08 August 2014

zomg a Bakaryu BatRep!

Screenshot or it didn't happen :)

In all seriousness though, this year I will be playing Trollbloods as my competitive tournament faction and have already been getting a few games under my belt, but haven't posted up the first few battle reports largely due to playing like a chump and getting used to not overextending on the fury system again.  I have won two out of the three games, but this one here is the first one which I felt that I played well enough in to be considered for a battle report.

This match was Trollbloods against Mercenaries, my Gunnbjorn list had been doing pretty well but this opponent had at least one Galleon in all of his three lists, and so I had opted to go with eDoomshaper for threat range and ARM cracking, my opponent went for Bart so I felt like I had gone with the right matchup here.

Doomshaper2..................................Broadsides Bart
> Mulg the Ancient...........................> Galleon
> Rok..............................................> Galleon
> Mauler..........................................Max Forgeguard
> Axer.............................................Ragman
> Night Troll.....................................Gobber Tinkerer
> Runebearer....................................McDougall
Min Kriel Warriors...........................Aiyana and Holt
> Standard and Piper........................Piper of Ord
> 2 Caber Throwers
Min Krielstone and Scribes
> Elder

The scenario rolled up was Rally point, and the terrain saw a forest on each player's right flank just beyond deployment zones, a hill on the opposite flank and a few rocks as impassible terrain/cover in the dead centre of the board.

My opponent won first turn, deploying both Galleons and Bart dead centre of the board, with Forgeguard either side of them, Ragman, Piper and McDougall behind the colossals and A+H just off to my left of the forgeguard, so quite central overall.

I also deployed pretty centrally, with (from left to right) Mauler, Rok, Axer, Mulg and Night Troll.  Kriel Warriors filled the gaps between them and the Krielstone was camped behind but centrally, with Doomie and the Runebearer just off centre to my right.

Turn 1
One each to the Galleons, Bart drops Hot Shot on the the Galleon to my left, his Forgeguard run to make a screen in front of the Galleons who run up behind them.  His various support solos and units hang out at the back ready to give support as soon as it is needed.

Runebearer gives Harmonious Exaltation to Doomshaper, who drops Wild Aggression onto Mulg and 5 into the Krielstone before advancing a few inches.  Mulg runs up, the Night Troll runs directly in front of him to protect him from drags, Axer runs up behind a rock for cover, Mauler and Rok both get Caber Throwers in front of them who are in turn surrounded by grunts for take up to again prevent any drag shenanigans.  Krielstone runs up and gives +2 ARM, focusing on the left side as Mulg is pretty safe.

Turn 2
Upkeep Hot Shot, 3 focus to the Hot Shotted Galleon.  Forgeguard advance up to keep up the screen and are given tough by the Piper.  McDougall gives Artillerist to the powered up Galleon and Aiyana just about manages to get close enough to hit a Kriel Warrior with Kiss.  Fortunately the left hand Galleon rolls terrible for his 2d3 shots, getting 3 of them which thanks to the spacing only kills two Kriel Warriors and a boosted attack roll with the Harpoon misses the Caber Thrower in front of Rok.  Bart switches Hot Shot onto the other Galleon and pops his feat.  The other Galleon only has a few guys in range and again rolls poorly, killing one Krielstone scribe with a scatter and another Kriel Warrior.

Bart's feat I knew would be coming this turn, it doesn't make it any less annoying but I see an opportunity to kill Aiyana and Holt and decide to go for it.  Mauler advances to toe the left zone and puts Rage onto the Caber Thrower, Kriel Warriors use Fervor and run/charge.  One Kriel Warrior runs into the two Forgeguard right in front of Aiyana and Holt and the Caber charges him, the other Kriel Warriors run up to gum up and block charge lanes with two more getting charges onto the right hand flank.  Thanks to Steady and Fervor they only have to put up with being MAT4, managing to kill one of the Forgeguard and then the all important one, he hits the Kriel Warrior and slams him 2 inches, enough to hit two Forgeguard, Aiyana and Holt but falling half an inch short of the Gobber Tinkerer.  One of the Forgeguard dies, Holt dies but Aiyana is left on 1hp, the brave Kriel Warrior sadly does not pass his tough check.  Aiyana needs to die, so Rock advances into Bart's control area and is consequently knocked down, but Doomie arcs a Primal Shock through him which auto kills her.  Doomie also drops Refuge onto the Night Troll, and ditches a fury point.  Other beasts advance, but otherwise remain out of charge range of the Forgeguard.

Turn 3
Upkeep Hotshot, 3 focus to the left hand Galleon.  The right side Galleon gets Artillerist and Powder Rations before rolling up 4 shots, fires them all at the Night Troll hoping for kind deviations and blast damage rolls.  Two of them manage to land on the Runebearer, but he rolls a triple one for the first damage roll and he passed a tough check on the second one.  The Night Troll comes out unscathed, the Forgeguard clean up most of the Kriel Warriors, with only the standard and Piper left but they pass their command check.  Bart cycles Hot Shot onto the left hand Galleon who opens fire at the knocked down Rok, getting the maximum 6 shots which do average damage, he then hits and drags him in with the Harpoon and he subsequently dies to the auto hitting melee attack.  The piper again gives the Forgeguard tough.

