Saturday 30 March 2019

Supreme Kommandant Irusk (Irusk2) vs. Iona the Unseen (Iona1)

The wurm is restless, and Iona is bringing her Tharn into Khador territory. Irusk is called upon to stop the flow of beasts. He brings his Winter Guard Kommand list, despite that perhaps not being the best choice against Tharn. It is an uphill battle for Irusk, yet he almost makes it. However, Iona emerges victorious.


The new hotness for Circle is Iona in the Devourer's Host with Tharn Ravagers. It is in general not an impossible list to play against, but it is quite close. I am not convinced that Irusk2 and WGK is the correct choice here. My other choice is Sorscha3 in Armored Corps. But I'm on a quest to put the Irusk2 list through its paces (list can be found here). The Circle list is as follows:

Circle Army - 75 / 75 points
[Theme] The Devourer's Host

[Iona 1] Iona the Unseen [+28]
- Gnarlhorn Satyr [12]
- Warpwolf Stalker [17]
Lord of the Feast [0(6)]
Tharn Ravager Shaman [4]
Tharn Wolf Rider Champion [0(7)]                    
Tharn Wolf Rider Champion [0(7)]
Boil Master & Spirit Cauldron [5]
Bríghid & Caul [7]
Tharn Ravagers (max) [15]
- Tharn Ravager Chieftain [5]
Tharn Ravagers (max) [15]
- Tharn Ravager Chieftain [5]
Tharn Wolf Riders (max) [18]

Khador Army - 75 / 75 points
[Theme] Winter Guard Kommand

[Irusk 2] Supreme Kommandant Irusk [+27]
- Marauder [11]
- Marauder [11]
- Marauder [11]
- Greylord Adjunct [4]
Kovnik Jozef Grigorovich [4]
Winter Guard Artillery Kapitan [3]
Winter Guard Field Gun Crew [0(4)]
Winter Guard Field Gun Crew [0(4)]
Winter Guard Mortar Crew [0(5)]
Winter Guard Infantry (max) [10]
- Winter Guard Infantry Officer & Standard [4]
- Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (max) [13]
- Winter Guard Rocketeer (3) [6]
Winter Guard Rifle Corps (max) [13]
- Winter Guard Rocketeer (3) [6]

Initial Thoughts

Devourer's Host with a huge bunch of Tharns is the new black for Circle. I have normally seen them led by Baldur the Stonecleaver (Baldur1). However, with the recent arrival of Iona the Unseen (Iona1) she is now the new hotness.

Iona the Unseen is a new warlock who is build to run Devourer's Host and Tharns. Her feat alone is enough to make a Tharn smile (or whatever they call it). It offers +3 STR and +3 ARM to Tharn models, and the ability of warrior models to reroll failed attack rolls. She also gives Dodge (model can advance 2" is missed by an attack and ignore free strike) to all Tharns within 9" from her.

She also brings five spells to the table: Abbatoir, where models in the battlegroup immediately can make one melee attack. In this list that is probably not that important; Hunter's Mark, which is an offensive spell that allows her models to charge for free and get +2" to their movement (even faster Tharn); Phantasm, enforces a -5" RNG on shots at the affected unit or model. This is not nice for all the Winter Guards that really want to shoot stuff; Pursuit, can make a model in the battle group move if target unit moves; and Sure Foot, which gives a unit/mode +2 DEF and immunity to knockdown. Another finger flipped at the Winter Guards.

Iona herself is a small annoying lady. She is pseudo-dangerous as an assassin, but a pain to remove. Despite having only ARM 14 and 16 boxes, somebody actually needs to hit her to remove boxes. She has a native DEF 16, but also Stealth, Dodge, Prenatural Reflexes (no CRA or CRM against her). She could even cast Sure Foot or herself or Earth's Blessing (see below), and see her (shooting) enemies weep.

She brings a Gnarlhorn Satyr, and a Warpwolf Stalker. The Gnarlhorn Satyr is a grumpy goat that likes to (counter) slam stuff. Besides that it is a bit pillow fisted. However, he brings an Animus that is gold for Iona: Earth's Blessing, which makes the caster immune to knockdown, stationary, can't be slammed or pushed. This is fantastic for a high DEF, low ARM lady like Iona. The Warpwolf Stalker is a steady participant in Circle lists. It can hit pretty hard, but can also wipe infantry out by a combination of Berserk and a very long sword. This could spell trouble for both the Marauders and the infantry.

