No pictures sadly, but did at least get a game in against Rob.
* Basilisk Krea
* Molik Karn
* Titan Gladiator
Cataphract Arcuarii (Leader and 3 Grunts)
Paingiver Beast Handlers (Leader and 3 Grunts)
Praetorian Swordsmen (Leader and 5 Grunts)
* Praetorian Swordsmen Officer & Standard
Nothing really out of the ordinary here, in my opinion. I'm trying to run the Arcuarii in every list for a bit to see how I like the feel of them.
Supreme Kommandant Irusk
Doom Reavers (Leader and 5 Grunts)
* Greylord Escort
Great Bears of Gallowswood
Kayazy Eliminators (Leader and Grunt)
Winter Guard Infantry (Leader and 9 Grunts)
* Winter Guard Infantry Officer & Standard
* 2 Winter Guard Infantry Rocketeers
Winter Guard Mortar Crew (Leader and Grunt)
Kovnik Jozef Grigorovich
Rob has had some success recently with this list against Ben (from Impact Hits). He was certainly hoping to duplicate that success against me!
We rolled for scenario, and ended up with Overrun. In this scenario there is a 36" x 8" rectangle in the middle of the table, and you are working on getting control points. Pretty standard.
Rob won the roll-off, and elected to go second. The control area had forest on both the left and the right sides, with not much terrain down the middle. I deployed my Swordsmen with the Ancestral Guardian on the right, and everything else on the left.
My first turn was just a basic advance. Most things ran, to get into position. The Krea advanced and used it's animus, and most of the army on my left hunkered around it. I threw Savagery on Makeda and Defender's Ward on the Gladiator.
Rob had his Winter Guard, the Demolisher, and the Kayazy Eliminators run on the right, staying just out of the control zone. The Doom Reavers and Great Bears ran up on my left, with the Doom Reavers entering the control point forest. Irusk cast Fire for Effect on the Mortar, which advances, and Tactical Supremacy on the Demolisher, which got a few extra bits of movement.
I run my Swordsmen into the woods on my left, trying to keep them safe and able to contest the control area should things go bad. I move Makeda forward into the control area to get her control zone into place, pops her feat, and casts Carnage, while moving the Krea, Gladiator, and Arcuarii around her. Molik Karn charges the single Doom Reaver he can see in the forest in the left, and after some side-steps and swings, kills 4 of the Doom Reavers.
Now we're fully engaged, and Rob starts the shooting off. He starts with a Mortar shot at Makeda, but deviates well past her, killing two Paingiver Beast Handlers. Rob spends a few minutes deciding whether to send the Demolisher charging into Makeda, but after some deliberation, realizes he's definitely out of range. The Doom Reavers take chunks out of Molik Karn, and are helped by 2 of the Great Bears who move in to support. They don't fully kill him though (almost!). The Winter Guard move up, get into position, and try a CRA at Makeda, which ends up as a POW 18 attack. The 9 damage is transferred to the Basilisk. Irusk moves to the left, and pops his feat (not realizing he's pretty far out of range for certain of my guys). The Demolisher decides to start shooting at Makeda, but the Krea's animus keeps her safe, and the scatters end up killing a Swordsmen.
After some quick checking, we find out that the only models of mine that the feat affected were about 3 Swordsmen, who don't need the extra distance to reach his Winter Guard. Poor Rob was a bit displeased about this- he mentioned later that Irusk's positioning with the feat cost him the game (for what it's worth, I agree).
I start my third turn off by upkeeping Defender's Ward on the Gladiator, advancing Makeda pretty far, and once again casting Carnage. Molik Karn goes on a rampage after getting healed some, killing all the Great Bears and Doom Reavers (poor tough rolls by Rob). The Arcuarii kill 3 Winter Guard, which clears a path for my Gladiator to charge into the Demolisher, doing some moderate damage (my rolls here were pretty poor). My Swordsmen end up killing another 3 of the Winter Guard.
We're pretty tied up here, but I"m definitely winning the attrition war at this point.
Rob decides to go for a pretty ballsy move, and casts Artifice of Deviation on top of the Gladiator, allowing the Demolisher to charge through him into Makeda. He first drops a Mortar on top of the Krea, but doesn't get a whole lot of damage out of it. The Demolisher charges, but the rolls don't happen to go in Rob's favor, and the 2 attacks that end up hitting Makeda are transferred to the Basilisk, killing it. The Winter Guard turn their attention to the pesky Swordsmen, and end up killing all but one.
Fully stuck in, I hammer the Demolisher with the Arcuarii, and Makeda finishes it off (and casts Defender's Ward on herself). Molik Karn gets healed up some, and slowly moves to rejoin the battle. The Ancestral Guardian and the Gladiator kill almost all of the Winter Guard. Rob is running really low on guys!
Rob again decides to go for broke. The Mortar takes a shot at Makeda, hits, but can't do any damage. Irusk Battle Lust's the Eliminators, who rush in, hoping for the best. Unfortunately, none of their 4 attacks hits Makeda, and Rob decides to concede, tired of the ineptitude of his underlings.
So, another hard-fought win for the Skorne. We talked a bit, and I just don't think the Demolisher works with Irusk. I thought that maybe a Destroyer will be better, and Rob had some ideas himself. He also thought about switching in Fenris for some more offensive punch. I guess we'll see!