THE HALLOW 38-39: ORC TOWN GT DAY 2

Dawn of the Second Day. I’m hungover, on the bottom table, playing an exceedingly nice dude whose brother had roped him into playing a tournament for a game he didn’t have a ton of experience with but was down to throw some dice. But also here’s his list:

GAME 4: DWARFS

Shieldbreakers Horde – Chant of Hate, Throwing Mastiff
Shieldbreakers Horde – Boots of Striding, Throwing Mastiff
Ironguard Regiment – Throwing Mastiff
Ironguard Regiment – Throwing Mastiff
Ironbelcher Organ Gun
Ironbelcher Organ Gun
Ironbelcher Organ Gun
Steel Behemoth – Golloch’s Fury [1]
Stone Priest – Ej Periscope, Knowledgeable, Radiance of Life, Celestial Restoration (3), Hex (2)
Dwarf Lord on Large Beast – Orb of Towering Presence
Dwarf Lord – Wings of Honeymaze
Faber Ironheart [1]
*Ironclad Horde – Throwing Mastiff
*Bulwarkers Regiment – Throwing Mastiff
*Bulwarkers Regiment – Throwing Mastiff
*Standard Bearer
16(28)

Seems good! A very hearty Dwarf list that shares many similarities with what in 2024 would become The Dwarf List, including the obligatory formation. Note that this is pre-Clash so none of these Dwarfs have ordered march. I hadn’t faced Organ Guns in a couple of years and can’t say I was too excited about facing three 😅 But at least they’re a known quantity, and probably worse than the triple Sharpshooters that have replaced them? Either way, I drank my energy drink and prepared to slam forward.

We played Salt the Earth, with the Hallow going first, one way or another.

BATTLE

I wouldn’t say my plan going in was to roll the right flank up, but that’s kind of what happened. I burnt the two rightmost tokens in the opening turns before ignoring the Beast Lord and churning through the Dwarfs to the right of the Organ Gun battery. Top marks to the Forest Warden who held up an entire Shieldbreaker horde (the CS1 kind) and lived, buying the Lycans time to blend an Ironguard regiment in the flank and then utterly body the Shieldbreakers to the front. We’re talking like 16 damage out of 18 dice. The Lycans would go on to kill the Beast Lord for good measure and score a point, free of damage. Total chads.

If I had a plan, it was to force through the left flank with double Brute hordes (arguably triple on that half of my deployment) and crumple the Dwarf line side on. I kept hitting speed bumps on the way in – Faber threw himself forward, which took two rounds of Bruting to clear up, and the classic flying Dlord did what flying Dlord’s do, blocking another Brute up (for a single round) – but my dice didn’t help. You’ll notice that that one horde of Shieldbreakers over there took the entire game and three rounds of Brute attaks (90 dice total) to go down. The snake eyes was certainly responsible but these guys really blunted my aspirations for that flank.

As for the center … the Dwarfs shot off my Tribal Spear horde first turn, which lit even more of a fire than I already had. I took his Ironclad horde in response, and we started trading back and forth, with Golloch bouncing around running my hammers over. But he got his own when my Lycan Alpha fear charged the big dude, delivering 10 or so damage and dunking the legendary contraption. The Alpha would end the game hard-modeing into the front of the last Bulwarkers, eventually killing them too, as a Tribal Spear regiment waded through the Organ Guns. With the Dwarfs tabled and the Herd on 5/5 points, this was a full points …

HALLOW VICTORY

It’s hard to say what went so wrong for my opponent – I don’t recall his dice being woefully bad (I’m the one who rolled snakes!) and his list has plenty of Dwarf Good Stuff in it. He was going to struggle a bit on the scenario but then again his Organ Guns were deployed to punish the tokens he wasn’t playing for, so well planned there. Mostly I’m surprised by how much I have left on the board, my Herd is usually pretty mangled come end game … All the same, the big win felt good and hopefully the dude learned some stuff from me getting all positional on him. He did go on to win the Best Sports trophy, which was well-deserved (and paid for in the blood of his Dwarfs, I imagine).

