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Samstag, 7. März 2026

Battlereports from ITC 2026 in France

Hi everyone,

On February 21st, the ITC took place again in France, and as defending champions, we once more set off on the long drive to Paris. The event was held again in a bright, spacious community hall in Bezons. This time, significantly more teams were present, though theoretically, room could have been made for another 10 teams.

Before we were allowed to tour the hall, the ten of us had to get settled in the car and at the hotel, where we immediately met the Spaniards around Vincent (Lord Kragan). I was very happy about that, since we had played and spent the evenings together last time. Together with the Spaniards, we then picked up the other two German teams and went to an Italian restaurant. Refreshed and motivated, we headed to the venue, where a bit of beer had been provided, and, as last year’s winners, we were presented with stylish aprons featuring a target symbol.

The atmosphere was great, and I was very happy to see many familiar faces as well as meet new people. For example, the Slovenians, with whom we later hung out at the bar, where several 2.5-liter beer towers were ordered. Well, it was an evening full of fun, beer, and relaxed conversation. A few of the photos are even suitable for the blog:


Our Tournament Planning & Lists

Since it’s a team tournament, we spent a lot of time thinking about our lists beforehand. While Nino quickly decided on Xhiliarch with Theocrator, Tjade and I took a bit longer to make up our minds. Tjade’s decision came when the Dweghom Sorcerer Warlord with the Spire Rework gained the ability to cast over Automata – that was exactly the point that made her choose this list.

I initially wanted to play W'adrhŭn Speaker myself, but after dozens of test games, the mismatches became increasingly frustrating. The theoretical possibilities that Dweghom currently offers felt uncomfortable, especially since I expected a massive Dweghom presence. Sorcerer Kings Chandavats, on the other hand, perform very well against Dweghom. Apparently, many others thought the same, because in total there were seven players with Sorcerer Kings and 20 birds on the battlefield. The tables in the hall on both days almost looked like a scene from Hitchcock’s The Birds.

Nino’s Army List

Kalliarch & Thomas The Tank [2000/2000]
 
== (Warlord) Xhiliarch [145]: Sanctified Labaron, Aventine Armor
* Varangian Guard (5) [310]:
* Centaur Prodromoi (3) [150]:
* Athanatoi (3) [170]:
* Athanatoi (3) [170]:
 
== Theokrator [280]:
* Legionnaires (3) [100]:
 
== Archimandrite [110]:
* Legionnaires (3) [115]: Optio
* Cultists (3) [90]
* Moroi (3) [180]
* Moroi (3) [180]
Einer der gängigen Old Dominion-Builds in Deutschland. Quasi keine Missmatches, stark im Szenario und sehr stabil.

Tjade’s Army List (aka Uziel)

Dweghom Caster [2000/2000]
 
== (Warlord) Tempered Sorcerer [110]: Fire School
* Inferno Automata (3) [170]:
* Fireforged (3) [160]:
* Stoneforged (1) [230]:
 
== Tempered Sorcerer [140]: Fire School, Relentless March
* Inferno Automata (3) [170]:
* Hold Warriors (3) [150]: Mnemancer's Apprentice
 
== Lost Ancestor [130]: Champion's Horns, Fire School, Bloody-Minded Focus
* Fireforged (3) [160]:
* Fireforged (3) [160]:
* Steelforged (3) [210]:
* Steelforged (3) [210]:

The classic D4 spam with the Sorcerer Warlord. Not quite as stable as double Stoneforged with Steelshaper, but with the potential to turn round 2 into a full-table co-roscation.

My Army List

Wind of Tzeentch [2000/2000]

== Maharajah [135]: Court of Earth, Favored of Hormus
 * Mahut (1) [240]: 
 * Ghols (3) [110]: Court of Air

== (Warlord) Maharajah [135]: Court of Air, Court of Water, Bound to the Elements
 * Steelheart Djinn (5) [290]: 
 * Trinavarta Chandavat (1) [240]: 
 * Steelheart Djinn (3) [170]: 
 * Trinavarta Chandavat (1) [240]: 

== Sorcerer [90]: Court of Air
 * Ghols (3) [110]: Court of Air
 * Trinavarta Chandavat (1) [240]: 

Most Sorcerer Kings players ran double Dhanur. I deliberately chose Emanuel’s 11-card variant without Dhanur. The list has two very bad matchups and a somewhat tricky reinforcement curve due to the few cards, but in return, it’s one of the most stable in the game. Played cleanly, it wins every attrition match that isn’t against Yoroni or extremely early rushes. The latter is practically nonexistent in the current meta, and against Yoroni you have to make adjustments anyway.

Why is this setup so stable? The birds are practically immune to magic and shooting, and they can even defend very well in close combat. That’s the only area where they are genuinely vulnerable, but even there, their profile makes them extremely resilient. Placing a water marker in front of them gives opponents –1 to hit, and the birds survive without issue. You can even place the water marker in front of Mahut with Dread, effectively making him untouchable. Overall, this is one of the four most annoying builds you can currently field, and I personally don’t enjoy playing it much. On a team tournament, however, the list generates very few mismatches and is strategically very valuable, even if it doesn’t win you many new friends.


Game 1: Ludocaine on Divide and Conquer

In the first game, we faced a French team, in France no less, how unusual.

The lists of our first opponents were: Nords Giant Spam, Old Dominion Archi Warlord with Theocrator, and Dweghom Sorcerer Warlord with three Automata and double Hellbringer.

