Immediately after Game 4, the forces of the Herd and Undead regrew / resurrected and we threw down again! I tweaked a couple upgrades in my list because I had to tinker …
The Herd 2300 Forest Shamblers Horde Forest Shamblers Horde Forest Shamblers Horde Tribal Spears Regiment Tribal Spears Regiment Tribal Spears Regiment Tribal Spears Regiment Centaur Bray Striders Troop Centaur Bray Striders Troop Beast of Nature – Wings, 7 Attaks Tree Herder – War-Bow, Surge (8) Tree Herder – Surge (8) Druid – Conjurer’s Staff, Surge (4), Bane Chant (2), Heal (2) Centaur Chief – Blade of Slashing
Despite hexing a Necromancer twice in the last game, I had cooled on the Trickster’s Wand as a thing I wanted a Tree Herder to be doing. Honestly the range is the nicest part, but without other shooting to make hex feedback matter it feels like a non-issue. The no move thing is pretty neat tho … Anyway, I spread a little more surge around at the cost of the Wand.
Undead 2300 Wights Horde – Maccwar’s Potion of the Caterpillar Wights Horde – Sir Jesse’s Boots of Striding Soul Reaver Infantry Regiment – 10 Point Item Soul Reaver Infantry Regiment Zombies Regiment Zombies Regiment Zombies Regiment Zombies Regiment Zombies Regiment Ghouls Troop Ghouls Troop Ghouls Troop Vampire on Undead Pegasus – The Boomstick, Lightning Bolt (6) Vampire on Undead Pegasus – Surge (4) Necromancer – Inspiring Talisman, Surge (6), Weakness (2) Necromancer – Shroud of the Saint, Surge (6), Heal (6)
The Undead, on the other hand, changed nothing at all. After this game we went through a lot of iterations, and I think he landed on triple Wights, single Soul Reavers, with some remix of the trash (4x Zombies + 4x Ghouls?)
We rolled up Pillage, with max tokens per Blackjack scoring. The Herd scouted but Undead took the first turn!
Herd 0: Scouting phase! We really should have swapped table sides too, tho I tried to shake my deployment up a bit. The Undead certainly did, with the Wights moved from trapped in the middle behind the woods to rocking the flanks.
Undead 1: Roll out! The Undead has an easier time unpacking their deployment this time, with the Soul Reavers + Ghoul escorts working in concert, the Wights enjoying (any) LOS, and the lightning Vampire on Pegasus threatening from the left flank. The blue weakness token of shame is gifted to the right most Forest Shamblers … but speaking of shame, the lightning bolt (6) from the Vampasus completely fluffs :X
Herd 1: The Hallow plays it very cagey on the left, but goes hard on the right. Two Shambler hordes punch into the chaffing Ghouls, with the Beast menacing flank charges on everybody and the War Herder in support. However despite 11 damage, I snake eyes the Ghouls … which might be a blessing in disguise, as they are thoroughly in the way of the looming hammers!
Undead 2: The Undead likewise keeps it cagey on the left, and after a lot of finagling puts Wights + Ghouls into one Shambler horde, leaving the others stuck on the wall.
The Shamblers take 11 damage but they hold, even with brutal!
Herd 2: The Hallow unleash green hell! L2R – Centaurs charge Wights (to sit them down / chaff), Shamblers grab a flank on Zombies, Tribal Spears + Herder charge more Zombies, the Centaur Chieftain charges Ghouls, the mangled Shamblers + War Herder counter the Wights, the hindered Shamblers flank the brutalized Ghouls, and the Beast flanks the right Soul Reavers. Yowza. The Centaurs on the left get bane chanted, as nobody else is in range or relevant (Zombies).
Both Zombies, the battered Ghouls and the Soul Reavers are routed – go Beast! The Centaurs do a solid 4 damage to the Wights from 6 attaks, the Centaur Chief wavers his Ghouls, but despite getting the central Wights up to 11 damage I fail the double rout test 😥 Speaking of sadness, the leftmost Shamblers can’t reform to face the incoming Soul Reavers (but maybe could have if I had done the combats in a different order).
Undead 3: The second Undead wave crashes in, lamentably in some flanks too. L2R – Wights counter the Centaurs with Vampasus in the flank, Soul Reavers flank the leftmost Shamblers, Ghouls charge the Tribal Spears (to get out of the way of Soul Reavers mostly), the bashed up Wights + Zombies charge the bashed up Shamblers, and the other Vampasus charges the Beast for some not-necessarily-titanic-but-still-big kaiju combat. The Shamblers on the wall receive weakness, once again.
Y’all, Undead hammers do work, ok? Centaurs and both Shambler units evaporate. The Tribal Spears and Beast take token damage. If you’re wondering why the right Wights didn’t rotate to face the hindered, weakened Shamblers, there’s a chance he was being cocky and assuming I can’t roll 5+ to hit and wound (a fool’s mistake!), but I think he might have been protecting the flank of the Vampasus, as the Wights are currently aligned with her so there’s no tiny overhang.