GAME 5: EMPIRE OF DUST

Skeleton Spearmen Horde – Hammer of Measured Force
Skeleton Spearmen Horde – Dragonshard Shield
Enslaved Guardians Horde – Blessing of the Gods
Enslaved Guardians Horde – Boots of Striding
Mummies Regiment – Brew of Haste
Mummies Regiment – Helm of the Drunken Ram
Mummies Regiment – Mead of Madness
Mummies Regiment – Pipes of Terror
Soul Snare [1] – Drain Life (9)
Monolith [1] – Surge (8)
Idol of Shobik [1] – Heal (5)
Ahmunite Pharaoh – Eternal Guard, Knowledgeable, Surge (8), Host Shadowbeast (3)
Cursed High Priest – Wither and Perish (3), Weakness (3)
Cursed High Priest – Ej Periscope, Hex (3), Weakness (3)
14(28)

Remember how the Dwarf player last game was roped into this tournament by his brother? This was his brother. Through the magic of tournament rankings, this guy would have the chance to reap sweet vengeance on the Herd what tabled his sibling … and frankly his list looked up to the task. Mummy regiments drive me a little crazy, so four it is. Spearmen hordes are particularly good against Herd (RIP my TC) and he’s got the full allotment of legends (remember that pre-COK Rahs wasn’t taken and (hot take) Sebekh-Rei has always been mediocre). That is a wild number of items but 2600 points be like that sometimes.

We played Dominate to end the tournament, with the Empire going first. The shot below is juuuust into his movement phase, those Mummies weren’t scouting (Mummies didn’t do that in 2023 :P). Also check out that terrain! What a map to play Dominate on when you’re a slow death blob being surrounded by angry tree creatures. Luckily the Stampede strides …?

BATTLE

I’d argue the play of the match happened at the top of Turn 2, when the EOD yeeted the Pharaoh (on foot, mind you!) into a Brute horde, cast Host Shadowbeast, rocked the damage (8-10 out of 10 possible) and then hot rolled the rout twice, removing the Brutes. To make matters worse, I had to put a second Brute horde into the Pharaoh to end his reign of terror, which cost two turns of grinding thanks to rough Nv dice on my part. This severely blunted my momentum down the middle and was all around a great move on the Empire’s part.

Of course, my game was always going to be about hunting for flanks and trying to crush the dusty heart of the EOD blob. To that end, I was forced to take hindered charge after hindered charge, with the obvious exception of the Stampede … who weren’t off the hook tho, spending every turn Weaknessed. Eventually I used the Centaur Chieftain to kick every Cursed Priest he could reach, stopping some of the Weaknessing, but once again my precious momentum had been robbed and the grind fully entered. You can taste my desperation clicking through the photos, especially on the right flank where I just couldn’t get through those Enslaved Guardians and Mummy regiment, even with him snaking the Stampede.

That said, the Herd did get work done, particularly when the surviving Brutes made it into combat. Even hindered, the Lycans were able to lift two regiments of Mummies, and eventually juked Shobik to flip over a Spearmen horde come end game. Thankfully the game ended here, with my 10 US to his 8 (the last of the Mummies were juuuust out). Which by Dominate rules meant this was a …

HALLOW VICTORY

What a grinder to end the tournament. I felt ok going in and was ready to hard roll my way through, but I don’t think I was mentally prepared for how painful that much hindering and Weakness would actually feel to push through. On top of the Pharaoh’s hero charge! Also a note on clocks in this game and last: I’m almost sure we went to time and had some spastic last turns. You can tell by how my dice are everywhere when I’m taking the photos 😉

And that’s a wrap for Orc Town 2023! A fairly cursed first day followed up by trouncing two brothers put me somewhere in the bottom third. So be it. I scored a couple treasures from the raffle afterwards, including this gem from the curling club’s bathroom that now lives in one of mine:

All hail Skullface!

