Monday, January 30, 2012

Warlock Round up -- Moshar

I find Moshar one of the trickier warlocks in Circle. To prevent myself from just stream of consciousness my thoughts on him I need to do a pro con list for him as well.


  • Great spell list
I really love curse of shadows on circle. Anything that lets me not take a gorax or double up with a gorax for an absolutely brutal assault. Crevasse is a great spell specially with sands of fate to protect him. I don't like killing my own stuff for my opponent, but you cannot deny how powerful this spell can be.
  • Eyeless sight is beautiful
I really enjoy Eyeless sight, it's like cheating without the guilt.
  • maltreatment with regenerating warbeasts
Maltreatment is pretty simple, but what makes it so good with Moshar is the ability to heal the damage you due by generating a fury on a warbeast.
  • high fury

  • Old man stats
Moshar has to hide in the back. This is really easy with Sands of Fate, but I hate having to kill my own model every time I want to be offensive with Moshar. Gallows grove come out sooner. :(
  • Very limited feat - only super effective by hordes
This is pretty simple. It basicly only prevents arc nodes from warmachine, while it can be devastating vs. hordes.
  • Hard to remember spells (this is lack of use, but makes him a hard warlock to pick up for newer players)
Sunhammer and mirage are tough to remember spells for newer players. I love these spells and out of my 2 games I constantly forgot to use them. Just need to practice him a lot more.


With my first list I went light beasts and messed around with some of the typical Moshar items, like Wolves of Orboros. I'm not really a fan of WoO but I love Morraig, and during this game vs Kallus Morraig was a serious all-star. I landed two 5 damage dice charges. One of them being the death blow on Kallus which is so entertaining. Mat 10 with 5 damage dice is such a solid attack.

Moshar vs. Kallus  1 - 0

Mohsar the Desertwalker (*5pts)
* Pureblood Warpwolf (9pts)
* Warpwolf Stalker (10pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
* Nuala the Huntress (2pts)
Wolves of Orboros (Leader and 9 Grunts) (6pts)
Wolflord Morraig (5pts)
Celestal Fulcrum (9pts)
Sentry Stone (Leader and 3 Manikins) (3pts)

After my first game I decided to try some new ideas and stop using the "musts." Though gorax did find himself in the list, I really loved bloodtrackers and bloodweavers for mirage targets. I also wanted to try curse of shadows and primal to remove any hard targets off the table. This looked very solid, but Moshar was a little too close early on and caught a ravagore blast damage hit setting him on fire and throwing him to two hit points by the end of turn 2. I still squeaked out a victory, but that was more luck then skill. I shifted the stones the shifting stones ua behind Lylith then sands of fate into her rear arc and proceeded to bash her to death.

Moshar vs. Lylith1 1 - 0

Mohsar the Desertwalker (*5pts)
* Gorax (4pts)
* Woldwatcher (5pts)
* Pureblood Warpwolf (9pts)
* Warpwolf Stalker (10pts)
Druids of Orboros (Leader and 5 Grunts) (7pts)
* Druid of Orboros Overseer (2pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Shifting Stones (2pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
Tharn Bloodweavers (Leader and 5 Grunts) (5pts)

2 - 0


Overall Moshar is my absolutely favorite warlock in the fluff. Out of all the Warlocks I'd have to say I like Moshar the least with play style. I will clarify though, I don't think he is weak in the slightest. I just don't like his feel.

Saturday, January 21, 2012

The Fundamentals - Part 2 Power Attacks

We simply just forget how many tools are available to us while playing Warmachine/Hordes. When new players try to get into the game I try and insist they stick with the battle box for at least a few games for many reasons but one of the main ones is to find  shenanigans with basic models. Power attacks give players a very large tool box, especially if they have an open fist. Lets start with breaking down each power attack, then discuss when they are viable to use and round it off with fun tricks.

