My next tournament was Pilgrimage GT in Philadelphia, PA which marked a welcome return to 2300 points. I threw down a couple times with my buddy Jeff in the name of practice, though in truth I kept my list additions exceedingly simple over my 2150 point list. Here are both games in one post in the name of completeness and mayhem.
Herd 2300
Lycan Horde – Brew of Strength
Guardian Brute Horde
Guardian Brute Horde
Minotaur Chariot Regiment – The Stampede [1]
Tribal Warrior Horde – Brew of Sharpness
Tribal Warrior Regiment
Tribal Warrior Regiment
Tribal Warrior Regiment
Centaur Bray Striders Troop
Centaur Bray Striders Troop
Lycan Alpha – Trickster’s Wand; Hex (2)
Great Chieftain – Horn of the Great Migration [1]
Centaur Chieftain – Blade of Slashing
Druid – Conjurer’s Staff; Bane Chant (2), Heal (2)
14 (27)
Compared to my 2150 list, I’ve simply added another regiment of Tribal Warriors and splurged on some casting insurance for the Druid and a spell for the Alpha. She actually had the Zephyr Crown in the first game below, but I swapped to the Trickster’s Wand by the second and ended up using it in the tournament. I do love windblast but hex is a hard counter to the really efficient (or awkwardly tall) casters out there.
GAME 26
Undead 2300
Revenant Horde – Undead Giant Rats
Revenant Horde – Undead Giant Rats
Soul Reaver Cavalry Regiment
Soul Reaver Infantry Regiment – Chalice of Wraith
Soul Reaver Infantry Regiment – Dwarven Ale
Revenant Cavalry Regiment – Brew of Sharpness
Wraith Troop
Wraith Troop
Vampire on Undead Horse – Knowledgeable; Surge (4), Host Shadowbeast (3)
Vampire on Undead Pegasus – Surge (4)
Vampire on Undead Pegasus – Surge (4)
11 (24)
Jeff’s list is constantly changing as he learns the game better and/or hyper-fixates on certain units. This iteration sees him wanting to polish a Rev Cav regiment into a functional hammer, while also doubling down on the hot sex that is the Vampasus. He’s also discovered that a vamp with shadowbeast behind it can do 10+ wounds in one swing … possibly an edition too late, but still a menace!
We played Raze, and I think he let me go first out of indecision.
BATTLE

Battlelines! My Lycan Alpha is hard to the left. His Vamps on Pegasuses are repped by the Goreblights in the upper left.


Turn 1: The Hallow sprints off the line, with my right flank beginning the long trek into relevance thanks to the Undead refused flank. The Lycan horde burns a token (1-0). The Undead advance in response, keeping Wraiths to the fore and putting both Vampasuses in a frankly weird position just in front of the house on the left. In Jeff’s defense, I don’t have any true hammer to threaten them, just a lot of chaff to sit them down eternally. Which is my plan anyway.


Herd 2: Mmmm second turn fighting is best fighting. The Lycan Alpha and some Tribal Warriors sit the Vampasuses down; Centaur troops hit the sharp Revenant Cavalry regiment in the front and flank, routing them before Jeff got to see if they’re any good (sorry buddy); Brutes flank and obliterate one of the Revenant hordes; and the Tribal Warrior horde stalls out on some Wraiths but that’s not unexpected given De 6+. Bane chant had gone on the Brutes but failed (no thanks to the conjurer’s staff). The Lycan horde burns another raze token (2-0).


Undead 2: The Undead clap-back is strong. Those overextended Brutes are killed by Soul Reavers and the horse Vampire (who failed his Host Shadowbeast on 1-1-1); the Centaur troops are both driven off by the Revenant horde and other Soul Reavers, respectively; and through the magic of nimble square bases, one Vampasus flanks the Tribal Warriors fighting the other Vampasus. The regiment wavers. Speaking of frustration, the free Wraiths dive into the waiting Brutes, dealing token damage but stripping their TC and dooming them to a game of struggling to clear a De 6+ chaff troop. Spoilers.


Herd 3: The Hallow is starting to bog down but I’ve still got plenty of hammers on the right to get into the fight. The Stampede helps the Tribal Warrior horde out with their Wraith problem, pounding them up to 14 damage before rolling snake eyes. Balls. Elsewhere, the Lycan Alpha flanks her Vampasus but only does a few damage; the wavered Tribal Warriors back up to let the Great Chieftain ground the other Vampasus; more Tribal Warriors jump on some Soul Reavers (5 damage); and the Brutes struggle with their Wraiths. It looks like I healed them for 1 damage instead of bane chanting to get them back in the game (30 attaks on 4+ / 5+ is only 5 damage, me). Heal (2) is proving to never be the answer if there are combats happening.


Undead 3: Jeff capitalizes on my bad dice by flanking the Tribal Warrior horde with his surviving Revenant horde. They die. My Brutes also bite it when Soul Reavers power downfield to help the Wraiths holding them in place. The other Soul Reavers one round their Tribal Warrior annoyance with ease, and the Vampasuses counter-charge the Lycan Alpha and Great Chieftain for some damage. Note that all these vamp units are lifeleeching 2 damage every time they fight, so I’ve done next to nothing to them. Finally, the Wraiths fighting the Stampede do 1 damage, striping its TC2.




