A bit over a week ago was a bigger gathering of Riven Bonds league play than the usual 1v1. I played two games that night, one 35 point game and one 15 point game.
First game was against Convergence of Cyriss, and my list was:
Morvahna the Autumnblade
- Winter Argus
- Wold Guardian
Maximum unit of Wolves of Orboros + Unit Attachment
Druid of Orboros + Overseer
Shifting Stones + Stone Keeper
Blackclad Wayfarer Hero (with Electrical Augmentation, Crown of the Wild and Wilting Totem)
Forge Master Syntherion
Steelsoul Protector Hero (with +2 ARM upgrade)
Somewhat curious match-up here. Opponent wouldn't lose warjacks, and I wouldn't lose infantry, when neither player had any upkeep removal abilities. Anyway, scenario was Close Quarters.
Circle started game, and first picture is from the end of Convergence turn 1.
Regrowth is on Wolves of Orboros, and Restoration on Wold Guardian. I couldn't bother with Harvest in this game, though I think I cast it once just for giggles. Opponent had only three models I could get Fury from.
Turn 2 Druids of Orboros cast Force Bolts on Diffuser, and got it within charge distance of quite a few Wolves of Orboros. Wolves didn't use Power Swell just yet, but they did manage to wreck the light vector.
Morvahna and Wold Guardian advance closer to friendly flag, and then Convergence starts their turn.
Wolves of Orboros and a couple of Druids are the only casualties, which isn't too bad. Farthest Wolves of Orboros had been outside of the range of Anti-Magic bubble of Druids of Orboros unit leader, so Syntherion was able to cast Magnetic Hold on the Wolves. Speed penalty was the most crippling effect here, since Wolves of Orboros wouldn't be able to charge any more.
Turn 3 Morvahna bring back five Wolves of Orboros, who then advance to have a little beating against Vector brick. They used Power Swell this turn, as it'd be unlikely officer would survive too many turns. Three out of four Wolves missed their attacks, which made Power Swell to feel a bit of a waste. Mitigator did take some heavy damage from various effects (I think a Druid of Orboros shot it with Force Bolt for a damage roll of double 6's) but in the end, no matter what I did, the Mitigator survived. I soon remembered how annoying that was, when you combined it to Field Marshal: Auto-Repair.
Morvahna was able to start dominating friendly flag this turn.
Convergence had so few models in their army that when Mitigator activated a little too soon, no-one was able to go and contest Circle's friendly flag.
Some more Druids died and Wolves were reduced to three surviving members. And I see a Shifting Stone has been destroyed somewhere, somehow. Culprit can only be the Monitor, who ignores Stealth.
Anyway. Control points were 0-2 for Circle.
Turn 4 Morvahna brings back four Wolves, who yet again go and tickle Convergence warjacks. And yet again Mitigator was left with just a few damage boxes. I kind of went desperate there, and Druids of Orboros charged into melee. Overseer personally Wrecked Mitigator. I guess there was some idea about clogging the enemy advance with infantry models, but all of the troops were small based - trampling over them wouldn't be a problem.
But it was third control point for Circle.
Convergence performed almost a board-wipe then. I have this gut feeling that Syntherion used his feat now, though I don't exactly remember when and where it was used. But considering there's not a single Wolf of Orboros or a Druid standing, it's a well-educated guess.
Monitor and Assimilator trample and/or charge into last meatwall of Circle, and Monitor gets close enough to contest flag. Their attack rolls are really bad and none of the little puppies die.
Turn 5 Wold Guardian rams Monitor away from the flag, but the heavy warbeast isn't able to destroy its target. All remaining models try to form a line to block contesting for the enemy. Circle is at four control points.
Both heavy vectors maul Wold Guardian, but Restoration (+2 arm) leaves Guardian standing with three or four damage boxes left. I think Mind and Body both broke down, but Spirit was still operational.
Corollary runs to contest the flag, and then it's just the matter of destroying Corollary on turn 6.
