I brought out the FCoD 2.0 on Monday night. The game was against the same Calandra player as last time, though this time he was better prepared and knew about the Scavenger missiles (everybody loses the first game against that trick).
Calandra Truthsayer, Oracle of the Glimmerwood
– Troll Axer
– Dire Troll Mauler
– Earthborn Dire Troll
Farrow Bone Grinders (Leader and 3 Grunts)
Krielstone Bearer and 5 Stone Scribes
– Krielstone Stone Scribe Elder
Pyg Burrowers (Leader and 9 Grunts)
Trollkin Runeshapers (Leader and 2 Crew)
Fell Caller Hero
Gatorman Witch Doctor
The Gatorman Witch Doctor is really annoying, since he negates the main defense against Pyg Burrowers, which is morale checks. Other than that it looked manageable, even though the grand total of non Pyg Burrower shooting was pretty close to zero, so the Bokur tagged along with Saxon Orrik to go beat some face.
Master Necrotech Mortenebra
Satyxis Blood Witches (Leader and 9 Grunts)
– Satyxis Blood Hag
General Gerlak Slaughterborn
Gorman di Wulfe
I won the roll but decided on going second. It was a scenario I’ve never played before called Fire Support, and this list needs help playing scenario, because I doubted that Peter would give me another 10 minute win for free. Going second might help, and since the second turn surprise assassination was probably out, I might as well.
Round 1. In the first turn he ran up his Burrowers at full speed. I was pretty happy with that decision, since AD and running got them within range of my AD elements + a bit of shooting with some good scatters, and a handful of Burrowers dying would make my life a lot easier.
The dice would have none of that though, and including the Harrowers shot and Gormans Acid Bomb scattering, I managed two kills. I also popped the Blood Witches mini-feat to at least try and mess up his activation sequence and save my Witches from the Burrowers.
Round 2. The burrowers realize, that they’re in the way and that they cannot hurt the Witches without creating an activation sequence nightmare so they Burrow. The Earthborn goes down and eats the Warwitch Siren on the left, and Janissa protects Calandra with a wall near the middle. The stone then pops the aura and half my Witches die to different kinds of shooting or beating, but not the Hag because she had cover (win!). The Bokur gets beffudled out from behind the wall and the Mauler shows up.
Now there’s Star Crossed up, but Calandra is low on Fury and counting on the massed trolls and a wall protecting her, but Slaughterborn should clear that up nicely. I assign the Scavenger three Focus, put Pathfinder on Slaughterborn with Saxon, move the Blood Hag into position (the Witches fail miserably with every roll due to poor dice and Star Crossed), and it’s pacman time!
Slaughterborn has to kill a Krielstone that cannot heal, then a Runeshaper without the stones aura (7+ on damage, since the stone dies first), and then another Krielstone bearer. He rolls 3d6 and removes the best to hit, but needs 4+ to hit and has rerolls from Recalibration. He charges in and misses (sigh) but I reroll and kill the Krielstone. Then he misses the Runeshaper, and misses the reroll (god damn pathetic!).
I look around the table and see no other obvious way of getting that one Krielstone Bearer behind the wall. The Harrower tries and is a couple of cunt-hairs out of range (and the scatter didn’t do anything remotely useful either). Everything I have is out of range or fails miserably, so I go to damage control.
I Black oil the Mauler, taking that out of the next round, and I go to my Pistol Wraith behind the building in order to Death Chill the Earthborn. It’s not going to be enough even though I have jammed the Gatorman Witch Doctor and the Fell Caller, because he’ll clear them out, buff the Burrowers and kill Mortenebra.
Then I see a line from the Pistol Wraith to the infamous Krielstone Bearer… it’s tiny but it’s there if I move through the house. Some quick math says 9+ on 3d6 (removing the best), with a reroll and two shots… well the dice have to turn sometime, and I’m in for some good luck. Screw cover, screw Star Crossed. go Pistol Wraith!
If he fails I have a humongous problem with an Earthborn on my flank, and Burrowers on my caster, but he blows the offending models head of with the reroll on the first shot (6-6-4), and the drop zone is clear for the Scavenger. Deryliss puts Overrun on the Stalker who munches a Whelp, moves the Scavenger into position and ‘SQUAAAAWK, BEAKING TIME!’… Calandra dies on the final attack.
The list was great. Scavengers are the tiny ugly kings of aerial combat, beaking casters left and right, and after this game I think I’ve killed twice as many casters with Scavengers, as I’ve actually lost Scavengers on the field. They just hang around in safety waiting for the moment to strike, and with the new 14″ kill-box it’s almost impossible to stay out of their range.
Double Stalkers wasn’t really all that useful, but I like the backup in an assassination list, and there are very few ways of activating Overrun that are more reliable than a Stalker with Terminal Velocity. The Harrower did nothing as well, but as always it’s nice having a lawnmower handy if someone brings a lot of Infantry.
Satyxis Blood Witches are bloody amazing with Mortenebra. Gang, multiple-attacks, and Death Strike with Recalibration makes massed infantry go poof, and if there’s no massed infantry they’re still pretty good at getting in the way. The Blood Hag is amazing as always. Slaughterborn… well… somehow he always ends up doing absolutely nothing.