Herd 4: I can still dig this out, but I’m going to need really any cooperation from the dice. Vampasuses are sat down again, that’s easy enough. A second regiment of Tribal Warriors hits the Soul Reavers in the woods – snake eyes but whatever (4 damage). I grab the flank of the other Soul Reavers with another Tribal Warrior regiment – snake eyes despite bane chant (8 damage). Sweet hell, can we stop? The Stampede tosses into the Wraiths again – zero damage with 15 attaks on 3+ / 5+. This ensures the Stampede will be flanked by Revs and shattered. Notice the Centaur Chief who could have safely booped the Wraiths in the flank (1.3 damage avg) or the Lycan in their rear (18 damage avg), although that might have exposed the big worm to the Soul Reaver Cav it’s holding back. Regardless, what a turn.


Undead 4: Both Soul Reaver regiments dismantle Tribal Warrior regiments and continue their rampage. The Revenant horde does smash the Stampede in the flank, as the damn Wraiths cruise away to win the scenario – the unit to the left burns a raze token this turn (2-1). The Vampasuses savage their opponents a bit.


Herd 5: We’re officially in damage control now. The Lycan Alpha and Great Chieftain attak the same Vampasus, but 4 turns of fighting (including 1 flank) only adds up to 6 damage, resulting in nothing. The Lycan horde can either die against the Revenant horde or scoot around and threaten the Soul Reaver Cav. I do the latter. The Druid jukes the central Soul Reaver regiment because life.


Undead 5: One Soul Reaver regiment flanks and kills the Lycan Alpha and the other grudgingly claims the center point. The horse Vamp blends the cowardly Druid. Wraiths and the flying Vampasus burn raze tokens (2-3).


Herd 6: The Lycan horde slams into the Soul Reaver Cavalry at long last, dealing a stellar 10 damage but failing the uninspired 7 needed to rout them. Which would have allowed it to overrun and burn another raze token. Ah well. The Great Chieftain sits his Vampasus down, and the Centaur Chieftain finally kills those mangled Wraiths on the right.


Undead 6: The Lycan horde is flanked by Soul Reavers (and countered by the SRC) and strewn across the battlefield. The horse Vampire runs down the Centaur Chief, while the Great Chieftain is cuddled by a Vampasus.


Turn 7: Wheeeeew one more round then. The Great Chieftain stabs his Vampasus up to 6 damage, achieving nothing. She rocks him up to 12 but snake eyes the rout. Thanks Jeff. With 4 points to my 2, this is a clear …
HALLOW LOSS
Three snakes in a row, coupled with the total Stampede flop, really gutted this match for me. It’s especially hard to come back against an army that hits so hard. I’m here to jam and piece trade and generally make a mess against other combat armies, but bad dice set me further and further back and there’s a limit to how much junk I have Anyway, props to Jeff for seizing opportunities I didn’t even see, like the Wraiths into the Brutes, he deserved a win after being a punching bag for so long.
GAME 27
Jeff and I met up at my house a week or so later for another go after the last game’s flop fest. His list had of course changed again:
Undead 2300
Revenant Horde – Sanguinary Scripture, Undead Giant Rats
Soul Reaver Cavalry Regiment – Boots of Striding?
Soul Reaver Infantry Regiment – Chalice of Wraith
Soul Reaver Infantry Regiment – Dwarven Ale
Revenant Cavalry Regiment – Brew of Sharpness
Wraith Troop
Wraith Troop
Wraith Troop
Vampire on Undead Horse – Knowledgeable; Surge (4), Host Shadowbeast (3)
Vampire on Undead Pegasus
Vampire on Undead Pegasus
Necromancer – Inspiring Talisman; Surge (6), Bane Chant (2)
12 (21)
The single Revenant horde LL3 anvil this time around, freeing up points for even more Wraiths (the dude is now running 4+ troops last I heard) and the return of the Necromancer. I’m not sure about the SRC’s item (I convinced him to do Sp 9 or nimble recently) but I don’t think they had anything that would have helped with Nv. Spoilers.
We played Plunder this game, because it’s great. I went first one way or another.
BATTLE

Battelines! Goreblights still playing the part of Vampires on Pegasuses.


Turn 1: The Hallow scampers forward, the Wraith’s 14″ charge range keeping me slightly at bay after last game. Tribal Warriors central-left grab a 2 point token – I’m pretty sure the Revenant Cavalry could charge them (hindered) but my Brutes are waiting. The Lycan Alpha hexes the Necromancer for good measure. In return, the Undead mobilize Wraiths and advance cautiously.


