Borka2 vs Magnus1

The Lists

Trollbloods

Borka and the double Long Riders are back.  This time with a unit of Raiders and the Krielstone.

War Room Army

Trollblood – Borka double riders (3)

Theme: Storm of the North
3 / 3 Free Cards 75 / 75 Army 0 / 40 Specialist

Borka, Vengeance of the Rimeshaws – WB: +27
– Trollkin Runebearer – PC: 0
– Rök – PC: 19 (Battlegroup Points Used: 19)
– Earthborn Dire Troll – PC: 14 (Battlegroup Points Used: 8)

Horthol, Long Rider Hero – PC: 8
– Horthol, Long Rider Hero (Continued)
Fell Caller Hero – PC: 0
Fell Caller Hero – PC: 0

Trollkin Long Riders – Leader & 4 Grunts: 20
Trollkin Long Riders – Leader & 4 Grunts: 20
Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9
– Northkin Elder – PC: 3
Northkin Raiders – Leader & 5 Grunts: 9

THEME: Storm of the North

GENERATED : 01/01/2018 20:30:55
BUILD ID : 2055.17-11-21

The battlegroup has shrunk a little, and the raiders were added, with a Northkin Elder lending the Krielstone some extra speed and the Runebearer to improve Borka’s control range.  Hopefully, the long riders will spread out further and still be protected by Borka’s feat.  The Krielstone will help protect Borka and his long riders while in the heat of combat.

Mercenaries

This isn’ the first time my opponent has played Magnus.  Last time, he said he wanted more jacks.  Well, he certainly spent more points on jacks, but still only brought two.

War Room Army

Mercenary – Magnus Galleon Irregulars

Theme: The Irregulars
3 / 3 Free Cards 75 / 75 Army

Magnus the Traitor – WJ: +30
– Galleon – PC: 39 (Battlegroup Points Used: 30)
– Mangler – PC: 15

Hammerfall Siege Crawler – PC: 18

Eiryss, Mage Hunter of Ios – PC: 0
Harlan Versh, Illuminated One – PC: 0
Master Gunner Dougal MacNaile – PC: 0
Gobber Tinker – PC: 2
Gobber Tinker – PC: 2

Cylena Raefyll & Nyss Hunters – Cylena & 9 Grunts: 19
Horgenhold Forge Guard – Leader & 5 Grunts: 10

THEME: The Irregulars

GENERATED : 01/01/2018 21:00:04
BUILD ID : 2055.17-11-21

The Galleon can cause problems for Borka’s riders.  It has over 50 boxes, and can make a ton of quality attacks If they’e made in the correct order (according to Battle College).

The Game

Deployment

Standoff again.  This time, long riders deployed to either side, looking to dominate the zones.  Raiders took the center, to be used as contesting pieces if they could make their way into the enemy rectangle.

Mercenaries deployed with Nyss countering one long rider unit, the Crawler taking center, presumably to threaten both sides and keep the central zone since it wouldn’t really need to move much.

The Crawler probably should have deployed so the dwarves could have claimed the zone, and the Crawler could have parked with part of its base in the circle and rectangle.  More on this as the game unfolds.

Turn 1

Trollbloods

Borka walks between some Advance Deployed Raiders, casts Snow Shroud, drops fury on the stone.  Stone spends a fury for protection and speed, advances and generates a single fury.

Raiders advance and throw bombs at that evil hordes-hating elf.  One deviated close enough, but failed to break her armor.  The riders run into position, staggering themselves in the zones, threatening to smash anything that enters.  Rok and the Earthborn stepped up to fight (whoops)!

Mercs

Nyss dance around the zone.  They seem to think they can take the buffalo, but don’t really want to see an alpha.  They out threat the riders with shots, and are equal in terms of charging.  So it’s a standoff (lol).

Some of the raiders almost die, but tough it out.

Galleon advances, and takes some shots with the cannons, then snares Rok on the anchor thing.  It pulls him, and almost kills the mighty warbeast.  Mangler steps up to finish the job.  Rok should have let the Raiders screen him.  Oh well. Luckily, Rok only had one fury, and Earthborn had riled up to four.

Turn 2

Trollbloods

Borka earns one fury from the dead Rok, pulls four off Earthborn.  Two Long Riders and Horthol can reach the Mangler.  Horthol impacts, then hits hard. One rider impacts, and the other merely charges, to prevent impacting anyone else.  Mangler is wrecked.

