Monday, February 13, 2012

pKrueger Vs. Sturm & Drang

Tonight was interesting. I like fielding units without their UA at least once (getting a feel for the unit itself), and since I didn't have the Shifting Stone UA anyway I got that out of the way. My opponent had the following list.

Sturm und Drang
- Gun Boar
- War Hog
- War Hog
- War Hog
Farrow Bone Grinders (Leader and 3 Grunts)
Farrow Brigands (Leader and 5 Grunts)
Farrow Slaughterhousers (Leader and 5 Grunt)
Alten Ashley
Rorsh & Brine


Krueger the Stormwrath
- Gorax
- Feral Warpwolf
- Gnarlhorn Satyr
Cylena Raefyll & Nyss Hunters (Cylena and 5 Grunts)
Druids of Orboros (Leader and 5 Grunts)
- Druid of Orboros Overseer
Shifting Stones
Tharn Bloodweavers (Leader and 5 Grunts)
Druid Wilder
Lanyssa Ryssyll
Lord of the Feast
Totem Hunter

He won the roll and forced me to go first. I had a giant forest in my deployment zone as we rolled a radial scenario, which forced my beasts to go around, and I had to leave it in round two anyway if I wanted to advance.

Bloodweavers on the left, since stealth took care of their every defensive need in this game. Stones and Feral up the center with most of the solo characters, while Krueger hid in the forest. Druids put down clouds (I really need to find an easier way to place and remove them), and the Nyss Hunters and Gnarlhorn took the right flank. The Gorax is hanging out in the back, since Sturm & Drangs feat can shut down Fury generation almost completely for a round.

He ran his Brigands up to face my Bloodweavers and a Hog up behind them, his Slaughterhouses up to shield his other hogs, and Rorsh took my right flank. I forgot to snap a picture of it, but it was quite clever. I couldn't really engage with my Bloodweavers because Drang can Goad his hogs, and my Bloodweavers would die to a pin-balling MAT 8 Warhog if they came for the Brigands (which were tough so I couldn't even be sure I'd gain anything).

I brought a Lord of The Feast. I don't get why people complain about Tartarus when this guy is around. He charged in and ate three Brigands, then shot himself down the center and munched through half the Slaughterhouses as well: problem solved. The Bloodweavers sent up three ladies to finish the remaining Brigands and tempt the Warhog, while the Feral warped for armor and advanced an inch to far up the field.

I pulled up Brine, despite messing up badly with the Druids (I forgot I had included the UA this time, and that he was the leader, so the critical Druid was out of formation). The Lightning Tendril Nyss Hunters didn't have the impact I would have liked on Brine, since two thirds were out of range due to that missed pull, and I wrote them of as casualties. The Totem Hunter had chosen Rorsh as Prey and took up position near the Nyss, so he could get a shot at Rorsh when he came forward to force.

Rorsh is playing for keeps though, and has to get in range to force Brine. He moves up, throws his dynomite at the Totem Hunter, misses automatically due to stealth but still hits, boost damage and... there was much rejoicing in camp Bacon. Then he shoots a Nyss Hunter just to prove he can, and Brine munches a couple of more Nyss, but the real action was over on the left flank.

I forgot the pictures again, but Sturm pulled my Feral forward with a TK since I forgot all about putting a cloud down he could hide in, and a Warhog came for him (that inch to far I told you about before). My opponent forgot to turn the Feral around though, and since Sturm was driving team S&D this round it was good old MAT 6 against DEF 14 and the Feral lived. Sturm popped his feat, but I had spanked the Gorax really hard down by the forest so I had plenty of Fury to go around, and I thought I had had a win button to push, even with my Feral limited to 1 Fury.

There was an open space by his caster, and it was within teleport range, so the Wilder threw Primal on the Feral and I beamed it to Sturm. I knew he had Watcher up, but I figured I was safe enough with 8+ to hit and some seven damage if he did manage to land it, but I didn't realize that Watcher was a fully frigging boosted attack, and I began looking for damage control options. 

Then my opponent noticed the wording on Watcher "When an enemy model advances and ends its movement within 6˝ of this model", and since the Feral "must forfeit its movement after being placed this turn" it didn't advance at all, and Sturm died. I lost the title of "most likely to fail on Saturday", and got my first win with Circle.
So what did I learn
Warpwolves with Primal end just about anything. I'm really looking forward to getting my Stalker, since the ability to sprint away after killing something is just brilliant. I've never had much luck with it in Cryx, but it's darn impressive on giant furry killing machines.

Cylena is wasted points, and I need more heavy hitters anyway. I didn't get to play around with the Gnarlhorn, but his defensive stats leaves me thinking I'd rather have something else with pKrueger. I can see him working really well with stealth, so I'll run him with them. 

I still suck at using the Druids, but having the UA made everything easier. I need to stop trying to block LoS with the clouds, and settle for concealment on my models instead. It's almost impossible to maneuver when there's a line of Druids blocking everything on round two, and with enough stealth and high defense I should be alright anyway.

Lord of The Feast is a god, and that guy has so many options. When the Stalkers arrive I can have a sprinting Lord of The Feast with Lightning Tendrils, and that makes me all giddy inside. Charge in and kill every light infantry model within reach while bouncing lightning to targets all over the place, teleport to the next bunch and repeat the process, then sprint away to a defensive position.

I don't think I need the Totem Hunter, which is a damn shame since I've owned him for a year and always wanted to field him. I guess I'll have to find another caster where he does something I need, because that model is gorgeous. 
Ideas on beating Circle 
Shifting stones moved to the top of my kill list with Cryx. The other abilities are fine, but that teleport is pretty darn impressive when I think about it. It takes just one kill to neutralize it, so that's on my to do list from now on. 

Get rid of the Blackclad or Lanyssa, because if you see them they're there because he needs them. A Stalker can reach 11" threat which is a lot, but 13" is an entirely different world of hurt when compared to Cryx speed. If you can force him to warp speed on his Feral, or pop bounding instead of Primal when going in, you've got an edge.

The "Circle can't crack high armor" idea is flawed, but they do have very limited models that can do it. Get rid of that Gorax and many Circle casters will be unable to break a solid Cryx camp, since our casters are generally very difficult to hit as well.



  1. Yeah, forgetting that I could choose the facing of the Feral with Telekinesis must stand up there as the biggest bacon-fart of all my Farrow games >_<

    And misreading Watcher ... Sigh! At least I won't ever forget those two things again. EVER! :D

    I learned a lot, which was nice!

  2. It's sort of nice to catch Mr. "sticky rules brain" with his pants down, and a fitting payback for noticing that my Druid was out of formation and ruining a perfectly good plan! :D

  3. It just occurred to me that I could have gotten all the Nyss Hunters on Brine if I had used Lanyssa. I had somehow gotten it into my head that the added distance on charges was limited to warbeasts, so Hunter's Mark would have resulted in Smokey Bones.