Sorscha and her Man-o-War irregulars are back. This is the second try at getting this list to work. Baldur and his Blackclads are stirring in the woods. There is a lot of sticks and stones on the table. Sorscha is going to approach it in the Empress improved manner. Send the mercenaries into the fray to die (and save some money) whilst the Man-o-Wars move forward to clean up. The battle is bloody. However, Sorscha comes out victorious.
Circle is a common foe across the table. I have traditionally struggled with the druids, and in particular the chief druid pulling Baldur's strings. Sorscha is still learning to pilot her new Jaws of the Wolf list (see here for a description of the list). It is going to be interesting to see how this list deals with Circle, and in particular this player that I have a long history of loosing to. The two lists facing off are:
Khador [Theme] Jaws of the Wolf [Sorscha 3] Kommandant Sorscha Kratikoff [+28] - Devastator [14] - Devastator [14] - Greylord Adjunct [3] Man-O-War Kovnik [3] Man-O-War Demolition Corps (max) [12] - Sergeant Dragos Dragadovich [4] Man-O-War (max) [15] - Man-O-War Shocktrooper Officer [3] Kayazy Assassins (max) [13] - Kayazy Assassin Underboss [4] Kayazy Eliminators [0(4)] Kayazy Eliminators [0(4)] Kossite Woodsmen (min) [7] Manhunter [2] Manhunter [2] Yuri the Axe [4] Bulkhead [0(5)] Battle Mechaniks (min) [2] - Battle Mechanik Officer [1] | Circle [Theme] Bones of Orboros [Baldur 2] Baldur the Stonecleaver [+31] - Megalith [17] - Wold Guardian [16] - Woldwarden [13] - Woldwarden [13] - Woldwyrd [8] - Woldwyrd [8] Blackclad Stoneshaper [0(2)] Blackclad Stoneshaper [0(2)] Blackclad Wayfarer [3] Blackclad Wayfarer [3] Chuck Dogwood [0(4)] Shifting Stones [0(3)] - Stone Keeper [1] Shifting Stones [0(3)] Stoneward & Woldstalkers [8] Celestial Fulcrum [16] |
Initial Thoughts
The theme, Bones of Orboros is for sticks and stones, and men in black. It allows a 'caster to run the 'beasts hot as one fury can be removed from each 'beast in the Control Phase. This is pretty good. It also allows for units and models to start with upkeep spells, which are three from Baldur (more on this later).
Baldur the Stonecleaver is leading this list. He is an oldie but goldie most famously know for his jump forest and assassinate trick (a trick that Sorscha has been on the receiving end of before). In short, the assassination involves him placing an AOE 4" forest anywhere within 12" (through his spell Rapid Growth), and assuming he is already in a forest, he can Forest Walk a kill the opposing 'caster. I'm so not going to fall for that again.
He does pack two additional powerful spells: Solid Ground, which we are familiar with through Irusk2 (no knockdown and immune to blast within 12"); and Stone Skin, which gives a unit +2 ARM and STR, and -1 SPD and DEF. Finally, he has Earth Spike, which does damage in a 3" AOE and knockdown. His feat is primarily there to get his troops to the enemy, whilst hindering the enemy. It gives Cover and Pathfinder to to his models, whilst enemy model can never have Pathfinder. All of this within 12".
As a final bonus, he offers the build in Elemental Mastery, which allows 'beasts within 12" to charge and make power attacks without being forced. He can also heal friendly constructs within 12".
Baldur's batttlegroup consists of six warbeasts (despite being constructs): two Woldwardens, two Woldwyrds, a Wold Guardian, and his pet Woldwarden Megalith. Megalith is a Woldwarden on steroids (except the surprising fact that it has one less STR). It has two fist at P+S 17 at MAT 7 and with Weight of Stone, which lowers the SPD and DEF by 3 of a model damaged. Megalith's Animus is Undergrowth, which makes rough terrain for enemy models within 5" and reduces their DEF by 2. It can also cast Earth Spikes from Baldur once per activation (at Magical Ability 7).
The two Woldwardens are basic, two open fist brutes. They are a bit pillow fisted at P+S 16. However, the Stoneshapers help here by casting Earth's Power on them for an additional two points of STR. In addition to the two fists, they can also do a Chain Attack: Smite, which allows them to do an extra attack that slams the opponent d6", if both initial attack hits. They have the same Animus as the bigger brother, Megalith (except for 1" area) and Geomancy.
