Borka2 vs Morghoul2

Bearka Mk3v2

I’m looking for a good balance to Calandra, and being unsure as to whether I want to run her with Champions or Kriel Company, it’s difficult deciding how I want to run his army. Obviously, I want to be able to capitalize on his feat.  I also want a battlegroup that will push Borka’s innate awesomeness even further.

My list

War Room Army

Trollblood – 2018 Bearka Longriders

Theme: Storm of the North
1 / 1 Free Cards 75 / 75 Army

Borka, Vengeance of the Rimeshaws – WB: +27
– Rök – PC: 19 (Battlegroup Points Used: 19)
– Dire Troll Blitzer – PC: 16 (Battlegroup Points Used: 8)
– Pyre Troll – PC: 8
– Winter Troll – PC: 8

Horthol, Long Rider Hero – PC: 8
– Horthol, Long Rider Hero (Continued)
Troll Whelps – 5 Whelps: 4
Valka Curseborn, Chieftain of the North – PC: 0

Krielstone Bearer & Stone Scribes – Leader & 3 Grunts: 6
– Northkin Elder – PC: 3
Trollkin Long Riders – Leader & 4 Grunts: 20
Northkin Bear Handler & Battle Bears – Bear Handler & 2 Battle Bears: 10

THEME: Storm of the North

The idea is to have ambushing Bears handle a zone if the bulk of my army can’t get there.  They’ll reinforce either the Long Riders or Valka and the battlegroup.

I’m trying the new elder, to see if the additional speed is worth it.  His other abilities (extra cold damage and strength on warrior models) are also attractive.

SKORNE

War Room Army

Skorne – pain

Theme: Disciples of Agony
2 / 2 Free Cards 74 / 75 Army

 

Fuel Cache – Steamroller Objective

 

Lord Assassin Morghoul – WB: +29
– Blackhide Wrastler – PC: 16 (Battlegroup Points Used: 16)
– Titan Gladiator – PC: 15 (Battlegroup Points Used: 13)
– Cyclops Shaman – PC: 8
– Archidon – PC: 10

Paingiver Bloodrunner Master Tormentor – PC: 0
Paingiver Bloodrunner Master Tormentor – PC: 0
Paingiver Task Master – PC: 3
Paingiver Task Master – PC: 3

Farrow Brigands – Leader & 9 Grunts: 15
– Farrow Brigand Warlord – PC: 4
Paingiver Beast Handlers – Leader & 3 Grunts: 5
Paingiver Bloodrunners – Leader & 5 Grunts: 9
Nihilators – Leader & 9 Grunts: 15

 

THEME: Disciples of Agony

The new Disciples of Agony offers up some interesting battlegroup options for Skorne.  Adding a minion ambush unit could open up some crazy board control games.  The Nihilators seem weak.  They prob  my could use a little support, but with a Mortality caster like Morghoul, they could do well into most infantry, even troll and Trenchers.  The trick is getting Morghoul close enough to drop the spell.  With the shaman, Mortality becomes 12 inches, and so Morghoul threats 7+2+12=21″.  Not bad.

There may be a better choice in taking the Blind Walker as opposed to the Blackhide Wrastler.  The Walker has an animus that lets it’ controller channel through it, giving Morghoul more mortality vectors.  Also, the shaman could use the Blind Walter’s animus, so it could be an arc node as well.

The Game

We played sans clock, since we were both new to our current armies and wanted to work out a few rules we were unfamiliar with.  So we took about 4 hours to play, including setup, discussions about practically everything, and even some redoing if we found ourselves stumbling into an improper game state.

Setup and deployment

We used the cluster method, with two forests, a 3″ smoke cloud, a hill, rubble, two trenches and a wall.  The scenario was breakdown. He chose sides, and I went first, laying out two snow drifts.

We both chose to hold back our ambushers.

I deployed mostly in the center, with beasts spread out, and most everything in the stone’s aura.

I made an error here.  Borka will have to activate to fill the stone.  When he walks 8, then prepositions, he will be super far away from the Blitzer and Winter Troll on his left.  They will be out of his control range and not be able to run.  In the future, I will deploy beasts in front of Borka.

Skorne set up with his battlegroup near the flag on his side.  He advance deployed his solos, one on each side of the board.  Brigands were to my right, but Prey went on the Long Riders who were to the left.

Turn 1

Trollbloods

Rok, always eager for battle, and thoroughly liquered up, runs toward the Brigands, then riles himself up.  He sits on two fury.  The pyre troll follows, with Valka on his heals.

The Krielstone Bearer hoists the sacred rock onto his back and lurches forward.  Runes glow, a sign that the stone is generating its own mystical energy.  The Trollbloods near it feel the effects of its protective aura, and the Northkin elder (proxied by the old elder) warps the stone’s aura to bring the Winter’s Winds.

Unfortunately for the Blitzer and Winter Troll, they are outside Borka’s influence, and fail to run forward.  The Winter’s Winds speed them along and they catch up to their warlock.

