Game 3 - Pat Longy
Morvahna the Dawnshadow (*5pts)
* Pureblood Warpwolf (9pts)
* Pureblood Warpwolf (9pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (1pts)
Tharn Ravagers (Leader and 5 Grunts) (9pts)
* Tharn Ravager Chieftain (1pts)
* Tharn Ravager Shaman (1pts)
Tharn Wolfriders (Leader and 4 Grunts) (10pts)
Druid Wilder (2pts)
Gallows Grove (1pts)
Gallows Grove (1pts)
Tharn Ravager White Mane (3pts)
VS
Hunters Grim (*4pts)
* Slag Troll (6pts)
* Troll Impaler (5pts)
Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts)
Pyg Burrowers (Leader and 9 Grunts) (6pts)
Pyg Bushwackers (Leader and 9 Grunts) (8pts)
Trollkin Scattergunners (Leader and 9 Grunts) (8pts)
* Trollkin Scattergunner Officer & Drummer (2pts)
Gatorman Witch Doctor (3pts)
Stone Scribe Chronicler (2pts)
There are 4pts missing that I cannot recall
Deployments:
Nothing notable here, I won the roll to go first - There wasn't really anything deployment-wise that was relevant or came up.
Phil, Turn1:
Hello, Gunline! Just what I don't want to see. I run forward directly towards the guns, in hopes that my defenses will save me. Grim isn't great against Stealthed units that are spread out and Fog of War to my entire army (Putting my lowest Def at 15). At least, not on turn one.
Pat, Turn1:
Presented with a lot of fast, angry dudes howling across the table at him, Pat decides to kill as many as possible, as fast as possible with a turn one feat. However, he isn't in a great position to do it.
So I lied, deployment was reasonable important in this game:
He deployed his Burrowers and Scattergunners on one side (Wolfs and Ravagers went against these) and Trackers across from his Nyss and Bushwhackers. This is possible due to my heavy amounts of AD, and being able to redeploy Bloodtrackers and Wolf Riders, and in general having models run fast enough to be able to get far toward while moving towards a different side.
The outcome of this when Grim feated, two shooting units had very limited shooting due to stealth on the main unit in range and while he did put out a Mage Sight, due to distance he wasn't able to catch many. There was also a Forest in the middle of the table that was doing a reasonable job of cutting the table in half.
On the other side, Scattergunners do not have the range to reach my models one on side, and the Burrowers alone, without Mark Target or Mortality (Models cannot get close enough if they want to shoot as well), are not going to do well vs Def 15 or Def 17 (Fog of War on Ravagers/Wolf Riders)
Pat chose to Burrow them instead rather than make any shots and they got all up and in a zone to torment the Ravagers next turn.
Phil, Turn2:
Deploy murder time. Keys points for this turn is that Wolf Riders are able to charge in such a way that they manage to make use of their three attacks, taking out the entire Scattergunner unit (Other than the standard).
Morv feats back the lost models, gets a sweet Deathknell on the Nyss, and places a tree in the middle of the Scattergunners, which the Whitemane then uses to goes in and cleave up several of them. Bloodtrackers charge in and take out some Nyss and in general be annoying and engage some guys.
From this point the game is mostly done as there isn't much left on the Troll side. There's a few turns of grind and a lot of tough rolls until GG.
Thoughts:
So a lot of this was experience - Pat I believe hadn't played it before whereas I had already played this (Or very similar) with Morvahna at Irish Masters, as well as Grim himself a fair bit. So I knew what was going on here.
The deployment is somewhat is my favor, as I can migrate some of the damage he is able to do by forcing him to have to feat one, causing positioning difficulties and trying to get some units stuck with only stealth models. It's also very easy for me to jam his guns with fast models with Reform/Light Cav
If I go second I feel that this is a much harder match-up, where he both gets to advance and position for the turn two feat.
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