UP NEXT: The King Beyond the Wall IV – The Thing Beyond the Wall

THE HALLOW 35-37: ORC TOWN GT DAY 1

Ah, the Orc Town GT. Crown jewel in the Northeast tournament circuit. Held at the Cape Cod Curling Club in Falmouth, MA, Orc Town is five big games of Kings of War (2665 points) on a surprisingly tight clock (69 minutes), but with amazing prize support, themed tables and great vibes. I had a banging first day in 2022 with my crabs and ended up with Best Sports, would I be able to repeat some of this success in 2023?

Find out in these especially sketchy recaps. Sorry, dead readers, this was almost a year ago and I was in a rough headspace that weekend due to life stuff that happened the week of. Which I suppose is more spoilers!

HERD 2665
Lycan Horde – Brew of Sharpness
Guardian Brute Horde
Guardian Brute Horde
Guardian Brute Horde
Minotaur Chariot Regiment – The Stampede [1]
Tribal Spears Horde – Chalice of Wrath
Tribal Spears Regiment
Tribal Spears Regiment
Centaur Bray Striders Troop
Centaur Bray Striders Troop
Hydra
Lycan Alpha – Wingbane Cloak
Great Chieftain – Horn of the Great Migration [1]
Druid – Conjurer’s Staff; Bane Chant (2), Heal (2)
Centaur Chief
Forest Warden – Surge (4)
16(29)

I talked about my list changes in the last post, but the summary is: Tribal infantry got spears, third Brute horde was windmill-slammed into the list, Hydra saw his first event outing. Wingbane Cloak drinking game is in effect (but you may want something to sip on while you wait for the cloak to matter :P)

GAME 1: FORCES OF THE ABYSS

Molochs Horde – Despoiler Champion
Molochs Horde – Despoiler Champion
Molochs Horde – Despoiler Champion
Tortured Souls Regiment
Abyssal Ghouls Regiment
Abyssal Ghouls Regiment
Abyssal Ghouls Regiment
Gargoyles Troop
Gargoyles Troop
Abyssal Fiend – Fireball (10)
Abyssal Fiend – Fireball (10)
Chroneas
Chroneas
The Well of Souls [1]
Abyssal Warlock – Staying Stone, Knowledgeable, Celestial Restoration (3)
Seductress – Gnome Glass Shield
16(25)

I hadn’t played Brian in quite some time and wasn’t sad to face him off the rip. His Abyssals looked great, with a very cohesive scheme and almost entirely Mantic, including possibly the only official Tortured Souls I’ve seen in person. As the list went, it was basically perfect. Top flight Abyssals for Summer 2023 with no fat on it. The Celesto Resto was an interesting touch but Brian knew that the Molochs were the lifters and they didn’t really need any help beyond arriving alive.

We played Raze, with the Hallow going first, as is my want.

BATTLE

I won’t bury the lead on this one: I clocked out on Turn 4. My game of positioning and piece trading took way too long to get moving (45 min spent on Turn 1+2), which didn’t leave me enough time to actually execute with my hammers. Despite me being firmly in control of this match, Brian had a cushy 19 minutes to decimate my dudes, who were now disastrously rooted in place, only allowed to turn to face.

HALLOW LOSS

Rough start to the weekend to say the least! Sorry to Brian for the poor time management on my part.

GAME 2: ORDER OF THE BROTHERMARK

Order of the Abyssal Hunt Regiment – Blessing of the Gods
Order of the Abyssal Hunt Regiment – Boots of Striding
Paladin Knights Regiment – Brew of Strength
Paladin Knights Regiment – Blood of the Old King
Paladin Knights Troop – Skirmisher’s Boots
Oathsworn Guardians Regiment [1]
Villein Bowmen Horde
Villein Bowmen Horde
Heavy Arbalest
Heavy Arbalest
Phoenix – Heal (5)
Phoenix – Heal (5)
High Paladin on Dragon – Blade of Slashing
Exemplar Hunter – Order of the Lone Wolf, Mace of Crushing
Priest – Conjurer’s Staff, Heal (3), Bane Chant (2)
15(25)

