.

So they fire away, and do some damage. Nothing super crazy, but we're just getting started. The highlight, however, was the one dude that I engaged his Blackclad with. That guy pulled his weight, rolled a 10 on the gun, and one-shotted the Blackclad. I don't even think the Druid saw him. I just imagine this guy walking through the woods, steps on something that suddenly squirms, and lo! a firearm! Blam. Just blows this druid away. Anyways. Runebearer minifeats and gets Blood Fury on the Fenns, who proceed to minifeat as well, somewhat pointlessly. They cause Terror, and gain 2'' of movement on a the charge. They can't charge though, and there's now only 2 models that can possibly be affected by terror. So basically, I'm expecting to get these Fenns murdered on the counterpunch, and I'd like them to not fail their CMD. They run in there and engage a bunch of stuff.

The Bomber runs. No pitching bombs. Too many burrowers out there. Impaler runs. KSB runs. Madrak charges.... something. Possibly my impaler. Something. I needed the extra 3'' really bad. I think I kill a burrower actually, that I left behind on purpose. I wipe him out, and Madrak feats.

So all of the Burrower and Fenns that I just finished activating go again. This is not a timed-turn list. When the dust settles though, even with above average damage rolls, all four Wold Watchers stand. I took out spirit and mind on two of them, that that's it. I leave Madrak on 3 fury and move on.

Madrak is way up forward, so I push Janissa up, but she's nowhere close enough to put a wall in front of him. I debate about putting the wall just behind Madrak so nothing can push him backwards, but the way is pretty clogged up in front of him, and I don't think he can get anything behind Madrak, so Janissa just drops the wall in front of herself. Warders run, trying to be relevant. Kithkar runs, having the same struggle. And that's turn.





My opponent pulls in all his fury, and debates about how to get his synergy chain rolling. He wants all 6 wolds to hit, but 2 of them are in pretty dire shape. The two important guys though, the Guardians, are undamaged, which is good. So, the Mannikins activate first. They spray some stuff, and my Fenns start toughing. Couple of them tough pretty reliably. Part of this is cool because he's trying to clear lanes, but part of it is bad because now he's building Synergy really easy. So the Mannikins spray stuff, and the two beat up Watchers both hit things. One moves across and kills a Warder, believe it or not. Synergy, yo. Overall though, they pretty much wipe out all but 5 Fenns, 3 burrowers, and 4 Warders, which is pretty solid. However, the main problem suddenly becomes clear when the stones activate, and double teleport a Guardian into Madrak's back arc.

Yeah. I keep misjudging this freaking stones and their threat ranges.

I think the teleport happened pretty early, actually, and Bradigus got up there and started the synergy chain, feating most of his stuff forward. The other Guardian teleports across, hoping that the first Guardian can push Madrak into range of him. The back Guardian activates, and sure enough, starts wailing away. I've got 3 transfers and 2 Grim Salvation targets, and the Guardian goes through all 5. When the second Guardian gets to him, he hits once and I fail the tough.

Note that Madrak2 is off to the side by the Warders, but where he belongs is actually in between the two Guardians.



Thoughts on the game:

1. This tier sucks to play against. I see a lot of people racking their brains on how to deal with it, and there's just really not many good options. I think Trolls have some of the best chances against it, honestly, and even then it's limited. Grim1 or 2 comes to mind with their ability to ignore forests, but most people don't bring Armor cracking lists with those guys. No LOS, High ARM, almost impossible ranged assassination, and serious assassination threat ranges of its own are 4 huge challenges you don't normally see all in the same list. Grim2 might be ok with Magesight and Mortality. He can soften stuff up with Mortality, but he's still going to have a very difficult time, and there's going to be a turn where you just send everything in and take the counter-attack on the chin just to open up the forests. My normal circle drop is Jarl, and he's just toast against this list.

2. I do think Madrak2 has game against the list. For sure. Not as much as I had hoped, but it can be done. For starters, I definitely should have pushed in the Burrowers with a run. Secondly, I so badly screwed up not putting the wall behind Madrak. I would have won if I had. Bradigus was in the open, the feat was spent, and the Warders would have started one-rounding what was left of the Wolds.

