THE HALLOW 8: UNDEAD

Alright, last practice game before the Crossroads GT and it’s a rematch against my clubmate’s Undead. This is essentially the final version of his list, and mine is pretty much there as well.

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 – Lute of Insatiable Darkness, Surge (8)
Tree Herder – Surge (8)
Druid – Bane Chant (2), Heal (2)
Centaur Chief – Blade of Slashing

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.

BATTLE

Herd 0: Scouting phase! The Hallow pushes hard in the center, grabbing the central loot and a two pointer (glowy green).
Herd 1: The forest advances on the deadites. The plan is to grab the right token and then grind the Undead on the left. The other Centaurs are hard to left beyond that wood.
Undead 1: The main body of the Undead force moves forward en masse, while the right arm (ASB + Wights + 2x Zombies) backs up.
Herd 2: The Hallow forms a second battleline across the board, as the rightmost Tribal Spears grab a third token. The Beast of Nature flanks the rightmost Zombies, knowing it can’t be seen by the Wights (the Zombies could have backed up 1″ less and she would have been in arc) and there’s no surge available. The Zombies hold on 8 damage.
Undead 2: Here they come! Ghoul wild charge rolls see one unit into the Centaurs off shot to the left and another with a Vampasus into some Tribal Spears. Zombies counter the Beast, and more Zombies charge the central Shamblers. A slower Ghoul troop picks up a 2 point token. The Undead ASB fails to bane chant the Zombies fighting the Beast, and the Necromancer fails to bane chant the Ghouls fighting Tribal Spears 😀
Big new Vampasus is big! Great mini, excited to see her painted next week.
The Beast takes 2 damage, grounding her; the Shamblers take 2 damage; and the Tribal Spears take 4 after some rough rolls, but waver with some luck in the other direction. Way on the left, the Centaurs take 1 damage, disordering them.
Herd 3: The Hallow strikes out at the Undead, with the hill Herder powering into the central Wights (out of arc of the Soul Reaver regiment) and the Zombies on the right eating Shamblers (loot dropped for distance) and Centaurs + Beast respectively. In the center, Shamblers counter the Zombies, Tribal Spears flank the Ghouls and the Centaur Chief rushes in to sit down the Vampasus. The Centaurs on the left counter their Ghouls. I forget to use the Lute Herders bane chant, but as it turns out the only meaningful target is the Centaur Chief, since everybody else is wounding on 2+ already. The Druid might have tried and failed to heal somebody.
Left and central Ghouls rout, the Wights cop 5 damage, the Vampasus is sat down, the rightmost Zombies are smashed (Beast sidesteps or backs up out of Wight arc), but the Shamblers over there get bogged down in their Zombies. This isn’t great for outgrinding the Wights next turn …
Undead 3: Wights charge Centaurs on both ends of the board, and the third counters their Herder. The disordered Vampasus just squeezes into a fresh Tribal Spear regiment holding a token, as the other combos with some Ghouls into the leftmost Shamblers. More Ghouls charge the hill Tribal Spears, Zombies counter the right Shamblers, and the Soul Reavers rev up to be a menace next turn. The ASB again fails to bane chant the Wights fighting the Herder, as does the Necromancer 😛
Wights crush their Centaurs in both cases, but everything else is a grind. Left Shamblers take 3 damage, hill Tribal Spears 2 damage, Vampasus’ Spears 2 damage, Herder 5 damage, and the Zombies fluff.
Herd 4: The Undead has left a couple flanks open, so the Hallow takes them. Most notably, the Soul Reaver reg is easily flanked by the central Shamblers (bane chanted). The central Wights are fronted and flanked by Tree Herders. The left Vampasus is fronted by Shamblers and flanked by Tribal Spears. The hill Ghouls are charged by more Spears. The other Vampasus is countered by Spears and reared by the Centaur Chief. And the back-right Shamblers counter their Zombies again while the Beast flits off to deal with the Undead ASB (behind that big rock). Yowza. The rightmost Tribal Spears scoop up the 2 point token, adding it to their 1 pointer.
Yes, that’s double snake eyes against the Vampasus and the Wights, two important hammers. Sad times. The combat against the Soul Reavers actually goes terribly as well with very little damage dealt, but I crank double 10+ rout rolls through and pop them on an 11. So there is that. The ASB and Zombies crumble, and the other Vampasus is sat down at least (and robbed of nimble thanks to phalanx).
Undead 4: Listen, be gentle ok? Vampasuses both counter-charge Tribal Spears, miraculously alive Wights head back into that beat up Herder, Soul Reaver troop charges the Shamblers that staked their brethren (and stole their 2 point loot token), and the last of the Ghouls charge the Shamblers on that hill too. Left Wights scooped up a 1 point token and right ones turned to face the Shamblers in the back-right. Let’s pretend the Necromancer bane chanted the Soul Reavers 😉
Lots of damage but the only rout is the Herder to the Wights. Ghouls’ Shamblers to 5, hill Spears to 8, central Spears to 7 (wavered), and Soul Reavers’ Shamblers to 12 but miraculously no rout!
Herd 5: On the hill, Shamblers flank the Vampasus this time, with Tribal Spears in the front. The Centaur Chief charges the other Vampasus to sit her down (she’s floating at 1 damage now after lifeleaching so often). The amazingly alive Shamblers hit the Soul Reavers, with bane chant behind them, while the Lute Herder flanks the central Wights – there must have been a reason he didn’t turn them to face? I think he was worried about the many things that could flank them if he did? I don’t think they were blocked in. Finally, the Beast of Nature comboes into the rear Wights with the Shamblers. Also the rightmost Tribal Spears quietly keep dragging their 3 points of loot away into that swamp …
The central Wights and hill Vampasus are finally dusted, but that’s a third snake eyes on the Soul Reaver troop. Buguh. The remaining Vampasus is sat down and the right Wights are stomped for 10 damage but the single rout roll isn’t strong enough.
Undead 5: The left Wights flank the poor Shamblers fighting the Soul Reavers and the right Wights aim to end the Beast’s reign of terror. The Vampasus heads back into the beleagured central Tribal Spears and the Ghouls on the hill scrabble against the Shamblers there.
39 damage later!
Those Shamblers evaporate into a fine green mist 😀 The Beast is also scythed down and the Vampasus finishes stomping the Tribal Spears into goop. The Ghouls do nothing to their Shamblers.

Quick Token Check: 4 Undead to 3 Herd

Herd 6: The back-right Shamblers charge and rout the Wights they’ve been grinding towards all game. The hill Shamblers scatter the annoying Ghouls. Their Tribal Spear buddies ramp off the hill and punch 8 damage into the Wights with 3 loot points (the Lute Herder helped a little). The Centaur Chief zips into the Soul Reaver troop to hold them in place, but the real magic is that Tribal Spear regiment in the center charging the single damage Vampasus and routing it. I was not expecting that! And am now holding 4:3 loot points.
Undead 6: The Wights counter the Tribal Spears and wreck them handily, as do the Soul Reavers the poor Centaur Chief. The Wights drag their spoils a couple inches away … but there’s a Turn 7!
Herd 7: The hill Shamblers flank and rout the Wights (with the help of bane chant), gobbling up all their loot. The Lute Herder powers into the Soul Reavers and pops them as well.
Undead 7: Last deadite standing, the Necromancer tries to bop the 10 damage Shamblers and release their 3 loot points to the winds. Sadly he misses. With a hearty 7/7 loot points, this is a …

HERD VICTORY

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!

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