Epic Recon
LET THERE BE DOLLIES. There will then be slightly less dollies as I'm spending a week at Disneyland.
Into our resident grandfather clock that is becoming more about it's former living exterior then it's mechanical guts. Let's call the current level as "Wooden Cog".
Unrelated, I dislike clogs with no actual experience of them. That's a random bias to have. I blame the media.
Minion Army - 75 / 75 points
[Theme] Will Work for Food
(Jaga-Jaga 1) Jaga-Jaga, the Death Charmer [+27]
- Bull Snapper [5]
- Dracodile [36]
- Ironback Spitter [14]
- Targ [0(4)]
Alten Ashley [0(6)]
Bog Trog Mist Speaker [4]
Bone Shrine [2]
Dahlia Hallyr [17]
Gremlin Swarm [3]
Hutchuck, Ogrun Bounty Hunter [0(6)]
Rorsh [15]
Swamp Gobber River Raider [4]
Swamp Gobbers Bellows Crew [2]
is being disappointed by the lack of meat available in:
Circle Army - 75 / 75 points
[Theme] The Bones of Orboros
(Wurmwood 1) Wurmwood, Tree of Fate [+27]
- Wold Guardian [16]
- Woldwarden [14]
- Woldwarden [14]
- Woldwarden [14]
- Woldwarden [14]
- Woldwatcher [8]
Blackclad Wayfarer [0(4)]
Blackclad Stoneshaper [0(3)]
Blackclad Stoneshaper [0(3)]
Gallows Grove [2]
Gallows Grove [2]
Farrow Bone Grinders (min) [5]
Sentry Stone & Mannikins [5]
Shifting Stones [3]
- Stone Keeper [2]
Shifting Stones [3]
Went with Jaga as I didn't think Arkadius would be great practice (Either Arkadius wins on feat or gets slowly ground down. Possible a couple turns jockeying for position if Wurmwood feats super early?).
I win the roll to go first which is quite a relief.
I get a side with a left side obstruction providing super benefits for zone contesting, but doesn't assist in getting to the Circle Flag. I'm impaired slightly by the acid water in the middle of my advance deployment line, it is manageable but annoying.
The centre of the board is dominated by a hill that it turns out neither list really wants to use.
There's also a forest on the right that makes contesting that zone easy for both sides potentially.
Circle get a defensive forest on the left and a moderaty inconvenient wall in their backfield.
I took the pathfinder objective, Circle took repair.
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Minion 1: Not sure about how this'll pan out. A low model count list does not like multiple Strangleholds every turn. Oh well, let's see how it goes.
Ninja Pigs go up the far left, Dahlia and Skarath mirror them on the far right.
Dracodile gets Gravewind, moves up and into the right zone.
Support solos crowd out the mid-field, Jaga and the Spitter go up behind the obstruction.
Alten moves up, tries a cheeky shot on a Gallows Grove, alas, he only does a couple boxes. Sometimes Signs and Portents doesn't pan out.
Gravewind is on the Dracodile, Jaga has Battlehost.
[img]https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji7docQWKanBxafBPvmKsPwIb3AUEnWAtLW0wiepeOpP7iJHW4TEJUc_-cpbaCywB6QNvPIPWTgY1p-BJpybfxVTpmniN8SncDrRR_fhEUs4VYzaLt9Ss2g5U7W8F_OU4URh5Z4zAcJZJu/s1600/004+%2528800x450%2529.jpg[/img]
Circle 1: Ah, right, dem Proxies.
The CoC walker heavy jack - Wold Guardian
CoC Floaty Jacks - Wold Wardens
Galvanizer - Wold Watcher
Some other small based models.
Because I'm a lazy fool, the tree has no problem putting Curse of Shadows on the Dracodile then warping back into it's own forest, afterwhich a Warden moves up and puts Stranglehold on the bog Croc. Imph.
Things otherwise mostly shuffle and hold back with the intent of Wurmwood safeguarding it's feat.
The Farrow kill themselves for souls.
Left side gets the Sentry Stone and the Woldwatcher, right side gets the spare Shifting buggers.
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Minion 2: Curse you Strangelhold.
So.....I've a flight to catch in the morning and should in theory be going to bed shortly, so prepare for laziness. It's also been a few days of madness sorting out stuff at work, so details are fuzzy anyway.
Dracodile is in spray range of Wurmwood, however with three souls and only limited attacks I math out that the assassination run fails at about 75% health. The tree could then hide behind Warden forests and be safe on minimal boxes, so I nix that. Instead we make bit attrition plays and basically see what happens. If not for the Guardian giving Shield Guard for the Spitter shot I had a good chance.
Left wise solos go out wide, Brine goes to get cover from the house. Alten moves up and finishes the Gallows Grove. Spitter gets Guidance, kills the Shifting Stone and the Blackclad Wayfarer.
Jaga hides behind the house and starts some small talk with Alten. It's super awkward.