Power Attacks - I would definitely recommend players read this section of the rulebook as my exact wording isn't the official ruling. To simply give a brief description power attacks are a special attack that sacrifices all of your initial attacks, requires a focus or fury to activate and grants the attack a special rule. Also hordes models need to be forced which requires the warlock or some sort of control extension to use. All power attacks have 1/2" melee range. There currently aren't any models in the game that offer the exception. The Krueger1 reach extension spell and the animus coming from the Swamp Horror will allow you to extend your power attack ranges.

Summary - If you know power attacks already skip this section.

Throw - This is a very basic attack. You roll to hit followed by a strength test. Once you hit the model is tossed in a direction of your choosing, though it requires to come from your front arc the distance of half your strength. Once you land the model takes a hit equal to the model that has thrown's strength. The model that lands also scatters a d3 inches upon impact of its location.

Two-handed Throw - This is the same as above with two huge exceptions. The first strength test the attack gains 2d6 vs the opponents 1d6. Second you can aim the throw at a specific model. This throw attack now has to hit the target thrown at or it'll scatter a d3 inches. One common confusion point about this is the throw attack goes off the Warnoun's MAT not his RAT.

Slam - This is a combination of movement and attack. It's very similar to a charge attack. If you slam a model larger then you it is at a minus 2 to hit. Also you must charge to the middle of the enemy model. Center point to center point, making slam angles much harder to achieve then charge angles. Once hit the enemy model is knocked back a d6 inches. Any smaller base models it comes into contact with are knocked down. If it ends on top of them they are moved out of the way. You will stop prematurely if you are knocked into a same or large based model. All models contact in this way take a damage hit equal to the models strength. The model targeted by the slam is the only 1 who can be boosted against. Also if the slammed model hits a same or large sized model an additional damage dice is added to the roll.

Headbutt - This is a very simple power attack. You roll too hit if you do the enemy model is knocked down and suffers a damage roll equal to the models strength.

Trample - This attack is also a very simple and powerful attack. Your must be a large based model to do trample attacks. You can only trample over small based models. Remember artillery pieces and the book of Menoth are considered small based models. You pick a location and declare how far your going to trample. You measure to see if you can reach there and if any models are in your way. All models you travel over you get to take an attack vs. Any models hit suffer a damage roll equal to the models strength.

Weapon locks - I never use these. Though they can be used well. You roll to hit the model with an open fist. If it hits the system is locked and every turn afterward the enemy model can do a strength test to break the lock.

Push -This attack automatically hits. The enemy model is pushed one inch backwards and you can follow up one inch.

When to use power attacks.

Most power attacks have a triggering event for me. I'm going to give a few examples of when I commonly used power attacks. To hopefully inspire the use of more in your games. I'm sure there are plenty of great ways that I haven't used power attacks yet. Please respond with some of your own favorites!
  • My warbeast/warjack is jammed by tons of infantry. - Whenever this happens you should consider doing a trample. It is commonly the best way to clear lots of infantry and trample gives you the best way to generate a lot of attacks on large groups.
  • Objective is jammed with lots of infantry. - This is also another situation where trampling can be very beneficial
  • Enemy Warcaster/Warlock is sitting behind only small based models. - This typically screams for a trample assassination run. I love it when I can trample over some models buy a boosted attack and smash enemy warcaster/warlock. This is mostly typical with 5 fury beasts since you can trample, buy an attack, boost to hit, buy an attack and boost to hit spending all 5 fury. Otherwise you'll only get one attack which usually won't win you the game.
  • A big model is sitting in front of their warnoun. - This is screaming for a slam. You knock the large model into the enemy warcaster/warlock causing both to fall over. The key here is the model has to be larger then the warcaster/warlock, otherwise they just get knocked down. Sometimes this is enough for an assassination run, especially with shooting factions like Cygnar. This can open up a lot of potential assassinations. This amplifies in greatness if the model who slams has follow up. You can effectively move up onto the knocked down warcaster/warlock and buy attacks that auto hit.
  • Your warjack is crippled - Whenever I find a warjack having his cortex intact but all his weapon systems damaged I am a lot more prone to buy slams and headbutt power attacks. These attacks don't need your weapons.
  • Enemy warcaster/warlock is in charge range but has really high defense - I often find the best solution is to use a slam/two-handed throw/throw to knockdown the model before you commit to an assassination run. If the knockdown attempt fails, might be best to not sacrifice the models. Remember you only need to throw a same sized model at the warcaster/warlock to knock it over. Don't be afraid to use your own models.
  • Enemy Warnoun is near a forest/pool of water - I really enjoy knocking non pathfinder models into forests/water. You can do this with throws or slams. If you get a good travel distance you can knock a model out of the game for a turn. This is generally only something I would do with models that get bonus slam distance. A couple examples would be Titan Gladiators and Shadowhorn Satyrs.
Tricks - Every faction has great tricks to take advantage of power attacks. You should re look at your animuses and warcaster/warlock spells again in relation to power attacks. See if you can come up with some tricks on your own! Here are a few of the one's I like to use.

