THE HALLOW 5: UNDEAD

Immediately after Game 4, the forces of the Herd and Undead regrew / resurrected and we threw down again! I tweaked a couple upgrades in my list because I had to tinker …

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 – War-Bow, Surge (8)
Tree Herder – Surge (8)
Druid – Conjurer’s Staff, Surge (4), Bane Chant (2), Heal (2)
Centaur Chief – Blade of Slashing

Despite hexing a Necromancer twice in the last game, I had cooled on the Trickster’s Wand as a thing I wanted a Tree Herder to be doing. Honestly the range is the nicest part, but without other shooting to make hex feedback matter it feels like a non-issue. The no move thing is pretty neat tho … Anyway, I spread a little more surge around at the cost of the Wand.

Undead 2300
Wights Horde – Maccwar’s Potion of the Caterpillar
Wights Horde – Sir Jesse’s Boots of Striding
Soul Reaver Infantry Regiment – 10 Point Item
Soul Reaver Infantry Regiment
Zombies Regiment
Zombies Regiment
Zombies Regiment
Zombies Regiment
Zombies Regiment
Ghouls Troop
Ghouls Troop
Ghouls Troop
Vampire on Undead Pegasus – The Boomstick, Lightning Bolt (6)
Vampire on Undead Pegasus – Surge (4)
Necromancer – Inspiring Talisman, Surge (6), Weakness (2)
Necromancer – Shroud of the Saint, Surge (6), Heal (6)

The Undead, on the other hand, changed nothing at all. After this game we went through a lot of iterations, and I think he landed on triple Wights, single Soul Reavers, with some remix of the trash (4x Zombies + 4x Ghouls?)

We rolled up Pillage, with max tokens per Blackjack scoring. The Herd scouted but Undead took the first turn!

BATTLE

Herd 0: Scouting phase! We really should have swapped table sides too, tho I tried to shake my deployment up a bit. The Undead certainly did, with the Wights moved from trapped in the middle behind the woods to rocking the flanks.
Undead 1: Roll out! The Undead has an easier time unpacking their deployment this time, with the Soul Reavers + Ghoul escorts working in concert, the Wights enjoying (any) LOS, and the lightning Vampire on Pegasus threatening from the left flank. The blue weakness token of shame is gifted to the right most Forest Shamblers … but speaking of shame, the lightning bolt (6) from the Vampasus completely fluffs :X
Herd 1: The Hallow plays it very cagey on the left, but goes hard on the right. Two Shambler hordes punch into the chaffing Ghouls, with the Beast menacing flank charges on everybody and the War Herder in support. However despite 11 damage, I snake eyes the Ghouls … which might be a blessing in disguise, as they are thoroughly in the way of the looming hammers!
Undead 2: The Undead likewise keeps it cagey on the left, and after a lot of finagling puts Wights + Ghouls into one Shambler horde, leaving the others stuck on the wall.
The Shamblers take 11 damage but they hold, even with brutal!
Herd 2: The Hallow unleash green hell! L2R – Centaurs charge Wights (to sit them down / chaff), Shamblers grab a flank on Zombies, Tribal Spears + Herder charge more Zombies, the Centaur Chieftain charges Ghouls, the mangled Shamblers + War Herder counter the Wights, the hindered Shamblers flank the brutalized Ghouls, and the Beast flanks the right Soul Reavers. Yowza. The Centaurs on the left get bane chanted, as nobody else is in range or relevant (Zombies).
Both Zombies, the battered Ghouls and the Soul Reavers are routed – go Beast! The Centaurs do a solid 4 damage to the Wights from 6 attaks, the Centaur Chief wavers his Ghouls, but despite getting the central Wights up to 11 damage I fail the double rout test 😥 Speaking of sadness, the leftmost Shamblers can’t reform to face the incoming Soul Reavers (but maybe could have if I had done the combats in a different order).
Undead 3: The second Undead wave crashes in, lamentably in some flanks too. L2R – Wights counter the Centaurs with Vampasus in the flank, Soul Reavers flank the leftmost Shamblers, Ghouls charge the Tribal Spears (to get out of the way of Soul Reavers mostly), the bashed up Wights + Zombies charge the bashed up Shamblers, and the other Vampasus charges the Beast for some not-necessarily-titanic-but-still-big kaiju combat. The Shamblers on the wall receive weakness, once again.
Y’all, Undead hammers do work, ok? Centaurs and both Shambler units evaporate. The Tribal Spears and Beast take token damage. If you’re wondering why the right Wights didn’t rotate to face the hindered, weakened Shamblers, there’s a chance he was being cocky and assuming I can’t roll 5+ to hit and wound (a fool’s mistake!), but I think he might have been protecting the flank of the Vampasus, as the Wights are currently aligned with her so there’s no tiny overhang.
Herd 3: The backline of Tribal Spears slam into the Undead left flank, with two into the Soul Reavers and one into the Wights. The left Herder I think flanks the Ghouls that had charged those Tribal Spears, and the Centaur Chief bounds into the weakness Necromancer. The War Herder charges the bloodied Wights with hindered, weakened Shamblers in the flank, and the Beast counters the Vampasus. You can also see the right Centaurs peeking into frame, where they’ve been holding a token all game. Bane chant goes out onto one of the Tribal Spears fighting Soul Reavers.
The good news is that those murderous Wights and Soul Reavers are both dusted, as are the Herder’s Ghouls; the less good is that the Wights, Vampasus and Necromancer only take token damage and are all fine. Also I vow to give the Centaur Chief his cat back, I love duelist too much and miss it whenever it’s gone.
Undead 4: The Wights nuke those leftmost Tribal Spears in one go, Ghouls scratch 5 (!) damage into the left Herder with a hindered rear charge, the right Vampasus smacks the Beast up to 8 damage, and some Zombies slap 1 damage onto the last Shambler horde. Also the other Zombies make a play for the Herd’s DZ token.
Herd 4: The left flank is stressing me out, as I’ve got one hammer left over there and the Tribal Spears are really suffering against the Wights + Vampasus. So I launch the Herder and some Tribal Spears into the Wights (Herder couldn’t stand on the hill, naturally), with the other Tribal Spears charging the Zombies (possibly to get out of the way). Those Ghouls are a problem, so the Centaur Chief re-charges them to try to finish what he started. Both Zombies on the right find themselves in predicaments, including a long range flank from the Tribal Spears that have just been loitering on a token to the right. The Beast, meanwhile, keeps pounding on the Vampasus. Bane chant goes on the Spears fighting the Wights.
The Wights finally pop, thanks to strong Herder damage and stronger Nv rolls. Both Zombies on the right disintegrate and the Beast wavers her Vampasus! Sadly, the Centaur Chief fluffs against the central Ghouls. The Ghouls that have their pick of two rears and a flank 😦
Undead 5: Oof. Ghouls rear some Tribal Spears while the left Vampasus rears more Tribal Spears. Over on the right, the weakness Necromancer charges the Shamblers to disorder them, thus incapable of charging through him.
The rears are successful, blending both Tribal Spear regiments, and also giving my Tree Herder no LOS to either of them (I think he is facing the Zombies, he had turned to protect his rear from both Ghouls and Vampasus). My opponent at this point is real hot for Ghoul troops 😀 Also the Necro fails to boop the Shamblers.
Herd 5: The Shamblers flank the Vampasus – we’ve been playing that for move-blocking purposes a charge is one movement, including the pick-up-and-place, not a sequence of small movements. Could be we’re wrong, I know other players have interpreted it differently, but my opponent agreed so flank it was. She doesn’t survive. The Centaur Chief charges in to sit the other Vampasus down, and both Tree Herders face the center to catch a Vampasus. The Druid heals the left Herder down to 1 damage, then I think the Centaur Chief fails to wound the Vampasus?? Not seeing a damage die O_O
Undead 6: Those damned Ghouls charge off into the last of the Tribal Spears, who are also weakened by that damned Necromancer. Also the Centaur Chieft is charged by Zombies + Vampasus, in a bid to rout him and reform.
The Centaur Chief takes only 3 damage, holding like a champ! Meanwhile the Tribal Spears only take 2 damage from the Ghouls.
Herd 6: The left Herder giddily rears the Vampasus, with Centaur Chief in the front. The Beast flanks into the Zombies while the War Herder helps the Tribal Spears out with the Ghoul troop.
Mmm, success. All of the Undead, save two loathesome Necromancers, are purged from the swamp.
Undead 7: Well, this is awkward. The shroud Necromancer tries to repeat the magic from Game 4, by charging the Beast in hopes of either a lucky rout or more likely disordering her, so she can’t fly exactly to where my opponent is measuring. She flubs the 5+/5+ tho.
Herd 7: The Beast swoops off to claim another token, after which the War Herder charges the offending Necromancer, pulping her and backing up onto a token. With 6 of 7 tokens, that’s a resounding …

HERD VICTORY

While it feels good to have outfought smashy Undead a second time, the left flank showed the importance of keeping my own hammers in reach of my mainline units, as the Tribal Spears kept splashing up against those Wights and getting nothing done, and couldn’t get a bead on his Vampasus, who got up to some short range flying shenanigans, which I gather is what fly is really about, not just long bombing into flanks. Speaking of which, cred to the Beast of Nature, what a power piece. Easy to see how two is a staple and three is common for high end Nature / Herd – whenever I faced Nature in 2E I always had to fight 3x lightning battery Beasts, which is a different and blessedly defunct situation (lol because now they’re called Mindscreeches :P)

I’ve got another game to report on, this time against Ogres and with the Beast (ironically given the above praise) swapped out for Moonfang! Who I realized is the same points but gives me another inspiring and spreads vicious wherever he’s fighting (a bit like my favorite part of Wiltfather). Stay tuned!