3. What Bradigus looks like he's going to struggle against are:

-1) Dudespam. He doesn't have a lot of fury. The Watchers are going to use their initials, and that's it. The Guardians are where it's at. If you can fill up his lines with dudes, he's going to have a very long and hard game trying to clear things out. A couple of Troll tiers, most Cryx lists, stuff like that will be ok I think. They'll take the forest on the chin, but once you get past that, you're golden.

-2) Removing stones. Sure, that's always key against Circle, but it's a pretty huge part of Bradigus's plan. Dropping a stone early on is a huge thing if you can do it.

-3) Killing Mannikins. The Mannikins are the problem early on, dropping forests everywhere. If you can get to them somehow, and drop them the turn before you alpha, you're really hurting him. Grim2 would help with this again with a Bomber/Dozer and Magesight.

-4) Guardians/Wardens. Some lists have just 1 Guardian to benefit from the end of the Synergy chain. Others have two. Either way, especially if there's just one, focus on it. A Wold Watcher with +7 MAT and STR is pretty neat, but he still doesn't do what a Guardian can do.

-5) Wide lists/ flank attacks. Centralized scenarios and brick lists are stuff that Bradigus excels in because he can block LOS super easy. Once you start spreading out and get stuff coming in from crazy angles, he has a hard time stopping you.



3. Stuff that Bradigus can do to you.

-1) Assassinate you. He can put a Guardian in your AD zone bottom of 1, top of 2 if you don't watch what you're doing.

-2) Mystic Ward. Didn't bother Madrak, but it'll bother a lot of stuff you have.

-3) We've beat the LOS problem to death.

-4) You can't assassinate him by ranged very well. Flesh of Clay is an animus he will definitely have up any time there's a threat of it. If you've got Eiryss, sweet. If not, think of something else. Oh, and heads up, all of the Wold Watchers have Shieldguard, so the one shot from Eiryss that you REALLY need to hit with? It's going to hit a Wold Watcher instead.

-5) Armor skew similar to what Baldur2 can put out. Cygnar is going to hate this list so much. Stryker3 got all excited. "Armor skew?! I got this! Wait, I can't see anything? Dangit. I'm going back to my better incarnation. Somebody take this stupid horse away."




GAME 2. Oh yeah. Bonus game. Full batrep? No. Basically, we had time left, and I had my new caster that I have vassaled, but never played, Calandra. I won her as my 3rd place prize in an SR event, so I was kinda excited to play her, even on her unfinished base.



The other option was her upside down, breakdancing, but I couldn't bring myself to do it.

My Calandra list was pretty simple. I don't ever get to play Mulg, so I brought him, and I like the new Highwaymen, a lot, so I brought them. Calandra can do the Befuddle thing, so I wanted to see what Highwaymen and Opportunist (granted by the HWM Solo) could do to backwards wolds. It wasn't a good matchup for Calandra at all, her only damage buff being her reroll ability, but sometimes that's not bad.

I learned a few things from my first game. I spread out considerably wider, for starters.



Forcing him to back up, instead of pushing up. Because he's not a nice person.



I engaged him with everything again, and most stuff did pretty well. I focused a bit more on a few Watchers, instead of all four, and I think I killed one. I even got lucky and shot out a stone with a burrower, and a Highwaymen one-rounded the Blackclad, again. However, I befuddled a Guardian, and got Opportunist, but because he had Flesh of Clay, I wasn't going to get 3 dice damage with the Highwaymen, and because I'm an idiot, and I didn't leave Calandra enough Fury to use Runebreaker from Mulg, and I didn't leave a charge lane for Mulg himself to get in there and do the work. In fact, I shot a Highwayman in the back 4 times trying to clear a lane, and he toughed, four times. Was very frustrating. The game ended much the same as the first one, except that Bradigus did the assassination himself, and when I was trying to fill up spaces around Calandra so nothing could teleport to be next to her, I blocked Mulg from being able to reach Bradigus. I don't feel like this game was unwinnable either, though certainly more difficult. Most of my issues were unfamiliarity with Mulg and Calandra though. Believe it or not, Mulg isn't a staple in my lists yet. Yet.

