I’ve been feeling really ground out with the CS1 of the Forest Shamblers, and finding instances where my fancy Tree Herder doesn’t get to fight, so maybe he could buff a unit 1-2 times a game? Dropped the Druid’s staff for an *ahem* hoot of darkness :X (my fancy Herder has an owl on his shoulder, the true mastermind of the army)
Undead 2300 Wights Horde Wights Horde Wights Horde Soul Reaver Infantry Regiment – Chalice of Wrath Soul Reaver Infantry Troop Zombies Regiment Zombies Regiment Zombies Regiment Ghouls Troop Ghouls Troop Ghouls Troop Ghouls Troop Vampire on Undead Pegasus – Blade of Slashing? Vampire on Undead Pegasus Necromancer – Inspiring Talisman, Surge (6), Bane Chant (2) Undead Army Standard Bearer – Lute of Insatiable Darkness
Triple Wights! That’s a spicy meatball. Slightly fewer Soul Reavers but the reg is a crazy hammer and the troop one helluva glass hammer. I’m pretty sure the Vampasuses had no spells – they might have had Surge (4) each but I think he was smart and put it into fury on the big Soul Reavers. Honestly I’d put staying stone on the troop as well but I’m not sure that he did that here.
We rolled up Plunder (again), so that means super scout phase for me! I also nabbed the first turn.
Quick Token Check: 4 Undead to 3 Herd
It’s surprising to look back and see how this game almost fell apart as that Vampasus who plowed into my lines Turn 2 waded through an ocean of spears to snatch the tie-breaking loot token. Major cred to her tenacity! On the flipside, I did have triple snake eyes against Undead hammers, so my ability to reflect on tactics or what not is kind of limited. On the whole, this is a game where my strategy turned out sound and played out, thanks to bad as well as good luck (the odds of those spear bois dropping the vamp have to be next to nothing!)
As for the list, clearly the lute isn’t for me. I had a single chance to use it, and not only did I forget but it wouldn’t have meant much. My final list drops it back down to pipes of terror, gives the Druid her conjuring staff back as well as lightning bolt (2). I popped that on her right before submission, so here’s hoping it comes in handy! My thought was that the army could use just a little something in Turn 1 to pop low Nv chaff or Turn 6+ to pop mangled units fleeing my all combat army.
I’ll be back in a couple weeks with news from the tournament. Until then!
The Crossroads GT is next weekend! Happily I was able to get a couple more practice games in, which also means I’ve got batreps to clear out before the tournament report. Here’s one where my Ogre opponent busted out his other army …
This is almost the final list. Brutal is my preferred Herder upgrade, since they’re the closers of the list, and whenever I don’t have duelist on the Centaur Chief I always regret it. I think it’s a weak army overall, but it’s got some tools for me to work with, which in the end might be enough.
Varangur 2300 The Fallen Horde The Fallen Horde Snow Trolls Horde – Chalice of Wrath Huscarls Regiment Mounted Sons of Korgaan Regiment Mounted Sons of Korgaan Regiment Snow Foxes Regiment Snow Foxes Regiment Draugr Regiment Magus Conclave Jabberwock Lord on Frostfang – Snow Fox Lord on Frostfang – Snow Fox
I love it. Everything scores, everything is great at what it does, or else it’s a Magus Conclave 😉 Great pressure list looking to do a murder, and very often doing it too. I love how item light it is as well (note: I’m guessing on the last 15 points, but I think the Trolls had a Nv fixer, which is what I would have done at least).
We rolled up Salt the Earth, so I’d have another chance to burn my own tokens and then regret it. The Hallow scouted forward but Varangur grabbed the first turn, rapidly devouring the distance between us!
What. A. Grind. Writing this up, I’m surprised at how well I almost did. I had a couple good plays and just one monumental misstep with the Centaur Chief. I doubt he had the distance to charge the Conclave and save the Beast, but most of what he was going to do in this game didn’t involve caring about the wall, or could have been fixed by deploying anywhere else so he could double move and go block a charge. He’s a really key piece for me and I not only threw him away, but pulled the Troll tarpit in even closer. Blech. I know blaming dice is also really easy to do, however my Nv dice were terrible. I generally enjoy very good dice on routs, but these were like rolling 1D6 bad most of the time.
Thanks for reading, I’ve got one more practice game vs the Undead to report on!