THE HALLOW 4: UNDEAD

My buddy has been waffling on the Undead army he’s currently painting for the upcoming Crossroads GT, so I summoned him to my place to smash out a couple games in the name of hobby science. I also rebuilt the core of my list to gain a little more defense – and a handful of points – at the cost of offense I was rarely getting much out of.

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 – Trickster’s Wand, Surge (8)
Tree Herder – Surge (8)
Druid – Conjurer’s Staff, Bane Chant (2), Heal (2)
Centaur Chief – Blade of Slashing

Swapping the Spirit Walkers down to Tribal Spears feels good for the Def4 (relevant in a world of Piercing(1) shooting), plus the phalanx buff for whenever it comes into play (spoilers: not really yet), but keeps the 15 attaks so I can work some dice magic, especially in a flank. The Walkers WC(D3) didn’t really matter – 12+D3″ outranges Sp6 enemies, which is cool, but not really much else – and while the Me3+ is groovy, getting punched or shot first isn’t. I also really like getting them down to 135 pts, these regiments feel like the versatile chaff / scorers I wanted. Also the Beast makes her reappearance, and I think this is the first Centaur Chief? Who is damn amazing.

Undead 2300
Wights Horde – Maccwar’s Potion of the Caterpillar
Wights Horde – Sir Jesse’s Boots of Striding
Soul Reaver Infantry Regiment – 10 Point Item
Soul Reaver Infantry Regiment
Zombies Regiment
Zombies Regiment
Zombies Regiment
Zombies Regiment
Zombies Regiment
Ghouls Troop
Ghouls Troop
Ghouls Troop
Vampire on Undead Pegasus – The Boomstick, Lightning Bolt (6)
Vampire on Undead Pegasus – Surge (4)
Necromancer – Inspiring Talisman, Surge (6), Weakness (2)
Necromancer – Shroud of the Saint, Surge (6), Heal (6)

His goal is to have trash control the field and objectives while the high quality Undead hammers smash things, which seems legit to me. Wights are honestly pretty frightening, between fly and Me3+ and so on. Soul Reaver blender regs are of course the hotness but I’ve been dealing with non-flying hammers for a long time, so a bit more of a shrug. I’m also a big fan of the Vamp Pegs and give them far more respect than Vamp Dragons.

We rolled up Plunder, which I dig as a scenario, bit more dynamic play involved. The Herd scouted and then took first as well.

BATTLE

Herd 0: Scouting phase!
Herd 1: Scooting phase! The Hallow take up position / grab almost all of the loot tokens (there’s one more hard to the left by the rock). The Beast menaces some angles from the lower-left, and in the center-right some Shamblers shelter behind a wall and tempt the Undead to try to unpack the right Soul Reavers and see what they’ve got when hindered. The Hex Herder pinged the weakness Necromancer as well.
Undead 1: The deadites scoot forward, with some Zombies ultimately slapping uselessly against the Shamblers on the wall, after trying to finagle a double charge with the Soul Reavers. Lightning however spikes into the Druid and wavers her!
Herd 2: With control of 6/7 loot points, the Hallow creeps back in the center, while charging out on the flanks. Zombies are flanked by Centaurs on the left and combo-charged by Tribal Spears and Centaurs on the right; to control the chaff game, more Spears jump on the leftmost Ghouls, and the Centaur Chief speeds off to sit down the surge Vamp Pegasus.
Herd 2: Right Zombies and those Ghouls get mulched, but the left Zombies hold the Centaur flank. The Vampasus is sat down.
Undead 2: The rage of the unliving is poured out all over the Hallow – Zombies counter Centaurs, Vampasus counters Centaur Chief, Soul Reavers + Zombies charge Tribal Spears, Vampasus 2 + Pathfinder Wights charge leftmost Shamblers, Ghouls charge center Shamblers (to get out of the way), and Zombies + Soul Reavers manage to hit the rightmost Shamblers. Whew.
Undead 2: Huge amounts of violence later, and only the Tribal Spears hit by Soul Reavers + Zombies rout! And the Centaur Chief is wavered. The Shamblers taking only 8 damage from Vampasus + Wights was certainly the biggest upset.
Herd 3: Made to bleed their own sap, the Hallow grabs as many flanks as possible and prepares for murder. L2R – Centaurs counter Zombies, Centaur Chief nimbles backwards to get in the way of the Soul Reavers, the Beast of Nature pounces on the flank of the lightning Vampasus, Shamblers + Tribal Spears hit the exposed Wights with a Tree Herder in the flank (!), center Shamblers counter their Ghouls, and right Shamblers counter the Soul Reavers with a flank from the Tribal Spears (their 2 pt loot tossed over to the Centaurs). The Druid bane chants somebody (gonna guess the Shamblers fighting the Wights), and the Hex Herder hits the weakness Necromancer again.
Herd 3: The left side of the board sees great success, with all combats routing the Undead. The Ghouls only wavering in the center is an insult, but the Soul Reavers wavering on the right is marginally acceptable.
Undead 3: The second wave of the dead hits the green line. L2R – the Soul Reavers can’t get past the Centaur Chief and into the Beast so grudgingly charge him, Zombies however can get in on her so charge the Beast, the surge Vampasus charges the mangled Shamblers on the hill (holding a 2 pt loot!), Ghouls charge the Tribal Spears near them, Wights blow their j-boots and hit the left Herder in the front, some Zombies fight some Tribal Spears, and more Zombies fight the right Shamblers. The weakness Necromancer pushes through the hex to weakness the right Shamblers, taking 4 damage for his troubles.
Undead 3: Centaur Chief and hill Shamblers get wrecked, otherwise damage happens, including the Beast getting grounded by Zombies 😡 Of note is the Herder copping 7 damage from the Wight charge … which I guess is math but still high five. The 2 pt loot token was not picked up by the Vampasus.
Herd 4: Sweet woodland carnage continues with another mass of counter/charges everywhere. Centaurs on the left flank Soul Reavers, the Beast pouts but counters her Zombies anyway, the hill Tribal Spears hit the Ghouls (sliding over and picking up the 2 pt loot token), the Herder hits the Wights, the central Shamblers aim to end their Ghouls, Tribal Spears to the right counter Zombies, weakened Shamblers counter more Zombies, and the Hex Herder charges the bleeding Soul Reavers with Tribal Spears in the flank. The Centaurs flanking the Soul Reavers enjoy the Druid’s bane chant. At this point I’ll note that the Vampasus is looking at a LOT of flanks and rears, so here’s hoping these combats work out!
Herd 4: The right Soul Reavers and Zombies are finally ground out, turning to face the center, and the center Ghouls rout and those Shamblers can turn to face the Vampasus as well. The Tribal Spears wreck their Ghouls as well, being able to turn to face, and more importantly block the rear of the Herder whomping on the Wights (5 damage). Sadly those Tribal Spears fighting Zombies near the center don’t poke enough … On the left the Beast slaps some Zombies, but really it’s about the Centaurs wavering the Soul Reavers! Hell yea.
Undead 4: Running low on both hammers and trash, the Undead grab what they can. Vampasus take that flank on Tribal Spears with Zombies in the front, Wights rev up to boop the Herder again, Zombies try to ground the Beast again, and Soul Reavers sadly turn to face their Centaur destroyers. The right Shamblers are weakened again.
Undead 4: The Herder drops to the Wights! But the Vampasus gets stuck in the Tribal Spears. The Beast must have been disordered as well.
Herd 5: The real question at this point is how to deal with the Undead hammers, and while the central Shamblers could have spun and been surged into the rear of the Vampasus, those Wights really needed to be held in place … So the central Shamblers hit the Wights, the right Zombies are flanked by the weakened Shamblers, the Tribal Spears see what they can do against the Vampasus (…), the weakness Necromancer is mobbed by hindered Tribal Spears, the left Zombies are flanked by more Spears in a bid to free the Beast, and the Centaurs hit the Soul Reavers in the front, despite Att6 being a really sad stat 😐 Bane chant goes on the center Shamblers, because they are gonna need it.
Herd 5: While both Zombie units rout, neither the Wights (13 damage!) nor the Vampasus (2 damage) care. The Tribal Spears on the Necromancer do 0 damage, failing to even disorder the crone, and while the Centaurs get the Soul Reavers up to 6 they can’t get another lucky waver. Gulp.
Undead 5: The Vampasus counters and explodes her Tribal Spears, the Wights one round the damage-less central Forest Shamblers (brutal tipped it over, plus me walking the Druid out of inspiring range), and the Soul Reavers get the Centaurs up to 18 damage but snake eyes it! What a swingy turn. The weakness Necromancer gets out of LOS and hits the right Shamblers with another weakness.
Herd 6: The Hallow collapses on the remaining Undead units, with the Tribal Spears flanking the Soul Reavers getting bane chanted.
Herd 6: While the Soul Reavers and Wights evaporated as anticipated, the Vampasus actually held the charge from Shamblers + Herder, albeit wavered.
Undead 6: In a final act of defiance, the shroud Necromancer changes the devastated Centaurs, hitting with her one attak and ………. I can’t remember if she rolled the 4+ to wound and then 2+ to rout, but let’s give it to my opponent 😀 Because this was a resounding …

HERD VICTORY

Actually, this my first win with the Herd! I didn’t realize that at the time, but that’s awesome! It was a helluva grind that I dictated from the beginning, when I grabbed 6 of 7 loot points in Turn 1. There’s plenty the Undead could have done – I felt like he was tripping over his chaff units as he struggled to unpack them, and the Wights hidden behind the central wood also meant they couldn’t see to charge, and I wasn’t giving him the range to push forward 7″ then surge in either. I do feel justified for fearing the Wights as much as I do, and his future lists are looking to lean more on them and less on the shiny Soul Reaver blenders.