Shadowhorn Satyr Throw yo-yo - This is a trick I've fallen in love with. I wasn't sure if this would be a valid strategy until I committed to trying it for a few games. Both games it surprised my opponents and got me a heavy for no trading. This list requires a Shadowhorn Satyr and Kaya1. You maneuver with your Shadowhorn next to an enemy heavy, which is fairly easy with jump and 6 base movement. Cast virility and buy a 2handed throw. Throw the enemy heavy toward your army, hopefully into a waiting net of shifting stones and heavies. Your heavies proceed to tear them apart and get teleported back with shifting stones. Denying your opponent any retaliation. The final key move is Kaya teleporting the Shadowhorn next to her.

Gnarlhorn goes infantry bowling - This trick requires a Gnarlhorn and Warpborn skinwalker. You position your medium based infantry model in front of the enemies small based infantry. Then slam the rear of the Warpborn skinwalker through the enemy infantry. I also use this for assassination runs on enemy warcaster/warlocks. With follow up you just buy attacks on the knocked down model.

Denying fury - One of the biggest weaknesses that aren't exploited is the game currently is fury. If you can pull, drag, throw and slam enemy models away from the warlock it can be better then killing it. If the enemy can't pull fury from the beast it causes two impacts on the game. One the enemy has to cut himself to get full fury and second the beast will frenzy. Obviously the best positioning would be to have him frenzy on an enemy model. Short of that make sure you sacrifice something to the warbeast that would cause him to face away from your army so he can't charge the following turn. *Note - Nicole, my wife, has taken special use of this one vs. me in our last journeyman league. It is brutal especially when the warbeast being tossed around is slow.


Power attacks are can be game changers. A lot of the knockdown options have grown weaker in Mark II since you can shake the effects off, but the ability to auto hit in melee or significantly lower a models defense can drastically reduce the longevity of the model. Models that wouldn't normally hit high defense models can become very scary after a good headbutt. It also can create hysterical endings where choir charge the knocked down warlock to finish him off. Have fun trying to find your own ways to use power attacks!

Thursday, January 19, 2012

Warlock Round up -- Cassius

Too my surprise I am really liking Cassius. I hadn't thought he would do much for me, as the tree seemed like a gimmick that was such a detriment why would you want to play him. I'm going to dive into the tree mechanics and explain how you can use it to gain some serious movement. There are also a vary heavy list of cons that can create bad match-ups for Cassius. This means I will probably reserve him for a three list tournament format.