My teammates looked very unhappy about the Dweghom. Apart from me, no one wanted to face it. The list would probably perform just as well in a mirror match as against the Old Dominion, but we could not choose individual matchups directly. Instead, we had to assign a player, and our opponents would counter-assign, and we did the same. In the end, this left two players to face each other.

Initially, we placed the Dweghom and Team Ludocaine placed the Nords. Perfect, this meant Nino would face the Nords matchup, and Tjade would likely get the mirror. However, Ludocaine decided to give Tjade the Old Dominion, which left me to face Nyckeau with his Dweghom.

Nyckeau - ITC Dweghom [2000/2000]
 
== Tempered Steelshaper [150]: Gifted in Fire, Ferric Throne
* Inferno Automata (3) [170]:
* Inferno Automata (3) [170]:
* Stoneforged (1) [230]:
* Steelforged (3) [210]:
 
== Tempered Sorcerer [110]: Fire School
* Hellbringer Drake (1) [180]:
* Inferno Automata (3) [170]:
* Fireforged (3) [160]:
 
==  (Warlord) Tempered Sorcerer [110]: Fire School
* Hellbringer Drake (1) [180]:
* Fireforged (3) [160]:

My opponent Nyckeau even spoke German, which was very convenient for me, given that I was in a somewhat questionable state. When I looked more closely at his list, I immediately understood why I had not come to the tournament with Speaker W'adrhŭn. Three Automata that could be used as Arc Nodes and from which the Dweghom mages could cast made the list quite unpleasant. On top of that, there was double Hellbringer and Fireforged.

The list was very good at applying pressure over range with magic and shooting, and I was very good at simply ignoring it stoically. Nyckeau had ended up in the perfect mismatch, and the chance that he would kill all three of my birds was close to zero. He knew that too.

The key was not to advance too far in the first few rounds. So I held back with the Ghols and tried to make him overextend, ideally straight into the Chandavats. When I finally sent one of the birds against him, he immediately attempted a charge but failed. Another regiment went with a move charge on the bird, and the Sorcerers with the Ghols killed two of the Automata. The remaining Automata attacked my five Wind Maidens and were destroyed by the Maharajah and the second bird that entered the game.

The Lightning Bolts made standing near the birds more than just unpleasant. By the third round, I had almost everything under control except for one Wind Maiden, and Nyckeau had lost a Hellbringer. I placed a water marker in the right zone, which prevented Nyckeau from moving his Warlord into the water and thus into the zone. He positioned himself in the left zone with the other mage, which later allowed one of my birds, together with the block of Wind Maidens, to kill him, and I took the lead.

In the following rounds, my block destroyed everything on the left flank and later moved to Nyckeau’s edge to take out a Hellbringer from behind. Among the Sorcerer Kings, there is a spell that allows a unit to continue reforming, which significantly extends the charge of such a large block. This even drew a frown from Para Bellum at the tournament.

On the other flank, Mahut and the Stoneforge were now facing each other, while more Wind Maidens advanced on the flank. We both scored points, and a round later, a bird, Mahut, and the Wind Maidens attacked the zone, together with the Stoneforge and the last Hellbringer.

It took a few turns, I lost one bird and had to bring another forward, but in the end I emerged victorious thanks to the water marker and Dread in the big melee. Mahut devoured a Stoneforge in the process, marking its first achievement of the tournament. After bringing me nothing but shame in Lübeck at the start of 2025, it had been trying since the last Lübeck tournament to make up for its past misbehavior with all its might. And “might” was the word here. By now it was rampaging through my enemies like a berserker, screaming for blood and violence. Which is relatively easy when the opponent you are in close combat with has –2 to hit.

I won as expected, 70 to 5, and both Nino and Tjade also secured their games for us, giving us a much better and more relaxed start to the tournament than in 2025.


Game 2: Equipo Ebro on Bulwark

Game number two was against one of the favorites, the Spaniards around Vincent. They also brought Dweghom and Sorcerer Kings. We initially placed Tjade, while Team Ebro also placed the Dweghom. We had actually wanted me to face the Dweghom, but we absolutely did not want to pair Nino against the Sorcerer Kings. In the end, he got the Dweghom, and I mentally prepared myself for the first mirror match.

Instead, I got to play against Vincent again, which made me very happy. Bulwark was not optimal for my list, but I had practiced this scenario several times and knew that the Nords could not score enough points. In attrition, I would probably clear his army off the table by round six and still win if I held both zones. Of course, it would be even better if something prevented him from scoring at all.

Additionally, there was again a water terrain piece exactly in the center of the table. This was basically another ten percent power boost for my list. Honestly, I would only feel more ashamed at the table if I were playing an Xhiliarch or three to four Yoroni spiders instead of the three Chandavats.

Lord Kragan/Vicent Bonet YBDC8 [1995/2000]

== Blooded [130]: Coils of the Serpent
* Stalkers (3) [130]:
* Stalkers (3) [130]:
* Trolls (5) [300]:
== Vargyr Lord [140]: Figurehead of the Naglfar
* Goltr Beastpack (3) [160]:
* Goltr Beastpack (3) [160]:
* Fenr Beastpack (3) [140]:
* Fenr Beastpack (3) [140]:
== Jarl [125]: Ty Jokull, the Rimeheart
* Ulfhednar (3) [200]: Savage
* Sea Jotnar (1) [240]:

Vincent’s list practically did not roll for reinforcements, which honestly made me uncomfortable. For that reason, I initially stayed more defensive and wanted to wait. Something I could do, but didn’t enjoy. At first, we both had our two Light regiments on the field. I placed mine in the center, while he placed one Stalker regiment on the left and one also in the center.