So yeah. That was that. Hopefully this has been some insight to the Bradigus Tier III, and what it can bring. I've got another 2 batreps like this that I'll blend into one, Grim2 vs. Ossrum. My first time dealing with the Dwarf colossal, the Earthbreaker. It's also one of the games I get to break out the Highwaymen again, and don't screw it all up with them like I did with Calandra.

Sunday, October 12, 2014

50pts Calandra vs. Madrak2. Evolutionary Elementalism vs. Blood Fury

In the nearly year that I've been playing trolls, I've not had any mirror matchups. Another gamer just switched from Khador and his infuriating Harkevich list (seriously), to Trollbloods, and an infuriating Calandra list (Starcrossed. Infuriating by nature). Not only is it Calandra, it's Calandra's NQ theme, Evolutionary Elementalism. It's a tier I've been wanting to play on the table for awhile, and have only vassaled. I don't know if it's got quite the power that Runes of War does, but it's a brutal theme non the less, and pairs well with RoW, as if Trolls needed another powerhouse theme force.

The kicker is all elemental lights (Winter, Storm, Pyre and Slag), and you can bring Warders, the KSB, Runeshapers, and whelps. Tier IV is to bring a Mountain King, but we don't talk about that. Most players hang out at Tier III, which grants cheaper warbeasts, AD warbeasts and for every unit of Runeshapers, you get a fury in the stone, all of which ammounts to a 4pt Pyre troll that starts 13-16'' up the board with +2 ARM. The downsides to this is a lot of fury ends up on the board, you can't bring most Troll support (Fell Caller, Chronicler), and I don't know how well this list would handle 2 stormwalls.

I don't have 2 stormwalls. I have Madrak2, my answer for any high-armor skews, which 10+ light trolls at ARM18-19 definitely is.

My opponent's list was:

Calandra
*Pyre
*Pyre
*Pyre
*Storm
*Storm
*Storm
*Slag
*Slag
Max KSB w/UA
Runeshapers
Runeshapers
Whelps
Whelps

Incidentally, this is an awesomely well painted force, and I was excited to get pics of it.



My list is my standard Madrak2 one. It's seen very little change over the last several months. I'd really like to be able to drop the Bomber and Impaler combo for two lights, but everytime I do that, someone brings Kayazy or Nyss, and My Fenns just swing hopelessly for four turns.

Madrak2
*Runebearer
*Bomber
*Impaler
Max Fenns w/UA
Kithkar
Max Warders
Min KSB w/UA
Max Burrowers
Janissa
Stone Scribe Chronicler
Fell Caller

We rolled off, I won, and chose second so I could pick sides of the actually fairly symmetrical map. Deployment was pretty straightforward since his stuff was pretty symmetrical, and mine ends up stacked anyways. I put Warders behind the woods because I could get them path finder and run them through. I do spread out the Burrowers though because this particular opponent is 2 for 2 for drifting AOEs into them on the top of Turn 1 and killing at least half.

It makes me sad.



His stuff moves up, the stone pops aura, yeah. My stuff runs, SSC gets Concealment on the Fenns, and the Bomber tries to drift into the other KSB. No luck. Burrowers burrow. KSB pops aura, and says no continuous effects.



The trolls move up. The Winter troll sprays the warders and tries to get the first two, but only hits the first. That crits though, and freezes him in place, essentially blocking my warders for a turn. The Storms and Pyres move up and force toughs on the four leading Fenns, boosting the shots on the guys behind the wall, needing 11s to hit, both of which hit. One may have used a reroll from Calandra, but I don't think so. One eleap hits Grim and forces a Grim Salvation, which takes a KSB dude. The Slags run around, and Calandra tucks in behind the wall on her side casts Soothing song (removing a point of fury from all beasts) and Starcrossed (Extra dice on my attacks, remove the highest) and the KSB spread out, popping aura.