The pros

  • Movement -- The tree is deceptively fast if you make good use of shifting stones. This coupled with unseen path allows you to reposition Cassius very effectively. Early on without souls this can be a dangerous tactic, but as the casualties start to pile up you can throw 1 to 2 hell mouths before bouncing back to your tree behind your army. Sometimes this trick requires you to preposition yourself the turn before.
  • Tree Bait -- The tree is deceptively durable. A tree with full souls is sitting at 21 armor and as a circle player very easy to give him stealth(due to prowl). Most lists will struggle with assassination runs against it, especially with transfers. Just don't stick your neck out too far.
  • Very effective spell list. Curse of shadows is amazing for helping some of our more pillow fisted models deal with high armor. Hell mouth is great infantry clearer and strangle hold is obnoxious for preventing big heavies from charging.
  • Tree walker -- It's so easy to have forests in circle that its very easy to give Cassius an additional 2 defense. You'll be sitting near forests for prowl with the tree anyway, just a solid addition.
The Cons
  • Eyeless sight -- makes the tree a very high target for Legion. Effectively making any legion lists with any ranged beasts a really bad match up.
  • Undead models -- this isn't the end of the world as you get souls from your own infantry if you build the list right.
  • Soul collectors -- anything on your opponents side that will collect the souls you want for your tree.
Bad Match-ups
  • Legion with ranged beasts. So basicly Legion.
  • Cryx with heavy soul collecting.
  • Menoth with heavy soul collecting and be careful of Eye of Menoth. As bad match ups go, I'd say this is the least painful so far.
  • Cygnar with heavy anti-stealth.
  • Shifting stone the tree forward early in a turn your going to engage enemy infantry. Then charge clear the infantry to collect the souls. Then teleport the tree back to Cassius with unseen path.

The List -- I pained over writing this list for weeks. I kept not playing Cassius as I couldn't figure out how to put it together. Eventually I gave up writing the perfect list and just threw all the units I wanted to try with Cassius in one list and planned on adjusting due to how they performed.  The list performed beautifully, all of the infantry synergize with Cassius. The beasts selection really fill in the gaps. You might notice the lack of the Gorax. This is simply because Cassius doesn't need it. Curse of shadows and strangle hold let you set up a charge on a debuffed heavy. Heavy infantry aren't an issue for this list. Though I have yet to try the Cetrati brick, that could prove difficult.

Cassius the Oathkeeper (*6pts)
* Warpwolf Stalker (10pts)
* Woldguardian (9pts)
* Woldwarden (9pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Tharn Bloodtrackers (Leader and 9 Grunts) (8pts)
Tharn Ravagers (Leader and 5 Grunts) (9pts)
* Tharn Ravager Chieftain (2pts)
Tharn Wolfriders (Leader and 2 Grunts) (6pts)

Round 1 vs. Harbinger

Was an interesting battle. Menoth focused on removing my heavies, and I focused on kill all the warjack support. I was able to scrap the Avatar before my heavy hitters died and I had clear table advantage with the pressure I was able to keep on Harbinger. Eventually she caught one too many uranimum tipped spears from the Tharn ladies. Definitely learned I can keep up with the attrition battle. 20 damage boxes for cutting to full fury + souls from the tree made losing all my beasts tolerable when you only need another round.

Round 2 vs. Vyros

This battle started out with a pretty crazy trick that I paid for in spades. I did the shifting stones teleport trick to get the tree up field as my Ravagers charged into his Invictors. As they were killing the Invictors the Phoneix with hallow(?) proced off an Invictor dying charging the tree and smacking it for 16 damage. Ouch! This ended up costing him his Phoenix which gave me the heavy advantage. The pressure his sentinels gave me was some what scary, but after my Wolfriders removed his Soulless I was able to toss in a Hell Mouth removing 5 with a solid nuke giving me board advantage. At this point he was trying to keep pressure on my caster with an assassination attempt. Luckily After that round in which I took 16 damage I had spent some of the fury healing. That coupled with a few turns of 11 fury I got Cassius a lot of his hit points back, staving off deaths door.

Cassius 2 - 0

Friday, January 13, 2012

The Fundamentals -- Part 1. Reach

I'm excited to say this is the first post I'm writing in response to feedback I've recieved. They wanted me to do a write up about reach and the implications it has on the game of Warmachine/Hordes game. So I'm using this as an excuse to start a series about the fundamentals of Warmachine.

