Points: 50/50
Jarl Skuld, Devil Of Thornwood (*6pts)
* Pyre Troll (5pts)
* Troll Impaler (5pts)
* Earthborn Dire Troll (10pts)
* Trollkin Runebearer (2pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Trollkin Long Riders (Leader and 4 Grunts) (11pts)
Trollkin Scattergunners (Leader and 5 Grunts) (5pts)
* Trollkin Scattergunner Officer & Drummer (2pts)
Fell Caller Hero (3pts)
Horthol, Long Rider Hero (5pts)
Stone Scribe Chronicler (2pts)

Dave brought Cryx (and I'm still trying to figure out where the missing 3 points are):
Points: 47/50
Wraith Witch Deneghra (*6pts)
* Deathripper (4pts)
* Deathripper (4pts)
* Deathjack (12pts)
* Seether (9pts)
* Skarlock Thrall (2pts)
Bane Thralls (Leader and 9 Grunts) (8pts)
* Bane Thrall Officer & Standard (3pts)
Bane Lord Tartarus (4pts)
Darragh Wrathe (4pts)
Pistol Wraith (3pts)


Typical formation for this list is to Quicken the Burrowers. In this case, they get Hero's Tragedy to punish any Banes that tried to kill them (as killing them would cause the banes to become knocked down). His other option would be to concentrate spell power or 'jack power at killing the 6 point little buggers.

Tartarus goes for it anyway. I'm not sure if he's not knocked down or if he is and we just didn't mark it.

Deathjack tries to get close to Hellmouth something fierce by using its focus to cast Wraith Witch Deneghra's spell. I think it misses, for this would have been a much shorter game if it had hit.

To free up her Arc Node, Deneghra's Skarlock thrall fires off a Venom, managing to kill one Burrower and knockdown another.

The Seether closes in, trying to tie up the Long Riders.

The surviving Burrowers Burrow, while the Long riders get pathfinder from the Fell Caller and try to get the deed done. Several impact attacks and charges later, many Banes are dead or knocked down.
On the other side of the battle, the Pyre Troll and the Scattergunners start to work on the rest, and Horthol closes in on the Deathjack, trying to crit it.
Jarl Skuld backs it up and feats, covering his army in clouds of smoke.

The Deathjack is on fire! Also, the Bane Thralls rise and move to retaliate, putting some hurt onto the Long Riders.

A broken armed Seether dukes it out with the Earthborn.

Banes realize they have to deal with the Scattergunners. The Cryxian line starts to wear thin.

More venoms incoming by way of Deathripper arc node. The Long Rider is envenomed.

I have no clue what's happening here.

Incoming venom!

It's safe to say that every troll was shadow bound the previous turn. There's no reason for them to stay where they are.

Free to move, the Trolls trash or tie up the remaining arc nodes and skarlock. The Pyre moves on Darragh Wrathe (that's really him! Nevermind the Skorne model!) and unhorses the Iron Lich wannabe.

Deneghra moves in and tries to deal a series of killings all on her own, but she's massively exposed and a MAT 11 Long Rider is enough to finish her off.
So this list plays as it was intended, fast and all that, but it really can get hit hard by enemy spellcasting and other things.
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Do you find that the Warmachine versus Hordes games go different than factions coming from the same game? Does one engine have a better advantage over the other in these match ups?
ReplyDeleteNo, I don't. One key thing is that Warmachine tends to play the attrition game better and Hordes tends to be capable of alpha striking with their massive pool of fury for boosts, but I feel that those differences are balanced.
ReplyDelete