This game featured Morghoul1 facing Kromac1 in the Outflank scenario. It was a interesting list decision from my opponent, he had Kreuger2 double croaks and Kromac1 /w una boat and stalker / gheto. I elected to play Morghoul1, I felt Kromac1 would go through my Mordikaar infantry under Wild aggression and would do the whole sprint warpath thing Kromac1 does to infantry masses. Outflank also allows to him to skirt the edges off the table with no real need to force the issue. I'm always innately scared of seeing Kreuger2 across the table having played about 150 games with him my self, I know what guy can do so I was relieved to see Kromac1.
You guys know my Morghoul1 list, here is the opponents Kromac1 list - (Credit to Sentinel for the list)
Una the Falconer
Druid Stoneward + Woldstalkers
Druid Stoneward + Woldstakers
Swamp Gobbers Bellows Crew
|Who would take it? The master tormenter or the to be champion of the wurm!|
I won the roll for first and I elected to go second which I like doing a LOT with Morghoul1. I also knew that if his stones moved forward I could shoot them with a Sentinel and at dice off 5 I should remove one, he only had the one unit with UA so if I could snipe my turn 1 I would be in a strong position. If they shifted backwards they wouldn't be hugely relevant to me turn 2. Another reason I enjoy going turn 2 is I get a free round of shooting, far striked sentinels can remove key solo pieces or drop early damage into units / beasts at the bottom of 1. Contesting turn 2 is never normally much of a issue, I can either feat to ensure safe contesting with tiberion / croaks, or the feat is often not needed in the match ups he plays into. Often the shooting just can't shift the bugs, or admo can keep me safe etc. Or maybe just running the agonizer and calling for no allocation is enough to ensure my contest is safe.
I took the bottom side of the table, there was a hill which was going to be great for my croak raiders, as well as the forests on the top of the table I could negate with a soulward when necessary but I couldn't counteract the hill if needed. The wall on the top of the table was also considered concealment, if it was cover I may have taken top.
Turn 1 for Circle was pretty simple, Warpath on Kromac, Inviolable Resolve on Ghetorix, Wild Agression on Stalker and a small advance for Kromac1, he couldn't advance more then 6 or he could be in range of an abused, far striked sentinel. The rest of the turn the models ran to get into position for the next turn.
Skorne turn 1 was pretty simple, the sentinels got far striked and managed to kill 1 blackclad and I think 1 prawn of doom from each wold unit, this includes there auxilarry attacks also. One of my sentinels got admo from Morghoul1 who popped out one of the far strikes, the raider did the other. The croaks got tempered flesh and they all hugged the hill to hopefully help there defense against the little world shrimps. My krea popped his aura and the beast handlers removed some fury. I was tempted to feat turn 1, I know between a warpath and a charge ghetorix could probably get to my left sentinel (right one has admonition) but I felt like if he made that play he would lose ghetorix for sure and I'm happy to trade a sentinel for ghetorix. Tiberion is a key piece in the match up and with Ghetorix gone he can really force the issue.
Here's what the table looked like at the bottom of turn 1.
Turn 2 and Circle came in hot, all 3 spells were upkept. The prawns were advanced and shot at the croaks (needing 9s) he managed to make me a tough roll which I passed, but then hit another one and I failed the tough. Warpath triggered and ghetorix moved 3" in a diagonal way towards to the left sentinel. The left griffon then accelerated the blackclad who walked up, hunters marked my left sent and phase shifted back. The wilder then sprinted ghetorix and he came in and killed the left sentinel and sprinted back to be in the forest. The rest of the turn consisted of the army advancing in a position to threaten me next turn, with the stones moving up and the stalker being ran into the triangle.
My turn 2 and removing ghetorix was the key to the turn, I was also hoping to clear the majority of the prawns out but well, we rolled poorly. The start of my turn saw me upkeep admo and my 1 of my willbreakers hand out puppet strings to the Krea, he then walked 6" through the gap where my left sentinel was just once, into the left zone and boosted a shot into Ghetorix needing a 10 (eyeless sight negating the +2 defence) and landed it. I didn't aura for my Krea which was a mistake, as I should because the beast handlers would of been fine to remove all the fury. With ghetorix now being DEF 7, croaks (All 9) walked up, one oiled and the rest threw darts. I think between them they only did like.. 15 maybe 16 damage. I then had my raider stand still and did something like 2 more. My soulward advanced, took a shot and boosted at dice off 2 and did something like 6. Morghoul1 advanced and with a puppet strings threw a torment into him, finally killing him. I was a bit sad as I had to waaay over commit to killing Ghetorix, meaning there were a lot of prawns alive. Morghoul1 called his feat here and stole 1 fury back to via maltreatment to sit on 2. I was also very aware to stay more then 13" away from Kromac1 as that was an easy win condition for Sentinel. The right sentinel killed the right Stonewald and advanced into the right zone. Tiberion took a run, croaks were toughed and that was turn.
Here's the photo bottom of turn 2, I was feeling pretty comfortable at where the game was right now.
Turn 3 and I think sentinel could see the board and the game wasn't going to go his way if we kept playing the long game. He upkept both warpath and Wild agression, he called concentrated fire with the left prawn unit did a massive amount of damage to my Krea and sentinel even rolled poorly here (as said earlier, should of popped paralytic aura here for sure). The right unit killed some croaks and stayed contesting the right zone. Now the Krea was banged up he had his left griffon accelerate the left blackclad who advanced, landed a hunters mark on my krea and then hopped off again. The right griffon then flew into the right zone to contest. The wilder then sprinted Kromac1, Who sprinted the left stalker and then charged the central croak raider, he dropped a rift on tiberion for 3 leaving him on 0 fury. He then called his feat for 5, killed the 2 croaks he was engaged with and sprinted back into the left zone. The stalker then charged the krea (charges for free on under hunters mark as well as wild aggression) who cleared up the krea and the croak on the left of it. He the sprinted the stalker in front Kromac1. Una advanced and shot 1 croak who died, the gorax advanced to stay in Kromac1 control and riled outside of my feat. The gobbers put a cloud on una and the stones shifted up. That was turn for Circle and they got 2 CPS for dominating the left side.
Skorne turn 3 and I saw this is a pretty straight forward kill, Morghol1 could quite easily advance and get LoS to throw a fully boosted torment into Kromac1 (who had already taken 5 damage from the feat). Following that up I had my soulward, my raider, and my sentinel to plow shots into him with no transfers. Morghoul1 received puppet strings, advanced and landed the torment needing 10s to hit, and at dice off 5 did 9 damage (puppet strings used on the damage roll). My soulward stood still, shot Kromac1 and rolled a 15 for damage at dice off 2 and Kromac1 was very dead at this point.
Here's a photo of the board state when I landed the kill. Both the raider and sentinel had yet still to move and shoot.
I was pretty happy with how I played the game, I don't feel I made any huge Mistakes outside of not popping the paraltyic aura. Why it wasn't a game changer the Krea took way more damage then it needed to from shooting and was a mistake. Sentinel was a great opponent as always and the match just reinforced my confidence oh Morghoul1 into the hordes matchup.
While we don't have a direct control warlock, i'm finding Morghoul1 is very close to it. If you decide to force the issue under feat either on a colossal or a heavy warbeast army you have a lot of say in what the opponent does, or well can't do. This paired with the agonizer saying you can't allocate the turn after, or having the insurance of -2 STR on warbeasts is solid. You're often ahead on / after the feat turn and that can be the insurance you need to stop dice spikes or just seal the deal.
As always, follow me on twitter @PG_SadPander. Thanks a ton for reading and tune in next time for more Skorne action from me Aaron Wilson.