Herd 2: What did I say about fighting on the second turn? The Stampede and a Centaur troop aggro the poor Soul Reaver Cav, wavering them on 9 damage. The rightmost Wraiths disappear under the fury of the Lycan horde, but not before the bane chanted Tribal Warrior horde nabs a Vampasus and rends it apart. I am not mucking about. The Rev Cav are triple charged by Centaurs, Tribal Warriors and the Lycan Alpha but unfortunately hold on 10 damage. Also I send some hindered Tribal Warriors into the leftmost Wraiths to sit them down … but do no damage on 5+ / 6+ 😐 Finally, the Tribal Warriors on the far right pick up a token, content to win the game for me.


Undead 2: The Unjammening. The Revenant horde (hindered) flanks those Tribal Warriors pestering the Rev Cav, with said cavalry hitting them in the front. The green bois evaporate, the Rev horde takes their token and faces the Brutes while the Rev Cav sidesteps in front of the Lycan Alpha. Meanwhile, the horse Vamp wavers the Centaur troop on 5 damage and the un-disordered Wraiths on the left hop their Tribal Warriors and scoop up a token. Over on murder hill, Soul Reaver infantry and the surviving Vampasus do 16 damage to the Tribal Warrior horde, but it holds solid (I’m not sure why the other Soul Reavers didn’t join in? He might have thought it was a sure thing and wanted them pointed at the Stampede / Lycan for next turn? In which case they would have been able to reform after combat? I dunno). Remember last game when Wraiths dove some Brutes and we hung out all game? Yep, some Wraiths dive some Brutes and disorder them. I guess it’s good to understand how to counter Guardian Brutes, helps them feel a little less god tier 😛


Herd 3: I gleefully flank the Soul Reavers fighting the Tribal Warrior horde with Brutes, with the horde counter charging to they slide and make room for the Lycan horde to charge the other Soul Reavers. 85 attaks turns the one Soul Reavers into red mist, while the Lycan only manage 8 damage even with bane chant. The Stampede detonates the Soul Reaver Cav, however, and turns to face the rest of the vamps in need of pounding. Over on the left, the Lycan Alpha finishes off the Rev Cav, turning to face the center, and I don’t turn the wavered Centaurs around to menace the Wraiths over there. The Tribal Warriors do though. Finally, the Brutes fighting ghosts do 5 damage and are stuck. Oh, and the Tribal Warriors on the right pick up another token. I’m down 2-3 but there’s plenty of time.


Undead 3: Thanks to the Necromancer’s surge, the Revenant horde joins the (host shadowbeasted) horse Vampire in (hindered) charging the Brutes on the Undead half of the board. 8 damage is solid but not enough to matter. Meanwhile, the Vampasus charges down the very damaged Tribal Warrior horde the old fashioned way, and the Soul Reaver infantry one round the Lycan horde. Yeesh. The Wraiths fighting Brutes do 3 more damage (7 total), and the token-bearing Wraiths on the left befuddle Jeff for a while before he just turns them around. So many options if they don’t have a token, so few if they do. On that point, it’s worth noting that the Rev horde had to drop their 2 point token to surge the Brutes.


Herd 4: The violence reaches a crescendo here at the midpoint, with the Stampede kicking things off by flanking and pulping the Vampasus (TC3 off that hill). The Centaur troop who had escorted them in flanks the Soul Reavers, routing them with the help of the Great Chieftain in the front. The Revenant horde is reared by the Lycan Alpha and countered by the Brutes, to the tune of 13 damage. The other Brutes fight their way free of the Wraiths, and the leftmost Wraiths are (hindered) charged by the same Tribal Warriors again, this time taking a single damage and disordering.


Undead 4: Jeff counters the Lycan Alpha with the Revenant horde, trusting in the mounted Vamp to finish off the Brutes – which turns out to be well founded, as they are indeed blended. The Lycan Alpha takes 6 damage thanks to the Necro’s bane chant but she doesn’t care.


Herd 5: The other Brutes flank the Revenant horde in the name of vengeance, with Centaurs in the rear and Lycan Alpha in the front. They are pounded into the swamp upon which they stood. The other Centaurs flank and kill the last of the Wraiths, giving their token to the Tribal Warriors who spent 5 turns trying to get it, and the Stampede deigns to pick up a 2 pointer itself.


Undead 5: Jeff only has his mounted Vampire left, but thankfully he’s a one man army. The poor Centaur Chief is turned to mulch (18 attaks @ 3+ / 2+).


Turn 6: The Lycan Alpha picks up a token and forgets to hex the Vampire. In response, he zips in (hindered), hosts up, and doesn’t kill her. With all 7 points, this is a …
HALLOW VICTORY
The Undead’s over-extension on the right was punished with extreme prejudice … and decidedly functional dice. I myself didn’t expect the Stampede to max out their WC and grab the Soul Reaver Cav in the second turn, but I couldn’t turn it down, especially when I had a shot at removing their inspiring Vampasus as well. Jeff’s list feels really good, elite punchy Undead seems like the way. If you want to do trash, other armies do it better (because they can march), while Undead have some of the most extreme hammers in the game. I think Jeff’s most current version is double Lykanis instead of Vampasus? And quadruple Wraiths, for obvious reasons.
Anyway, that’s all the practice I got before Pilgrimage! The tournament report should be up in a week or two.