Burrowers emerge. Fenns move up 3'' with Vengeance, including the Kithkar who moves 5. Fell Caller puts WarCry (+2 to hit in melee) Runebearer moves over, minifeats and puts Blood Fury on the Burrowers. Burrowers charge into three trolls, and under starcrossed, fail to kill a single light warbeast. I think I miiiiggggght have gotten half on one, but yeah. The Kithkar charges in, engaging three lights. He misses both times, needing just 5s to hit. So the Fenns charge, needing sixes to hit. Under Starcrossed, maybe four hit. As the light warbeasts are hit, they pop whelps, adding annoyance into the issue, which essentially ups my opponent's light warbeasts to DEF13. Trying to get sevens under starcrossed with the dice I had yesterday was pretty rough. I saw double ones out of three dice way more than I'd like to admit.

It's way to early to feat, but I'm going to lose most of these models in the next turn, and everything's really engaged except the Warders which are still locked behind Mr. Freeze. So the Impaler moves up, puts Farstrike on the Bomber and he puts two shots into the KSB, hitting both times, and it toughs both times. I shuffle warders, and one makes a run trying to engage stuff, but doesn't. Madrak moves up, feats. Bomber tosses another one, and I actually kill the KSB Bearer, and it self sacs to another dude. But at least the Aura is down.

Everything swings again, except the Burrowers who don't get to use their gun in the feat (Learned that one yesterday. Point-Blank is during activation only), and I kill one storm troll, leave the purple Pyre on 1 box, and the Kithkar misses everything except the DEF13 whelp. I needed fives. Fives, people, and I missed 5 times. Starcrossed and less-than-average dice are rage inducing. I kill one out of each Runeshaper unit, and they both pass CMD from Terror on the Fenns.

KSB moves up, pops aura. Janissa drops a wall. SSC runs and realizes he's pretty much useless in this matchup.



My opponent looks over his list, and realizes that he has two undamaged Storm trolls, and that he'd been putting all the damage from 2 trolls onto 1. So I probably shouldn't have even killed the one that I did. Calandra activates, loads the stone, casts Starcrossed, feats, and hangs out. The Runeshapers on the right activate, and one shoots the Winter in the back, doing no damage, but killing two of the Burrowers engaged with it, and toughing the third. The Winter aims and puts a spray right down my front lines, and kills most of my burrowers and Fenns right there.

Slag on the left moves up, puts two solid shots into my Bomber, but destroys no aspects. The Storm kills the useless Kithkar. The left Runeshapers free up the Pyres, and the Pyres put another shot into the Bomber, and the other drifts onto Janissa for no damage, Madrak tanks decent at ARM19 and 1 grunt dies. .

At the end of the turn, I have three Burrowers (One is a Khador arc node in the back), 2 Fenns, and all of my Warders. Calandra has forced maybe 2 rerolls, but for the most part, her feat has done the rest. A couple of whelps run up to block warder charge lanes and that's it.



Alright. Warder are what are left. The Fenns vengeance, and one tries to hit a Whelp in the back, needing a five, and misses. I drop upkeeps. The Fenns go. One stands up, misses the pyre, and the other kills the whelp. The two Burrowers that have been passing CMD great both miss the Pyre four times between the two of them. The Fell Caller put Warcry on the Warders. Madrak moves up, boosts to hit and puts his axe into what's left of the Pyre. He then puts Blood Fury on the Warders. Janissa drops a wall, and what's left of the KSB push in behind them and pop aura for +1 STR.

Impaler crit slams the Right slag all of 1'' back, and does no damage. The Bomber kills the KSB bearer, and I think leaves it at that. The Warders try to charge, but because they have no pathfinder, I only get one into charge range of the half-dead winter troll, and he actually hits, but fails to kill it. The rest of the Warders just run around. The SSC charges the black Slag, and misses.