Herd 3: The backline of Tribal Spears slam into the Undead left flank, with two into the Soul Reavers and one into the Wights. The left Herder I think flanks the Ghouls that had charged those Tribal Spears, and the Centaur Chief bounds into the weakness Necromancer. The War Herder charges the bloodied Wights with hindered, weakened Shamblers in the flank, and the Beast counters the Vampasus. You can also see the right Centaurs peeking into frame, where they’ve been holding a token all game. Bane chant goes out onto one of the Tribal Spears fighting Soul Reavers.
The good news is that those murderous Wights and Soul Reavers are both dusted, as are the Herder’s Ghouls; the less good is that the Wights, Vampasus and Necromancer only take token damage and are all fine. Also I vow to give the Centaur Chief his cat back, I love duelist too much and miss it whenever it’s gone.
Undead 4: The Wights nuke those leftmost Tribal Spears in one go, Ghouls scratch 5 (!) damage into the left Herder with a hindered rear charge, the right Vampasus smacks the Beast up to 8 damage, and some Zombies slap 1 damage onto the last Shambler horde. Also the other Zombies make a play for the Herd’s DZ token.
Herd 4: The left flank is stressing me out, as I’ve got one hammer left over there and the Tribal Spears are really suffering against the Wights + Vampasus. So I launch the Herder and some Tribal Spears into the Wights (Herder couldn’t stand on the hill, naturally), with the other Tribal Spears charging the Zombies (possibly to get out of the way). Those Ghouls are a problem, so the Centaur Chief re-charges them to try to finish what he started. Both Zombies on the right find themselves in predicaments, including a long range flank from the Tribal Spears that have just been loitering on a token to the right. The Beast, meanwhile, keeps pounding on the Vampasus. Bane chant goes on the Spears fighting the Wights.
The Wights finally pop, thanks to strong Herder damage and stronger Nv rolls. Both Zombies on the right disintegrate and the Beast wavers her Vampasus! Sadly, the Centaur Chief fluffs against the central Ghouls. The Ghouls that have their pick of two rears and a flank 😦
Undead 5: Oof. Ghouls rear some Tribal Spears while the left Vampasus rears more Tribal Spears. Over on the right, the weakness Necromancer charges the Shamblers to disorder them, thus incapable of charging through him.
The rears are successful, blending both Tribal Spear regiments, and also giving my Tree Herder no LOS to either of them (I think he is facing the Zombies, he had turned to protect his rear from both Ghouls and Vampasus). My opponent at this point is real hot for Ghoul troops 😀 Also the Necro fails to boop the Shamblers.
Herd 5: The Shamblers flank the Vampasus – we’ve been playing that for move-blocking purposes a charge is one movement, including the pick-up-and-place, not a sequence of small movements. Could be we’re wrong, I know other players have interpreted it differently, but my opponent agreed so flank it was. She doesn’t survive. The Centaur Chief charges in to sit the other Vampasus down, and both Tree Herders face the center to catch a Vampasus. The Druid heals the left Herder down to 1 damage, then I think the Centaur Chief fails to wound the Vampasus?? Not seeing a damage die O_O
Undead 6: Those damned Ghouls charge off into the last of the Tribal Spears, who are also weakened by that damned Necromancer. Also the Centaur Chieft is charged by Zombies + Vampasus, in a bid to rout him and reform.
The Centaur Chief takes only 3 damage, holding like a champ! Meanwhile the Tribal Spears only take 2 damage from the Ghouls.
Herd 6: The left Herder giddily rears the Vampasus, with Centaur Chief in the front. The Beast flanks into the Zombies while the War Herder helps the Tribal Spears out with the Ghoul troop.
Mmm, success. All of the Undead, save two loathesome Necromancers, are purged from the swamp.
Undead 7: Well, this is awkward. The shroud Necromancer tries to repeat the magic from Game 4, by charging the Beast in hopes of either a lucky rout or more likely disordering her, so she can’t fly exactly to where my opponent is measuring. She flubs the 5+/5+ tho.
Herd 7: The Beast swoops off to claim another token, after which the War Herder charges the offending Necromancer, pulping her and backing up onto a token. With 6 of 7 tokens, that’s a resounding …
While it feels good to have outfought smashy Undead a second time, the left flank showed the importance of keeping my own hammers in reach of my mainline units, as the Tribal Spears kept splashing up against those Wights and getting nothing done, and couldn’t get a bead on his Vampasus, who got up to some short range flying shenanigans, which I gather is what fly is really about, not just long bombing into flanks. Speaking of which, cred to the Beast of Nature, what a power piece. Easy to see how two is a staple and three is common for high end Nature / Herd – whenever I faced Nature in 2E I always had to fight 3x lightning battery Beasts, which is a different and blessedly defunct situation (lol because now they’re called Mindscreeches :P)
I’ve got another game to report on, this time against Ogres and with the Beast (ironically given the above praise) swapped out for Moonfang! Who I realized is the same points but gives me another inspiring and spreads vicious wherever he’s fighting (a bit like my favorite part of Wiltfather). Stay tuned!
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