Reach is a very simple mechanic in Warmachine extending the threat range of a model from .5 inches to 2 inches. So the very first and most straightforward implication is reach gives your model an additional inch and a half of threat. This simple extention of threat ranges allows you to play the first strike cascading game better.

Warmachine is a game of first strikes and cascading. This is one of the reasons games of Warmachine are won in the movement phase, but lost in the combat phase. The latter of that statement is for another post though.

Creating the opportunity to remove the first model from the board has far reaching implications. To sum it up as simply as possible, if you start trading point for point in the end you should be in a position to threaten their Warnoun sooner then they will be.

What I'm referring to when I use the statement cascading is the concept of I throw my army at you and kill half of it. You respond, but your army is now at half so you only kill a quarter of mine. This generally forces my opponent to try and change the momentum of the game with a big move, which typically requires risk. Taking risks while required at times is the easiest way to open up yourself for assassination runs or giving up capture points to your opponent.

This leads into my 2nd major reason I love reach, prevention. There are 2 methods of prevention that are amazing about reach. 
  1. It creates much higher threat areas around models with reach. This allows a model with reach to engage multiple models, create much larger free strike lanes if people try to pass you and force weaker enemy models to move around your models forcing them to waste movement. Getting your opponent to waste movement is the easiest way to get them out of position. Warmachine/Hordes is typically won or lost by turn 4(this includes the concept of timed turns, non timed turns can go on much longer). An out of position model or unit can easily cost you the game if you find it being ineffective.
  2. Reach allows you to thwart the opponents method of prevention much easier. Screened models must be much more forward or the models being screened must be much further back if they are to successfully prevent reach models from hitting vital parts of the army. Your opponent also has to now worry about oddly angled charges. Typically you can put lots of models directly in front of a charge path, but as soon as you have to spread out your screen since the enemy model can come from many different directions it is weaker. They can punch a hole in it since there are less models and throw the reach model at you.
The third major advantage of reach applies mainly to units, but warjacks/beasts can take advantage of this as well. You can engage more targets onto one source then normal. By leaving small gaps when you charge a target you leave the opportunity of a model with reach to attack the enemy model. This allows you to bring higher amounts of attack, which means higher amounts of potential damage onto hard to kill targets or models that are critically important to kill.
The final advantage of reach is very simple. It gives you the capabilities of fighting over linear obstacles. Take advantage of walls if you have reach or pathfinder. Even more so if your enemy is lacking in these rules. One common misconception I've noticed playing Warmachine/Hordes is the ruling that you get +2 defense from fighting over a wall. This is simply not true unless that wall is labeled as an obstruction. Linear obstacles offer cover and prevent charging unless the model has pathfinder. That's it, so watch out for this common misconception.

There are a few negative impacts of reach as well. These can be mitigated by proper facing and placement of your models though. The first biggest downside is enemy models engaged by a model with reach has more freedom before he suffers a free strike. You can charge while still in a reach models melee range without ever leaving it (a trick you can take advantage of as well). Something you have to pay attention to and prevent by creating weird facing arcs. In the example below the model is caught in melee range of a reach model, but his facing is preventing him from charging the blue target without suffering a free strike. If the facing was reversed he would be able to engage the blue target and possibly charge it.

My sexy ms paint job.

To recap. 
  • Take advantage of your extended threat ranges. 
  • Look for odd charge angles to surprise your opponent. This will also force them to spread out their screens giving you less models between you and your higher valued targets.
  • Reach models can screen much larger areas for your models, but do this wisely with good positioning.
  • Leave gaps for reach attacks to fight through. This allows you to eliminate the critical pieces much more effectively.
  • Take advantage of linear obstacles
  • Use facing and placement of your reach models to prevent your opponents freedom as much as possible.

Tuesday, January 10, 2012

Warlock Round up -- Kaya1 Part 2

As my last Kaya post I mentioned I wanted to try her non tier. It worked out a lot better, but unfortunately I don't remember everything that was in the list. I almost wonder if I played down 9 points. Which would be very amusing!

