Sorry, wasn't prescient enough to take pictures, but earlier this week, I played a proxy Latari list against my opponent's Daqan Lords. I got it into my head to post it to Facebook, but forgot to copy it here until now. (A few minor rules mistakes have been pointed out already, but I figure the overall experience might be of interest for others)
Played my first game as (proxied) Latari last night, which I'd been itching to do ever since they finally showed us the Deepwood Archer's deployment card in their preview a couple weeks ago. It was super-fun, my instinct when they were announced that they'd be my main faction definitely seems on the right track.
I played a pretty simple list that seems to be running counter to most of the initial reactions I've seen -- 2x six-tray Deepwod Archers with Support Scions and Hunter's Guile, 2x 3-tray Leonx Riders with Column Tactics, and then Aliana with Packleader's Spear and Wildcall's Instinct. It all came out to 199 points.
I proxied by sticking post-it notes to the command dials, and writing in my moves after referencing the previews' images. Then, I'd cross that out for the next turn, etc. Much easier than trying to set up a conversion chart or something. If I'd had more time pre-game, I might've printed off or drawn dial overlays, but this worked with minimal effort.
I played it against a Daqan list. My opponent and I are still pretty new to the game, maybe half a dozen games under our belts, and he's still tinkering with composition ideas. The list he brought was a Spearman death star with a Citadel Weaponmaster, Trumpets, and Front-Line Golem, backed up by solo Kari and two 4-blocks of Oathsworn with Flank Guards.
We played Confluence of Magic (I think that's the name) on the deployment with 3 defensive terrain and deployment zones 4 deep and 5 from the sides. I gave him first player, anticipating that having initiative on the second turn would be to my advantage, he chose the deployment (to avoid giving me the opposite-corners - Cautious? - card that was also drawn), and I chose the Confluence so that I could try to exert some control over his Golem's threat. Initial rune toss was 4 unstable, 2 stable, 1 nature, so pretty bad for me, but at least he didn't have any standalone Golems to rush me with those runes. He dropped the Fortification as close to the edge as possible to keep me out of it (not that I could fit my Archers there 'till they got wounded, but you know), then I put the Forest in the center of the table to limit his Spearmen's movement options, and he put the Boulder off on the opposite side. All three got Overgrowth since I had 2x Hunter's Guile and 2x Support Scions.
He deployed Kari first, in front of the Forest. I dropped a set of Archers on the edge of my zone closest to the Fortification so they could sidle over and get their Hunter's Guile dice. He lined up his Spearmen deathstar across from them, I countered by putting my Leonx adjacent, angled in anticipating a counter-charge. He put Cavalry of his own opposite them, and I added Aliana close by. His other Oathsworn set up to flank around the Forest, answered by my other Leonx on that flank and Archers in the center of my zone.
First turn was pretty uneventful. Kari darted into the forest, I shifted one of my Archer blocks towards the Fortification and the other one shot at Kari and took off a single wound due to the cover. I slow-rolled my Leonx and Aliana, but got Aliana a little too close -- she suffered a charge from the cavalry on turn two that blocked my Leonx from connecting with the Spearmen on their late charge, hitting the Cavalry instead.
The Spearmen, on the other hand, were more successful -- despite my double-shift first turn with a ranged attack surge-shift follow-on, they were able to connect (I completely forgot to use the Support Scion shift, which *might* have forced a missed charge) with their Trumpeting turning 3 charge. They *brutalized* my Archers, getting the flank in for 4 dice on 4 threat (I had sacrificed my flank-guard Leonx to re-cast the stable/nature rune to my favor on 3 initiative... very handy action on that Leonx dial -- I hadn't even considered the utility of the Leonx' mobility as objective-grabbers when I was list-building, but will remember it after this game). The other Leonx and Aliana diced their way through the Cavalry pretty ably with minimal casualties, taking out two or three trays between them.
Turn three, I was able to shift-charge to flank the spearmen with my Leonx and Aliana, who ground through the unit in two bloody turns. Turn three or four also saw the outflanking Leonx beat the Oathsworn to a charge after a surge-shift from the Deepwood Archers took them *inside* the Deepwood Archers' turn radius the turn before. Threat 3 on Cavalry is quite effective, let me say.
I ended up wiping him off the map by turn 6, and there was a lot of learning on both sides. He mistimed that charge on the flank, I forgot a Scion shift when I could maybe have dodged that charge from the Spearmen... I drafted the list with the intent to play a very mobile game that secured a few kills while denying much attrition to my own forces... I discovered that the Leonx are just way more devastating than I had anticipated, and against fast units, I probably have to just accept that even Deepwood Archers are going to end up in melee eventually... but it's okay because unless they're facing down an absolute blender of a unit, they can take a hit with the Support Scion and still be viable (3 threat) if a good counter-charging rescue doesn't delay too long.
I'm pretty satisfied with my goal of trying out the Support Scion Archer unit -- I liked the way it perfoms, but I'm going to try backing down to just one of them, in favor of a smaller Archer unit or two and beefing at least one of the Leonx units up to 6 to tone down the speed that they wilt under damage.