As for my list, it felt really good to have the Spears over Walkers. Def4+ kept the Zombies or Ghouls from getting too lucky in the trash grind, and while phalanx didn’t come into play really, still having 15 attaks was grand, as was TC1 for flanking and second wave. Also the extra points to bring the Beast in, except in a list where she’s another tool and less of a desperation play like in Game 2.

We reracked and played another game immediately after this one, so stay tuned for more Undead stomping action!

THE HALLOW 3: RATKIN

In the run-up to the US Masters this weekend (spoiler: Go Herd!!), a bunch of the Northeast crew got together to dojo some games out before heading to Texas. My fledgling Verdant Herd got tossed into this pressure cooker as a matter of course 😀 I only had time for one game, and ended up playing Corey Reynolds’ Ratkin. Fun Fact: The last time I faced Corey was on the top table in a WHFB GT in Philly where I was playing Skaven and he was playing Wood Elves. He thoroughly outplayed me, but he isn’t called Mr. 300 for nothing. A note on this game, I didn’t take a ton of photos, as I was more keen to hang out and knew I’d be getting smashed to bits regardless 😐

The Herd 2300
Forest Shamblers Horde
Forest Shamblers Horde
Forest Shamblers Horde
Spirit Walkers Regiment
Spirit Walkers Regiment
Spirit Walkers Regiment
Spirit Walkers Regiment
Centaur Bray Striders Troop
Centaur Bray Striders Troop
Tree Herder – The Wiltfather, Hann’s Sanguinary Scripture, Surge (8)
Tree Herder – Surge (8)
Druid – Lightning Bolt (2), Bane Chant (2), Heal (2)
Druid – Lightning Bolt (2), Bane Chant (2), Heal (2)
Forest Warden – Surge (4)

I knew I would need something a little heavier going into this den of masters, so I trotted out the Wiltfather and a second support Druid. I don’t personally love running Wiltdaddy – honestly his vicious aura is the hardest thing for me to say no to – due to his cost and his popularity, but I figured I should see how hard he can carry.

Ratkin 2300
Shock Troops Horde – Plague Pots, Heavy Halberds
Shock Troops Horde – Plague Pots
Warriors Horde
Clawshots Troop
Clawshots Troop
Clawshots Troop
Weapon Team
Weapon Team
Weapon Team
Mutant Rat-fiend
Mutant Rat-fiend
Scudku-z’luk – Lightning Bolt (5)
Mother Cryza – Lightning Bolt (5), Bane Chant (3)
Brood Mother – Blight Staff, Drain Life (5)

Wheeeeew, it’s a strong list, ok? And fairly 3E all told: fewer bodies, more speed, more shooting, more mobile scoring. He ended up taking a version to Masters that swapped Cryza’s bane chant to a Lute on the other Brood Mother, as the vanilla mom tended to take a more supportive role, etc.

We rolled up Dominate, which initially seemed to favor me (US 26 vs 19) but probably was a benefit for him, as he can direct the hammers and shooting and scoring to the same place. Herd also won priority and took it.

BATTLE

Rats 1: My chaffy left flank is met with all three Weapon Teams and a Clawshot. They spend the game mostly trying to escape to the right or shoving in to see how bad the rat dice are, in the Centaurs’ case. Turns out 30 weapon team shots are hard to mess up!
Rats 1: View of the action proper, with Herd mobilizing some chaff and taking residence in the wood. Centaurs have started taking damage from Clawshots but miraculously hold.
Herd 2: Chaffing up the Mutant Rat-Fiends / threatening Cryza with the Warden on the right, and delaying the Shock Troops on the left with a long hindered Spirit Walker charge. Any chip damage these charges did was undone by the Brood Mom between the two Shock Troop hordes or the MRF’s regen.
Herd 2: Also there’s Scudz, lurking in the shadow of a house and threatening down the line. (His lightning however did almost nothing all game, if not literally nothing!)
Herd 3: With the first wave (Walkers + Centaurs) dealt with, the Hallow sends in the next round. More Spirit Walkers hit the Brood Mom, Forest Shamblers head into the Centaurs’ MRF, and both Herders combine their surges to propel the winged Shamblers 10″ into some Shock Troops! They do ok damage, thanks in part to bane chant, but it’s not mindblowing (Rally 2 on everything is kind of a lot to deal with). The Forest Warden also grabbed a flank on Cryza, and despite being a champ (6 attaks = 5-6 damage) her Nv was crazy high thanks to rally too so nothing else.
Rats 3: MRF sneakiness ensues, with one corkscrewing the winged Shamblers (they live!) and the other very dexterously flanking some Spirit Walkers (they don’t live!) The other two Shamblers are ground on as well to little real effect. Skudz hops into the pond and kills those other Spirit Walkers harassing the Brood Mom.
Herd 4: The normal Tree Herder joins some Shamblers in hitting Cryza (she only wavers!), and the winged Shamblers turn to the left and are surged into the Shock Troop horde, which is evaporated under all the angry tree punches. The Wiltfather (who had surged said Shamblers in) menaces an MRF and board center.

Rats 4: One MRF flanks the winged Shamblers, along with Shock Troops to the front, ending their reign of terror. The other MRF rears the regular Herder, but fluffs and it lives! And the other Forest Shamblers are shot off the table.

Herd 5: The last of the Shamblers kill Cryz, the Wiltfather rears and obliterates one MRF, and the other Herder and/or Warden continue to pound on the other one.
Rat 6: After dropping the regular Herder last turn, the Rats hard zone the Herd out of the center, and continue to bath the Wiltfather in shooting of different flavors. The last Forest Shamblers hold firm, but are out of the Dominate range. Turn 7 happens! The Wiltfather smashes a Weapon Team but the Shock Troop horde can’t be ground out.
Rat 7: The Wiltdaddy tanks Scudz to the front and a Warrior horde to the rear, but as a last act of aggression the Shock Troops tear down the Forest Warden, who had a helluva game and caused a lot more damage than his 3 attaks suggests. But anyway, this was a foregone …

RATKIN VICTORY

It was cool to play Corey again after so long (he tends to run events, not play in them), and good to face Ratkin, something I’ve very rarely done, despite playing them myself. The game had a couple cool moments, like the 10″ surge and Forest Warden on a tear, but again I felt doubly outclassed. Oh, and it was cool to have the Wiltfather go so hard, tho as we see, one model doesn’t a domination make.

That’s my gaming backlog, hope to get a couple more games in soon! Til then!

THE HALLOW 2: OGRES

With plenty of time left in the afternoon and hungry for another kick in the teeth, my Ogre opponent and I re-racked and threw down once more 😤

The Herd 2300
Forest Shamblers Horde
Forest Shamblers Horde
Forest Shamblers Horde
Spirit Walkers Regiment
Spirit Walkers Regiment
Spirit Walkers Regiment
Spirit Walkers Regiment
Centaur Bray Striders
Centaur Bray Striders
Beast of Nature – Wings, 7 Attaks
Tree Herder – Trickster’s Wand, Surge (8)
Tree Herder – Surge (8)
Great Chieftain

This list traded in significant support – the Druid’s bane chant (+ heal) + inspiring and the Warden’s chaffing powers – to get my winged Beast into the mix:

Fun Fact: I’ve never played with a flying monster, just against them!

Ogres + Nature 2300
Hunters Horde – Brew of Haste
Hunters Horde
Boomers Horde
Warrior Chariots Regiment – Mead of Madness?
Berserker Braves Regiment
Berserker Braves Regiment
Red Goblins Spitters Regiment
Red Goblins Rabble Regiment
Red Goblin Scouts Troop
Kuzlo & Madfall – Enthral (5), Hex (3)
Nomagarok – Bane Chant (3), Heal (4), Lightning Bolt (4)
Berserker Bully
Boomer Sergeant – Inspiring Talisman
+
Naiad Heartpiercers Regiment
Unicorn – Wings, Lightning Bolt (5)

Great list is still great! He waffled about downgrading the Spitters to Rabble and using the extra points to I think push the Bully to a Warlord, but decide to stick it out as written.

We rolled up Salt the Earth, and shockingly I remembered to scout, although the Ogres would win and take priority.