Kaya the Wildborne (*6pts)
* Gnarlhorn Satyr (8pts)
* Shadowhorn Satyr (7pts)
* Warpwolf Stalker (10pts)
Druids of Orboros (Leader and 5 Grunts) (7pts)
* Druid of Orboros Overseer (2pts)
Shifting Stones (2pts)
* Stone keeper (1pts)
Tharn Wolfriders (Leader and 2 Grunts) (6pts)
Blackclad Wayfarer (2pts)
Druid Wilder (2pts)

Kaya1 is a very interesting warlock. My second game I basically forgot about pack hunters for the first two turns which was exceedingly brutal since I was fighting defense 16 temple flame guard. I must say, obnoxious! A very solid little menoth block from my friend Greg. I don't remember if this is 100% correct  list, but I'm sure its near accurate.

Hierarch Severius (*6pts)
* Blessing of Vengeance (7pts)
* Reckoner (8pts)
* Reckoner (8pts)
* Hierophant (2pts)
Choir of Menoth (Leader and 3 Grunts) (2pts)
Exemplar Errants (Leader and 9 Grunts) (8pts)
* Exemplar Errant Officer & Standard Bearer (2pts)
Temple Flameguard (Leader and 9 Grunts) (6pts)
* Temple Flameguard Officer & Standard (2pts)
Visgoth Juviah Rhoven & 2 Honor Guard (4pts)
The Covenant of Menoth (2pts)
Vassal Mechanik (1pts)
Vassal of Menoth (2pts)
Vassal of Menoth (2pts)

With the threat of eye of menoth and ignoring stealth he brought some very solid counters too my list. I proeceeded to make massive mistakes left and right this game slamming into his forces as hard as possible without much success. To keep this part short as I don't remember everything very well (definitely a mental note on write the blog the day of the game!). I pressured old man Severius to the right corner of his killbox with the tharn wolf riders. Then proceeded to land a few key pushes with the druids of orboros and through a bounding on the stalker and flung him 11 inches giving him 13 inches of threat. *Psst I love you reach* And proceeded to eat the old man.

Things I've learned of Kaya1. Spirit door can be very crafty. You can use it to pull some very odd shennaigans, including spirit fangs then retreat, throw stalkers at people then yo-yo (yes I know very standard) or spell assassination run with spirit dooring next to a beast that ran near the enemy warnoun. This only works well if you can teleport behind for a back arc. Then boost a spirit fang on him and lowering his defense by 2 giving you an effective 10+2d6 to hit on the next 2-3 spirit fangs. Once you hit you should pop your feat and fill up on 6 fury again and throw 2 more spirit fangs. This isn't a give me to hard to kill casters, but more forces weak casters to camp.

Kaya1 1 - 1.

Up next - Cassius

Sunday, January 8, 2012

Stalker - painted and opinions

My opinions of the stalker.

As I've been playing lots of games of Circle of Orboros lately doing my Warlock Rumble(playing every warlock twice to understand the faction better). I've found what I consider amazing in Circle.  This isn't some amazing insight that other players aren't aware of, but the Stalker is a really high quality Warbeast.

To go over him really quickly. He has reach pow16 attack and a claw attack. Some amazing warpings in strength, prowl and berserk. Allowing him to hit hard enough to threaten heavies, great infantry clearing capabilities in berserk and prowl which lets him get up field without the worry of shooting. They are effectively a complete tool box of destruction. I still stand by the most simply powerful ability in the game being reach. It is incredibly powerful. I should probably write a blog about reach in general at some point.

His biggest con is that he's a 10 point beast with only 25 boxes at armor 17. Yes defense 14 will allow him to survive non elite units, but still dies fairly quickly if your opponent knows what he is doing.

Now for painting!

Stalker Front
For my paint scheme I started with the skin using codex grey + thornwood green mixture then slowly added more and more codex grey then started to add some Menoth white base. Got about 7 very thin layers onto his skin. I used the chuck norris of washes with Devlan Mud but very watered down to paint the model and bring down the brightness. I went through and shaded it with thornwood green.

