The great Devourer is once again sending its Tharn spawn into Khador territory. Last time that happened, Irusk and his Winter Guards were dispatched. That turned out to be a terrible idea. So, this time Sorscha and her sturdy Man-O-Wars are send to intercept. It turns into a bloody battle far better than the last encounter. Yet, at some point Baldur is allowed to to pull off his famous forest walking assassination run.
| Circle Army – 75 / 75 points [Theme] The Devourer’s Host [Baldur 1] Baldur the Stonecleaver [+31] |
Khador Army – 75 / 75 points [Theme] Armored Corps [Sorscha 3] Kommandant Sorscha Kratikoff [+28] |
Initial Thoughts
Baldur1 is one of the old stable warlocks in Circle. On paper he is a Construct’s best friend. However, this time he only brought living beasts. He is perhaps best know for his forest walking assassination. It combines his ability to place a forest anywhere within 12″ through the spell Rapid Growth, and his build in ability to Forest Walk between two forests. He does pack to additional powerful spells: Solid Ground, which we are familiar with through Irusk2 (no knockdown and immune to blast within 12″); and Stone Skin, which gives a unit +2 ARM and STR, and -1 SPD and DEF. That will probably go on one of the Ravagers. Finally, he has Earth Spike, which does damage in a 3″ AOE and knockdown. His feat is primarily there to get his troops to the enemy, whilst hindering the enemy. It gives Cover and Pathfinder to to his models, whilst enemy model can never have Pathfinder. All of this within 12″.
The battlegroup consists of Ghetorix and Loki, and Baldur also has a Tharn Blood Shaman attached. The latter is there primarily for Harmonious Exaltation (allows the warlock to cast one spell at a COST reduction of 1), and Spell Slave, which allows the Shaman to cast Earth Spikes.
Ghetorix is hardest hitting warbeast available. As all Warpwolves, he can warp in each round. He can choose between Murderous (same a Beast ’09), Snacking to heal when he kills stuff, and Strength for +2 to STR. His Animus is Spiny Growth that give +2 ARM. Finally, he has Rapid Healing giving him d3 boxes back whenever damage. All in all he could be ARM 19 (effectively 21 due to rapid healing), 30 boxes, one P+S 19 and one P+S 16 , MAT 7 and can touch things 11″ away. All of this without any help from the outside.
The second warbeast is Loki. He is a slightly better, at least different Warpwolf than the Feral. He can warp for +2 STR, ignore Cover and Concealment when shooting, and can’t be targeted by CRA, CMA and no back strike bonus. What he has going for him is being a Shield Guard and being able to shoot and drag things from 8″ away.
Baldur is obviously bringing two units of Tharn Ravagers, including UA. They are really a steal for just 15 point for six of them (20 including the CA). Add all the bells and whistles, and they become quite fearsome. They naturally have Pathfinder and Treewalker (ignore forest for LOS and DEF 15 against melee), they are Circle after all. They also have Heart Eater allowing them to collect Corpse Tokens, which then can be used to buy or boost. They can gain and use in the same activation (I generally think gaining and using in the same activation is too good). The Theme gives them one token each to begin with. The main game breaker is the combination of Tough and Rapid Healing, combined with the Solid Ground spell from Baldur for no knockdown. They are then very close to impossible to get rid of. The Tharns heal after every single attack! Finally, they also have Vengeance and the mini-feat giving them overtake. They can basically surf through almost anything, in particular under feat. I just hope they can’t do Man-O-War surfing.
One can’t go to a party and only bring beefy men. So Baldur is also bringing a unit of Tharn Bloodtrackers, including Nuala. The Bloodtrackers are fast and stealthy. They have Advance Deployment to get them near the enemy, Reposition to get away again, and they can clear out their enemies due to Weapon Master on their Spears and Prey. When they throw their spears at their prey there is basically no chance of missing (in a list of DEF 10 stuff). The will hit at an average damage of 22 points. This makes them rather dangerous against e,g. the Bombardiers and Demolition Corps (only ARM 16). Two can kill one Man-O-War. There are 11 of them. So, they can clear an entire unit in one round!
The final unit is ubiquitous Boil Master and Cauldron. The crocodile and his pot generally does two things: makes corpses and gives them away (within 5″). On rare occasions it might do a Puppet Master just to allow a reroll.
