Yoroni Battle Report 6

I apologize for the time without battle reports! I have been feverishly painting my Yoroni list to get it ready for the Utah cup this weekend. I am sooooo close to fully painted but it’s going to be tight.

I was able to go over to my buddy Ty’s house after work and get a late night game in to practice some of the small changes I made to my list before the tournament. We played scenario 12

My List

=== The Last Argument of Kings ===

Secrets of the House of Wisdom [2000/2000]
Yoroni

== (Warlord) Kitsune Bakasu [125]: Flow

  • Modular Regiment (3) [220]: Oni Ayakashi (L), Oni Ayakashi, Origami Warriors
  • Domaru-damashi (3) [140]:
  • Modular Regiment (2) [160]: Tengu Ayakashi (L), Tengu Ayakashi
  • Modular Regiment (2) [160]: Tengu Ayakashi (L), Tengu Ayakashi

== Jorogumo Geisha [280]:

== Oyabun [135]: Trial of hakari-ishi

Modular Regiment (2) [150]: Tengu Bushi (L), Tengu Bushi

Modular Regiment (3) [220]: Kami Ayakashi (L), Kami Ayakashi, Origami Warriors

Modular Regiment (2) [150]: Tengu Bushi (L), Tengu Bushi

Genya no Yokai (1) [260]:

Ty’s List

=== The Last Argument of Kings === [1995/2000] The W’adrhŭn == (Warlord) Thunder Chieftain [195]: Conquest, Beads of Death, Resilience

  • Thunder Riders (4) [290]:,
  • Thunder Riders (4) [290]:,
  • Quatl (1) [170]:,
  • Quatl (1) [170]:,

== Mounted Predator [140]: War, Death’s Reach, Adaptability

  • Apex Predator (1) [190]:,
  • Raptor Riders (3) [180]:,
  • Apex Predator (1) [190]:,

Raptor Riders (3) [180]:

Ty is an excellent player and it’s been great to train against my locals for this tournament as it feels a lot like Goku training at 100x earth’s gravity 😀

Round 1

Intense, Compelling, Riveting round one gameplay. No more proxies but lots of things are laying dead on their bases while I get them painted. My domaru push up the right side and he takes some space with his raptors.

Round 2

Thank heavens for foward force because I only get 1 of my reinforcements, my three characters come onto the board and start grabbing space. I delay enough that the domaru damashi are able to march charge into those raptors.

Quatls come onto the zones to start scoring and my opponent goes up 7 points to my none. Ouch.

Round 3

It’s really hard to see but my own cleverness became my undoing. I thought I had cleverly hidden the geisha behind that building and charging it would be nearly impossible….then they used their fluid formation and did 12! wounds to it. A painful dice spike to really drive home the point that I shouldn’t be clever I should just position things safely. There was no reason for that much damage to have been possible.

In a rare twist of fate my domaru damashi actually get to attack this game! They almost did a few games back but there was an error on my part and they didn’t get to. They melted the raptor unit and kept that quatl from grabbing space which felt SO much better than them just dying.

My Yokai was able to snag the Mu discipline from the Geisha and get started on his quest for killing half of all life in the universe scoring me points

Round 4

And things. started. dying.

Sadly losing the supremacy roll meant my geisha died horribly having killed….one raptor rider this game. RIP me.

With the geisha taking up the first activation I was able to get the guaranteed charge from juggernaut into the quatl on the left and melt that. Thunder riders proceeded to march charge and begin the work of slaughter. Here is where we come to a caveat. If by some stretch of the imagination someone at PBG reads this…please nerf trials of hakari-ishi. It is truly too powerful and a negative play experience. My suggestion would be capping the benefit to read “maximum of tenacious 1” instead of 2. Meaning that it could make another unit tanky, but not make Kami invincible. Non restricted tenacious 2 probably shouldn’t exist in conquest…Okay! Back to the battle report.

The kami care NOT about the thunder riders in their flank. Due to the power of FU BIRB and the powerful presence rule on the characters I am able to deny Ty all the points and start clawing back some VP. Birbs are able to just march march onto the zones and either tie or steal them from my opponent.

Round 5

Things sadly go a bit off the rails here. My kami unit is TOO tanky to exist and just begins to chew through the thunder riders. The Yokai has all 4 available (READ USEFUL) ideals and just TEARS into the apex predator. The Tengu bushi on the right take the fluid from the supremacy and do an absurd about of damage to that apex, and I have overtake my opponent in terms of points.

Round 6

We call it after round six. It was an awesome game and my opponent is a great player. But at this point attrition and points are very much in the Yoroni’s favor. Yoroni are an amazing faction because you can be SO flexible. There were multiple times during the game that losing supremacy wasn’t as brutal as it would normally be because I was able to activate something else that was crucial. In those key turns (4-6) there is almost always 2-3 fights that need to happen and being able to dictate when they happen is very powerful. As I stated before yoroni do need some nerfs and adjustments, but honestly not many. Trials of Hakari-ishi needs to either be gone or changed. But other than that this felt like a fantastic game of conquest between two well made armies.

I am super excited for this weekend, I am going to a small tournament, I don’t think we will get the numbers of players we were hoping for but it’s going to be a great time anyway. I’ve been away from events for too long while I was finishing school so even if it’s just a handful of us it’s going to be a blast to play in. I’ll be back with the tournament report and some pictures of the fully painted army! I have this whole week to do the Geisha and Oyabun as the remaining six birbs are almost done.

Thanks again for reading! Feel free to reach out to talk shop, schedule a TTS game, or whatever it may be. I’m arrest7 on the Conquest discord and arrest_paints on Instagram!

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