In the next round, I received a bird and both Wind Maidens. That was good, but still not enough to really challenge his superiority. For deckbuilding, it hardly mattered, but at least it was enough to complete both rituals.

In round three, I then got everything. That was, of course, excellent. Even better was that I had one more card and Vincent had to go first. The central objective went to him first, while the left one took some damage. I brought my Mahut onto the right side of the field and tried to remain patient, dealing a little damage to the pigs in the water with the Sorcerer, which killed one of them.

Then the left Goltr moved within nine inches of the left Chandavat. I paused briefly to consider how to respond, especially since I would be activating one of the Chandavats next. In the end, I decided to charge to block the Fenr. After that came a spell, but the pigs only took two damage.

The Fenr, which had intended to charge the marker, could no longer do so because the pigs were in the way and engaged. They were awkwardly repositioned into the zone while I placed a water marker in front. Then Spiteful Winds hit the Goltr on the Chandavat, and the first pig was removed from play. Shortly afterward, the second bird came over the edge and also cast on the pigs, taking the second one out and breaking the unit. In other words, it was now clear that the Chandavat in contact would definitely survive.

This motivated me enough to attempt a risky reform charge against the trolls with the Steelheart. It wasn’t very clever, but I saw the chance to avoid letting the game turn into a long attrition battle. The Wind Maidens took out three stands of trolls, but this opened their flank to the Fenr and Stalker. Thanks to the water, however, I was confident I could hold. Vincent scored points alone in the right zone, and we moved into round four.

I got to go first and killed the trolls as well as a Fenr. In the counterattack, the Wind Maidens lost one stand. This gave the Stalker space to act without having to charge into the water, and unfortunately they wiped out my regiment over the next two rounds. That was annoying, but by now the two Chandavats were dominating the flank. Together with Spiteful Winds, they took out Vincent’s regiments one by one and eventually secured the zone for me.

On the other side, things looked a bit less favorable. There, my second group of Wind Maidens initially fell to the Ulfhednar.

When even Mahut with Impacts and Trample only dealt a single point of damage to the objective, I was slightly annoyed. The gray trunked beast apparently sought absolution, but I was definitely not going to grant it. So I sent another Chandavat into the zone, directly into close combat with the Sea Jotnar.

In round six, Vincent went first. The Sea Jotnar pounded on the Chandavat, which survived thanks to Loose Formation. Then came Spiteful Winds, followed by the Chandavat with three actions, enough to kill the Sea Jotnar. Vincent then tried to take down Mahut with the Ulfhednar, but it simply stood there, took the marker, and slowly devoured the Ulfhednar.

I won the game 40 to 11. Nino also won against the Dweghom, using his Moroi to trap a few dwarves between two buildings. Tjade, on the other hand, lost the expected mismatch against the Sorcerer Kings. But it was a team tournament, and the goal was not for everyone to win their individual games, but for the team to score more victories than the opposing team. This also means that in the pairing, someone has to take a rather unpleasant matchup for the team so that the other two get better games. In short: one eats the salad so the others can have the steak.


Game 3: Inglorious Basterds on Head to Head

In game three, we faced the next favorites: Gwen, Kilian, and Baldaxe. I didn’t know the latter, but his Sorcerer Kings list was very similar to mine.

We decided to pair me first, and France 1, as we had internally named them, placed Gwen with Old Dominion. This confused us about as much as it confused them that I was paired first. Nino thought the OD mirror was manageable, and we hoped I would play against Kilian. Later, Gwen told me that he had preferred to “sacrifice” Baldaxe to me, as he was sure Kilian would seek bloody revenge on Tjade for last year and also felt confident about handling the OD mirror himself.

[ITC] Parisian Pigeons [2000/2000]

== Warlord Maharajah [120]: Wizard (8), Court of Air, Court of Water
* Ghols (3) [110]: Court of Air
* Ghols (3) [110]: Court of Water
* Dhanur Disciples (3) [140]:
* Mahabharati Initiates (3) [160]:
* Trinavarta Chandavat (1) [240]:
== Raj [130]: Prijm Khanjar, Court of Air
* Steelheart Djinn (3) [170]:
* Ghols (3) [110]: Court of Air
* Trinavarta Chandavat (1) [240]:
== Sorcerer [90]: Wizard (7), Court of Air
* Dhanur Disciples (3) [140]:
* Trinavarta Chandavat (1) [240]:

A similar list to mine, just without Mahut, but with two additional cards and therefore two more active regiments than I had. The Chandavats were hard to kill in a mirror match, but they could barely deal any damage themselves. This worried me a bit, especially for my Mahut. I had tested against a similar list and knew exactly what the Dhanur, together with two birds and my Mahut, could do. At the same time, I had my big block, which could clean up well, and we were playing Head to Head. So no splitting, and more cards meant more points for the opponent. Still, I was cautious because I didn’t know Bladaxe, and he was in Kilian and Gwen’s team, so he was probably pretty good.

In the first two rounds, we made sure that our regiments didn’t stand too close together. Bladaxe played very precisely, making it difficult for me to use Spiteful Winds effectively. I wanted to overload the large zone and pushed two Chandavats directly there, knowing that my Mahut, or the Maharajah, could heal one of my birds.