I then went through and did a very simple cold steel base coat on all the silver metal locations. I proceeded to wash it with Ogryn wash, then high lighted with cold steel, then a tiny highlight of mithril.

The bronze armor was a base coat of dwarven bronze. I gave it a highlight of shinning gold, washed it with Ogryn wash then highlighted it again with shinning gold. This last highlight is only on key locations.

Stalker Back
The claws are a base of charadon granite + beast hide then you add dheneb stone slowly as you add highlights until you get the brightness level you wanted.

The fur was very simple with beast hide then devlan mud washed then dry brushed with beast hide again.

The hood is painted with bootstrap leather highlighted up with bootstrap + beast hide. Then washed it again with devlan mud.

The basing is simple umbral brown, dry brushed with vermin brown (which gives a wet earth feel which I love) and static grass.

Friday, January 6, 2012

Warlock Round up -- Kaya1 Part 1

Prime Kaya is a very interesting warlock. Her signature spell is spirit door, allowing you to teleport models in your battle group around the battlefield, though they can not attack or move once teleported. This allows for a lot of yo-yo style strategies with her. She also has a fury management spell, a very solid nuke in spirit fang, and occultation. The main thing that makes spirit fang a solid nuke is the ability too lower a targets defense with a boosted attack so the rest of your army can hit it easier.

To start out trying Kaya1 I decided to try and make her tier list work. My first list I brought to the table was.

Kaya the Wildborne (*6pts)
* Pureblood Warpwolf (9pts)
* Shadowhorn Satyr (7pts)
* Warpwolf Stalker (10pts)
Reeves of Orboros (Leader and 5 Grunts) (5pts)
Reeves of Orboros (Leader and 5 Grunts) (5pts)
Wolves of Orboros (Leader and 9 Grunts) (6pts)
* Wolf of Orboros Officer & Standard (2pts)
Reeve Hunter (2pts)
War Wolf (1pts)
War Wolf (1pts)
War Wolf (1pts)
War Wolf (1pts)
War Wolf (1pts)
Wolflord Morraig (5pts)

I enjoyed playing this list. One of the key strategies was to position my Shadowhorn Satyr in a position where he can bounding leap next to heavies toss them at my army then remove them from the table with my warpwolves. All the while keeping my heavies safe from counter attacks with spirit door. I believe this to be an effective strategy for heavy removal, but I find the list isn't capable of dealing with elite infantry or very heavy swarms. This was a bit surprising and can be due to my lack of experience with it. Or maybe due to the fact my opponent was Kallus, who I've decided can be a real nightmare. His feat when properly executed makes his army very powerful at jamming you.
Turn 1 after Kallus moved up.

I lost the game vs. Kallus due to over extending on an assassination run when I thought the situation was too desperate to fight out normally. In hindsight I do think I would've done a better job fighting him then I had originally thought. The stalker's berserk and the fact my Shadowhorn Satyr tossed me a Carnivean early on to gobble up means I should've been able to effectively weather his feat though it was going to hurt.

I did play another game vs. a Retribution player, but I'm not counting it as 1 of my 2 games due to it being a 35 point game. Though I did learn how to move my army along and that the Gnarlhorn Satyr is very effective with Kaya. In the end I was able to kill Kaelyssa, but the game was very well fought by one our newest members of our gaming group, Roman.

So far with Kaya1
0-1 50 pts.
1-0 35 pts.

One more game to go! I wanted to post this now though before I forgot everything. The next list I plan on trying won't be a tier list. I feel the reeves just aren't worth their points. Snap fire and cra aren't very synergistic abilities and a base rat 5 makes it hard to reposition and still hit valuable targets.

I should be able to rap up Kaya1 this weekend and hopefully start on a new warcaster, who I'm hoping to be Cassius due to having the battle engine, which I'm hoping can hide his tree well.