BATTLE

Scouting moves! Beast is hard left and the second Centaur troop plus fourth Spirit Walker regiment is hard right. The right Tree Herder is intentionally in range of the Warrior Chariots and the Red Goblin Scouts, in the name of ‘Come At Me Bro’ Science.
Turn 1: The Ogres indeed come at me …
Turn 1: … and oh sweet dark forest gods, the Hex Herder falls O_O (partially thanks to Nomnom’s bane chant, partially thanks to great dice). My respect for chariot regiments skyrockets (spoilers for my current Herd list ;P), but also Shamblers take damage from shooting to the left and Scouts to the right.
Turn 1: I openly debate restarting, however decide to soldier on sans 1 Herder, again for Science. The Scouts are mobbed and torn to shreds by three units (for unknown reasons, though partially to get them all up the board together), and the rest of the Hallow either threatens charges or forces the big meaty hands of the Ogres. I did not burn my objectives and 100% would regret it later.
Turn 2: Oh lord, they coming! Charges slam in across the line: Braves to Shamblers, Hunters to Herder, Chariot to Shamblers, Hunters to Walkers, Bully to Walkers annnnd Kuzlo to Centaurs hard right.
Turn 2: A lot of damage is dished out …
Turn 2: … like a lot of damage! Astoundingly the only casualty is the Centaur troop derping down the center of the board.
Turn 2: Winged Shamblers corkscrew the Hunters, Spirit Walkers hit their other flank, and Herder and bashed up Shamblers hit them in the front.
Turn 2: The Hunters, well, they don’t make it 🍻 The Herder overruns and the units prepare to receive. Also peep that Beast of Nature nimbling into delicious flanks.
Turn 2: Over on the right, Shamblers punch 6 damage into the Chariots, two Spirit Walker regs scrabble 10 damage into the Hunters (wavered!), and it looks like Kuzlo and the Centaurs are having a grand ol’ time still.
Turn 3: The Ogres tee up another round of violence …
Turn 3: … as is their want (Chariots into Shamblers, Bully into Walkers, Kuzlo back in to end it).
Turn 3: Shamblers and Spirit Walkers are shot off to the left; Shamblers, Spirit Walkers and Centaurs are finished off the right. The Herder absorbs the flank from the Braves and the last remaining Shamblers absorb the other Braves’ affections.
Turn 3: With units left to grind with, the Hallow grinds on! Spirit Walkers + Shamblers hit some Braves, the flying Beast rears the other Braves while their Herder flanks the Rabble and the Spirit Walkers on the right try to pop the Hunters and the Great Chieftain powers into the Chariot regiment to similarly tip them over.
Turn 3: Everything touched, dies. Hell yea.
Turn 4: Ogres line up shooting on the left and send solos into combat on the right.
Turn 4: While the Spirit Walkers finally bite it to the right, the only result on the left is pushing the Herder up to 10 damage.
Turn 4: The Herd is feeling quite light on the field, but keep on smashing, double charging the Boomers as the Beast lines up next turn. The Great Chieftain leaves Nomnom to go mess with Spitters (easier marks than the power solos to the right). Damage happens but it’s not enough to keep the momentum up.
Turn 5: The Ogres, meanwhile, have a lot of tools and they apply them liberally. No Herd member falls but both the Beast and Great Chieftain waver :/ The Bully has slunk off to the right to hold a token for a couple turns.
Turn 5: Beast and Great Chieftain waver around, while the Herder flanks the Boomers and helps the Spirit Walkers pulp them.
Turn 6: The Ogres keep it classy, finishing off 3 of 4 Herd units with charges, including that pinky-finger-up Unicorn rear charge into the Herder. Chef kiss. The Beast cops 2 damage from shooting, bringing it to 4.
Turn 6: The Beast dives the Boomer Sergeant to try for a one-round, but whether or not it worked, the Ogres hold 3 tokens to the Herd’s 0, meaning we’ve got another …

OGRE VICTORY

As appropriate as it is that the Beast of Nature was the only surviving model, she clearly wasn’t able to carry the game by herself, particularly a game that I started 275 points down thanks to baiting with the Hex Herder. Upon review, I’m surprised I did as well as I did (apart from holding 0 tokens), tho with so much highly maneuverable shooting, even if I had burned every token I controlled and made a concerted, cagier play for the Ogre’s tokens, I doubt I would have had much surviving at the end to claim said tokens.

My main feelings after these first two games were a) it felt great to play KOW again, what a game; and b) I really don’t know what Herd in general and this list in particular wants to be doing. The Lycan spam list is probably the only Herd list that I can immediately see the strength in really, but I love how this army looks and I’d like to make the combination of decent infantry regiments and cheap large infantry hordes work together. But it is pretty clear that I need a dedicated hammer, the grind doesn’t really work for Herd or in the meta in general.

Stay tuned for the next report, where I face rats piloted by a Master!

THE HALLOW 1: OGRES

With the army based and lockdown lifting, I was finally able to get a couple games in with the Herd! Against my clubmate and usual punching bag, who at this point was putting in reps for the upcoming US Masters tournament in July 2021. Not expecting great results, I selected one of the many lists I had brought and gathered the angry tree things together for the first time …

The Herd 2300
Forest Shamblers Horde
Forest Shamblers Horde
Forest Shamblers Horde
Spirit Walkers Regiment
Spirit Walkers Regiment
Spirit Walkers Regiment
Spirit Walkers Regiment
Centaur Bray Striders Troop
Centaur Bray Striders Troop
Tree Herder – Trickster’s Wand, Surge (8)
Tree Herder – Surge (8)
Great Chieftain – Mead of Madness, Sabre-Toothed Hunting Cat
Druid – Conjurer’s Staff, Bane Chant (2), Heal (2)
Forest Warden – Surge (4)

I decided to bring the most varied version of the list to start out, including a much-maligned Great Chieftain! I also brought along the Trickster’s Wand thanks to the improvements to hex in Halpi’s, as well as the change to having more Spellcaster 1+ wizards in the game, when previously it felt like most people just took Spellcaster 0 casters that are immune to hex.

Ogres + Nature 2300
Hunters Horde – Brew of Haste
Hunters Horde
Boomers Horde
Warrior Chariots Regiment – Mead of Madness?
Berserker Braves Regiment
Berserker Braves Regiment
Red Goblins Spitters Regiment
Red Goblins Rabble Regiment
Red Goblin Scouts Troop
Kuzlo & Madfall – Enthral (5), Hex (3)
Nomagarok – Bane Chant (3), Heal (4), Lightning Bolt (4)
Berserker Bully
Boomer Sergeant – Inspiring Talisman
+
Naiad Heartpiercers Regiment
Unicorn – Wings, Lightning Bolt (5)

By all accounts, this is a great list. In my mind Ogres tend to be one-note slow melee armies, but high end Ogre lists like this one are in reality fast melee armies with surprising amounts of ranged damage and a strong ability to play the scenario, thanks to everybody scoring. Add to that the premier allies package courtesy Halpi’s making Heartpiercers unlock, and you’ve got a supremely flexible toolbox of a list.

The Hallow’s first game would be Dominate, which was certainly welcome for my first game of 2021 as well. I won the roll off and took it … and of course I forgot to scout before rolling 😛

BATTLE

Battelines!
Turn 1: The Herd scouts / shambles / sprints forward. I barely know what I’m doing, and the Ogres both out-charge and out-shoot me to degrees I haven’t planned for :X
Turn 1: The Ogres keep it cagey, staying out of charge ranges with the exception of Kuzlo, who has ripped down the right flank and rotated in. Nomnom tags the Warden with 2 damage, and the Heartpiercers stick 2 onto the Druid as well, wavering her.
Turn 2: Stumpy feet shuffle around a little? The Warden demands to be dealt with over in the shooty forest, and the right Centaurs gore Kuzlo for 3 damage. That one Herder lands a hex on the Unicorn too! Result!
Turn 2: Here we go! Kuzlo counters the Centaurs, Hunters + Chariots hit some Shamblers in a puddle, Berserker Braves tango with other Shamblers, other Hunters hit some Spirit Walkers on the hill, the Berserker Bully rushes in and punches more Shamblers, the other Braves rocket forward and hit the leftmost Spirit Walkers, and on the far left the gobbo Scouts charge their Centaur counterparts. Only the Centaurs and the Walkers on the hill rout, the rest of the Herd holds – in the puddle Shamblers’ case, somewhat preposterously (10 damage, 1-2 of it from the Hunters’ 18 @ 4/4+). Oh, also the Warden is evaporated by the shooting bunker.
Turn 3: Sweet, sweet counter-offensive. The Centaurs go back into Kuzlo, the Hunters in the puddle are flanked by Spirit Walkers (who avoid hindering on the wall thanks to the Great Chieftain escorting them in), the Chariots are corkscrew flanked by (bane chanted) Shamblers and fronted by the banged up ones, the Hunters on the hill are booped in the front by a Hex Herder, the left Shamblers counter the Bully, the Other Herder pressures the shooty forest annnd the left Walkers hit the Braves as they wait for the hero Scouts to flank them. While no combat goes poorly, the rout dice are only there for the puddle combats, so the grind continues. (Note that the Radiances of Life are popping off from the Herders all game, where applicable.)
Turn 3: The leftmost Spirit Walkers are eaten by the Red Goblin Scouts in the flank, and the Centaurs way on the right are devoured by Kuzlo and/or Madfall. The mangled Shamblers in the puddle are dropped by shooting, as the grind continues across the center of the board.
Turn 4: The Other Herder finally makes contact with the Boomers and the Great Chieftain doubles back and re-pins Kuzlo in place, while the rest of the combats grind on, resulting primarily in the death of the Berserker Bully. Surviving Spirit Walkers push through cover to become relevant / be harder to hit.
Turn 4: The left Braves grab a rear charge on the Other Herder and the Red Goblin Rabble pounce on the Spirit Walkers emerging from their woods, as the shooters begin descending on the center. The Ogres (and friends) pound a lot of damage around – Other Herder to 11, Hex Herder to 7, winged Shamblers to 4, pond Shamblers to 6, pond Walkers to 5, wood Walkers to 1 (damn you goblins!) – but the Herd holds.
Turn 5: Finally, the Herd grinds out almost all of their Ogre dancing partners. The Boomers are smashed, the left Braves get reared and routed by winged Shamblers, and the other Braves fall to the pond Shamblers. Annoyingly the Rabble soak up the affections of the wood Walkers, while the Hex Herder keeps on getting whittled down by the Hunters on the hill.
Turn 5: The theme of stuff finally dying continues with both Tree Herders falling, one to the Boomer Sergeant’s firepower and the other to a furious flank from Nomnom. The pond Spirit Walkers are ‘pierced and ‘bolted to death as well.
Turn 6: It may be late in the game, but somehow the Herd still have gas in the tank! Shamblers hit the fresh Boomer Sarge and one round him (!), as the other Shamblers launch from the pond into the rear of the hill Hunters, tearing them asunder at long last. Speaking of murder, the Spirit Walkers turn on and blend the Rabble over in the wood. You can also see the Great Chieftain still kicking it with Kuzlo over far right.
Oh no.
Turn 6: The hill Shamblers are sandwiched and murdered by goblins (Nomnom was present) 😐 Also the last of the Spirit Walkers are ventilated by Heartpiercers, and the Druid survives a charge from the Unicorn (tho she is wavered). Somehow the Great Chieftain survives another round with Kuzlo.
Turn 7: We head into accidental overtime with the last of the Shamblers punching some Spitters. The Great Chieftain slaps Kuzlo some more.
Turn 7: The Spitters scratch 1 damage onto the Forest Shamblers, and the Druid survives another charge from the Unicorn! (Tho again wavered – here she’s already nimbled away in Turn 8.)
Turn 8: We roll for an extra turn this time and get it! The Shamblers punch the Spitters into the dirt, then absorb a round of shooting in the Ogre half to survive the game. The Druid, on the other hand, is finally run down by the Unicorn. (The Great Chieftain would end the game on 4 damage, facing Kuzlo on 0 :P) With US 3 vs 5, that’s an …