Horthol and the Lond Riders speed forward, undaunted by the snow drifts, and take position in the enemy zone, daring the battlegroup to come at them, yet wisely remaining distant from the Brigands.

Skorne

Veterans of many battles with the Trollbloods, the Lord Assassin found himself caught off guard by the newfound speed of the normally lumbering army.

The winged Archidon flew behind a cloud while units of Paingivers and Brigands ran forward.  Morghoul seems unsure, intimidated by the mass of troll meat charging forward.  He turns himself incorpreal.  Then uses his remaining fury to throw Mortality onto a Long Rider.

A lone, overzealous Master Tormentor charged the Long Riders, and should have injured more than one, but didn’ realize he could use Thresher on the charge.

Turn 2

Trollbloods

Borka calms down a bit, realizing that without his guidance his army will devolve into a scattered, drunken brawl.  He focuses on maintaining his spell, easy because of his Northkin heritage.

He yells for his bear handler, who was crouched nearby, waiting for the perfect opportunity to ambush an unsuspecting warrior.  To their surprise, they were given the task of taking down the Archidon.

The handler considered including the overzealous Master Tormentor, but this being his first battle with the legendary Borka, Vengeance of the Rimshaws, he erred on the side of caution and gave the order to charge only the Archidon.

In a matter of seconds, between his axe and a bear’s bite and claw, the Archidon fell.  The other bear gazed hungrily at the tasty looking Tormentor.

A single Long Rider chipped at the Tormentor, killing with ease. Borka, pleased with the action and recognizing the need to keep all his Warbeasts under some modicum of control, he heads to the center of the battle, next to the pile of Troll food stockpiled near the forest.  From his new position, he calls on Dhunia for a great blizzard to obscure his forces and freeze the Skorne army.

Valka stands on the flag, Rok and the pyre troll move into position to challenge the Farrow Brigands.

Skorne

There is a choice to be made.  The bears and Valka are just outside of Borka’s feat.  The Bloodrunners ambush the ambushers, leaving Nihilators and Brigands to handle Valka and maybe a troll.

One of the bears die, the other hanging onto a thread of life.  Valka dies to a couple of hits from the Nihilators.  If only he had remained closer to the stone.  He did manage to kill one in retaliation.  Another hits the pyre troll, and is simultaneously frozen and aflame.  A few Brigands take a shot at Rok, who stumbles back.

Morghoul commits his battlegroup to the western zone, blinding the bears, some long riders, the Blitzer and Horthol.

Score: Trollbloods 0, Skorne 1.

Turn 3

Trollbloods

Borka cannot let the Long Riders fall to Morghoul’s Warbeasts.  He also can’t let the Skorne army control these woods.  The Winter Troll sprays some Nihilators, Pyre Troll burns another, giving Rok space to charge.  Rok tears apart several others, freezing a few before hand.

The long riders, Horthol, and the Blitzer fall back, unable to contribute.  Borka shoots Horthol an angry look before charging the minions in the eastern zone.  Had Horthol been near the flag, the zone might have already been clear.

Borka charges, throwing a grenade, splattering a Brigand, then summoning Frost Hammers at the remainder.  Only a few survived.

Score: Trollbloods 0, Skorne 2.

Skorne

The bears have to die, and some long riders if Morghoul’s plan is to succeed.  Bears die to the Bloodrunners, and a long rider dies.  Brigands try to put the hurt on Borka, and do some damage to Rok.  Whelps spawn.

Morghoul dashes deep into the zone, remaining untouchable to normal weapons.  The Krielstone Bearers glance about nervously, wondering if the Northkin Elder will be able to protect them from the shadows.

Score: Trollbloods 0, Skorne 4.

Turn 4

Trollbloods

Despite heavy losses, the Skorne army appears to have overrun the woodlands.  Borka could easily sound the retreat, but Rok looks angry, and needs to eat. Bacon sounds tasty.  Before Borka can do anything, Rok reverts to his primal self and trampled through the Farrow Brigands, swallowing pigs whole.

Rok finds himself standing in front of a mystical Skorne fuel cache, and with two powerful swings of his axe, destroys it.

The Winter Troll, Pyre Troll and Borka clear the zone.  Meanwhile, the Long Riders overcome their blindness.  They criss-cross.  One charges a Bloodrunner, taking out one with an impact attack.  Then the two others slam the Warbeasts into their beast handlers, moving through the incorpreal Warlock. The Blitzer takes a couple shots at the fallen Titan, and Horthol charges the Wrastler.

Score: Trollbloods 2, Skorne 4.

Skorne

Morghoul curses the Long Rider’s obvious sacrifice.  The Wrastler and Bloodrunners trash the Long Riders,  and the Shaman finishes Horthol.  Morghoul charges the Krielstone, and destroys the Troll food supply in the process.  Within a moment, the Krielstone Bearers are dead and the stone is dust.  Morghoul sneers,  knowing that he may have the upper hand.

