Thanks for the report, and even more so for the game, which was a cracker.
I like this scenario a lot, especially with this army, which gives opportunities to burn the objectives even on in areas of the battlefield that you don’t expect to be winning in the long run. With hindsight, I made some errors in scenario play, though. The biggest one was to burn the top left token as soon as I had the chance to do so (turn 2). I was afraid that your Drakon Lord and / or Drakons would fly over that way and I would have to sacrifice the Panthers in order to be able to burn it later (i.e. leave them where they would sit on the token at the end of my turn to burn it, and then have to take a charge in yours. My idea - which seemed good at the time (don’t they always!) - was for the Panthers to burn that token, then come down and control the bottom left one at the end of the game, pausing on the way to look threatening from the top of the hill. I hadn’t reckoned with Archie’s LB, which shot them off straight away. It would have been better to leave them in the top left, safe from Archie. If you had come after them with your flying units, they would have had to give up three turns to do it.
The other mistake was not so clear, but turn 3 I think I should not have have burned “your” token in the wood. My horde of Shamblers, supported by the Avatar of the Green Lady had a good chance to hold on to that for the rest of the game, and you would likely have diverted units to contest it with them, relieving the pressure on my centre - which was intense!
I made some other mistakes and dubious decisions. Turn 1, I actually left both the Master Hunter and the Gur Panthers in charge range of your Drakon Lord and Drakons. This was just carelessness - something I suffer from a lot on UB - or perhaps I was wearing the wrong spectacles. I don’t know whether you didn’t see that, or decided that you needed to keep your flyers facing the centre, but if the latter, you surely should have charged them. You’d have taken both units within 2 turns and would have been in my rear.
Turn 3, I didn’t send the Shambler horde in the middle wood into combat. That was because I had forgotten that the token they were guarding was the centre one and couldn’t be burned, so I thought I needed to keep it protected in case one of your flyers came over the top and burned it. I could have done with the extra attacks to get through your several units there sooner. In the end it didn’t matter, as the Wiltfather basically soloed your units there, luckily for me.
Once again, I felt my army was better for having the Kindred Archers in it, although the only damage they did all game was 2 pips on the Stormwind. Apart from that their shooting did nothing and in their three rounds of combat with the Drakons, they either missed or were wavered. Their distracting your Drakons over there, and giving me the choice when / whether to burn the top right token was crucial, though. Again, I probably burned it too soon, but I was afraid you might kill them in one go (they weren’t inspired). I also like the Master Hunter and Avatar of the Green Lady. I think this version of the list is better than the one with 3 Tree Herders, although it is fun to play with three of them wreaking havoc against whatever they are facing.
It was a really close game and could easily have gone the other way. You came very, very close to killing both Tree Herders at certain moments. To have lost either would have been a disaster for me.
Thanks again for the game. I hope for another soon!