The Ruins in my quadrant are Damned, the Rock/Ruin to my right is Inspiring. Kyle's Forest is Arcane, the Archway is Deadly, and the Building is Mystical.
Deployment, Army Lists, and Pre-Game
Savage Orruk Big Boss w/ Talisman of Protection
Huskard on Thundertusk w/ Battle Brew
10x Savage Orruks w/ Choppas
40x Savage Orruk Arrow Boys
Saurus Sunblood (General - Reckless and Relic Blade)
10x Saurus Guard
Bastiladon w/ Solar Engine
Stegadon w/ Skystreak Bow
(I'm aware we both only have 1 Battleline, we're all kind of feeling things out so I didn't sweat it much.)
I won the roll for Deployment and took the section with the Damned Terrain. While Mystical is extremely powerful for my Arrow Boys, it's also extremely risky and one Turn of no shooting can lose the game. The more I play the more I think I'd avoid that type of Terrain unless I felt behind in a game.
My Savage Orruks got dropped near the middle/left with the idea that they may not need to screen this game and could instead get over to the Left Objective. The Arrow Boys kept to the center and went up as far as they could, unfortunately Escalation is a bit hard on this list sometimes. The Big Boss kept out of LoS via the Ruins and my Thundertusk went far back to go where he's needed.
Kyle wasn't really given any useful Terrain in terms of Abilities but the Forest will make his Saurus Guard almost immune to my shooting (2+ Save while they're also near a Hero). The Monsters spread out to cover the most ground and the Heroes stuck with their Battleline.
I got the choice of who goes first and gave it to Kyle. My Arrow Boys are far back and I really need the Seraphon to get into range of my bows. Kyle also has some shooting of his own, although it's unlikely to put a big dent in my main Unit so worst comes to worst I can take a Turn of alpha strike.
Battle Round 1
The Seraphon have a quiet Turn with the Monsters Running into shooting positions and the Saurus Guard plus Heroes moving to the very edge of the Forest to keep their Cover.
On my Turn all my Units advance with a combination of Rampaging Destroyer and their normal Movement. The Arrow Boys are well out of range of anything so I use the Kunnin' Rukk Ability to move in the Hero Phase. I receive the Damned benefit in exchange for a Wound and put Bellowing Tyrant/Inspiring Presence up.
In my actual Shooting Phase I'm only in range of the Saurus Guard with a few Orruks and put ~6 Wounds onto the Unit but they make all the Saves. With that we roll for Initiative which Kyle both wins and takes.
Battle Round 2
Kyle moves both the Monsters up into shooting range but trying to stay a bit back, although ultimately we'll be able to get in range of each other this Turn no matter what. The Saurus Super Friends hold their ground in the Forest. The Bastiladon and Stegadon manage to kill a few Arrow Boys, the Stegadon has a bit of a missing spree though.
On my Turn I repeat all the Buffs from Turn 1 and get my Arrow Boys into position with a great 5" Rampaging Destroyer roll. The Savage Orruks start shifting to the center to cover a Charge but it's not possible to block off all the angles and the Thundertusk moves up with eyes on the Bastiladon.
Between Kunnin' Rukk and my actual Shooting Phase I manage to kill both Monsters. The Thundertusk put 6 Mortal Wounds into the Bastiladon, which it saved a few of, and the arrows finished it off. I probably over-allocated into the Monsters but the Saurus are hunkering down and I wanted to simplify the game.
We roll for Initiative again and Kyle manages to snag the Turn. I get a Scenario Point from the middle Objective since the Stegadon was just out of contesting range and was shot off the table anyways.
Battle Round 3
The Saurus Super Friends decide to break out of the Forest and make for the Arrow Boys, needing about a 6-8" Charge for them all. Because of Reckless the Sunblood and Guard make it in but the Oldblood lives up to his name and fails both rolls.
In Combat the Sunblood and Guard kill a few Arrow Boys and 1-2 Savage Orruks, losing a Wound on the Sunblood and one Guard in return. I take nothing from Battleshock on the Savage Orruks and the Arrow Boys are immune.
With all the Buffs going up again on my Turn I leave the Sunblood on 1 Wound with my Kunnin' Rukk Ability (Armor Saves!) but remove most of the Guard. The Thundertusk moves towards the Oldblood along with the freed up Savage Orruks In Shooting I finish the Sunblood and Guard off but the Thundertusk whiffs his 6 Mortal Wounds shot but his Raven puts a Wound on the Hero.
I Charge the Oldblood with the Orruks and the Thundertusk although my Hero dies due to failing his Deadly Terrain check as he's forced to go over the arch. My Orruks put a Wound on the Oldblood and he kills two back.
Kyle wins Initiative again and takes it as I score my second Scenario Point.
Battle Round 4
The Oldblood puts down another few Savage Orruks and takes no damage back. At this point Kyle concedes as he is going to eat a lot of shots on his last model and can never catch up on Scenario.
Major Victory for Destruction!
This was probably the most fun game I've played so far and Kyle was a great opponent with an even better attitude. Always fun to play someone you can joke with and just enjoy the game.
I made a few mistakes this game, mostly with positioning. The Thundertusk could have been deployed more forward and I needlessly forced it to take a Terrain Check by Charging it after the Savage Orruks, although we were mostly playing for yucks by then. My big blob also got held up by the Terrain feature which was annoying but will happen in future games.
In a few situations I over-allocated Attacks to certain models but I think that's an important thing to do when dealing with specific threats, especially Heroes who are functional until the last Wound. From my side of the table Kyle made a mistake keeping the Saurus in the Forest on Turn 2, he really needed to put pressure on me with everything he had. Getting into the Arrow Boys would have been some long Charges but he had Reckless and by holding back it makes it easy to focus on the Monsters. If everything came at me I'd probably put the Bastiladon on the back burner and he could have gotten some work out of it and/or been able to get on an Objective.
I'm really impressed with the amount of work that Arrow Boys put out with minimal Buffs and I may scale back the amount of Buffs I pay for towards them in favor of some other threats. While the Arrow Boys are great I really need to be balancing my list with regards to Units that do work and Units that screen.
There should be another few games going off this week so here's hoping for some more fun at 1000 Points!