Corollary had already taken some damage in from early attacks made by Wolves of Orboros. But still it was a warjack with multiple damage boxes - destroying it with just a handful of models wasn't guaranteed. Well, of course Wold Guardian would have splattered Corollary all over the place, but Guardian would have to suffer two Free strikes, and DEF 9 + arm 21 with three to four damage boxes is a risk you don't want to take.
Blackclad Wayfarer advanced first and shot Stone Spray at the Corollary, and rolled double sixes for damage. Double sixes for damage in this game had come from rather unlikely sources. Druids of Orboros first, and now this. Anyway, Corollary died right there. And Circle went to five control points.
If I wouldn't have gained early advantage in scenario play, I doubt I could have chewed through all that heavy armor, especially with Reconstruct on Assimilator.
Second game was against Cryx, and my list was:
Krueger the Stormlord
- Winter Argus
- Scarsfell Griffon
Blackclad Wayfarer Hero
2x War Wolf
Maximum unit of Mechanithralls
Necrosurgeon & Stitch Thralls
Skarlock Hero (with Girded upgrade)
We played just for caster kill. Circle gets the first turn, and first picture is from the end of Cryx turn 1.
I have a thing for warlocks and warcasters that enable you to play in a very arrogant and impudent way. Of course you can't always push to the extremes, but this time I did. And it felt lovely. I guess I should play Lich Lord Terminus more, or something. But nothing compares to the feeling you get when you advance right into the middle of enemy army and just say: "What are you going to do about it, pal?"
Well, the usual answer is "I was thinking about shooting you to pieces", but you get the sentiment.
Turn 2 Krueger advances so close to enemy lines that every single enemy model would have enough movement to charge him. Less surprisingly he does use his feat, too, but only after he shoots Lightning Storm on Necrosurgeon.
Playing so brazenly is usually a bad idea. The allegory is there - if you got and get drunk (and hopefully have some fun, too) you get a hangover. If you go in middle of enemy army, you get assassinated or otherwise punished. This time 5" advance + 8" range was enough to get Crippling Grasp on Krueger.
I had been wondering if Krueger should use the last two Fury for damage transfers or cast Telekinesis on himself to get him away from Defiler. In the end I saved Fury for transfers, and got Grasped.
I think this was also the turn when Deneghra used her dreaded feat, so Circle didn't get to make any meaningful retaliation. Winter Argus tried to advance and shoot Deneghra twice with Critical Freeze spray, but the critical hit never came. I don't think any kind of hit ever came.
To get Dream Crusher milestone, Blackclad Wayfarer advanced to spray the Skarlock, but either didn't hit or didn't cause enough damage.
Skarlock then attempts to return the favor, and fails as miserably. Slayer puts the end to the bickering Heroes, or at least one of them. Arm Fracture, -2 STR.
Defiler advances and Deneghra casts Scourge on Krueger. Krueger is knocked down, and Scourge is followed by Venom. Damage rolls were rather poor, though. I'm not one hundred percent certain on this, but I vaguely remember that the Venom actually missed a knocked down target? There's only one Fury on Krueger at the end of enemy turn, and two Fury at the end of Circle turn so that probably is a hint that a damage roll was transefered somehow, somewhere.
Deneghra repositions herself so that Griffon wouldn't be able to apply beak to her face.
I guess I could have played safe and prolonged the game a little, but that Crippling Grasp on my Warlock was putting pressure on me. To continue with the theme of flying straight into enemy and seeing what happens, I tried to assassinate Deneghra.
First Winter Argus tries to Critical Freeze Deneghra again, but with just as bad results as earlier.
Krueger advances and casts Telekinesis on himself to get within 5" of Deneghra. Then the big question is if Krueger casts Telekinesis on Gorax (100% success) or on Deneghra (8+ on 3d6 that gives +2 to attack rolls for Gorax?). MAT 8 can still fail against DEF 16, so Krueger casts Telekinesis on Deneghra, hits her and she's moved 2" closer to Gorax, with back arc bonuses.
Krueger also shoots the lightning stick at Deneghra with last remaining Fury, but I don't think there was any important damage there.
Druid Wilder casts Primal on Gorax, and then Gorax charges Deneghra with effective MAT 10 and P+S 14. And that was the end of Deneghra.