There is also a unit Tharn Wolf Riders and two Tharn Wolf Rider Champion. The Wolf Riders are super mobile cavalry, with a speed 9", jump 5", and Reposition 5" can be almost everywhere at anytime (and not forgetting Dodge from Iona). Their favourite tactics is to charge something and then jump to the back of it, hitting it with three attacks and then moving 5" away. They are highly annoying. The Champions are just better and gives the whole lot Prowl. They should probably be shoot at sight. However, at least a CRA 4 from the Rifle Corps is required to just get a 50/50 shot at killing one; and they threat longer than the Rifle Corps.

The Tharn Ravagers party packs are is where the money is for Iona. They are really a steal for just 15 point for six of them (20 including the CA). Add all the bells and whistles, and they become quite fearsome. They naturally have Pathfinder and Treewalker (ignore forest for LOS and DEF 15 against melee), they are Circle after all. They also have Heart Eater allowing them to collect Corpse Tokens, which then can be used to buy or boost. They can gain and use in the same activation. The Theme gives them one token each to begin with. The main game breaker is the combination of Tough and Rapid Healing, combined with the Sure Foot spell from Iona for no knockdown, or the Tharn Shaman that can fix the knockdown issue. They are then very close to impossible to get rid of. The Tharns heal after every single attack! To shoot them to death, it is either a five Rifle Corps CRA or a three Infantry CRA; but that is still only with a slightly better than a 50% chance. Finally, they also have Vengeance and the mini-feat giving them overtake. They can basically surf through almost anything, in particular under feat.

She is also brining Bríghid & Caul, which is a very hard hitting unit, that can probably easily take out a Marauder in one round. For the grand finale, Lord of the Feast, and Boil Master & Spirit Cauldron, the former is for free in this theme. This is just a ridiculous combination of the Lord threatening at least 16" in weird direction and being able to take out most things with Corpes Tokens, which he can be filled up with by the Cauldron. He needs to die, quickly - but of course has Stealth.

This is going to be an incredible hard match. Iona and friends are fast and hard hitting.

Deployment

We are playing Mirage. Playing agains Circle, we of course got the forest table. We both opt for the Stockpile objective (remove d3 point of damage within 4"). Khador goes first.

Irusk deploys in his standard manner. Each flank has a Rifle Corps and a Field Gun. In the middle goes Irusk and his Infantry. The Morter and Solos also stay in the middle. The three Marauders Advance Move in front of the centre.

End of deployment
Iona deploys a unit of Tharn Ravagers on each flank, along with a Tharn Wolf Rider Champion. Iona goes in the centre along with her beasts and the Cauldron. Bríghid & Caul, and Lord of the Feast Advance Deploy in the middle. The Wolf Riders deploy on the right flank. The picture above depicts the situation at the end of deployment.

Turn 1

Since the Tharn list is fast and hard hitting, Irusk would rally like to avoid being on the receiving end of the alpha strike. Irusk casts Solid Ground and Fire for Effect on the right most Field Gun (this time, he has a plan...). He moves his troops forward enough to present a threat, but not enough to leaving him with no manoeuvring room in the next turn. So basically an eventful round for him.  

End of turn 1
Iona moves the two Ravager units forward hiding behind forest. The same goes for Bríghid & Caul, and Lord of the Feast. It turns out Iona is not completely aware of Irusk2's feat- she will be shortly. The rest of her army doesn't do much. The picture above shows the end of turn 1.

Turn 2

It is time for Irusk to spring the trap. It might be his only chance to even the odds.

End of round 1, turn 2
Irusk upkeeps both spells (one for free from the Adjunct). He moves forward and camps the rest of the focus. Those Tharns are pretty fast. He then feat. The Greylord Adjunct moves up a bit and casts Guidance on the Field Gun with Fire for Effect on it. It now has a 98% chance of hitting Lord of the Feast (it can now ignore Stealth). It aims and fires. It only has a 25% chance of actually killing him when he is filled up with corpse tokens. But he only has one on him, giving the Field Gun a 57% chance of killing him. It does not kill him. However, the Rifle Corps on the right flank moves up, close enough to actually see him, and finish him off. It's a good day to be a Winter Guard. The rest of the Rifle Corps shoots at the Ravagers on my right flank, and kills one. This was the plan, and it worked (it might come back and haunt me, though).