I was very pleased that Bladaxe chose the Dhanur first. I don’t particularly like Dhanur and usually have to handle them alone, so I’d like to explain why. Normally, you want them early so they can do their work, but as the first pick of the round, there are often more attractive options, like the Chandavats. Especially since they can move into zones and the Dhanur cannot, and from there they can apply further pressure. If the Dhanur don’t come early, they mostly become somewhat obsolete. For example, Wind Maidens with halberds are still strong in round four, especially if they come from the flank and are directly in auto-charge range of the opponent. I see the Dhanur more as playing a support role.

In round three, we both got lucky and practically drew the rest of the deck. For deckbuilding, I had decided to attack the Ghols aggressively early. Spiteful Winds was annoying, but I couldn’t really defend against it anyway. I mainly hoped that he would prefer to sit on his card advantage and wouldn’t be able to strike back effectively. My mages moved forward and cast on the Ghols. The Chandavats also helped successfully thin out the Ghols and Mahabharati Initiates, and in the counterattack almost nothing happened, except he didn’t place a mage within 10 inches in time, which could have slightly ruined my Interference plan.

Then Mahut entered the battlefield on the left to heal a few wounds and, starting next round, hopefully hold the zone for three rounds or more. In this round, the task still fell to the Chandavats.

In the following round, I got to go first due to having fewer cards and eliminated more Ghols. On the left flank, there were now two Chandavats, the Mahabharati Initiates, and a regiment of Dhanur facing my three Chandavats and Mahut. I sent one Chandavat over the building to clear the backfield, which was actually hardly necessary, as Mahut seemed to have internalized the lesson from the last game about shame, duty, and redemption. Round after round, he tore through the birds, supported by a few Ghols and two birds, but every killing blow came from him. Proudly, Mahut presented me with the skulls and wings of two slain Chandavats. I had lost one bird in the whole melee, but in return, the entire flank was wiped out.

On the right side and in the center, his third Chandavat, along with Ghols, hunted down my Sorcerers. They resisted minimally and then, as expected, died quickly. My large block of Wind Maidens, on the other hand, remained passive and regularly moved out of the water marker, which was slowly advancing. His situation was similar, except he had a MSU Wind Maiden unit with Raj and Dhanur plus a Sorcerer. I also positioned my MSU Wind Maidens on the right flank and intended to send them through the building. However, since I had won on the left flank, he executed a move charge into my Steelheart with his unit to force the next initiative.

I won the initiative, eliminated the block, and went hunting for the last Chandavat. As expected, the girls failed against it.


That didn’t matter, because Sir Birdfright himself arrived and eventually took out the third bird. This secured me the special prize for killing three birds and a small, cute trophy.

My teammates were less fortunate. Tjade paired herself and was defeated by Kilian. Nino played too greedily instead of conservatively, and a classic “no one else sees this” moment against an experienced opponent became his downfall. As a result, we lost this round 1–2.

Afterwards, we went with all the tournament participants to an Asian restaurant. According to Guillaume, I had ordered the most French-Asian dish possible.



Game 4: Madness on Foresight

In the final game, we faced another German team: Maphi, Felix, and Carsten from the Stuttgart area. We knew them well, and there are already a few game reports against them on this blog. They also had, with Felix, probably the most active southern German player, who brought a Dweghom Ancestor Warlord list to the table. He had previously defeated Kremencek’s Spire with exactly that list. That was reason enough for us to be a bit more cautious. But Maphi’s W’adrhŭn and Carsten’s City States were far from harmless, and on Foresight, stupid things are known to happen.

The pairings were quickly decided. Tjade got to dance with Maphi, Nino faced Felix, and after ages, I once again had the pleasure of playing against Carsten.

T2 [2000/2000]
== Polemarch [130]: Atalanta's Spear, Disorienting Strikes
* Thorakites (4) [195]: Minotaur Thyrean Auxiliary, Andromachos
== Aristarch [90]:
* Phalangites (5) [255]: Sacred Band Veterans Auxiliary, Dorilates
* Selinoi (3) [120]:
* Selinoi (3) [120]:
* War Chariots (2) [260]: Skorpios(2)
== (Warlord) Polemarch [165]: Army of Lions, Blades of Eakides, Inscription of Lighter Alloys
* Hoplites (5) [235]: Minotaur Haspist Auxiliary, Dorilates
* Minotaur Thyreans (3) [190]:
== Ipparchos [100]:
* Companion Cavalry (3) [140]:

Carsten mentioned at the start that he hadn’t played against Sorcerer Kings in ages, practically since the last nerf. So I gave him a brief rundown of what was about to happen. Then he looked at the water terrain in the middle, which, by chance, also held the only zone on Foresight where you could score somewhat safely. We set up our armies, moved into the zones, and because Foresight is Foresight, it was immediately 4–0 in my favor. Carsten then carefully read through the scenario again, studying that water field in particular for a long time.

By round three, almost all units were finally on the table. I barely moved, while Carsten cautiously pulled back on my right side from the zone, fearing my block might suddenly jump in and cause chaos. I stayed relaxed, waited, and meanwhile took out two ponies. His Thorakites jumped into my Wind Maidens, and I realized: next round, Polemarch Supremacy would arrive.