Megalith and the Woldwardens are probably going to be used for slamming stuff and just generally beat things up. Perhaps the occasional Earth Spikes.
Speaking about beating things up, enter the Wold Guarding. It is basically a Khador 'jack disguised as sticks and stones. ARM 20 and 35 boxes, and two Battering Rams at P+S 18 (20 if the Stoneshapers have done their thing). If a model is hit by a Ram it becomes knocked down and pushed 1", which the Wold Guardian then can follow up on. Finally, it is a Shield Guard, is Steady and can get Bulldoze by using its Animus. This is a bit dangerous. On the average it will one-round a Khador heavy. Luckily, Sorscha brought Devastators that at least have a chance of surviving; and then hope for a Mechanik to be nearby.
Finally, the two Woldwyrds are light shooting 'beasts. Their claim for fame is Purgation that gives them an additional die on attack and damage rolls against models with an upkeep on them. So, anybody with Iron Flesh on them will be targeted. The additional to hit die is not that important for the Shocktroopes, whereas the additional damage die actually is slightly more damage than the extra 2 armour from Iron Flesh. It is quite the opposite for the Assassins, where extra damage it irrelevant but the extra to hit die matters. So, all in all annoying.
Baldur brings a Celestial Fulcrum, which is kind of cool. As passive abilities it helps Baldur running his 'beasts hot. It can leach fury and function as a fury bank for him. In addition, it is Veteran Leader [Blackclads] (giving them +1 to attack rolls). Besides the support features it can also shoot a lot.
The Fulcrum has three shots all at RAT 7 (base 6 + 1 from Veteran Leader): an AOE 4" continuous fire at range 11" and POW 15; an electric leaping (one leap within 4" at POW 10) shot at range 13" and POW 14; and a range 10" spray with critical freeze. A quite versatile shooting platform. It is not that dangerous against the heavy armoured part of Sorscha's army. The assassins is a completely different story. They have to hope for Stealth (except against the spray).
Among the solos are two Stoneshapers. They are primarily there to increase the strength of the Wolds; secondly to repair them and manipulate fury. In a twist, they have a 8" POW 12 spray. There are also two Wayfarers, who are there to put Hunters Mark (+2" movement when charging and charging for free) on what ever a Wold would like to charge. The combination of these two solos makes the Wolds rather dangerous. All in all, Baldur's heavies can now reach out and touch something 11" away and hurting it at between P+S 18 and 20; and ready to spend all fury on attacking. This brings the heavies into one rounding Khador heavies territory. Finally, Chuck gives all constructs +1 to hit; which is not too important, given the impressive Khador DEF.
As units, Baldur is brining two units of Shifting Stones and one unit of Stoneward & shrimps (not to be confused with the Woldwyrd prawns). The former can do what they do. They can heal, leach and teleport Warbeasts. The shrimps are quite mobile due to Zephyr and can shoot 10".
In general, I think Sorscha should be OK. Baldur is going to struggle with the heavy armour part of her list; as long as she can control the heavy Wolds. Her Kossites should ambush and try to get rid of the support solos. Something that will really diminish the threats from the heavies.
Deployment
We are playing the Steamroller 2021 scenario Recon II. Sorscha picked the Cargo Nets objective (one model becomes Steady and stands up if knocked down). Baldur chose the Observatory objective (one model gets True Sight). Sorscha won the roll-off and decides to go first.
Sorscha deploys almost in accordance with the Empress' standard deployment 11 (see here for details and tactical discussion). The BYOF (Bring Your Own Forest from Sorscha's theme) is placed on the left flank next to the zone, for Yuri to hide in. The two Manhunters deploy behind the forest on the right. The Kossites stay at the camp fire for now.
End of deployment |
Baldur deploys the Fulcrum, a Woldwarden, a Woldwyrd and Chuck on the left. Everything else goes in a big pile on the right. The stones Advance Deploys in front. The picture above depicts the situation after deployment.
Round 1
First round. As always this is just going to be the boring move forward fast round. Two, rather slow armies just need to get closer.