Mr. Kevin Spear, everyone! Always a pleasure and his army is a joy to look at. He was back on Brothermark from Rhordia last year (we played in a Round 1 grudge match as you’ll recall), with quite a bit more shooting thanks to the Phoenix buffs and everyone discovering that Arbalests are rather legit (the Bowmen were always there). If it wasn’t shooting, it was charging 16″ / 20″ into my waiting arms. I remember not feeling like I had the brainpower to stay in control of this one …

We played Control, with Kevin going first. Last turn is good for grabbing board sections, right? Here’s hoping I have an army left 🙃

BATTLE

This was a particularly rough second game. Losing the initiative and having my left Centaurs wavered held up my left flank quite badly, and you can see the moments where luck slapped my Brutes down. On the right, I failed a 3″ overrun off his Exemplar Hunter into a knight regiment, losing the Brutes next turn. In the center, I snaked a rout into peasants with more Brutes, losing the momentum and eventually that unit to Kevin’s dragon … although it’s very strange I didn’t rotate to put the dragon in their front? I’m guessing this is the moment I clocked out :/ Because that also happened, tho going into Turn 6 this time. Hydra lived at least!

HALLOW LOSS

Going into this I felt like we were pretty well matched? Kevin and I are at similar skill levels and our armies have interesting answers to each other, but he grabbed the initiative and I couldn’t wrest it away from him, between wavers, losses to shooting and some floppy combats that I needed to go my way. Clocking out again didn’t help.

GAME 3: TRIDENT REALM

Gigas Horde
Gigas Horde
Depth Horrors Horde
Depth Horrors Regiment
Thuul Regiment
Thuul Regiment
Riverguard Treeleapers Troop
Riverguard Treeleapers Troop
Tidal Swarm Regiment
Kraken
Knucker
Knucker
Naiad Centurion – Trident of the Drowned Sea [1]
Thuul Aquamage – Rising Tides, Icy Breath (10), Barkskin (5)
Naiad Envoy – Horn of Ocean’s Fury, Bastion (2)
*The Hidden Ones Regiment [1]
*The Hidden Ones Regiment [1]
*Ineesha [1] – Bane Chant (2)
18(29)

Surely this wasn’t the first time I’ve played Chris and his fishpeople? Soft spoken gent and a canny player, I’ve enjoyed chatting with Chris at basically all the NE events since he started coming to them. As for the list, it seems legit. As with most pre-2024 TR lists, the goal is to buff and deliver Thuul where needed, with a backbone of Gigas and sneaky problem solvers in the Knuckers and trident Centurion. Essentially everything ensnares, so I’d have to flex my dice rolling skills. (Ed. note: These skills had apparently not made it to Cape Cod yet.)

We played old school Loot, with the Herd going first. At least I’ve got that going for me.

BATTLE

Walking through my photos, you can see that basically everything took an extra turn to break – Brutes hitting on 5+ are significantly less great, and I was relying on them to carry me through the tournament. Plus there was that one snake eyes once the Stampede trapped a Knucker against the board edge 😛 Anyway, my Hydra grabbed a token and slithered away to hold onto it (doing his one damn job like a professional token holder), while Chris’ Depth Horror horde was handed the left token and was never really in any danger of losing it. Which meant we were fighting for the center token. I grabbed it immediately with my Tribal horde, and had it in control until very late game when the waves of Thuul wore my Tribal spears and then Brutes down. The Thuul weathered my Lycan horde’s late game dive thanks to layer upon layer of barkskin, clinging to life and winning Chris the game.

HALLOW LOSS

Fun fact, I actually clocked out this game too 😅 I had enough to launch the Lycans in and swing but not enough to roll any of the other extraneous combats going on. In retrospect, the clock played less of a role than I gave it credit for in my second two games of the day, but I was definitely scrambling throughout.