Baldur brings three solos: Lord of the Feast, a White Mane, and a single Wolf Rider Champion. The former still shouldn’t be free. He basically just kills a lot. The combination of the Lord threatening at least 16″ in weird direction (please note that this match is before he had his reach reduced to a much more sensible 1″, and the raven’s range went down to 8″) and being able to take out most things with Corpes Tokens, which he can be filled up with by the Cauldron. He needs to die, quickly – but of course has Stealth. The White Mane is a much more pleasant solo (but again, compared to LotF everything is more pleasant). He gives Ravagers +1 to their attack rolls (which doesn’t really matter here). Besides that he is medium hard hitting solo, which does have Countercharge. Finally, a single Wolf Rider Champion has arrived. These are really fast jumping cavalry. They can reach something 13″ away through charging. They will probably always end up in the back arc, as they can make a 5″ jump before attacking. Being in the back arc really hurts. Despite having only a P+S 9 weapon, they can manage to roll five dice. 3 for a charge, 1 for Weapon Master, and one for Backstab. It translates into 27 points of damage on the average. Just for fun they can also do three attacks (72 points of damage on a charge run). With a bit of clever jumping one Champion should be able to kill two Man-O-Wars. After all the killing it can Reposition for 5″.
All in all, I have never really be able to handle Tharn in Devourer’s Host. My best guess is still Sorscha3 and Armored Corps. Nevertheless, this is not going to be easy.
Deployment
Sorscha deployed the Demolitions Corps on the left flank (first error, it should have been the Bombardiers, as they can do Pathfinder), along with one of the Suppression Tankers. On the right flank the Bombardiers and a Suppression Tanker deploys in a similar pattern. The Shocktroopers goes in the middle in Shield Wall screening Sorscha who is right behind them. All the rest goes in the back.
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| End of deployment |
Round 1
The Konvik moves up and gives Desperate pace to the Shocktroopers, who then moves forward in Shield Wall. The rightmost Tanker moves in between to Shocktroopers and the house, closely followed by Beast. On the right flank the Bombardiers move forward. Hoping that Lord of the Feast won’t kill them all. Mechaniks tag along the front line.
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| End of round 1 |
Round 2
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| End of turn 1 |
On the left flank, the Kodiak moves forward slightly in front of the Shocktroopers, primarily to threaten anything getting too close with a counter charge. Atanas moves up and puts Unstoppable Fury on the Demolition Corps, who then divides and moves up behind the Kodiak and the Shocktroopers. The tanker moves to the front of the forest. For some obscure reason it does not put down Covering Fire.
On the right flank, the remaining Bombardier and the Tanker gangs up on Lord of the Feast and removes him. All the rest basically just moves forward. The Bombardier gets a little TLC from one of the Mechaniks. The picture above depicts the end of Sorscha’s turn.
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| End of round 2 |
On the right flank the Ravagers move up, partly into the zone and partly in front of the Shocktroopers whom they ding a little. I’m so happy that Sorscha’s clouds denied them a charge. All the rest just moves forward. Baldur manages to score one point for his zone, whilst the Wolf Champion is contesting Sorscha’s. This leaves scenario score at 1-0 in Baldur’s favour. The picture above depicts the end of the second round.
Round 3
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| End of turn 1 |
On the left flank, the Mechaniks move up and do a bit of repairing of the Demolition Corps. Felling fresh and well oiled they issue a Press Forward. Most of them goes into Ghetorix, whilst one of them hits the Ravagers. They proceed to kill Ghetorix but none of the Ravagers. Dragos Bond of Brotherhood.
On the right flank, the Shocktroopers remove two Ravagers, and the Bombardiere Tanker combo also take out one. Beast moves into position. Atanas puts Unstoppable Fury on the Demolition Corps. All others just move forward.
One of the Demolition guys manage to toe Baldu’s zone to contest. This means that Sorscha scores one point and Baldur none. Scenario score is now 1-1. The picture above shows the end of Sorscha’s turn.
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| End of round 3 |
Round 4
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| End of turn 1 |
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| End of round 4, end of game |
Final thoughts
For the Motherland!








