This time around I decided to test the Woldstalkers. I’ve been having some real trouble figuring out how Circle is supposed to work so I decided to try some more ranged options and see if having the ability to force him forward would be what I was looking for.
Mohsar the Desertwalker
– Warpwolf Stalker
Stoneward and 5 Woldstalkers
Stoneward and 5 Woldstalkers
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Tharn Bloodweavers (Leader and 5 Grunts)
Tharn Ravagers (Leader and 3 Grunts)
– Tharn Ravager Chieftain
Facing me was pButcher played by a guy that has Circle as his main faction but has given them up after ETC. He was fielding infantry spam and I knew there would be trouble.
The Butcher of Khardov
Battle Mechaniks (Leader and 3 Grunts)
Great Bears of Gallowswood
Iron Fang Pikemen (Leader and 9 Grunts)
– Iron Fang Pikemen Officer & Standard
Widowmakers (Leader and 3 Grunts)
Winter Guard Infantry (Leader and 9 Grunts)
– Winter Guard Infantry Officer & Standard
Gorman di Wulfe
Kovnik Jozef Grigorovich
Man-o-war Drakhun (without dismount)
I could kiss my ranged superiority goodbye so I decided on a new plan and it was as good a time as any to learn how to hit and run, except I would run into more troops, but then I remembered pButchers feat and decided that it wouldn’t fly either. Time to try some real hit and run then, but I wasn’t entirely optimistic. The images are poor from this game as some of the lights were broken and my camera was misbehaving again.
I lost the roll and deployed second. I see a heavy melee presence on the left, and a heavy ranged presence on the right. I decided I would lure his ranged presence away by sacrificing a unit of Woldstalkers to keep them busy, and otherwise ignore them or send some Ravagers in there to clean up.
The wood was a fine place for my AD Ravagers and it fit a tree as well. I was planning on giving them Mirage on my first turn and shuffling them to the very front of the woods, while keeping a Wayfarer handy to increase their threat if that Juggernaut came within 15″ which I was pretty sure it would or he would lose on scenario.
He runs up. The Dragoon decides that Woldstalkers would love him as a target and relocates to the center. I think I can handle the left flank and I’m pretty sure I’ll lose on the right flank as I have no answer to the Deathstar in this list. I’ve been so used to laughing at them and killing them at will with Cryx that actually having to face them without the tools to do so is a scary prospect.
The building on my left flank makes for a great gap stopper so after the Gorax has spanked itself Mohsar activates and makes a long line of Pillars. Mohsar also puts up Mirage on the Ravagers and the Gobbers ensure that no surprise 20″ sniper shots can get to him since he’s on zero Fury. The left flank Woldstalkers advance to just outside charge range of the IFP should they manage to move the pillars but the tree is moved up to far.
The Woldstalkers on the right advance to just outside WG range but I’ve failed to take the Widowmakers into account being completely unaccustomed to them being an actual danger to anything. The whole process of moving from Cryx to Circle has left me needing to reevaluate every enemy unit and it’s a slow and painful process. The Bloodweavers advance up the middle and the heavies line up but I don’t push them up far enough and those two inches I’m missing is going to cause problems later.
The Great Bears advance a member and kills two Pillars (duh). This allows the IFP to get a man charging the Gallows Grove but it makes it with a box left. The others run in to engage the Woldstalkers which was perfect for me. The Widowmakers take a heavy toll on the right flank Woldstalkers and I have nothing to show for it. Butcher pops Iron Flesh on the IFP and it’s my turn.
The Gorax takes out some IFP after the Bloodweavers dispel and destroy a significant part of the unit. I was actually going to go for an assassination attempt with the Ravagers this round since he left Butcher open, but I forgot my own plan and ran up some Bloodweavers to stop him from counter charging. This was part of the plan but I should have had a Wayfarer activate first and Hunter’s Mark Butcher so the Ravagers could actually reach him, but since I engaged him he was at defense 18 instead. I considered spending Mohsars turn doing SoF three times to remove both of them and flee afterwards, but I still needed to roll 7+ with the Wayfarer and spending 6 Fury and three friendly models for a try at 7+ seemed like a poor tactic. Instead I got Curse of Shadows on the Marauder and Sprint up on Ghetorix and sent him in.
Ghetorix trounced the Marauder with Fury to spare and sprinted away, but my lack of experience with Circle made me sprint to the wrong location again and the Swamp Gobbers were unable to cover LoS from the Great Bears, so if he could move the Bloodweavers he would have a shot at Ghetorix. I had the Ravagers all lined up to go and if they didn’t go they’d be raped by the WG the following round so I might as well make him fight on his side. The Wardog made it’s tough check, the Juggernaut got taken down to half, and one WG member died (this unit is not making me happy). The Woldstalkers on the right made a WG take a tough check, but the Woldstalkers on the left Zephyred out of melee and reduced the IFP drastically. Then I made a huge mistake and placed the Stalker in the right zone, except I somehow got myself confused by all the green tokens on the table and placed him between the zones instead which pretty much cost me the game.
On his turn Gorman walks up and Acid bombs all the Bloodweavers that were in the way of the Great Bears (Uh oh!), then Butcher feats and his mechanics walk up and swing at the remaining Pillar. It was dice -10 on 3d6 and if it didn’t work he would be screwed, but it did so I was screwed instead.
IFP fail badly on the Gorax but he wasn’t really needed in this game anyway. The Great Bears ultra own Ghetorix. The Ravagers go down to a hail of bullets and sprays leaving just one of them alive, and because of my wayward Stalker he gets a point and since it takes just two points to win I’m now in deep shit with very limited options.
My Stalker takes out the damaged Juggernaut but then fails miserably against the Dragoon and leaves it alive. The Ravager AGAIN fails what should have been a killing spree (I’m thinking I need better control over Circle as a whole before I begin playing them for real). The left flank Woldstalkers and the Gorax clean up almost every IFP there is left. I’m in pretty deep shit but I’m thinking I can handle the loss of the Stalker to the WG since neither of us have any heavies, and that’s when I realize I’ve abandoned the left zone and he just has to kill a Gallows Grove to win. He does so and we shake hands.
I think this game was a lot closer than the last one. First of all he would have lost if his mechanics had failed to kill the Pillar but I didn’t AFFF (Account For Fucking Feat) and it was a major setback. I didn’t place the Stalker in the zone which was another major setback, but unlike the pKrueger game I felt I had a shot at winning this.
I can’t help thinking that Circle is a Faction that is basically designed around doing something that WM/H doesn’t support, and that movement tricks is worth very little in a world of scenario plays. I very rarely lose to Circle when I play Cryx, and it’s because most Circle tricks are so hilariously obvious and anyone that knows them can easily counter them. This is in stark contrast to the general idea that Circle is a tricky faction because they aren’t, and winning with Circle requires some unknown factor that still eludes me (well, or playing one of the top tier warlocks but you know me… I’d rather whine online).
I need to learn the proper places to sprint when possible. I need some way to handle massed enemy infantry. I liked Woldstalkers but they’re vulnerable to bad match-ups so the jury is out on them. I need some hard hitting infantry and I need more ways to poke at my opponent. Luckily since I lost I get to make a better list again!