OGRE VICTORY

I’m pretty shocked I did this well, especially with how light on tools the army felt to me. Locking Kuzlo down all game helped a lot in keeping any semblance of control, but judging by all the flanks and rear charges things were certainly a little wonky. I do feel like I have my buddy’s dice to thank for any work I got done, from that early pond fight to the Herders’ resilience, and so on.

We flew into a second game right after this one, look for the right up soon.

SCUTTLIN’ REALM 19: FORCES OF THE ABYSS

Hope y’all had a great holiday season, all pandemics considered. Popping in to toss some shots of my last game of 2020 up (from August!), the report for which got lost in the shuffle, partially because my dice made it a particularly one-sided affair. Also wanted to warn y’all that I’ll probably let my WordPress pay account lapse in 2021 – which mostly means the URL will default to something less cool. Still hoping to log games up here, when they happen again 😞 But anyway, here’s a fast report of a game I barely remember:

Trident Realm 2300
Water Elementals Horde
Water Elementals Horde
Gigas Horde – Chalice of Wrath
Gigas Horde – Staying Stone
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Kraken
Kraken
Naiad Centurion – Blade of the Beast Slayer
Naiad Envoy – Bastion (2), Tome of Darkness
Naiad Envoy – Lute of Insatiable Darkness

This is essentially the final form of the crabs – and will hopefully be painted soon, really putting off painting my last big Mierce crustacean. Water Elementals are really quite good, Kraken work best in pairs, the shooting is real and it’s been cool to realize that individuals have a place in this game.

Forces of the Abyss 2300
Lower Abyssals Horde – two-handed weapons
Lower Abyssals Horde
Molochs Horde – despoiler champion
Molochs Horde – despoiler champion
Abyssal Horsemen Regiment
Succubi Regiment – lurker
Flamebearers Regiment
Gargoyles Troop
Gargoyles Troop
Manifestation of Ba’el – Lightning Bolt (7)
Abyssal Champion – Lightning Bolt (5)
Abyssal Warlock – Bane Chant (2)
Seductress – Bane Chant (2)

I’m guessing on some of the upgrades here, but this seems more or less correct. The Molochs might not have champs, which would leave points for the other Lowers to have CS(1) and the Horsemen to get a movement upgrade, both of which seem likely.

Looks like we were playing Plunder, judging by the tokens.

BATTLE

Battlelines!
The Abyss descends upon the crab line, albeit with some restraint. Lightning plays across the central Gigas (i.e. one of two units that can’t regen).
Scuttlers scuttle in response. Bastion goes on the left Kraken and Heartpiercers left and right begin ventilating the Succubi and the Horsemen, despite the negatives to hit.
Turn 2 means charges! Some Gargoyles successfully disorder some Heartpiercers, but unfortunately the Horsemen hard fail against the wounded Gigas. A catastrophic Kraken flank is saved however when the Abyssal Champ’s 2 lightning damage results in a box car waver on the titan! The left Water Elementals also cop a couple damage.
The crab’s respond by going aggro with the left Kraken (into Molochs) and Water Elementals (into Lower Abyssals), and otherwise counter-charging the middle and letting the Abyssals decide on the flanks. Heartpiercers chunk some damage on the unengaged Molochs and Lower Abyssals.
While there’s a lot of damage spread across the Abyssal line, the Gigas go wild and tear the Horsemen to pieces! Something like 11 damage from 12 attaks <chefkiss.gif>
Turn 3: The next wave of Abyssals hits home, as 5+ regen kicks in. The Bastion/Lute Envoy takes some damage from the Flamebearers before the carnage begins …
The Scuttlin’ center crunches like so much seafood, but the rest of the shellfish hold the line – including the Heartpiercers on the far left (9 damage taken!)
The crabs respond with the coldhearted violence of their genus: Gigas flank the Succubi on the left, the grind continues in the upper-left, Ba’el’s Kraken jumps on the central Molochs while the Centurion and some stalwart Heartpiercers sandwich the fallen demon lord. The sound of regening can be heard across the board.
Once again, Gigas one-round a unit (hindering be damned), taking out the Succubi. The central Heartpiercers likewise one-shot the Gargoyles who killed their mates last turn. Everywhere else the grind continues, with special mention for the Centurion and Heartpiercers dealing heavy damage to Ba’el.
The Abyssals continue to pile damage on in Turn 4 – check out all those double dice! – but the Nv checks aren’t there. The white chits show that the Scuttlin’ center has been wavered tho (Bastion Envoy, Heartpiercers and central Kraken).
Amongst all the regening (actually it looks pretty weak for 4/5+), the triumphant Gigas plow into the left Molochs as everyone else counter-charges …
Yes, gentle readers, all that happened. The left collapses thanks to that combo-charge, three turns of Water Elemental affection (eventually 54 attaks CS(1) attaks pays out) and a brutal single round of Heartpiercer fire into the Flamebearers. The right vanishes when those heavily damaged Water Elementals rolled like 17 hits and erased the horde 😅 Also Ba’el was torn down by the Centurion, which is pretty damn epic and exactly what he’s there to do. (The above shot is actually from Abyssal 5 but shows the combat results.)
With the heart and most of the limbs torn off the Abyssal army, Turn 5 is a little lackluster. The Seductress dunks the Bastion Envoy and prepares to get Gigas’d, the central Molochs get their Kraken up to double dice but can only pull the waver, while the Abyssal Champ can’t pop the mangled right Water Elementals.
A Kraken careens from one hill into the flank of the Molochs’ on the other, along with a brutal flank from those hero Heartpiercers. Also the Gigas chitter into the Seductress and the right Water Elementals prepare to chomp down on the Champion.
The Molochs disintegrate, but the individuals hold. Heartpiercers begin barraging the Abyssal Warlock with harpoons.
Turn 6 last gasps from the Abyssals. The Warlock tries to firebolt the wounded central Kraken, for no dice.
The Gigas see through the Seductress’ wiles and snip her in half, shortly after a wall of Heartpiercer fire impales the Warlock. The Abyssal Champion is the only demon left on the board, as the crabs quickly regen almost all the damage done to them. Oh, and snap up every loot token.

SCUTTLIN’ VICTORY

A commanding win for the crabs, thanks in large part to terrible Nv dice for the Abyssals. At the time it felt like this game was really run by the dice, to the point that reporting it felt a little weird, but watching it play out here I’m pretty happy with choices I actively made. Going ham on the left with the Kraken and Water Elementals took me a long time to decide on – this kind of decision almost always bites me – but really paid out, as it held up units that were going to struggle without hot dice and let me grind them down.

Anyway, that’s all the KOW for 2020! Really excited to get back on the table next year, and trying to stay focused and keep working on KOW hobby stuff until then, as opposed to wandering around the grim darkness of GW stuff and getting really nothing done.

Happy New Year!

SCUTTLIN’ REALM GAME 18: EMPIRE OF DUST

It’s the final round of the GT and I’m 2-2 and firmly on a lower-middle table. Sounds about right, and I’ve already accomplished my goal of two wins, so however this rampage ends I’m content. Up against EOD for the first time in 3E, helmed by a dude I’ve seen around for a while now but never played.