With the Supremacy, he cleared the Wind Maidens, and my Mahut immediately took a few riders in the face, endured it stoically, healed itself, and then looked very satisfied as it tore through and devoured all the riders. The Ghols jumped onto the Thorakites from behind, and overall, we continued to move surprisingly little.

Carsten now scored points from the scenario for the first time and praised my tactical understanding of the scenario. I honestly told him that I simply roll for it every round and just trust my luck. The mix of shock and confusion on his face was fantastic. From the neighboring table, Nino remarked that I had almost certainly made a pact with some old god, which didn’t seem surprising given the results. When I looked over, however, I saw a cheerful Felix, whose army was deep in Nino’s deployment zone and who was clearly leading. Typical Foresight.

Motivated by this, Carsten sent his two-handed cows straight at my Mahut, and I swallowed. The elephant apparently remembered the consequences of failure, stood firm, and then simply ate all the cows. 21 hit points plus Teneacois 1, gone. Afterwards, Mahut looked at me hopefully, but there was no forgiveness yet, only grim satisfaction on my part. So in the next round, he also devoured the Thorakites and received a loving pat for it

On the other flank, I was briefly less clever. After a Chandavat and a Spiteful Winds cleared the last Selinoi, I pulled back with the Chandavat far enough that nothing could charge it. So he advanced the Phalangites and gave me the option of a charge clash with the five Wind Maidens and the Maharajah, which I, of course, greedily accepted. Somehow, he had forgotten the Hoplites and the Mobility Draw event, so I swapped half of my Wind Maidens for half of the Phalangites.

At least the remaining Phalangites were then killed by one of the Chandavats, so the last battle was just between the Steelheart and the Hoplites, right?

No, of course the Maharajah accepted the duel against the Polemarch and died honorably. Afterwards, Spiteful Winds and the Chandavats turned the Hoplites and the last remaining chariot wandering around into minced meat.

Meanwhile, Nino somehow fought his way back into the game and ultimately defeated Felix, probably with the help of Xhiliarch Supremacy. Tjade, meanwhile, demonstrated that with ten dice you can simply roll a lot of fives and sixes, something that has been proven not to work for him in 40k. As a result, Maphi strolled rather unbothered through the Dweghom magic, and Tjade’s regiments had a rather unpleasant and unhealthy encounter with two Cleave 3 Deadly Apexes. After the Sorcerer Warlord and the dice failed Tjade for the third tournament in a row, he decided to buy new dice. In the end, the round finished 2–1 in our favor, securing the victory.

At the final table, the French team from our third game defeated a Spanish team and became the ITC winners. With a 3–1 record, we still had a chance for the podium, and since our SoS was the highest in the tournament, we ended up in second place.

We again felt incredibly welcome this year and always enjoy coming to France to visit our friends there. I especially thought the aprons were very cute, and if all goes well, this certainly won’t be the last time we endure the ten-hour drive.

Finally, I just want to say thank you. To the organizers for a wonderfully run event, to our opponents for entertaining games, and to all the people at the tournament who make weekends like this what they are. It is exactly this mix of good games, long conversations, and shared evenings that makes these tournaments so appealing to me.

Dienstag, 17. Februar 2026

Tournament Battlereport Hamburg: Game 3 W’adrhŭn vs the Old Dominion (Call of the Kraken II)

Overview
Game 1
Game 2
Game 3

Hi,

In the final, I faced Old Dominion in the Melee scenario, and when I saw David’s list, I felt like vomiting on the spot. But step by step: first, my army list and a cool picture that a friend created using a mobile app.

Birds of Prey [2000/2000]

== (Warlord) Thunder Chieftain [150]: Conquest
 * Thunder Riders (3) [220]: 
 * Thunder Riders (3) [220]: 
 * Quatl (1) [180]: 
 * Quatl (1) [180]: 

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Apex Predator (1) [190]: aka Skullgreymon

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Raptor Riders (3) [180]: 

Game 3: Sipherion with Old Dominion on Melee

I had already faced David several times as an opponent, and at the last Lübeck tournament, things had gone anything but well for me. He struck my Sorcerer Kings with full force and dealt heavy damage. When the game seemed already decided and I had mentally resigned myself to defeat, something happened that no one could have expected.

The Mahut, which until then had behaved more like Benjamin Blümchen, friendly, almost sluggish, and seemingly harmless, finally got into the mud. It donned its war paint and transformed instantly. A roar shook the battlefield so violently that even the attacking Apex stumbled. With brutal force, the Mahut tore the Apex’s legs out from under it, hurled it to the ground, and left a horrifying scene as it strangled the Apex with its own intestines.

To the horror of my Rajakur, who were standing above on the Mahut, the corpse was finally flung across the field, burying a few Blooded and a Hunting Pack. Even some uninvolved Thunder Riders witnessed this unleashed frenzy. Yet the Mahut, blind with blood and rage, pressed on. Due to legal considerations, I will spare you further details here. In the end, I won the game. After this display of power, I ceremoniously introduced the Mahut to my army as the new Disciplinary Officer. From that point on, all regiments rolled above average, and I secured the tournament victory.

Reports on the Mahut’s failures can be found under Defeat under the Royal Banner. Unfortunately, I did not write a detailed report on the tournament win a few months later. However, the little anecdote above captures the event quite well.

