SCUTTLIN’ REALM 20: UNDEAD

My club is hosting its inaugural Dead of Winter GT this weekend here in Albany, NY and I’ve decided I want to bring the crabs out for it. Mostly because I’m interested in the various tweaks they got from Clash of Kings ’22 but I also miss shooting and needed an excuse to rebase my Gigas into Placoderms. I hear practice is important, especially when running an army you’ve only played maybe once since February 2020?

Trident Realm 2100
Water Elementals Horde – Brew of Strength
Placoderms Regiment
Placoderms Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Kraken
Kraken
Naiad Centurion – Trident of the Drowned Sea
Depth Horror Eternal
Naiad Envoy – Bastion (2)
Naiad Envoy – War-Bow of Kaba

The GT is a nifty 2100 points, so naturally I took the 1995 point list I’ve been brewing and added an Eternal to it 😛 Although I’m not 100% on it being a) good or b) a thing I understand how to use, I really wanted to bring the Centurion with his new laser trident. For those not in the know, it’s a 5 shot 12″ Piercing (1) shooting attak that hits on 3+ and disorders if you wound. So adds to the combined arms thing going on but also extends his flyer sit-down from 12″ to 18″. Very groovy … although it comes at a heavy cost, as he’d be an Aquamage with some amazing support spells otherwise. We’ll have to see if it was worth it! This also marks the first time I’ve run Trident without a Lute, choosing instead to just bake it into the Elementals, who very often were bane chanted anyway. I kind of miss it already, as the Lute helps a lot of the list do work (like Placos).

Undead 2100
Wights Horde – Maccwar’s Potion of the Caterpillar
Wights Horde – Brew of Haste
Wights Horde – Sir Jesse’s Boots of Striding
Soul Reaver Infantry Regiment – Staying Stone
Zombies Regiment
Zombies Regiment
Zombies Regiment
Soul Reaver Infantry Troop – Skirmisher’s Boots
Ghouls Troop
Vampire on Undead Pegasus – Surge (4), Torc of Dissonance
Vampire on Undead Pegasus – Surge (4), Blade of Slashing
Necromancer – Surge (6), Bane Chant (2), Inspiring Talisman

My clubmate’s 2300 list with the extra Ghouls removed. I think it hurts for chaff, tho as he admitted, what he really needs is Wraiths and he doesn’t have those painted anyway. So hammers it is. Personally, I’d turn most of those items into a second Ghoul troop, but he was apparently burned repeatedly at the last GT when his Wights were hindered all the time, so really wanted terrain mitigation.

We chose Raze, as we wanted a token game but not too involved of one. I won the roll but made him go first because 18″ guns.

BATTLE

Battlelines! Slash the first seconds of Undead 1 … My Depth Horror Eternal is hard right, hoping to punch up and burn my rightmost token.
Undead 1: Shamblers shamble forward, with the Vampasuses maneuvering on the flanks and the Soul Reavers preparing to scrum around the central hill. The Ghouls mount said hill, possibly against their better judgement.
Trident 1: The crabs cautiously skitter up, with only the left Placoderms moving into range of the Haste Wights + Slashing Vampasus if he wants that hindered, phalanx charge. On the right, the Eternal cheekily puts the Torc Vampasus into his flank, but without enough room to land.
Harpoons fly into the Undead lines, only doing ~4 damage to the Caterpillar Wights on the left and removing the Ghouls. The Soul Reaver regiment received some attention as well but no damage made it through cover. Finally, Bastion went up on the Water Elemental horde.
Undead 2: The deadites avoid going in piecemeal and advance the batteline together … with the exception of the left Zombies who are surged 3″ forward most likely as bait. The Soul Reavers have put their leaderpoints on the hill as well. The Vampasuses continue working the flanks, with the left one burning a token and putting the Undead on the scoreboard (1-0).
Trident 2: Despite knowing better, I punch it and engage Turn 2 😐 Kraken whip into the Haste Wights on the left and Soul Reaver troop in the middle, and Placoderms get saucy and waddle into the Zombie bait, their terrible crabby mouthparts twitching. Everything else prepares to shoot or counter next turn, including the Eternal on the right who scoots up within 3″ of the right token to see just how tough he is …

And here’s where I was sure I must have missed an after photo, but nope, nothing died 😦 Shooting did not kill the Caterpillar Wights (10 damage) or waver the Soul Reaver regiment (? damage), Bastion failed on the forward Placoderms, and all the combats were decidedly tepid – tho I did remember rampage against the Soul Reaver troop (+2 attaks)! Oh, and the Centurion’s trident hit the Strider Wights 3 times and then rolled 1-1-1 for damage, failing to disorder them.