Joe gives the inspiring speech For the Motherland to the Rifle Corps on my left flank. They move up and, in combination with the other Field Gun and Mortar (assisted by the Artillery Kapitan), takes out three Ravagers and the Tharn Wolf Rider Champion. The Marauders move up to be ready for the next wave of Tharn. The Infantry runs to try and get in the way. The picture above depicts the situation at the end of the heroic round 1.

End of turn 2
After much shaking of head and general grief of loosing Lord of the Feast, the Circle player gets his act together and retaliates. Iona feat! She also casts Earth's Blessing on herself and moves closer to the action. The Ravagers on my right flank, now powered up with corpse tokens and the feat charge my Rifle Corps and the Marauder. I basically loose most of that unit, and the Marauder looses 15 boxes, but nothing important. It is worse for the other two. I did manage to put them too far forward. A combination of Caul, the Stalker, and a Ravager takes out the other two. This was not the best tactical approach from my side. Half the Rifle Corps on my left flank, and a good third of the Infantry also disappear to a combination of Ravagers and Wolf Riders. The picture above shows the situation after the Tharn revenge at the end of the turn.

Turn 3

From heaven to hell in just one round. It might even be hubris. Irusk got Lord of the Feast, but he lost about half the army to the retaliation. I can work on my positioning.

End of round 1, turn 3
Not all is lost. Irusk upkeeps his spells and fills up the Marauder. He then casts Battle Lust on the Infantry and moves behind the wall. I think I might be overestimating the effect of Battle Lust. Perhaps shooting is just better. Anyway, the artillery fires and manage to put some serious hurt into the Stalker. The Maraduer kills Caul and does a bit of damage to a Ravager, who the flips the finger and heals. The Rifle Corps and Infantry then charges. They remove the Stalker and a Wolf Rider. One of them also contest Circle's flag. I was hoping to remove the Ravager contesting my zone, but Rapid Healing, Tough and no knockdown is simply overwhelming. So we are now looking at a scenario score of 3-0 in Iona's favour. The picture above shows the situation after round 1.

End of turn 3
More Tharn chopping and chewing through my unlucky Winter Guards. Iona casts Earth's Blessing and surfs through a few Winter Guards before doing a Cygnar shuffle (retreating). The Ravagers on my right and the Wolf Riders swarms my last Marauder, but he miraculous survives. The Ravagers on the left flank have an evil plan of surfing through the remaining Rifle Corps. But they demonstrate how tough rolls should be made. This actually leaves my zone empty of contesting models. So scenario score is now 5-1 in Iona's favour. I could have lost here. The picture above shows the sorry state of the game at the end of round 3.

Turn 4

So, it is now or never. Iona has to die. I have a cunning scheme.

End of turn 4
Irusk upkeeps his spells, charges and kills a Wolf Rider. In hindsight he should perhaps have cast Airbust on Iona or cycled Fire for Effect. But I was under time pressure. The Adjunct casts Guidance on the Field Gun on the Left, It proceeds to shoot Iona and leaves her at 4 boxes. One of the remaining Winter Guards runs next to her (she is outside charge range). The Artillery Kapitan gives Artillerist to the Mortar, who then wants to shoot the Winter Guard in the back and kill Iona through blast damage. Unfortunately I am out of time before it can make its attack. It only had a 28% chance of actually hitting him. But if it did I "only" needed to roll 8 to kill her. Stranger things have happened.

Nevertheless, I loose to the clock. Scenario score ends at 6-2 in Iona's favour.

Final thoughts

I knew from the beginning that this was not a matchup for Irusk2, in particular not with all the forest around. It ended as expected. I do, however think that there are lessons to be learned here. For one, I should be better at positioning. I lost two Marauders, basically to crappy measuring. They should have been kept back as a second wave. In general, I have to learn to sacrifice Winter Guards to keep the 'jacks alive. I think I also (unnecessarily) sacrificed my Rifle Corps on the right flank. But I really wanted to get rid of Lord of the Feast; and the expression on the Circle player's face when he died was worth it all.

This might sound like whining, but despite me liking the whole CID idea, Iona + Devourer's Host + Ravagers reminds me of the power creep that got me out of GW games. Anyway, it was an enjoyable game for both of us. Next time, I'll try Sorscha3 and Armored Corps against Tharn.

Until next time

For the Motherland!

1 comment:

  1. Great post. Cycling FFE is your friend in that match up. And don't be afraid to save clock by CRA'ing with your winterguard.

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