The Old Dominion [1995/2000]

== Archimandrite [140]: Unholy Sacrament
 * Legionnaires (3) [115]: Optio
 * Moroi (3) [180]: 
 * Moroi (3) [180]: 
 * Cultists (3) [90]: 

== (Warlord) Xhiliarch [120]: Sanctified Labaron
 * Centaur Prodromoi (3) [150]: 
 * Athanatoi (3) [170]: 
 * Athanatoi (3) [170]:
 * Varangian Guard (4) [255]: 

== Theokrator [310]: Eternal Discipline
 * Legionnaires (3) [115]: Optio

David played the same nonsense as everyone else, but unlike Nino’s list, he had Unholy Sacrament on the Archimandrite and Eternal Discipline on the Theocrat. The latter Nino had omitted on principle because he considered it a mistake in the book. David, however, had seen the combination with Nicki, and these Chios tournament players exploit every opportunity mercilessly. Personally, that would have been too expensive for me, but for tournament lists, I am generally more frugal when it comes to equipment.


In the first round, I had a unit of Raptors on the field, while David deployed the Cultists together with the Archimandrite and both Moroi. The start looked rather modest, so I decided to pull back a bit. I placed the Raptors in my small zone because there was water there, which would provide them some protection against the Moroi if necessary. I positioned one unit of Moroi on each side, and on the right flank, the Cultists provided additional support.


In the second round, each of us received a whole row of new units. I got both Hunting Packs, two Winglords, and a Quatl, while David deployed both Athanatoi, the Prodmoroi, and the Legionnaires. That meant I had six cards, but David had ten. That was uncomfortable, and like Nicki, I preferred to disable the opponent, but with this list, that was rarely possible in the early game.

Anyone counting carefully will notice that the Old Dominion list contains a total of twelve cards, including two heavy regiments. Therefore, it was suspected that the Xhiliarch was with the Athanatoi. I noticed that too, and David confirmed it. All three of my flyers therefore went straight to the bottom of the deck. To win the game, I had to hunt and kill the Warlord before Supremacy destroyed my entire army.

Luckily, the Athanatoi moved onto the battlefield, alone on the left flank, also using the water for cover, before a single Flap Flap even needed to enter the field. So I deployed my entire army on the flank, sent a Quatl into the zone, while David secured the other three zones with the Prodmoroi and Legionnaires, plus one Legionnaire regiment in the small zone. This gave Old Dominion an eight-point lead.

A true leader leads from the front:



In the third round, my remaining units appeared, while for David, all units except the Varangians came onto the field. This was different from Nino, who almost always activated the Varangians first. That suited me, and my flyers began shooting at the Athanatoi. Two stands were destroyed, but the Archimandrite healed them after the Athanatoi had retreated.

David considered charging my Winglords with the Moroi, but without teleport, that wasn’t possible. He was only Tier 1, which meant he couldn’t strike again without the Archi spell that increased his tier. That option was therefore off the table, and the Winglords splashed around alone in the water. After David briefly went into the side room to get tips from Nino, he placed the Theocrat in front of the Athanatoi. Since monsters could also charge the corner of other monsters, David wanted to take advantage of this, but he overlooked that the other Winglord would reach the Xhiliarch no matter what he did.

On the flank, everything went according to plan. My Hunting Packs prevented David from controlling the zone, and the fourth Flap Flap also supported the position. On the right side, David advanced slowly but more aggressively, so I had to deploy an Apex and the Thunder Riders. I was wary of the Moroi and let them advance because he liked to push them forward individually, and I hoped he would overextend. Old Dominion had a comfortable lead of 15 points.



In the fourth round, the Winglords were on top. I went first and led the first Winglord in a Move Volley Charge into the flank of the Athanatoi. They exploded immediately, and the Theocrat attacked the other Winglord, which also died. This reduced my deficit to 13 points, but the round was not over yet. Since we were playing Melee and David no longer had Supremacy, the goal was clear: I had to destroy his army and secure all zones from round six onward.

David had no idea about this plan, which didn’t matter much, as he probably wouldn’t have agreed anyway. On the right flank, he sent the Moroi against the still unactivated Thunder Riders, who killed two Moroi in retaliation. At the same time, he positioned the second Athanatoi and the Prodmoroi within Move Charge distance. I had expected him to advance further, but I found this preferable. This allowed me to attempt a greedy Charge with the Apex against the 6 Legionnaires. Of course, it didn’t work.

On the left flank, the Raptors dealt 11 damage to the Moroi, and a Quatl delivered the final blow. The Legionnaires in the zone lost one stand to the Hunting Pack and were almost entirely destroyed in retaliation. My last Quatl, standing right in front of the Theocrat, left its zone and flew over him, which David had confirmed from the side room. Flying is a nasty rule, but it allowed me to threaten his backfield on the right flank in the next round.

To ensure this worked, the Varangians moved so that they could automatically charge one of the two flyers on his side. To secure the position, I sent the second Hunting Pack into the water. There they were well placed to provide support wherever needed.

At the end of this round, I controlled one large zone, but David controlled two zones and led by 18 points.


In the fifth round, I placed the Quatl on top so as not to give up any advantage. I devised a plan that, in hindsight, was unnecessary, as David made moves I had not expected. I had played too often against the Old Dominion players from Bremerhaven, who copied their tactics from Nino, and was therefore surprised.