One of the raiders advances into the rectangle, and others throw bombs, not having a charge, or having to stand up.

Long Riders on the left claim the zone and look menacing.  It doesn’t look good, so Borka feats and uses the Earthborn animus to prevent getting pulled.

Mercs

The Galleon makes the best play possible, maximizing the number of attacks it can make before being frozen.  It uses a sweep to smash the two riders and Horthol.   The riders fail to tough it out, and Horthol falls from his mount.

The Nyss don’ want to be frozen.  They shoot at the one rider outside Borka’s buffed control range, fire at another that lost stealth due to the Crawler’s periscope, and send one guy to contest the zone.  Two Raiders die to dwarves and the Crawler’s cannon.

The Mercs try to take out the stubborn raider standing next to the Galleon and contesting their rectangle, but come up short.  Eiryss tries to make a kill with her blades, but the raider scores a tough check.  Raiders might be worth their points after all!

Score: Trollbloods 1 / Mercs 0.

Turn 3

Trollbloods

Magnus always seems to hide from the fight, so assassination is out of the question.  The idea is to take three points this turn and end at 4/0 with a chance on winning scenario.  Maybe even 5 this turn?

The left side only needs a single Nyss to die, so they press forward,  killing two on the impact, and killing a third.  Another makes a play on the objective.  It scores a hit with the charge attack (could have made the impact, but decided to pull short at 2″ in order to reposition into the circle zone).

That will net one point.  And one for the rectangle zone makes two.  Now for the third.  Time to tackle the Galleon.

The Krielstone steps up, generating fury and using stone cold strength.  All friendly Northkin models gain +2 Strength.  The Long Riders charge in.  Two are able to score impact attacks at POW 14, then make POW 16 charge attacks.  At 3d6, dice-5, they do some major damage to the Galleon, but Magnus gets to decide where to apply the damage.  He spreads it all around.  The riders reposition.  Horthol makes a POW 17 with his hammer.  The raiders attack, not doing much, with only one getting the benefit of the aura.  They really were only making room for Borka anyway.  He charged, making the impact and killing a raider.  Then he swings, making contact with Trauma for 5 POW 17 blows.  The Galleon stands with only one box.  Magnus made a critical error however, and left movement rather than cortex open.  Borka runs the Earthborn’s animus, as does the dire troll.  It also riles to 4, so Borka can have all his fury next turn.

Although they failed to clear the Galleon, Trollbloods score, and Mercs do not.

Score: Trollbloods 3 / Mercs 0.

Mercs

Nyss try to clear the zone, charging into the long riders. In retrospect, the riders shouldn’t have entered if they didn’ need to be in so deeply.

They managed to clear all but one. Dwarves finished off Raiders, and almost killed the last rider, but he toughed.

The Gobbers repair the Galleon, but it has no focus.  It tries to finish Borka, but he remains alive at 5 boxes, and with Defiant Rage up and running.  At DEF 18 in combat, nobody is shooting him.

Score: Trollbloods 4 / Mercs 0.

Turn 4

Trollbloods

No need to play the turn, since they contest all zones and are still scoring in their own.

But, we agreed that if time allowed, the trolls would take down the Galleon before ending the game, for army points and control points.

 

Conclusion

I almost want to drop Rok, possibly for a Mauler.  I haven’t gotten much work out of him in any game.  But maybe that’s okay.  He does attract a lot of attention.  I would like the option of dropping raiders for a pyre troll when facing heavy armor or huge based models.  Borka at POW 19-21 sounds tasty.

I get why the Nyss hung back, but the Mercs need to play a touch more aggessive on scenario.  I think having the Crawler in the circle zone could have given him another turn at Borka.  In this scenario, you simply must play into three zones simultaneously, or you lose.  I do not know how this list would work against a more aggressive player.

It was a good game though, full of challenges and surprises.  I had no idea the riders could do a number on the Galleon like that.  Wow.  Maybe I’ll get to try that again.

One of the local players wants to run the Dracodile in Skorne, throwing blind all over the place.  I know it will do a number on the Long Riders, so I would have to hit the Dracodile with Rok and Borka, and maybe the Earthborn.  I think they could take it down.  Only playing into it would tell.

Until then… For the Kriels!