Countercharge ep6: Baldur2

Baldur Stonecleaver, the Stonesoul


Battle Report: Baldur2 vs Ragnor

Blake’s Baldur2 with Wolves.

Baldur the Stonesoul – WB: +30
–    Feral Warpwolf – PC: 18 (Battlegroup Points Used: 18)
–    Ghetorix – PC: 21 (Battlegroup Points Used: 12)
–    Pureblood Warpwolf – PC: 17
–    Pureblood Warpwolf – PC: 17
Lanyssa Ryssyl, Nyss Sorceress – PC: 3
Wrong Eye – Wrong Eye & Snapjaw: 17
–    Snapjaw
Sentry Stone & Mannikins – Leader & 3 Grunts: 5
Sentry Stone & Mannikins – Leader & 3 Grunts: 5
Swamp Gobber Bellows Crew – Leader & 1 Grunt: 2


Ragnor Skyplitter (Jay Larsen’s list)

Ragnor Skysplitter, the Runemaster – WB: +30
–    Trollkin Runebearer – PC: 4
–    Mulg the Ancient – PC: 19 (Battlegroup Points Used: 19)
–    Troll Bouncer – PC: 9 (Battlegroup Points Used: 9)
–    Troll Bouncer – PC: 9 (Battlegroup Points Used: 2)
–    Troll Axer – PC: 10
–    Pyre Troll – PC: 9
–    Dire Troll Mauler – PC: 15
Feralgeist – PC: 2
Feralgeist – PC: 2
Krielstone Bearer & Stone Scribes – Leader & 5 Grunts: 9
–    Stone Scribe Elder – PC: 3
Northkin Fire Eaters – Leader, Trollkin Grunt, and Pyg Grunt: 7
Northkin Fire Eaters – Leader, Trollkin Grunt, and Pyg Grunt: 7


Turn 1 Deployment. I’ve placed the Purebloods behind the forest since they can warp Ghostly to get through it unhindered. Wrong Eye & Snapjaw (Barnabus & a Wrastler) are centered to give a better spread to Starcrossed.



Typical turn 1. We both moved our stuff forward and began to position to strike.


I put out 2 Roots of the Earth and a Rock Wall, leaving Baldur on 0 camp. Sentry Stones block LOS and Mannikens try to tie up his beasts and get some sprays off. Wrong Eye spends all his fury to Submerge and put up Starcrossed. Snapjaw riles for 4. Ghetorix stays on the edge of the hill with Roots and Spiny Growth.



I missed taking a shot at the end of his turn. This is the end of my turn. He primarily engaged things with the Bouncers. Killed a lot of his own Fire Eaters rolling hot, but still managed to tag Wrong Eye with a spiked spray that took him out, leaving me down 17 points basically for free. He had feated, so I really didn’t want to over commit to try and kill things on his turn. I have the Purebloods try to beat into the Bouncer before I throw him into the rubble. Laynyssa lands a Hunter’s Mark on the other bouncer, giving Ghetorix a free charge. Ghetorix charges the Bouncer, does very little damage, and puts Spiny Growth up. Baldur feats and places a Rock Wall in front of the Feral and Ghetorix. Sentry Stones moved to get in the way of Mulg (currently being proxied by the token) and the Mauler.


He is able to remove the Sentry Stones easily on my feat turn, but it does take an activation from his heavies to do so. It’s also really great that duration of the forest they create is for one round versus being removed with them, so they really prevent him from doing much here. Baldur places Roots of the Earth on himself and Primals a Pureblood as well as the Feral. I forgot that I was able to remove Mulg here in addition to putting some damage into the Mauler. This other Pureblood was supposed to throw that Bouncer, but he had puts its animus up making that impossible. Ghetorix puts some hits into the Bouncer and moves so that I can remove the Mauler with him hopefully on the following turn.


The Mauler removes the Pureblood easily and puts some pretty heavy damage into the Feral. I think this was a big mistake on my opponent’s part and it’s mostly due to his lack of familiarity with Circle. I think removing the Feral here would’ve really hindered me since I will lose Primal once he’s gone. I think he put Rage and Pulverizer onto the Bouncer to try and beat on the surviving Pureblood, but doesn’t deal enough to finish the job. The Pureblood throws the Bouncer yet again, allowing me to start scoring. I use Ghetorix to remove the Axer. The Feral frenzies due to Primal and puts some damage into the Mauler.


My opponent had run really hot the previous turn and unfortunately loses his Mauler’s activation to a failed threshold check. This pretty much seals the game for him as that’s his only real heavy hitter left. He does some damage to the Feral, but not enough to kill him. His Bouncer in the rubble runs to get as far as he can, but it isn’t close enough to contest the flag so I score another point on his turn.


Ragnar ends far too close to my Feral. Baldur activates puts Primal on the Feral and Ghetorix and he heals the Feral, so that all his aspects are good. The Pureblood moves up and boosts a headbutt into the Mauler, so that the Feral can simply walk away. It takes every hit the Feral has, but it puts an end to Ragnar.


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