Dracodile falls back, Targ Ancillaries to hit Wurmwood anyway for sod all damage and to sadly do little to Cassius.
A River Raider runs up to engage and be annoying, another hides behind the forest.
Far right, Hutchuck ambushes in, kills the second Gallows Grove.
Skarath sprays on a Warden and two of the stones, cracks the stone on the small unit, fails to damage the other pieces.
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Circle 2: Wurmwood ends up feating. Two attempts are made to Stranglehold Brine that fail to hit.
Dracodile and Skarath both suffer the spell and take damage, the Garg takes some pretty bad spikes.
Nothing really comes forward.
The Woldwatcher kills a River Raider, one of the Stone Buffers gets teleported to the Circle flag.
Unit of two shifting stones moves up and stand in front of Hutchuck.
Circle score their flag, go up 0-1.
Minion 3: No pic it seems. Wurmwood feat, so not much to do.
Plan is to feat to kill beat pieces and otherwise wait it out. Brine was about 2 mill shy of being in for the Ghostly and double advance to kill the tree.
Gremlin Swarm runs in and does one River Raider. I forget to run up a Swamp Gobber I put pahtfinder from the objective on and another raider misses the Guardian with it's harpoon to get into position, so Jaga feats on just the first two solos to run in, selecting Cassius and the Stoneshaper on the Circle flag. Raider pops and gets the Stoneshaper, I pick the Gremlin swam for Cassius as it it a point higher armour. I roll three 2's and a 1. Hmm. Signs and Portents, sometimes it doesn't matter. Good thing it usually does, enough that a dice failure actually stuck in my mind.
Dracodile ancillaries on a Warden, shuffles back again. Is now as far back as it go towards my deployment edge and contest. A River Raider goes to the flag.
Random thought: Maybe Gudrun needs to be tried. He's been left in the cold this edition, but a solo going to a defensive flag and sitting down with Feign Death on sounds like it's got potential.
Skarath sprays, boosts damage and again fails to crack the larger stone unit. Put up Animus. Dahlia chills on the right board edge, burns fury to heal the Snake.
I sore my flag, now 1-1.
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Circle 3: Wurmwood Shuffles back to near it's objective.
A Warden's attempts to Stranglehold Brine failed, so Wurmwood put a forest in front of him.
A different Warden moves up the centre, Strangles the Dracodile. The Guardian starts running toward the Garg, so that's not good.
Wardens on the right start to suffer from the amount of Fury on the table, botch a roll to Strangle Hutchuck but manage to get Skarath again.
A Stone buffman (He's ripped under those robes) gets to the Circle flag, now 1-2.
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Minion 3: With Ghostly Brine can just go through the forest and kill Wurmwood.
We keep playing on, retroing to Wurmwood getting the forest put in front of him to stop Ninja Pig.
Longwise, it goes somewhat slowly.
On the left Ninja Pig goes in and pops the Warden, then survives a couple turns including a frenzy before he dies.
Centrally Alten proves his worth pretty hard, taking out the Guardians Spirit while it gets super damaged by Dracodile Sprays, it then limps in and easily killed by a Dracodile melee attack.
The Spitter manages to kill Cassius.
In the backfield, Hutchuck finally kills the stubborn stone in the larger unit, Wurmwood stops being able to teleport.
Skarath ends up not being Strangled and manages to move up and start biting into the Wardens.
Our scores keep pace with each other, though I end up positioned heavily to win on attrition.
Going forward, this will be a difficult matchup for Will Work for Food.
*Stranglehold is money
*If the tree starts doing Hellmouth shenanigans in future games it looks bad
*Dracodile had the arm debuff all game, had Wardens and the Guardian moved up earlier they could have threatened charges to kill it then I'm screwed
*Guardian Shield Guard was highly relevant for the important top of 2 assassination maths
*I was stupidly aggressive with the Dracodile on turn one, had it held back I would have been able to get into a strategic position prior to the Stranglehold lockdowns starting
*Awkwardly makes me wish I could put whatsisname. Um. Thing that sold No Quarter Prime. Eilish! That dude! Sadly list is super constrained and River Raiders are proving sadly useful even though they are yet to kill anything of their own accord.
*Gravewind on the Dracodile was not given sufficient consideration. Def 12 Dracodile still gets hit by boosted 6's from Geomancy. A def 16 Skarath or def 18 Brine behind the obstruction would both have been actually worthwhile investments.
* If the Swamp Gobbers had been on the right, or wherever Skarath was, they could have popped their cloud down on an important turn to give Skarath stealth and get him out of the Stranglehold cycle.
*Time to practice Hell Mouth spacing. Sod.
*Alten was finally money, albeit after the game was technically finished. Grievous Wounds remains hot (SOD YOUR CANTRIP WOLDWARDENS).







































