Calandra vs Wanderer

Bottom lines

  • It’s funny how a mis-read feat (or trump) can ruin a game.
  • Time is a required win option when playing Star-Crossed vs Star-Crossed.
  • I need to work on keeping cool when a plan falls flat.
  • I need to work on not getting excited, and forgetting to do step 1 of the plan before step 2 (you can’t attack with ambush units unless you place them during maintenance,  duh!).

The Lists


War Room Army

Theme: Storm of the North
3 / 3 Free Cards 74 / 75 Army

Calandra Truthsayer, Oracle of the Glimmerwood – WB: +27
– Trollkin Runebearer – PC: 0
– Dire Troll Brawler – PC: 16 (Battlegroup Points Used: 16)
– Earthborn Dire Troll – PC: 14 (Battlegroup Points Used: 11)

Valka Curseborn, Chieftain of the North – PC: 0
Northkin Shaman – PC: 4
Northkin Shaman – PC: 4

Northkin Bear Handler & Battle Bears – Bear Handler & 2 Battle Bears: 10
Pyg Lookouts – Leader & 5 Grunts: 10
Northkin Raiders – Leader & 9 Grunts: 15
Trollkin Champions – Leader & 4 Grunts: 16
– Skaldi Bonehammer – PC: 0
Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9
– Northkin Elder – PC: 3

THEME: Storm of the North

Why Storm?  One free upkeep (Bullet Dodger) on Valka or another Northkin solo or warbeast make Calandra more efficient. Snowdrifts become a hindrance for Calandra, but she likes to stand fast.  They can be used to help prevent a charge on her, and to make the Runebearer (who becomes Northkin) hard to hit at range. Native DEF 13 on most dudes vs DEF 12 in BoH should make Star-Crossed a touch better.


War Room Army

Theme: Bump in the Night
3 / 3 Free Cards 75 / 75 Army

The Wanderer – WB: +28
– Skin & Moans – PC: 15 (Battlegroup Points Used: 15)
– Skin & Moans – PC: 15 (Battlegroup Points Used: 13)

Death Knell – PC: 13

Lord Longfellow – PC: 0
Witchwood – PC: 0
Witchwood – PC: 0

Dread Rots – Leader & 9 Grunts: 12
Dread Rots – Leader & 9 Grunts: 12
Mad Caps – Boss & 2 Grunts: 4
Mad Caps – Boss & 2 Grunts: 4
Murder Crows – Leader & 5 Grunts: 9
Neigh Slayers – Leader & 4 Grunts: 12
Twilight Sisters – Heidrun & Agrona: 7

THEME: Bump in the Night

I’ve faced this list before, but not with Calandra.  He gave me Pandemonium, the Shadow, and he always runs Divergent Path. I thought he would run Accursed, but with Dread Rots doing most of the leg work, there is no need.


Turn 1

Trolls picked sides.  Grymkin move up as quick as they can, but the pumpkins get hung up in the forest, and the calvary get clogged behind infantry.  The battle engine is less than helpful in this theme, since it doesn’t start with corpses.

My goal was to flood zones and make things hard to hit.  I wanted Valka and the Champs to my left, and Raiders to the right.  Although, in retrospect, Valka should have been in with the Raiders to trigger his avenging.  I should have made more room for the Brawler (Mauler proxy).

Turn 2

He manages to turn one of my guys around, but he can’t make the kill.  Then he runs pumpkins into the left zone, and plants his tree on the flag.  All good moves.  Valka and the Champions will have to wade through a ton of weapon masters with recursion.  On the right, the cask imp things get spawned.

Champions walk up, and he pops the Shadow.  Bad.  I have only one champ in the zone, and the rest are blocked.  I kill off the Shadow, and take a few pumpkins.  Raiders bomb cask imps.  I figure I don’t want the Raiders taken out by respawnable dudes.  Also, the other prime target, a tree, at ARM 18 is hard for POW 12 to work on, or so I think going in.  I focus on those stupid keg imp things.  Had I been more clever,  I would have befuddled them into their own dudes.  Next time, Wanderer.  Next time.  Also, 3 guys on a charge could kill the tree at 85% under the stone with Stone Cold.  Then I could have befuddled the cask imps.  Oh well.

That’s what happens when I get shook up by the unexpected Trump card.

At the end it this, he picks up a point and so do I.

Turn 3

I wish I took pictures of the clock.  We both waste a lot of time trying to work around each other’s Star-Crossed.   He takes his tree into the left zone, trying to mess with the Champs, but misses the attack roll.

He asks some questions about Calandra, charges with the wandered, and realizes he messed up, because his a gun, and not a spell.  Whoops.  So he can’t spray her, and he’s not going to get in an assassination.  He is up on clock though.  I don’t think he considered it when making his plays, but he didn’t play super aggressively, just happy to contest and keep me busy.

I tried an assassination with 10 minutes left.  Calandra feated, slid right, befuddled the battle engine and warbeast in the woods onto waypoints.  The markers disappeared.  One more Befuddle walked a pumpkin into the third marker.  Wanderer would not be able to walk.  It was at this point that I forgot to ambush, so my pygs would be no help on ranged shots.

Raiders made some failed attacks, but managed to clear a path for the Brawler.  I thought he would have popped the speed reduction card, and it looked like he almost would, but he refrained.  Brawler attacked and did some damage, which was shunted.  Earthborn got in, and on the last hit, the Wanderer shunted for free, even though he had no fury or road markers.

Damn.  I thought getting rid of the markers would get rid of the feat, because I thought the two were tied together.  I looked for an alternative, but couldn’t find one before my clock ran out.  But, afterward, we looked at the board.  The Shaman had an attack, and with Calandra allowing re-rolling, and having a focus left for a re-roll, would have managed to kill.

Also, as an alternative, Calandra could have left the front marker alone and cast misfortune, knocking down the warlock.  Then the attacks from raiders could have hit, as well as the Earthborn.  Had he moved, the Brawler would have finished him.

So I need to keep practicing.  And all those things above matter.



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