Empire of Dust 2300

Revenant Horde – Blessing of the Gods
Enslaved Guardian Horde – Casket of the Damned
Enslaved Guardian Horde – Casket of the Damned
Mummy Regiment – Casket of the Damned
Mummy Regiment – Casket of the Damned
Bone Giant
Monolith
Empire of Dust Balefire Catapult – Scarab Jars
Empire of Dust Balefire Catapult – Scarab Jars
Idol of Shobik
Revenant King on Undead Great Flying Wyrm – Surge (8)
Cursed High Priest – Undead Horse, Surge (8)

The EOD general was pretty down on most of his units who aren’t being repped by a towering bronze statue of Set (obviously Shobik!), however I still rate Enslaved Guardians (Me 3+!) and have distinct memories of being rocked by Bone Giants and struggling to pound through Mummies fast enough in 2E. Also I’m really bad at accounting for Caskets, and they’re everywhere here.

Aside: This game really showed how badly we’ve missed EasyArmy, as both he and I were misremembering EOD stats left and right, and had to keep going back to the giant 3E hardback to double check things. Really the worst.

Found 5 was Raze. Scuttlin’ Realms go first, not by choice.

BATTLE

Battlelines! Scorpions are Catapults, pyramid is the Monolith, other stuff is pretty clear.

Scuttlin’ Turn 1 sees the stranded left flank push as hard as it can through difficult terrain / shambling, and the right flank kinda chill out. You know, get some shooting in first.

The Empire doesn’t do a ton of moving in response, but a horde of Enslaved Guardians is launched up the table and stops 1” short of the right Heartpiercers. Whoa. Catapults splash 4 damage into some other Heartpiercers. And suddenly I’m reminded what Undead surge is like, except with caskets and Monoliths added to the mix.

Scuttlin’ Turn 2, and I’mma need those flanking assets in here pronto, m’k? The leftmost Kraken burns a token (1:0), as does the Water Elemental horde (2:0). Central Hearpiercers begin raking the Revenant horde with harpoons while Gigas prepare to receive. But really it’s about the cccccombo charge on the right: Kraken + Depth Horror Eternal + Heartpiercers into Enslaved Guardians … for 7 damage?! It doesn’t work out 😐

CURSE! CURRRRRSE! Guardians counter-charge the Heartpiercers, the Bone Giant thunders into the Eternal, and Shobik is surged into the flank of the Kraken. Balls. Also Catapults slap those central Heartpiercers back to 6 damage.

That Kraken is dropkicked and the Heartpiercers blended, but the Eternal only takes 2 damage. Time to flex, bro. The EOD burn my right token (2:1).

Scuttlin’ Turn 3, the anvils rotate to receive the dead and hope we’ve got all the surge angles covered. Heartpiercers continue concentrating on the Revenants, getting them to 7 damage for future reasons. The Eternal chooses to hack into the injured Enslaved Guardians, for token damage.

Whether through magical means or their own cantankerous willpower, the Revenants flank the Gigas (I don’t remember seeing this, but I also wasn’t worried, since it was 5+/5+), the Eternal is flanked by the Bone Giant and countered by the Guardians, the Mummies fall short of the other Gigas, and Shobik lumbers into the central Kraken …

Things turn out pretty well, with the Gigas only taking a predictable 5 damage, the Kraken taking 9! damage from Mega Shobik, and the Eternal getting pulverized and lifeleached.

Scuttlin’ Turn 4, time for crabby vengeance. A catapult gets Krakened (it dies), the Revenants get flanked by Water Elementals + Heartpiercers (they die), Shobik gets countered by the Kraken and flanked by the Revenant’s Gigas (it dies!), and those lower Mummies get charged by the Gigas (they will never die, but also take 2 damage).

Gigas, prepare to face-tank! One horde takes Mummies + RKOUGFW + Guardians to the front, while the other receives Mummies + Bone Giant.

That triple charge is super effective! But the other combat is a fluffer, just 4 damage.

Scuttlin’ Turn 5 – you know, I think that central Kraken has a flank on that Wyrm? Ah well. Instead he combo-charges the Mummies alongside the Gigas (who are shoved onto a fence from whence they will never escape). Up top, the other Kraken + Water Elementals take on the other Mummies, leaving it to some Heartpiercers to ground the Wyrm. Now that’s generalship. Other Heartpiercers put some rounds into the unhurt Enslaved Guardians.

While the bottom Mummies die, the upper ones hold, and the Heartpiercers fail to land the one 5+/5+ they were hoping for.

The RKOUGFW hopes into a further back Heartpiercer regiment, letting some Guardians flank the ones trying to poke him. More Guardians front charge the lower Kraken, as the Bone Giant tackles the Gigas and the upper Mummies counter the Water Elementals.

Lots of things get damaged, nothing breaks … because he snaked the Guardian’s Heartpiercers with 20 damage on them! Now that’s generalship. EOD is able to burn another token (2:2).

Scuttlin’ Turn 6! Heartpiercers mob the Wyrm and counter-charge the Guardians (10 damage regened!), along with a lot of counter-charging from bigger dudes into Mummies / Guardians / Bone Giants. The upper Mummies rout and the Water Elementals + Kraken overrun, burning my final token (3:2), but otherwise everything holds tight, and the Wyrm fends off the 16 5+/5+ little stabs trying to ground him.

Everybody back in!

The Wyrm breaks through the Heartpiercer wall, but otherwise everybody wavers … except for those central Heartpiercers, because yes, those Enslaved Guardians got them back to 20 damage and snaked them again! Hahaha!

Scuttlin’ Turn 7! The Gigas, thanks to fury, counter-charge the Bone Giant and cut him down at the knees. The Kraken regens furiously (9 of 15), while the other Kraken shoots into those Guardians harassing those HEROMODE Heartpiercers and ends them (said Heartpiercers regen 11 of 20 damage). Finally, the free Heartpiercers luxuriate on the central token and shoot the remaining Catapult off the table.

Happy to be done with this farce, the RKOUGFW flies off and burns a token (3:3), and the Guardians swing into their Kraken one more time and wavered it. Crabs take it thanks to the center objective (4:3).

SCUTTLIN’ WIN (15-6)

While I started this GT with terrible play and frigid dice, I happily ended it with some actual strategy and deliciously hot dice – particularly if we count my opponent’s double snake eyes, thanks for the assist, man! Good smashy game to end my first 3E GT, and a better run with the crabs than I had expected to have, frankly.

When everything was totaled up, I ended up placing 26 out of 48, just missing the Counter Charge award for dead middle of the pack. But putting the numbers aside, Best of the Rest was a great event that I’m thrilled to have happen in the first place, as it was wonderful to be some small part of the US Masters and share in this amazing KOW community.

Speaking of meeting great players and seeing some of my favorite online armies in person, you can catch some shots of my favorite armies / units (and more of my own) in this album here: BEST OF THE REST #0

SCUTTLIN’ REALM GAME 17: TRIDENT REALM

Day 2 of the Best of the Rest GT kicked off with a second Trident Realm Civil War! This time it’s crabs vs (jumping) sharks, up against the dude who would go on to win Best Sports – he got my #1 as well, thanks to him for being such a nice guy as well as meticulous player.

Trident Realm 2300

Riverguard Dambuster Horde – Brew of Sharpness
Riverguard Dambuster Horde
Riverguard Treeleaper Regiment
Riverguard Treeleaper Regiment
Riverguard Treeleaper Regiment
Riverguard Treeleaper Troop
Riverguard Treeleaper Troop
Kraken
Kraken
Knucker
Knucker
Riverguard Sentinel – Trickster’s Wand
Naiad Envoy – Bastion (2)

I had watched this army dismantle my first round opponent the Friday before the event, and yea, I’m a fan of it. Frogs are probably the most interesting troops in the Trident list these days, even with being able to disorder flying. Toads I’m not sold on, though ironically I was talking to Kara Brown the night before about how disappointing they are, and the conclusion was Me 3+ would go a long way to help make Dambusters real. Naturally this list has a big ol’ toad hammer that hits on 3+. Solid.

Oh right, Kraken Count [5] again.

Round 4 was Control. The Scuttlin’ Realm went first, prrrrrobably not by choice.

BATTLE

Battlelines! Enemy TR L2R: Knucker, River troop, River reg, Dam horde, River hero, River reg, River reg, Kraken, Kraken, Envoy, Dam horde (Me 3+ i.e. the gold shark), Knucker, River troop.

Crabs scuttle up. Krakens project force. Lamentably the right Gigas couldn’t toe that forest with their 5” move. That blank base next to the Water Elemental crab is a Kraken.

Sharks scooch forward, but mostly it’s about the Knuckers. The Kraken gets bastion and my own bastion Envoy gets hexed!

Scuttlin’ Turn 2. We do what we can to prepare for the Knuckers, but I know he’s going to do screwy things I won’t see coming. Envoy takes 2 damage from bastioning the left Gigas, and Heartpiercers stick 6 damage into a River reg and 3 onto the right Knucker.

Knuckers, engage! Left Gigas are flanked by a Knucker (for 7 damage), while the other noms 3 damage off of the right Hearpiercers, wavering them (!) The Riverguard Sentinel leaps on a central Heartpiercer reg, disordering it with 2 damage, and otherwise the shark line continues to play it cagey, save for the wounded regiment that jams the center alongside a bastioned Kraken.