Leech all fury, upkeep both spells.  Time for my feat turn, losing Rok was a shame but it was important to kill one of his two damage buffers and I felt Rok to be more expendable than the Mauler.  Runebearer goes first, giving Harmonious Exaltation to Doomie who pops his feat, is annoying about 1/4 inch away from dropping Rage on Mulg, but also needs to advance closer to the Axer and Mauler, dropping Rage on 1 for 1 fury, and on the other for free.  He primal shocks a Forgeguard just to ditch some of the fury to leech back what I am feeling pretty safe to say will be a lot of fury on the board.  Krielstone uses +2 ARM and +1 STR and then the Mauler charges the Galleon, wrecking him with his last attack and saving the Axer from having to commit there.  He instead walks up to a bunch of Forgeguard and threshers all three of them, killing two out of the three, buying one more attack to kill that last one who had passed a tough check previously.  The Night Troll charges two Forgeguard, killing them both and using Allure and then advancing via Refuge behind them all.  Mulg charges into the other Galleon and proceeds to wreck him too, killing him with his final attack from his affinity.

Turn 4
That was a bad turn for Bart, he has 3 Forgeguard, Piper, Ragman, Tinkerer and Bart himself left and I have everything except Rok and most of my Kriel Warriors.  Bart is forced to charge into and kill the Night Troll so that the remaining forgeguard can actually charge at Mulg.  Ragman walks up and puts up Death Field and they charge Mulg, taking about half his boxes off him.  Piper walks up to try to block the Axer off and McDougall quad fires a Kriel Warrior, who passes the one tough check he had to make as all the other 3 shots failed to break ARM.

I take all the fury from Mulg and the Axer, the Mauler manages to roll a 3 and pass his threshold test.  An unexpected bonus but I will take it, I upkeep Wild Aggression and start with the Runebearer who walks up and uses Harmonious Exaltation on Doomie.  The Mauler walks up and eats the Piper, freeing up the way for the Axer to get into the support at the back.  He proceeds to do so, walking up and threshing Ragman, two of the three Forgeguard and McDougall.  Doomie puts Rage onto Mulg, primal shocks through him to kill the last Forgeguard member and heals Mulg's mind, and Mulg then charges across the wreck of the Galleon into Bart and eats his face off.

Bart can always be a challenge, and a double Galleon list can bring a lot of hurt if you aren't prepared to deal with the armour.  I still need to work on my unpacking of the list a little, a few guys got in each other's way turn 1 but that will come with practice.  The list worked very well and I am happy with how it plays and the different options it presents.

Doomshaper: 8/10
Kept the army ticking along, throwing out the occasional primal shock and passing around Animi like candy.  His feat as usual just gives so much speed to the list that it was game winning.

Mauler: 9/10
One rounded a colossal worth double his points, and his animus was useful all over the board.  Caber Throwers with Rage do a lot of direct damage, and POW10 collateral is enough to threaten most infantry.  Also ate the piper and passed a threshold check, so two thumbs up for that achievement.

Rok: 6/10
Didn't do anything this game, but was used as a sacrificial pawn to kill off Aiyana which by itself justified his sacrifice.  Would have been safely behind cover if I hadn't failed to roll a 6+ to kill her with the Caber bowling.

Mulg: 9/10
Murdered yet another colossal, tanked three Forgeguard charges and them proceeded to kill an ARM22 Bart without batting an eyelid.  Easily justified his inclusion for the caster that I think gives him more than any other caster in the faction.

Axer: 7/10
A steady performance from the Axer, he killed five Forgeguard, McDougall and Ragman and so earned his points back no problem.  Never needed rush in this game, but was always an option that the opponent needed to be wary of.

Night Troll: 8/10
Played two key roles in the game.  First of all he protected Mulg from being dragged by the second Galleon, and when my feat turn came around the Refuge Allure combo forced Bart to commit to killing him right in front of Mulg because otherwise the Forgeguard couldn't get to Mulg.  Major impact.

Runebearer: 7/10
Kept Doomshaper's fury efficiency ticking over, and actually passed a tough check for once.  Quiet but efficient.

Kriel Warriors: 8/10
Steady justified their inclusion over the likes of Warders or Fennblades, Kriel Warrior bowling should have killed Aiyana with below average dice but she survived only to be Primal Shocked to death.  Proved to be a pain for the entirety of the game as they usually do.

Krielstone: 8/10
The Mauler would not have killed the Galleon without the +1 STR aura, as he filled in its final box exactly with his final attack.  Other than that, the +2 ARM didn't really do much over the course of the game, but the utility always justifies its inclusion.

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