The Titan Gladiator slams into the Blitzer, shoving him between Borka and Morghoul.

A whelp spawns, and the Blitzer bellows in pain.

Score: Trollbloods 4, Skorne 6.

Turn 5

Before Borka can blink, Rok charges the lone paingiver on the flag, and the Blitzer stands up.  It picks up the titan and throws it, clearing a path for Borka.

Borka pats Trauma, and smashes Morghoul into the dirt.  Their leader slain, the Skorne army retreats from the Trollblood hunting grounds.

Game ends, Score: Trollbloods 5, Skorne 6, Trollblood assassination victory

Post Game Thoughts

Borka probably could have used the old school elder to run Spirit Chaser rather than the speed boost.  The stone should be a maximum unit for a wider aura.  Also, Borka needs to either ensure the beasts activate first if he lets them run wide, or position them close so they can all function more like a unit.

The bears are wonderful, easily taking out a light beast (yes, Archidon is a heavy, but it has light stats), and the unit adds a new element to the Troll game.

The Archidon should probably not have hung near the edge.  We discussed early how the ambush would probably play out, and made it clear that 13″ from the edge was a danger zone.  It could have flown center, hanging out in the forest.  The terrain chosen had enough room to mask the Archidon by presenting a 3″ vision barrier.

Horthol probably should have moved onto the flag, rather than Valka.  Valka should have stood nearby to gain a countercharge.  That would have given trolls two probable kills during the Skorne advance.

Fell Caller Hero needs to be there for the Long Riders.  As such, although I like the winter troll, there is a bit too much fury for Borka, and Pathfinder on long riders needs to be a thing.

War Room Army

Trollblood – 2018 Bearka Longriders (fell caller)

Theme: Storm of the North
2 / 2 Free Cards 75 / 75 Army

 

Borka, Vengeance of the Rimeshaws – WB: +27
– Rök – PC: 19 (Battlegroup Points Used: 19)
– Dire Troll Blitzer – PC: 16 (Battlegroup Points Used: 8)
– Pyre Troll – PC: 8

Horthol, Long Rider Hero – PC: 8
– Horthol, Long Rider Hero (Continued)
Troll Whelps – 5 Whelps: 4
Valka Curseborn, Chieftain of the North – PC: 0
Fell Caller Hero – PC: 0
Fell Caller Hero – PC: 5

Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9
– Stone Scribe Elder – PC: 3
Trollkin Long Riders – Leader & 4 Grunts: 20
Northkin Bear Handler & Battle Bears – Bear Handler & 2 Battle Bears: 10

 

THEME: Storm of the North

Two things concern me.  One is that this is still a mainly melee army.  The second is that I am really leaning on Borka to get work done, as he is the only magic capable guy on the board.  The advantage that I have is that the two fell callers ensure things either move through any terrain, or hit accurately no matter what.

As for Skorne, I already suggested the Blind Walker.

War Room Army

Skorne – pain

Theme: Disciples of Agony
2 / 2 Free Cards 75 / 75 Army

 

Fuel Cache – Steamroller Objective

 

Lord Assassin Morghoul – WB: +29
– Cyclops Shaman – PC: 8 (Battlegroup Points Used: 8)
– Blind Walker – PC: 12 (Battlegroup Points Used: 12)
– Agonizer – PC: 6 (Battlegroup Points Used: 6)
– Blackhide Wrastler – PC: 16 (Battlegroup Points Used: 3)

Paingiver Bloodrunner Master Tormentor – PC: 0
Paingiver Task Master – PC: 3
Paingiver Task Master – PC: 0
Swamp Gobber Chef – PC: 1

Farrow Brigands – Leader & 9 Grunts: 15
– Farrow Brigand Warlord – PC: 4
Paingiver Beast Handlers – Leader & 3 Grunts: 5
Paingiver Bloodrunners – Leader & 5 Grunts: 9
Bog Trog Ambushers – Leader & 9 Grunts: 16
Paingiver Bloodrunners – Leader & 5 Grunts: 9

You still have Brigands. Now add Bog Trig Ambushers, for POW 13 with the Task Master and CMA to POW 15.  There are enough units to threat both sides, and to keep the enemy 13″ from either side to avoid being ambushed.

The shaman and blondwalker can provide vectors for mortality, or the Shaman can put rage on the blackhide, who takes a free charge via beast handler, and has all four of his fury to buy attacks against whatever heavy sits in front of it.  Put it in the agonizer bubble for effective ARM 21 vs melee.

Finally, if you add the Bokor and Shambles Grunts and drop the Brigands to a minimum, then ditch the beast handlers, you could feed corpses to the beasts via gobber chef.  But that’s kind of janky, and also a little gross.

On that note, I’l just end with this: Long Riders were cool before CID.  Storm of the North just makes them cooler.

  • Samuel Moorhead

    Great write up Tom, will have to do this more often