David went first and killed the Quatl on his side with the Varangians. My second Quatl killed the Legionnaires in the large zone on the left, and David’s point lead grew to 22 when the Theocrat performed a Charge Clash against my Apex, which died exactly to the point. David cursed, and I was relieved that the Apex hadn’t been left standing earlier. It had already taken six damage, and I was now able to perform a Charge Clash with the Raptors and Thunder Rider, both with Chant. It happened only at the end of the round, but the Theocrator died.

On the right flank, the small Thunder Riders killed the Moroi in front of them and then attacked the Prodmoroi, reducing them to a single stand. The Old Dominion’s lack of Resolve was once again frustrating; all comparable troops at that price point would have died. Well, never mind. The Athanatoi charged into the flank, and my Thunder Riders died, but this meant the Athanatoi couldn’t see me for one round.

In the rear, my Hunting Pack, together with the Winglord, crushed the Varangians. They learned why it’s better to have an odd number of stands per regiment. With that, the left flank was finally secured. David scored two zones again, I only one, and he maintained a lead of 20 points.


In the sixth round, David still had five cards, and I had six. He didn’t want to leave the zones, and I wasn’t under any time pressure. First came the alibi activations, then my Hunting Pack attacked the Legionnaires, leaving them at two health. Annoying, but the Winglord finished them off with a Volley and then went on a Move Charge into the Cultists. He himself was still standing with one wingtip in the zone.

The lone Prodmoroi moved to be able to charge the Winglord in the next round, and the Athanatoi pulled back slightly. I decided that controlling two zones would be enough and pushed the Thunder Riders and Raptors forward on the right flank. This reduced David’s lead to only 14 points.


In the seventh round, my Winglord was about to die from the Archi spell and a Clash with the Cultists, which made me flinch for a moment. However, he defeated them, and the Hunting Pack devoured the Prodmoroi. The Athanatoi pulled back slightly and had an unpleasant encounter with the Raptors, who lost a stand while charging across the field. Afterwards, the Thunder Riders performed a Move Charge against the remaining Athanatoi. With that, the Old Dominion force was wiped out, and I was able to hold three zones for the remaining rounds, winning the game.

Nicki narrowly lost with his Spire against Nino, and Morten also won his game with the Nords. Thus, the tournament ended with three undefeated players, and the winner was decided by tiebreaker. My expectations were low, but Sven from the first game had scored two wins with the City States. This gave me a decent Strength of Schedule and 205 VP, which ultimately secured me first place, along with the loyal flyers from next door.

Samstag, 14. Februar 2026

Tournament Battlereport Hamburg: : Game 2 W’adrhŭn vs Spire (Call of the Kraken II)

Overview
Game 1
Game 2
Game 3

Hey there,

Game two at the Call of the Kraken brought me back to the same table as before. So, up to the first floor again. More dramatic than it sounds, since I had already left my army there. Naturally, for strategic foresight. Definitely not out of laziness.

They were still waiting there. Four massive birds, ready for the next battle. Transport-wise, about as pleasant as a live turkey on caffeine. I had surgically modified two of them just to make them remotely travel-ready.

Here’s the list again:

Birds of Prey [2000/2000]

== (Warlord) Thunder Chieftain [150]: Conquest
 * Thunder Riders (3) [220]: 
 * Thunder Riders (3) [220]: 
 * Quatl (1) [180]: 
 * Quatl (1) [180]: 

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Apex Predator (1) [190]: aka Skullgreymon

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Raptor Riders (3) [180]: 

And here’s a picture that Waaghi from the neighboring table took. A wall of dinosaurs just always looks impressive.

Game 1: Dok Grotsnik with Spire on Bulwark

I already knew Doc Grotsnik from other events, but we had never had the chance to play against each other directly. His Spire army was a real eye-catcher—painted so cleanly that I was almost tempted to copy the color scheme for my own Spire project, just without the perfection Hendrik had brought to the table.

His army list looked like this:

The Spires [2000/2000]
The Directorate

== High Clone Executor [90]: 
 * Onslaught Drones (4) [170]: 
 * Pteraphon Surveyor (1) [180]: 
 * Marksman Clones (4) [200]: 
 * Vanguard Clones (3) [145]: 

== (Warlord) Merchant Prince [120]: 
 * Bound Clones (5) [260]: Ward Preceptor
 * Centaur Avatara (3) [190]: 

== Biomancer [100]: 
 * Force-Grown Drones (6) [165]: 
 * Incarnate Sentinels (3) [220]: 
 * Desolation Drones (3) [160]: 

Before the game, Hendrik told me that he was still unsure how he wanted to play his Spire army after the rework. So he simply threw the new Merchant Prince Warlord and a few other experiments into the list. Effective? Maybe not always. But valuable. On the table, you immediately see what works and what you personally like.

And where outside of Bremen and Bremerhaven do you get three games in a row? At tournaments, of course. So Hendrik took the opportunity and was looking forward to Bulwark, since he didn’t feel like playing melee with his list. I, on the other hand, hesitated. Bulwark? Didn’t the schedule yesterday at T3 say that the second game would be melee? On Bulwark, I could see a chance against the Xhiliarch or the spiders, but not in melee. Well, a problem for future-Hanna and the plan was also just to avoid being paired against Old Dominion or Yoroni.


Round one, and Hendrik made me an immoral offer right at the start with the Merchant Prince. I accepted, after all, I’m not a monster. Meanwhile, the Merchant Prince’s dice pool was building up ominously, with everything except fives ready to go. That didn’t sit well with me, since I couldn’t gauge it properly.

