Unplugged Day Two dawns with me up against my clubmate and tournament bunk buddy Drew and his Undead. We’ve scrummed a number of times, but never at 1995? And certainly not with his shiny new Werewolves or Wraiths.
Undead 1995 Wights Horde – Potion of the Caterpillar Wights Horde – Boots of Striding Wights Horde – Fire-Oil Soul Reaver Infantry Regiment – Staying Stone Werewolves Regiment Zombies Regiment Zombies Regiment Wraiths Troop Wraiths Troop Vampire on Undead Pegasus – Surge (4) Necromancer – Inspiring Talisman, Surge (6), Heal (3) Necromancer – Surge (6), Heal (3)
I continue to be shocked by how good Wights are, tho I probably shouldn’t be at this point 😛 He’s replaced his Ghoul chaff with Wraith chaff and swapped out excessive Zombie regiments with a half pack of Werewolves looking to do things like move at the double. I’m surprised he’s done so poorly to be down here with me but I think he had some
hard match-ups in day one.
Fourth round was Salt the Earth, again with tokens pre-placed on the map. The Undead went first, either because he’s slow or I wanted to shoot his dudes.
Battlelines! So clean and fresh. His inspiring Necromancer is centrally behind some Wraiths and next to Wights. My heroes are Centurion > Bastion > Hex.
Undead 1: A general moaning can be heard as the deadites drift forward, with the exception of the Soul Reavers who take advantage of their vitality to jog ahead of the army. The Vampasus is lurking behind the tower and facing to my left.
Trident 1: Kraken angle in on the flanks, but mostly I bring 40 Heartpiercer harpoon guns to bear on the Soul Reaver Infantry …
… and delete the bloodthirsty scourge 😤 (A very average 10 damage followed by a very average 7 to rout. He lamented not having inspiring near them and had me reroll out of curiosity, and of course I got the 5 that with staying stone would have been nothing.)
Undead 2: The ghosts drift up, with the Werewolves protecting the flank of the rightmost Wights. The wolves go ahead and burn that token on the hill while they’re at it, as do the Wraiths in the forest on the left.
Trident 2: I do something that I rarely do and back up. And feel dirty in the process, but hey, I’ve got guns and the Undead are slow and want to murder me in combat. But I’m still me tho and launch the right Kraken into the Werewolves, because a) killing them isn’t crazy (one shot at an 8-10 Nv test), b) killing the Wights next to them isn’t crazy with Heartpiercers (one shot at a 10), c) hexing one of the Necros makes a flank surge more dicey, d) even if the Kraken dies next turn, more of my guns will be unengaged for another turn.
Heartpiercers stick 2-3 damage on the left Wights and 5 on the right ones, for all the good it does. Hex fails to hit a Necromancer as well. In combat, the Kraken only does 3 damage and there’s no lucky 11 rout to save him. Sigh. Would have been much better to rotate him in and let the Werewolves make the decision of where to charge, then either counter them or slowly grind.
Coming attraction for the next episode of ‘Kraken in Predicaments’ …
Undead 3: The dead make contact with the crabby lines at last. Wraiths block up the left Kraken and Water Elementals, as Wights and Vampasus prepare to dunk the left Placoderms, phalanx be damned. The right Kraken is countered by Werewolves and sadly flanked by Wights, thanks to a stellar 4+ surge when he needed 1″. The show off.
The poor right Kraken explodes into crab parts, however the rest of the combats hold tight, with the Kraken taking 4 (!), Placos 6 and Water Elementals 1 damage.
Trident 3: The grind has begun, even if there are more Wights on the table than I had hoped. The Kraken counters the Wraiths (grudgingly), the Placoderms counter the Vampasus with the Centurion charging the left Wights to sit them down / body block, and the Water Elementals counter the other Wraiths (grudgingly). The right, shooty arm of the crab line shores up any flying / surge flank shenanigans.
Heartpiercers push the right Wights from 4 damage to dead, and stick the inspiring Necro for 1 damage, lucky wavering him! The Placoderms snip 4 damage on the Vampasus, the Wraiths take some damage but hold frustratingly, and the Centurion does 0 damage to the left Wights, leaving them free to fly where they will :O
Undead 4: Some very careful measuring later, and the left Wights end up front charging the (uninspired) Kraken with the Wraiths countering. Likewise the central Wights combo into the Water Elemental horde with the other Wraiths. The Vampasus counters the Placoderms (grudgingly), and the Werewolves end up charging into the pond into the other Placoderms, maybe to protect the Wights’ flank if they don’t one round the Water Elementals.