End of turn 1 |
The Eliminators move forward at almost full speed. The leftmost unit position behind the linear obstacle for an extra good defence, if something unexpected should happen. The rightmost unit just runs around the forest to be ready to put pressure on that flank. The Assassins do their thing runs.
All the Man-o-Wars move forward: the Shocktroopers in Shield Wall (under Desperate Pace from the Kovnik) and the Demolishers running. Sorscha moves forward, drops Iron Flesh on the Assassins and Stoke the Fires on each of the 'jacks. The two Devastators then run forward. Everybody else follows suit. The Mechanik Officer practice his Girded ability by being base to base with Sorscha. Finally, Yuri and the Manhunters move into their forests.
The picture above shows the result of Sorscha's first turn.
End of round 1 |
Baldur's army starts with the upkeeps in place. Solid Ground on himself, Rapid Growth in the middle between the impassable terrain and the field. Finally, Stone Skin on the Wold Guardian.
Not a lot of interesting things happens. Everybody basically moves forward. Megalith hides behind the impassable terrain. In accordance with Sorscha's plan, Baldur's army clump up in the middle. However, the Fulcrum faces the left edge and a Wayfarer moves a bit out on the right flank; both ready to receive the Kossites.
The picture above depicts the end of the first round.
Round 2
The round where stuff can actually happen. Sorscha has the initiative. I think it might be the feat turn.
End of turn 1 |
Since Baldur has a feat the seriously will slow down Sorscha's advance it is important to go forward and apply scenario pressure. So, first step is to jam with the Assassins. They run forward and try to tie up as much as possible. However, the big impassable terrain in the middle is difficult to navigate around.
Following up behind the Assassins, the Man-o-Wars lumber along. Again, the Shocktroopers under Shield Wall and the Demolishers running. Sorscha moves up and feats. She rolls six clouds and produces a cloud wall in the middle. She also drops Stoke the Fires on the Devastators.
The Assassins have arrived on the left flank (in hindsight, this might have been to early). They take out one of the Wayfarers and attempts to hurt a Shifting Stone. But stones are hard.
The Eliminators run up both flanks to apply more flanking pressure. Finally, the Adjunct moves to the flag to be ready to score and casts a cloud on the rightmost Devastator; just because he can.
The picture above shows the result of Sorscha's feat turn.
End of round 2 |
On the left flank, the Fulcrum takes advantage of a potential too early arrival of the Kossites and a reckless move by the Eliminators. It shoots with everything. When the smoke and lightning dissipates the Eliminators are gone and only two Kossites remain.
Then the shrimps and prawns take over. They shoot a lot at the poor Assassins everybody on the left side. Iron Flesh was definitively not beneficial. Perhaps it should have been cycled to the Shocktroopers?
The Shifting Stones move around. Most importantly, one teleports to the middle of the board, blocking potentially charges against the Wold Guardian. Chuck also moves forward to score the Circle flag. On the right flank, the Wayfarer moves out and attempts to spray the Eliminators. Luckily to no avail. Finally, Baldur moves in and hides behind the objective.
This round ends with a scenario score of 1-1. The picture above depicts the end of the second round.
Round 3
I guess this is the crunch round. The two armies are now getting sufficiently close to start beating each other. Unfortunately, for Sorscha, Baldur has feated.
End of turn1 |
For all practical reasons, Sorscha's army stationary. Under Baldur's feat, the Pathfinder from Jaws of the Wolf doesn't even help. So, speed is around 2". Hurrah!
First of all, the Assassins do their Shadow Dance and mini-feats. It takes out the Shifting Stone in the middle and brings two Assassins into Baldur's vicinity. The Shocktroopers do what they can. Under Desperate Pace and Shield Wall they storm forward the best they can under Bladur's feat. This brings them almost to the enemy. Two of them engage the Wold Guardian.
Sorscha moves up and casts Stoke the Fire on the first Devastator, she then Wind Rush to the Objective and casts Stoke the Fire on the second Devastator.
The Eliminators are outside Baldur's feat, so they are free to charge and kill the last Wayfarer. One of the Manhunters runs forward to keep the pressure on the right flank. The right Devastator shuffles a bit backwards. There was probably some sort of reason.
