Tales from the Madlands: Lost Warriors of the Mist...plus Maros big dumb dispatch hammer

By Jukey, in Runewars Battle Reports

I decided to take a break from Latari since that's all I'll want to play when darnati release. So I pulled out my waiqar horde.

I wanted to test out executioner tactics vs uthuk so church obliged me with high wound targets in his army.

My list:

194/200

Reanimates [50] 3x3
Executioner [6]
Deathmist Banners [4]
Lingering Dead [3]
Total Unit Cost: 63

Reanimates [50] 3x3
Executioner [6]
Deathmist Banners [4]
Lingering Dead [3]
Total Unit Cost: 63

Death Knights [55] 2x3
Obcasiums Gauntlet [5]
Deathmist Banners [4]
Column Tactics [4]
Total Unit Cost: 68

Churches list

Don't have it but it was..

3x2 thresher with scuttling horror.

3x2 rippers

Ravos with insatiable

Probably some other upgrades too.

We played maelstrom with volatile runes. I started with initiative. Church really hemmed me in with the ruins.

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This picture is a little into turn one, forgot to take it.

Turn 1: TxidKow.jpg Church pushes forward, narrowly dodging the rune traps. My death knights do likewise, while my reanistars trundle sideways. Ravos does what he does best and makes a dash for the terrain. Then he realizes that deathmist hurts.

Turn 2: I made a poor decision, thinking the Thrashers would go at 5, my reanistar bank charged at 6, it left them exposed and easy prey. I don't recall how the threshers did damage though, since they had to shift in. HXdr7Vh.jpg

My second star turns to face ravos, as we realize that this specific star build is ravos worst nightmare.

Turn 3: I should have been able to drop a figure in the scuttling unit with my executioner, but thanks to that ridiculous card, scuttling horror, I get stunned before activating, thanks game design... 3 point cards shouldn't do two things. 0zVIeNX.jpg

My remaining star reforms to ignore ravos and focus on the approaching enemies. Ravos goes hunting for easier targets, which apparently are death knights.

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Turn 4: Death knights take a good chunk out of the threshers, but then lose the back rank to ravos. Rippers and the star jockey for position. wYR2Pqx.jpg

Turn 5: Haha, suck it rippers, steadfast doubt says you get an inspiration instead of make me kill myself. 6sXgYwf.jpg

1 lone deathknight still stands at the end of the round.

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Turn 6: the rippers and reanimates slug each other back and forth. The death knight kills one more thresher before dying. c9323Uo.jpg

Turn 7: either I missed a picture or we goofed the number of turns, but this is where it ended basically. o9F58Mp.jpg

Uthuk won by about 90 points.

Afterthoughts:

Executioner is solid against uthuk, but is hard to trigger with all the panic, stunning, and raw damage uthuk can throw.

Deathmist banners was the real damage dealer this game. I scored at least 8 wounds on units over the course of the game.

Scuttling horror is a real pain in the ***. The shifting is readable and able to be countered, but the exhaust to stun is really frustrating. In comparison to other factions stun options its 2-3 points undercosted, and should either be discarded or not be able to use scuttle when exhausted. I could just be salty though.

Ravos when facing lingering dead reanistars really can't do much, if he engages, he dies.

Thanks for reading.

Edited by Jukey

Silly addendum: In our second game - not reported for some reasons - Steadfast again dodged a Betrayal. Woot for that ability

Just realizing this now, but if I had pushed my Reanistar by the ruins into base contact with the terrain, I would have trapped Ravos there. He would have either had to fight or take the long way round which was littered in rune traps. He would be unable to jump through it without getting caught in a fight as well.

This could be a decent tactic when facing terrain hopping units. I'll have to look for it more often. Possibly could even be used tactically as a trap for over eager rippers.

Here's the highlights of the second game. Same deployment and objective, initiative switched to church. I'm running Maros big dumb dispatch hammer. Church is running big uthuk formations.

Church repeatedly forgot his modifier dials on 3 or 4 melees this game so the results are a little skewed.

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I moved my knights a little short and had some unpacking issues. Nothing too serious though. Church managed a good shot with corruption rune with the 2x1 zerker. Maro starts adding trays.

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The rippers swing hard, and I lose a few false trays. My reanimates roll horribly, and score 4 damage...churches zerkers step on a tune trap.

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The ReaniHammer is now engaging two powerhouse units, and holding strong. However there should be another tray cleaned out had church added his hit modifier to the threshers. The zerkers explode, leaving the knights too close to the Dimorian fissure.

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The reanimates are getting toasted, but not without doing a lot of work...also should be noted, 3 of their attacks only did 4 damage...red dice. Theres some pics missing between here and the next one.

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This is the last turn. The ReaniHammer stood until the end, again, mostly because church forgot to add about 12 damage over 3 turns, but in the end, maro makes uthuk suffer with all those added trays.

The immobilize on the reanimates is because instead of being able to trigger a flee in terror church had to settle for an immobilize due to steadfast: doubt. Its surprisingly handy, I could see heraldic surcoats actually being viable against uthuk (looking at you daqan).

Technically I won this one. But so many errors occurred I can hardly say it was legit. Still good food for thought though.