Scuttlin’ Turn 3, and I should note that at this point we are both melting our clocks down with tight positioning and option weighing. Regardless, I eventually keep pressing the right (the Eternal is facing the River troop and where they might hop to), punch down in the center (to the tune of dead Riverguard reg and gently caressed Krakens, the white one having copped a Hearpiercer harpoon), and bait the left with Heartpiercers (who also shoot and waver the leftmost River troop). The Gigas ultimately did not counter their flanking Knucker, preferring to backup out of the Dambuster’s charge and just accept another round of being flanked. With their massive base, turning to face would have invited a whole lot of toady attention.

Also the Heartpiercers fighting the Sentinel began wrecking him, as is their want.

Sharks pounce on the left but wow do they meet with some tough luck. Riverguard reg and Dambuster horde leap on the Heartpiercers in the woods, but 7 damage later they’re only wavered. The Sentinel swaps to the Gigas to help out the Knucker, however it’s another waver despite 13 damage – and these crabs conveniently have fury! More Riverguard jump into the central Heartpiercers, wavering them as well on 4 damage.

In the center, the Kraken actually disengages from the Water Elementals, as the other one goes to pressure the right flank. The Awesome Dambuster horde continues to back away from my right Kraken.

Scuttlin’ Turn 4. With less than 30 minutes left in the round, I tell him I’ve really enjoyed the match but have to play a little dumber now – basically I decide to throw the game away on a couple poor risks instead of waiting for us to clock out in a draw or minor win to him.

Anyway, time to go aggro! Kraken on the left rears and kills the Knucker in the Gigas’ flank, while they counter and waver the Sentinel. Friendly Heartpiercers shoot the sharks messing with their wavered buddies on the hill, for 2 damage. Kraken in the center combo-charges the bastioned enemy Kraken with the Water Elementals, and while they do a solid 12 damage, a double 8 rout test is too much. Finally, the right Kraken and Gigas go into the other enemy Kraken, doing a couple dice of damage but evidently failing to even waver it. In related news, the Heartpiercers on the right wound the remaining Knucker but narrowly miss even wavering it.

Jumping sharks everywhere! On the left, the Heartpiercers in the forest are charged by a River reg + River troop, the Gigas by the (Me 4+) Dambusters, and hill Heartpiercers by the other River reg. In the center, the Water Elementals are countered by the purple Kraken. On the right, the Gigas take white Kraken and Awesome Dambusters in the front, and the Kraken receives River troop in the flank and Knucker in the rear.

It’s, uh, super effective. All targets die, except for the Water Elementals and the hill Heartpiercers, who are wavered again. 830 point swing! Also: Kraken Count [4]

Scuttlin’ Turn 5, with minutes on the clock (this pic is from the first seconds of Sharktopus Turn 5, when the white Kraken went ham). I floor it for the scenario, sending the Eternal hard into the back right corner; the central Kraken charges, devours and overruns his Envoy; and the left Kraken backs up onto the fence to keep all them flying sharks in his front arc. Some Heartpiercers flank the Riverguard on the hill but can’t work any magic despite 5 damage total. The right Heartpiercers try to blast off the River troop but 2 damage isn’t enough. Finally, Water Elementals in the center slap that purple Kraken back to 10 damage but no lucky 9 pop.

With seconds left, the sharks have a go at the left Kraken (8 damage, no result), his white Kraken rear and devour the flanking Heartpiercers, Riverguard reg + troop mob and devour the hill Heartpiercers, and Awesome Dambusters pounce and devour the right Heartpiercers. The Water Elementals take a bunch of damage – Sentinel in their flank now – but hold. He clocks out.

Scuttlin’ Turn 6 (seen here), I use my last seconds to juke the central Kraken into an uncontested zone and then swing into the central Kraken and Riverguard reg down in the lower left. No lucky routs in either case, ensnare sucks, but that was just for attrition, he’s got this 5:3 or maybe 4:3 depending on where that Knucker is at.

SCUTTLIN’ LOSS (6-15)

 A really enjoyable, cagey game that I don’t feel too bad about going ham on. Adam was a very gracious opponent with a very cool list, and I’m inspired to do something sorta similar, with multiple combat units, including punchy troops, and really try to work some careful positioning. Also first time I’ve clocked out O_O

Up Next: Empire of Dust

SCUTTLIN’ REALM GAME 16: DWARFS

Mid-tables, baby! After bouncing off the bottom table, I faced off against a new player to the game and his Imperial Dwarfs. A note about this game, I helped him out quite a bit, pointing out for example how corkscrew charges work and when he’d set himself up for some, letting him back that out and in general learn while we wrassled instead of just taking his breaks. This isn’t a humble brag thing, more a comment on how ‘this is a tournament, play as hard as possible’ isn’t particularly interesting to me, nor I think to the KOW community at large. High five, us.

Dwarfs 2300

Berserker Brock Rider Regiment – Maccwar’s Potion of the Caterpillar
Earth Elemental Horde
Earth Elemental Horde
Earth Elemental Horde
Berserker Brock Rider Troop
Berserker Brock Rider Troop
Sharpshooter Troop
Sharpshooter Troop
Sharpshooter Troop
Steel Behemoth – Golloch’s Fury
Ironbelcher Organ Gun
Ironbelcher Organ Gun
Ironbelcher Organ Gun
Berserker Lord – Brock, Blade of the Beast Slayer
Stone Priest – Surge (8), Bane Chant (2), Tome of Darkness

Fairly classic Rocks n Glocks n Brocks, helped by the Earth Elementals getting more buffs than I thought (-/18 now?!), and maybe hindered by a little less inspiring than usual? Ah yes: there’s no flying King, but a third Organ Gun + Elemental horde.

Round 3 was Smoke & Mirrors, which we muddled through almost correctly. Dwarfs took first turn this time.

BATTLE

Battlelines! There’s a third Kraken hard on the right flank.

Dwarfs roll out! Except for Sharpshooters, who tag a wound on the leftmost Kraken.

Crabs roll out! Between range, cover or marching, Heartpiercers don’t get anything done. That right Kraken slams 14” up the table edge, intent to murder those Sharpshooters.

Dwarfs Turn 2, more plodding forward and setting up some traps, tho the right Brock troop throws itself into the right Gigas, hungry for crab meats.

Shooting puts another 1 damage on the left Kraken, 6 on the central Gigas courtesy the Organ Guns and 3 on the right Kraken. In combat, the Brocks gnaw 2 damage onto the right Gigas but they shrug it off.

Scuttle Aggression++! Two Kraken and their Eternal escort thunder into the Brock regiment over on the left, the Water Elemental horde slams into the central Earth Elemental horde (they needed to get away from Golloch’s Fury, and I assumed they could grind a couple turns) while the wounded Gigas bodyblock for them (I used their nimble guys!), the right Kraken thunders into the right Sharpshooters, annnd the right Gigas counter-charge their Brocks. Heartpiercers chunk 10? damage (!) into the leftmost Earth Elementals, in a stunning display of 5+ / 5+ rolling.

In combat, the Brocks evaporate, with one Kraken overrunning 1-2”; the Water Elementals do very poorly against the Earth Elementals (not seeing any damage dice!); the right flank Kraken one-rounds the Sharpshooters and spins to face the action; and the right Gigas do 9? damage to their Brocks but only waver their quarry!

Dwarfs Turn 3 keeps the violence up. On the left, a Brock troop + Brock lord charge a Kraken, while the other Kraken over there is surge-flanked by Earth Elementals. (A brief aside: because reforming is weird, that Kraken basically had to look at the Elementals’ flank or front, knowing it would be flanked in either case. I chose to make him use his surge, because while the Kraken would die, it would keep the bane chant off of the Water Elementals. Luckily for Dwarfs they can cast BC into a surge target, ensuring the Kraken’s demise.) Speaking of Water Elementals, they get counter-charged, and the right half stuff continues forward.

Rather unexpectedly, two Organ Guns finishes off the Gigas! Sadness! And in combat, the Brock troop + lord roll like maniacs and drop a 2 damage Kraken in one go! Less surprisingly, the other Kraken is flanked and killed by CS(2) Earth Elementals, and the Water Elementals cop 5 damage against their own elementals.

With the heavy hitters evaporating on the left, the Scuttlers have to reassess a bit and start mobilizing Heartpiercers for scenario duty. They also shoot the Brock troop for 6 damage and shoot and rout the Earth Elementals that killed the Kraken. Damn, little dudes.

Meanwhile, the Eternal charges the Brock lord (and whiffs?!), the Water Elementals regen 0 damage but carve a few into the Earth Elementals, the Gigas messily dismember their Brocks, and the surviving Kraken looms large on the right flank.

Dwarfs Turn 4, because that turn die has to be off after we used it to prop up some Brocks earlier. At this point in the game we’ve turned over all of the 0 and 2 tokens, so the objective situation is pretty clear – hence his Sharpshooters booking it for the left and central tokens, and Golloch and the right Earth Elementals consolidating around the token to the right of the house. (He’s also scared of the last Kraken …) Also the Brock troop charges some Heartpiercers (who are currently scoring the lower left token), the Brock lord counters the Eternal, and the Earth Elementals fighting the Water Elementals back off, because this dude knows what he’s doing.