Undead 3: Yep, that checks out. The Undead hammers smash down on our squishy crab bodies as one might expect.
Caterpillar Wights + Zombies + flanking Vampasus shatter the Placoderms; Soul Reavers in the front and flank deal the central Kraken 25 damage and turn him into a crab smoothie; and the Strider Wights dunk some Heartpiercers and are decidedly in my lines. In other combats, Haste Wights do 6 to the left Kraken, central Zombies scratch 1 on the other Placoderms, and the right Vampasus begins grinding damage on the Eternal. The other two Undead tokens are burned this turn (3-0).
Trident 3: All guns point at the Soul Reavers on the hill, while bigger crabs fight things, most notably the Water Elementals into the mangled Caterpillar Wights and the Centurion into the Strider Wights.
The Soul Reavers are shot up to 9 damage but are unmoved, although the bait Zombies are ventilated in the process (I’d like to say the Envoy’s War-Bow did the business but that thing missed all game). The Water Elementals boss out the mangled Caterpillar Wights and prepare to menace the Undead’s hold on the center. Everything else grinds.
Undead 4: The Soul Reaver regiment charges off the hill into the central Heartpiercers, dicing up a tasty crab gumbo with the help of the Slashing Vampasus.
In less decisive news, the Placoderms are wavered by the Soul Reaver troop + Zombies, the right Heartpiercers are wavered by hindered Zombies alone (!), and the Kraken, Centurion and Eternal all take a beating but keep on kicking.
Trident 4: The Water Elementals zip into the flank of the Soul Reaver troop, tidily dismembering them and preparing to murder the Soul Reaver regiment next, which has been wavered by the 11 harpoon shots I’ve got left at this point. The surviving Kraken finishes off the Haste Wights (all told this is pretty impressive!) and turns to face the action. The Eternal continues chunking just enough damage into the Torc Vampasus that she can lifeleach it back each turn (…), and the Centurion completely fails to wound the Wights, leaving them free to fly around and be a menace next turn. Bro, come on.
Undead 5: The Slashing Vampasus descends upon the War-Bow Envoy and messily devours it, as the Eternal and Centurion are both torn limb from delectable limb by their assailants (the Wights having decided to end the wrath of the Centurion’s trident before it could truly power up). The Placoderms are again wavered, this time by just the Zombies and their shocking ability to roll 5+/6+. Note that the left Vampasus is out of the Kraken’s arc and facing the Heartpiercers.
Trident 5: The Water Elemental horde-crab continues its reign of terror, eviscerating the poor cowering Soul Reaver regiment, while also receiving Bastion. The left Heartpiercers fire at and miss the Necromancer, as the right ones jab at their Zombies, and the Kraken sidesteps within 3″ of a token and finally puts the crabs on the board (1-3).
Undead 6: The Deadites aim to clear out the right side of the board, with Placoderms receiving a flank from the Strider Wights and the right Heartpiercers a visitation from the Torc Vampasus. The Slashing Vampasus nimble turns and punches it 20″ away from the Kraken’s affections.
The Placoderms are scythed down, the Zombies overrunning to block for the Wights. The Heartpiercers waver but somehow stick around.
Trident 6: The Water Elementals immediately rear charge the Slashing Vampasus (!), shortly followed by the Kraken powering up the hill and into the Necromancer loitering near the central token.
The combats are, well, decisive to say the least. Also the central Zombies are cleared out by the left Heartpiercers. Also the Kraken enjoys some Bastion in case the Wights want to get froggy in Turn 7.
Turn 7: The Wights blow their boots, charge the Water Elementals and one round them, because of course they do. The Heartpiercers on the right also succumb to the Vampasus’ dark ministrations. In the Trident half of the turn, I don’t move the Kraken – without pathfinder on the Heartpiercers in 3E, I can’t move them up to the center and the Kraken off to another token, even if the distances worked out. 10 shots into the Wights yields 1-2 damage and that’s game. With a score of 2-3, that’s a decisive …

UNDEAD VICTORY

If you’ve read my other Trident reports, you’ll see I did what I too often do, engage a turn too early instead of letting my shooting do one more round of work to give my mediocre combat units a leg/claw up. The play with the Eternal seems a bit dumb as well – he’s a great piece that can do many, many things – however keeping a Vampasus entirely occupied for 5 turns is nothing to sneeze at! I’m also not that discouraged by the result. We’re using Blackjack scoring, so despite my impatience and cool dice, I’m thrilled to get 7 points off of a ‘bag of hammers’ Undead list!

Doesn’t look like I’ll get another practice match in before Saturday, so stay tuned for a tournament report next week 🦀

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