On the right flank, the Devastator moves up as far as possible. A lot of measuring did take place to stay out of the Woldwarden's charge range; and then all that was ignored. For some reason Yuri decides to run in behind the Shocktroopers (and magically turns into a proxy base. That big cape of his really messes with his balance). The Mechaniks then moves up as well.
The Shocktroopers manage to get within 4" of Baldur's flag. So, the scenario score is now 2-1 in Sorscha's favour. The picture above shows the end of the slow turn.
End of round 3 |
This is Baldur's murder round. The right flank is easy - nothing happens. It is another story on the left flank. Here the Fulcrum, and shrimps and prawns move about a do a lot of shooting. Again, perhaps Iron Flesh was not such a bright idea. They hurt the Shocktropers quite a lot. The Wold Guardian moves up and cleans up. Four Shocktroopers, an Assassin and a Mechanik is killed.
Now the result of ignoring all the measuring in the previous turn really comes back to hurt Sorscha. The leftmost Woldwarden can now charge the Devastator. It manages to hit twice and trigger the Chain Attack. The poor Devastator is slammed far sway. Luckily, it is Steady; but now out of the fray.
Somebody kills the two Assassins near Baldur. That is fine, as they have served their purpose. Finally, the Shifting Stones do their teleportations, and once again they try to block charge lanes.
Scenario score is now 3-2 in Sorscha's favour. The picture above shows the situation at the end of round 3.
Round 4
OK, things are heating up. I guess it is time for Sorscha and her troops to get back and the sticks and stones (and shrimps and prawns).
End of turn 1 |
On the right flank, the Devastator moves sideways to get into a slightly better position for later. The front Manhunter charges Megalith and does a not insignificant amount of damage. The two ladies run across the table to threaten models from the back. The last Manhunter moves up behind the big rock. The Adjunct is happy where he is. Scoring flags is nice.
On the left flank, the damaged Devastator moves out of the BYOF to get near a Mechanik. Sorscha moves a bit forward so she can see one of the Wolds and drops Winter's Wrath on it. She manages to make the Wold Guardian, the Woldwarden and one of the prawns stationary.
The Demolition Corps charge the Wold Guardian and almost take it out. It is surprisingly robust. Bulkhead finally leaves bodyguard duty and charges the Woldearden, slams it into the objective and sprays twice. The Woldwarden, the objective and Baldur is caught in the sprays. A bit of damage is dealt. But nothing too impressive.
The Mechaniks move forward. One repairs the damaged Devastor. The offices flamboyantly moves infront of Sorscha to protect her.
That is it. An OK turn, but not too impressive. This time a Demolition Corps grunt manage to contest Baldur's flag. So, the scenario score is now 4-2 in Sorscha's favour. The picture above depicts the end of Sorscha's turn.
End of round 4 |
Baldur strikes back. As I didn't manage to actually kill the two heavies they are quickly brought back to full power. This is the true power of Hordes.
The Fulcrum moves forward and does it shooting, which deals a lot of damage to the front line. The Wold Guardian and Woldwarden them mow up the sorry remains of the front line Man-o-wars. Even Yuri is killed in the mayhem. A prawn the moves forward on the left and shoots something.
In the back, the shrimps kill the two nice Kayazy ladies. Luckily, Baldur is running out of time and has to end the turn quickly. He flips the clock with 3 secondes left. The scenario score is now 5-3 in Sorscha's favour.
The picture above shows the end of round four; and for all practical purposes the end of the game. Sorscha activates one more time. She has two minutes on the clock, So she simply runs the last Kossite to contest Baldur's flag, flips the clock and wins the game. The final scenario score is then 6-3 in her favour.
Glory to the Motherland!
Final thoughts
I haven't completely mastered this list yet. On the good side Sorscha remembered to feat, and even on the right round. I also managed to bring in the Kossites (last time I completely forgot them). However, I suspect that I should have waited a round.
On the bad side, I should be more precise with my measurements. I almost lost a Devastator due to poor play. I also over extended the Eliminators. I think the Assassins did their job. The Man-o-Wars were subpar. Iron Flesh is probably a trap against things with Purgation or similar. '
At then end of the day I won the grind. However, I'm still not completely convinced that the list is as it should be; or I just need more training.
Until next time.
For the Motherland!
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