Organ Guns ventilate the Water Elementals before the Earth Elementals surge (+ bane chant) back into them and slaughter the mega crab. The Eternal takes 4 damage from the Brock lord (awesome rolling from this model all game!), and the Brock troop noms 6 damage into those Heartpiercers but don’t waver them.

Scuttle Tactics++! Worth noting that the 2 point objectives are hard left, where his Sharpshooters are running too, and to the left of the house, where my Heartpiercers are clustering – you know, in front of 3x Organ Guns + Sharpshooters. Those Heartpiercers fighting the Brocks counter-charge, but don’t manage a single wound even with the lute’s CS(1). The central Heartpiercers must have shot somebody, but totally fail. The Eternal slaps 2 damage into the Brock lord but he cares not.

On the right, the Heartpiercers who spent the game backing away from Golloch’s Fury flank charge the big guy, failing to wound it but getting within 3” of a 1 point objective, which made him think long and hard about his options next turn, as the Gigas hove into charge range.

Dwarfs Turn 5, and we spend a long time talking out scenario end game (we thought it was Turn 6). Without a doubt, the Eternal has to die (otherwise he’ll flank charge those Sharpshooters, murder them and grab the other 2 pointer), and ultimately the Dwarfs trust in their guns to take him out. The Brock lord rides off to help the Brock troop drop those Hearpiercers and overrun to their 1 pointer. And Golloch’s Fury, seeing that the Earth Elementals have US 3 to the Heartpiercers’ 2, plows off into the Gigas to keep them (and their US 3) at bay.

Good calls are good. The Depth Horror Eternal disappears under a double Organ Gun barrage, then the Brocks rock the Heartpiercers and overrun within range of a 1 pointer, and Golloch’s Fury boops 4 damage into the Gigas. The Heartpiercers holding my 2 pointer also took some damage from shooting.

In what we thought was the last round of the game, I did a ton of figuring and balanced a lot of options, and ended up walking some Heartpiercers within range of the 1 pointer on the hill (took some shots at the leftmost Sharpshooters but to no avail), kept the central Heartpiercers within range of their 2 pointer but turned and shot the Brock troop off the table (denying 1 point), kept the surviving Kraken within 3” of his 1 pointer, and couldn’t hot dice off the Earth Elementals holding the 1 pointer to the right of the building.

We rolled but blessedly there wasn’t another turn, so we ended what we thought was Turn 6, 4:3 on objectives.

SCUTTLIN’ WIN (14-7)

Sorry about the janky turn die on this one, I think my count here is correct and we only played five turns. That said, great game that was more involved than I thought it would be, and I lowkey love when my Heartpiercers get to decide games since I originally build the army around them. Smoke & Mirrors was … fine. I think a bit needlessly complex, compared to the old version of Pillage with the different token values, but I suppose it did lead to fairly dynamic play as we were kept weighting our options. Also I had gotten my second win! Mission accomplished!

Up Next: Trident Realm Civil War II

SCUTTLIN’ REALM GAME 15: TRIDENT REALM

Bottom table, baby! After getting housed by the Green Lady’s lackeys, my crabs plummeted to Table #22 to face off against some other downtrodden fish people. Coincidentally Table #21 also had a Trident Realm army on it, meaning that between the three of us we’d gotten 3 points total in Round 1. Gooooo Trident!

Trident Realm 2300

Naiad Ensnarer Horde – Liliana’s Tear
Gigas Horde
Depth Horror Horde – Healing Brew
Placoderm Regiment
Placoderm Regiment
Thuul Regiment
Thuul Regiment
Tidal Swarm Regiment
Tidal Swarm Regiment
Kraken
Kraken
Knucker
Thuul Mythican – Wings of Honeymaze
Naiad Envoy – Bastion (2)
Naiad Envoy

One of the awesome things about playing alongside the US Masters was seeing armies and players I know from the internet – and it’s even cooler to get to scrum against them! This round I faced the dude who runs the Unt l Somebody Loses An Eye, who I had just that morning been talking to about Wyrd’s game The Other Side. I really love his army and how much Mantic he crammed in there by thinking laterally and using Nameless from Warpath, and his big bads are great minis and BIG. Comp-wise it seemed good, certainly more balanced than mine but nowhere near the amount of shooting. ALSO:

KRAKEN COUNT = 5

Round 2 was Push, and the Scuttlers went first again, probably not by choice.

BATTLE

*crab sounds* Lots of advancing. Kraken play it cagey, content to project force, or at least the threat of it. My tokens are in the left Gigas (x2) and the left Kraken near the house; his are all in the central Ensnarer horde (x3). Heartpiercers ventilate a scouted Tidal Swarm for first blood.

*gribble sounds* Cautious response from Cthulhu and friends. Most relevant note is the Knucker begin to work that flank but not stepping into those right woods.

Central Gigas scoop up the central token and prepare to flex hard – tho Ensnarers and Placoderms aren’t the smashiest units, Thuul are lurking nearby. Lots of positioning happened on the flanks, inviting him to break the standoff, while Heartpiercers unload into the Depth Horrors hard left (5 damage) and the Tidal Swarm middle (1 damage).

The Gribble Realms let ‘er rip in the center, sending Ensnarers and Placos into Gigas for a proper anvil-off, with that annoying Tidal Swarm getting in the way of Kraken vengeance. His flanks increase the pressure, presenting me with plenty of bad options. Gigas hold easily (3 damage). The Depth Horrors also ate their healing brew.

Turn 3, time to take a risk (Spoiler: risks very rarely pay off with TR!) Gigas + Heartpiercers + Water Elementals slam into the central Placoderms, looking for that pop-n-spin. More Heartpiercers charge that Tidal Swarm, while yet more Heartpiercers riddle the Depth Horrors with harpoons, routing them. The right Kraken takes a deep breath and makes sure all those big bases are in his front arc, while the left Kraken (still with a token) invites the other Placoderms to have a go.

Anyway, that big combat in the middle doesn’t work out. Loads of damage (10+) but can’t land the double rout. Sad times ahead, gents. Those Hearpiercers totally rock the swarm tho.

Here we go! Thuul regiments mob the Water Elementals, with some Placoderm support for good measure. A Kraken slams into my right Kraken, with Knucker ready to toss in next turn. The Ensnarers have a go at the central Gigas, and those other Placoderm head in to poke at the left Kraken. His Gigas and Cthulhu-kraken head towards the center.

The Water Elementals are shredded by the Thuul wave, but other damage is negligible.

Scuttlin’ Turn 4, the grind increases, with some fortunate flanks. The central Gigas + Heartpiercers counter-charge their Placoderms, finishing them. The right Kraken grabs the flank of some Thuul, devouring them (this may have been a mistake? Or he expected to at least waver my Kraken but did the combats in the wrong order?) On the left, my other Gigas grab the flank of his other Placoderm, shattering them with the Kraken’s help in the front (this was certainly a mistake, he looked pretty crestfallen after missing that flank). The central Kraken mashed into the Ensnarers for respectable damage (6?) but whatever.

In shooting, Heartpiercers rock his Gigas, wavering them.

Gribble Realms options are dwindling, but there’s still mayhem to be had. Ensnarers counter-charge the central Kraken, Cthulhu + Thuul thunder into some poor Heartpiercers, and the right Kraken facetanks a Kraken + Knucker.

Those Heartpiercers turn to jelly, but otherwise Kraken hold like the towering anvils they are.

Scuttlin’ Turn 5, check out that big horde-sized hole … Gigas + Kraken in the front and another titan in the flank splatters the Ensnarer horde, and leaves one Kraken loaded up with 4 (!) tokens. My other Kraken swings into the Knucker, because at least it can’t regen? But he wavers it anyway! Beast.

In non-Kraken news, the central Gigas back up 3” after combat but can’t escape Lord Cthulhu … And my other Gigas charge and dismember an Envoy, shortly after 30 Heartpiercer rounds waver his Gigas again. Man, I hate when my Gigas waver too.

Kraken violence continues, as my central Gigas are charged by Thuul and flanked by Cthulhu, and my beleaguered right Kraken is flanked by his other Kraken. While the Gigas crunch beneath Cthulhu’s feet (who scoops up their token), my Kraken survives on 14 damage! Wavered but still holding, which was his only goal this game. Also his Gigas rotate to face their destructor.

Scuttlin’ Turn 6, scenario time go! The Kraken carting around 4 tokens plows into the enemy half, while the other central Kraken gets out of LOS but prepares to punish if there’s a Turn 7. My right Kraken furiously regenerates 8 damage and keeps looking at the Knucker in a show of disrespect for his Kraken. Then Heartpiercers pincushion Cthulhu but he cares not for their barbs.

In what would be the end of the game, Cthulhu and his Thuul minions pounded into some Hearpiercers but honestly I think they held. I don’t have a shot of it, however I think my hero Kraken on the right finally ate it. (KRAKEN COUNT = 4)

SCUTTLIN’ WIN (17-4)

BUT with so many tokens on his half (5!) this was a pretty serious win for the Scultting Realm. The flanks he offered up in Turn 4 certainly helped, but I’mma give credit to my right Kraken holding up his own titanic flank for FAR longer than he ought to have. I was far more patient than I usually am – I mean, not in that middle combat I guess, tho it wasn’t massively risky – and his delay really gave me the time I needed to wreck the flank and center.

Up Next: Dwarfs