Afterwards, I also botched the roll for the last Hunting Pack, so we both started with two regiments in the deck.

Hendrik opened with a Biomancer. I placed my Hunting Pack in the center to stay flexible. Shortly after, his FGD regiment appeared there, while I moved my Raptors toward the right zone. That’s exactly where his Vanguards showed up as well.


Round two, and once again the Merchant Prince made me an offer. Since rolling for reinforcements rarely ends well, I of course accepted.

On top of that, I rolled a Hunting Pack and another flyer. That sent two Winglords and a Quatl into the deck.

In return, the Spire got the Pteraphon, the Onslaught Drones, and the Marksman Clones. Fair—at least on paper.

Now a plan began to take shape. The middle objective had to be taken. Later, that could make all the difference, and this time I had the opportunity. So I sent two birds to the center. From there, I could react next turn, no matter where the heat would be. I also decided to place the two Winglords on top, maybe even bait the FGD. Spoiler: that didn’t happen, but the middle objective was mine. The Marksman Clones appeared centrally, the Onslaught Drones on the right.

A few activations later, the right objective already had two damage, while the Pteraphon on the left dealt one for him. Overall, very satisfying.


In round three, I declined the Prince’s offer. I already had enough flank and didn’t want to give him both heavies. Hendrik chose the Vanguard, and while my entire army hit the field, his Centaur and Bound Clones were still reluctantly waiting. I liked that, a minimal card advantage paired with absurd movement sounded like a strong starting position.

I considered how to make the most of it and saw a chance to secure both zones this round. So I placed a Hunting Pack on top, followed by all the regiments that hadn’t yet hit the battlefield, except for the Quatl. Then the right flank in the form of the Hunting Pack, the Raptors, and the Quatl, with the two Winglords in the center.

Hendrik went first. The Marksman Clones advanced and fired at my Hunting Pack for just five damage. Perfect. Now my friendly dinos could slip past the FGD regiment and charge straight at the Marksman. Hendrik swallowed the bait and rotated the Drones into the Hunting Pack.

We continued deploying our armies. I positioned the Apex and the first Thunder Riders further to the right. The next units went to the left flank, where the Pteraphon was just finishing off the objective in the Charge Clash. If the Spire destroys a marker, I naturally want to do the same. So the Raptors dealt the final damage to the right objective.

With no threat from the Raptors, Hendrik now dared to push the Vanguard Clones forward. Anything that went into melee with them would end up in the water. I decided my Hunting Pack with Shock could take that risk, two Stands Clones were devoured, and Hendrik placed the Incarnats behind them for support.


Nothing was standing in my way now: I could send a Quatl over the flank into the zone and shoot at the Terry, supported by a Winglord Move-Volley-Charge into the flank. The beast was reduced to a single wound, and the zone was secured. I secured the right zone with another Quatl.

Then I still had three tokens for chanting and a Winglord within 14 inches of the FGD block. Perfect, it cost me nothing, so Deadly activated, shot, charged, and…

The block fell. We only put it back up for the photo. Both zones were mine, and I had an almost perfect starting position.


Round four, and Hendrik finally got his remaining troops into the deck. With his current issues, reinforcements were very welcome for him but less so for me. I wanted to build on my advantage, so I put the Hunting Packs and a Quatl on top, followed by the Winglords.

The Spire went first. The Marksman were on top and left the Hunting Pack at a single wound. Unexpected and perfect for some mischief. They could rotate with Fluid Formation, gather, and threaten the flank of the Onslaught Drones. A sacrifice but strategically valuable.

Before that, though, the still-whole Hunting Pack finished off the last Stand of the Vanguard Clones. On the flank, not much happened for a while, except that the Onslaught Drones killed the pesky Stand in their line, and the Incarnates positioned themselves so I could not charge them. That suited me just fine as I would be able to hold that zone for at least two more rounds.


In the center, my Winglord killed the Marksman despite the water, and the Desolation Drones, which I had somehow pushed aside, dealt just under a dozen wounds to my fourth favorite Flap Flap.

On the left flank, things were chaotic as well. The Terry died obediently to the Quatl, and next to the second Winglord, the Centaur positioned themselves. I couldn’t see them, but Movement 9 is a lot. After a bit of maneuvering, I managed to get one with a Move, Volley, and Charge into the side, taking out a pony. The Thunder Riders marched forward, and on the flank his Bound Clones advanced as well.


Round five: In an epic story, the Centaur would have now crushed my Winglord in the flank and killed the Quatl with the Impacts. Instead, I went first and killed the Centaur. The Bound Clones avenged their comrades, but my Thunder Riders later made them explode.

On the other side, it was no better. The Quatl performed a Volley Charge against the Onslaught Drones. The regiment survived but was practically combat-ineffective.

Hendrik looked at the table, thought for a moment, and then decided to give in to the comforting smell of the grill. The game was over, and Hanna had forgotten to take photos of Wuetty at the grill and the food. But as in Bremerhaven, the Hamburg event included meals in the entry fee, and it was delicious.

After the game, five undefeated players remained: two Old Dominion, and one each of Nords, Spire, and W’adrhŭn. I had expected to be paired down for the next round or to have to give Nicki the friends of the Flap Flaps, but instead I faced David’s Old Dominion army with Xhiliarch and Theokrator. As if that weren’t bad enough, the scenario played was Melee.

You can find the third Hamburg match report here: Wadrhun vs Old Dominion