Calandra five games in

I’m in five games with Calandra.  She’s different from what I’m used to playing, that is certain.

I think she works well with minions.  Star Crossed helps her whole army.  Bullet Dodger helps the defense skew.  It isn’t as good as Even Ground (Madrak 1), but what is?  Bullet Dodger suffers from upkeep hate, and only affects one unit/model, doesn’ prevent knockdown, but does allow for a 2″ move.

The experiment was to run her with Champions, to hit DEF 16 in melee, while base to base, and screen with warriors.  Bullet Dodger runs on the front line, until a few get killed, then on the champs.

In my first three games, things went as well as could be expected.  Star Crossed and high defense helped keep zones locked down.  Opponents frustrated themselves with bad dice throws, and either clocked or lost scenario.  But when I brought her across the border to a local Texan tournament, Calandra’s weaknesses (and more importantly mine) started to unviel themselves.

My list

Trollblood – calandra (copy)

Theme: Band of Heroes
2 / 2 Free Cards 75 / 75 Army

Stockpile – Steamroller Objective

Calandra Truthsayer, Oracle of the Glimmerwood – WB: +27
– Trollkin Runebearer – PC: 0
– Dire Troll Mauler – PC: 15 (Battlegroup Points Used: 15)
– Earthborn Dire Troll – PC: 14 (Battlegroup Points Used: 12)

Stone Scribe Chronicler – PC: 4
Trollkin Champion Hero – PC: 0
Gremlin Swarm – PC: 3

Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9
– Stone Scribe Elder – PC: 3
Trollkin Champions – Leader & 4 Grunts: 16
– Skaldi Bonehammer – PC: 5
– Trollkin Sorcerer – PC: 3
Farrow Brigands – Leader & 9 Grunts: 15
– Farrow Brigand Warlord – PC: 4
Kriel Warriors – Leader & 9 Grunts: 11

THEME: Band of Heroes


Cryx Asphyxious 3

The Cryx army consisted of warriors, some grievous wounds jacks and slayers.

I was a little concerned, since Asphyxious can remove the Bullet Dodger spell and drop the Champions defense and armor with Calamity.

Bane Warriors not being incorporeal helps make this an even match.  The Farrow Brigands had a good target.  Both sets of Warriors do well into the other, but the Kriel have to doubleteam Bane to get work done, so their volume of attacks drops significantly without a fell caller giving them a MAT fix.  I could probably drop the Gremlin Swarm and Earthborn or Mauler in favor of a different troll beast and add in the Caller.  More on that later.

This spread allows Calandra to affect many models with Star Crossed.  The Farrow hold a flank, warriors soak damage on the other flank, and Champions slip to the center to break the jacks.

And that is basically where the army stops.  Without a fell caller, the warriors fall a little flat, hitting half the time.  Farrow absolutely slaughter bane warriors.  That is an easy matchup, especially with prey and hog wild.  My opponent made a valiant effort, trying to kill off Calandra with a knockdown and an attack that would have killed her if I wasn’ camping fury.  His clock ran out, giving me a win.

Something to note is that if kriel waarriors arent killed off, they jam my own side of the board, something my next opponent not only took advantage of, but facilitated on the opening turns.

Cryx, Ghost Fleet

Dhenegra 1, 2, Coven, it doesn’t matter.  In this case, it was Denny2 and her shadow bind preventing my army from unfolding into the zones that cost me a good opening, but I also hosed myself with a couple of key misunderstandings.

First off, Farrow should not prey stealth targets.  Secondly, hats off to this savvy opponent who kept his stealthy guy away from the stone running spirit chaser.

I move up and dig in with the Farrow, worried about ghost guns.  I didn’t realize the revenant crew aren’t really a ranged unit.  They also aren’t incorporeal.  The Farrow should have preyed on the ghost crew.  Now the riflemen shoot from far off, but only at RAT4, or 7 if they combine. So I really messed that up.

Denny feated pretty early, shooting into the warriors and shadow binding them.  My Mauler got caught in it too, but it’s shakeable.  Farrow take out an arc node, and the Mauler rips apart another.  I make sure I rile, to keep fury moving to Calandra, but forget the purpose of the Earthborn, and fail to use its animus.

Some strange stuff happens. The grievous wound jacks tear into Mauler, who survives with only spirit intact.  Farrow slowly disappear from the board. Rev crew and ghost pirates box in the Earthborn.

I think up a plan, but looking at the board, couldn’ remember which ghosts were corporeal or incorporeal,  and after sussing that out, forgot about the grievous wounds.  I activated Calandra to heal up the Mauler, but was corrected (and I got a little snippy with my opponent about not putting out a token or something for that – sorry).  So instead, Calandra turned the wraith engine around to give the Mauler a good chance at hitting, and making it Rage.

Believe it or not, a Mauler with rage and stone strength can take out a wraith engine with mind and body gone.  Calandra did help by letting it reroll 1s and 2s.

Cryx captures the left rectangle, killing off the last Farrow, and begins scoring with Denny2.  I try to get guys over, but can’ make it over.  Denny wins 5-0.

My last game of the day is a Bearka game, so I’ll report that later.


Calandra has a different feel for me.  She’s kind of like playing Haley2 in Cygnar, with Befuddle.  I’m going to try her with Kriel Company.  I was going to run Boomhowler, Farrow and Highwaymen, but was told recently that Boomhowler should count as the minion, so I can’t run another minion.

I also want to run her in Power of Dhunia,  and have high Def Runeshapers, Mulg, some lights maybe, and the Farrow again.

There are so many options available, and not enough time to play.