Except Wights are combat gods (especially when they’ve got Fire-Oil vs regening Water Elementals), and the mega crab bites it. The Kraken takes 12 damage and blessedly wavers (WHEW), while both Placoderms take 2 damage and hold (up to 8 vs the Vampasus).
Trident 4: The Kraken disengages and furiously regens down to 6 damage, as the Centurion prepares to sit the left Wights down with his trident and the Placoderms counter the Vampasus. The Heartpiercers to their right charge some Wraiths to sit them down, and the other Placoderms back away from the Werewolves so they can be ventilated by all those Heartpiercers.
Which they are, quite handily. The Centurion does manage to sit down the left Wights (1 damage!), and in combat the Heartpiercers likewise sit down their Wraiths (3 damage total). But I’ll stop burying the lead: the Placoderms kill the Vampasus! Totally unexpected. They take the moment to turn and face the Wights about to kill the Kraken next turn.
Undead 5: Despite my wealth of Heartpiercers, Drew’s still got two very fresh Wight hordes and two very functional Wraith troops to kill me with, plus his Zombies just casually winning the game in his deployment zone. On the left, Wraiths and Wights charge the wounded Kraken. In the center, Wraiths float sideways and prepare a stomach-churningly easy surge into the bastion Envoy and very easy overrun into some Heartpiercers …
Act 1, Scene 1
Act 1, Scene 2
Act 2, Scene 1
Apart from the Envoy getting nuked, the combats go better than anticipated, with both the Kraken and Heartpiercers holding! On 13 and 8 damage respectively. Drew sees those Placoderm flanks/rears and declares the game over, especially if those things can kill a Vampasus 😦
Trident 5: Hindered or not, no way I’m passing up those Wight underbellies! Placoderms and Centurion hit the left Wights in the flank (Kraken backs off and regens down to 6), and other Placoderms rear charge the other Wights (Heartpiercers back off and regen down to 4). The Heartpiercers mobilize, with one unit powering forward to make a Turn 6 play for the center token.
The inspiring Necromancer is shot down, and the other is hexed (FINALLY) but then wavered as well. In combat, neither Wight unit takes much damage – 5 to the left horde and just 3 to the rear-charged horde. Woof. I also take the opportunity to burn the token in the left forest, which I had been debating all game.
Undead 6: With the Placos unable to stop their reign of terror, the ghosts continue their assault on the living. Wraiths charge the Kraken once more, as the left Wights counter the Centurion, looking to overrun into the Placoderms (8 damage) who are reared by more Wraiths. The central Wights ignore the Placoderms to their rear and continue on into the Heartpiercers to their front.
Another horrific montage later and Centurion, Placoderms and Heartpiercers are all dead. (Editorial Note: That 0″ overrun feels pretty bad, but then again the Wights are less than 50/50 that they kill the Centurion. Tho don’t tell Drew’s dice, he was hitting like a madman all game.) The Kraken finally avoids being wavered tho!
Trident 6: I scoot those Heartpiercers to the center, drawing the game, even if there’s some attempted murder to be had. The Kraken swings into the left Wraiths and the Placoderms front charge the central Wights. Neither combat really does much, but both units are grounded, which is nice. The surviving Necro is hexed and wavered again by some Heartpiercers.
Undead 7: On the left, the Wights and Wraiths combo charge the Kraken again, except this time he’s completely regenerated, if uninspired. In the center, we keep that feel good ghost combo going, with Wights and Wraiths hitting the Placoderms (in retrospect this doesn’t seem legal, as I don’t think the Wraiths could draw LOS to the teeny 2.5mm of base peeping around the Wights; surge would make it possible to sidestep the Wights, charge the Wraiths and surge the Wights, but the Necro was out of commission).
At long last, the second Kraken falls 😦 Also the Placoderms die.
Trident 7: My last gasp play is to shoot off those right Zombies, however I only do 1 damage so can’t even spike the box cars victory. I spitefully pour the rest of the Heartpiercers into the central Wights, pushing them to 8 damage but I can’t sink the 9 to rout them. With 2 tokens each, this is decidedly a …
What. A. Journey. I felt like this was a breakthrough game for me where my deployment was sound and I fully recognized my shooting advantage and really made the most of it. Throwing the right Kraken away was a bummer and would have changed the game wildly if I held onto him, although I really wanted him to dive into the Undead backfield to clear out those Zombies / force him to burn those tokens I otherwise couldn’t get to. Also Wights are frustratingly good and make surge just so much more viable than it usually is (in my head), but you certainly pay for it. Wraiths on the other hand, damn, that’s some value right there. Finally, I’m more and more convinced that I need Lute back in the list, more than I need the trident, almost entirely because it helps the Placoderms do anything. Spoilers I guess for my next list.
UP NEXT: Dwarfs!