So far, my opponent's fury management has been fantastic, between all of the whelps and soothing song, which is exactly how the list is supposed to run. The Pyre walks up, puts Flaming Fists on the Slag, and after the other Pyre and white Storm shoot the bomber (which arcs, kills another KSB grunt, and I think Janissa too finally), Slag charges in and kills him. The other slag puts more shots into Madrak, which may have actually killed Janissa (I know Grim Salvation took her, not actual damage). The Runeshapers work on Warders, and force tough on two of them, and kill another. One Fenn gets hit in there somewhere too and toughs. Starcrossed comes back out, since Calandra is perfectly safe behind her wall. Oh, and the Winter Troll sprays the Impaler and Madrak, and manages to get a crit freeze on Madrak. Of course.



All in. I've got four Warders left, my Impaler, Madrak2, and a smattering of other stuff. The KSB is completely gone. Madrak spends a fury to shake stationary. I figure if I can Blood Fury the Warders, get Warcry onto them, and get Madrak into the fight, I can kill maybe two trolls this turn, and make it difficult to kill Madrak, which if that happens, it's probably my game still. So Moses gets Harmonious Exaltation onto him, the Fell Caller Warcries the Warders. Madrak charges the Slag, hits him and does decent damage. He puts Blood Fury on the the Warders, and buys another attack on the Slag, which I believe misses (Starcrossed. The Table Flipper of the 21st century).

The Blood Furied Warders get two charges, and the other two just move to inconvenient locations. The one that charged the Storm troll... misses? Or something? I don't remember. The other one charged the winter troll and kills him. But that's the only troll that dies this turn.



The Storm troll walks into Madrak, picks him and throws him... into the Runeshaper to the left of the white Storm troll. Not very far. Doesn't do damage. The Runeshapers shoot Madrak for damage and I transfer both, expecting that the POW14s from the guns will be worse than what POW12 trolls will do. The yellow storm tries to walk over and punch a KD madrak in the face, but my Warder that gets a free strike and is still under blood fury while my opponent has not popped his KSB aura yet. On 5 dice, I oneshot the troll. I don't think he had damage before that, if he did, it wasn't much.

That's what should have been happening all game, dangit.

The Slag walks up though, and finishes Madrak, who does not tough.

And I forgot the picture...

Thoughts on the game:

1. I own Calandra. I actually bought her with my 3rd place cash prize I won two weeks ago at a small Steamroller. I've played her on Vassal some, but I really need to put her on the table. This game definitely cements that idea. I can't wait to get her out there with Highwaymen.

2. This was a terrible map. I had a wall and forest on either side, and Calandra had her own little bunker. That's acceptable with Janissa. Janissa wasn't here for Calandra. This map was built before I or my opponent got to it and played on it, but you can't tell. Calandra was pretty happy at DEF friggin 20 all game.

3. I botched a lot in this game. For starters, my Bomber should have been shooting trolls all game, not KSB. Although, it would have helped if he hadn't toughed three times, but still, my Bomber was outside of Starcrossed, and should have been doing boosted POW16s into ARM18 trolls.

4. I should have used Madrak to cast Killing Ground (Relentless Charge for faction models), and let more Warders charge. That at least would have got 2 warders into the Winter troll, and probably kill it, which would have not made for a stationary Madrak next turn, which would have helped a bit.

5. I needed to play Madrak more agressively. Janissa shouldn't be within an inch of him. Not till late game. If I had managed to keep her alive that last turn, she was charging with her AP attack everyone forgets she has. She'd of probably missed it, but ok.

I really don't think this was a horrible matchup for me. It wasn't amazing, and anytime there's Stormtrolls, any support is in jeapordy, but there was so many activation issues I had where I could have gotten +1 STR out there with the stone for the feat turn, and I didn't. That'd of been a dead Pyre. Maybe other stuff. I should have been using Moses as a Grim Salvation target later on in the game, and I never did. The Fell Caller is completely capable of doing work, but I wasn't able to squeeze him through the woods with the Warders in the way most of the game.

Overall, it was a good game, and I had a glimmer of hope there at the end, but it just wasn't meant to be. I definitely should have just done reville with the Fell Caller and let the Warders all stand up, maybe get more charges in, but I was so frustrated with missing when I just needed 5s and 4s that I couldn't see doing anything BUT warcry.

Incidentally, the rumors about GF9 dice being hot are all lies, and I'll be buying dice this week I think.