So! At Orc Town 2022 I went 2-0-1 the first day with my crabs, ending the day in the nosebleeds of fourth place. Day 1 of Orc Town 2023 saw me 0-3-0 with Herd and literally in last place … but you know what, the bartenders were great and propped up my flagging spirits with plentiful glasses of Orcto Cooler, one of the tastiest damn hangovers I’ve had the pleasure of drinking too much of 💚

UP NEXT: Day 2! The only way to go is up!

THE HALLOW 33-34: ORC TOWN PREP

Before we get to the Orc Town GT 2023 recap, I need to blast through the two prep games I played for the event. Orc Town that year was a staggering 2665 points played on a (not) nice 69 minute clock – you’ll note that we are not playing on clocks in these two games, but you should consider this foreshadowing for the event itself. Chekhov’s smoking chess clock, if you will.

Anyway, I played some bloated games of Kings with my buds. Brace for recap!

HERD 2665
Lycan Horde – Brew of Sharpness
Guardian Brute Horde
Guardian Brute Horde
Guardian Brute Horde
Minotaur Chariot Regiment – The Stampede [1]
Tribal Spears Horde – Chalice of Wrath
Tribal Spears Regiment
Tribal Spears Regiment
Centaur Bray Striders Troop
Centaur Bray Striders Troop
Hydra
Lycan Alpha – Wingbane Cloak
Great Chieftain – Horn of the Great Migration [1]
Druid – Conjurer’s Staff; Bane Chant (2), Heal (2)
Centaur Chief
Forest Warden – Surge (4)
16(29)

A surprising amount changed for The Hallow between Pilgrimage and Orc Town. My Tribal bros all got spears (and would never put them down again, especially after Clash 2024), but the horde lost sharpness … because why be a hammer when there’s a third horde of Brutes to do that work? I also used the extra points to get my derpy Hydra on the table, and toss a Warden into the mix for chaff work. I love the current Clash changes to them, but even without inspiring I’ve seen potential in the weird little guy. Plus it gave me an excuse to paint up a larger mushroom dude to pal around with my myconid Great Chieftain.

Finally, take a shot every time my Lycan Alpha uses her Wingbane Cloak 😅 I totally should have kept the Lycans at brew of strength and used the 5 points to give the Alpha her hex back but I guess I wanted her to be extra annoying to the flyers she seems to always be fighting.

NATURE 2665
Air Elemental Horde – Probably Hammer
Earth Elemental Horde
Earth Elemental Horde
Scorchwings Horde
Scorchwings Horde
Scorchwings Horde
Water Elemental Regiment
Water Elemental Regiment
Woodland Critters Regiment
Greater Air Elemental
Greater Water Elemental
Tree Herder – Surge (8)
Gladewalker Druid – Ring of Harmony, Surge (8), Etc.
Druid on Steed – Surge (4), Bane Chant (2), Etc.
Unicorn – Cool Spells
15(26)

Jason ran Forces of Nature at both Dead of Winter and Pilgrimage and did surprisingly well – remember that this was 2023, so the flying elemental shitshow list was de rigueur for the meta – and figured he’d lean harder into the Scorchwing angle with the extra points. Note that this list doesn’t have enough unlocks as played, which I can’t figure out. If the Unicorn were a Pegasus this would all be good, so maybe that was the plan? But clearly that kelpie is on a cav base still. Weird.

We rolled up Push, and since it’s the old rules for Push, Jason put all his tokens on the Critters on the left, surrounded by Scorchwings, and I stacked mine on the Hydra because that’s literally his only job. I went first, one way or another.

BATTLE

Once his tokens were piled on the Critters dragging themselves down the board edge, escorted by 1000 points of flying hordes, I knew I was just playing for the center token. To that end, I loaded it into the Tribal Spear horde early, which was taken off by a gnarly Air horde flank, then pounded on by the Stampede until my plucky Forest Warden finished off the Air Elementals. The Warden was able to hide behind the Stampede’s big base and weather the storm, winning the game.

A lot of credit for this goes to the Stampede for being a bit of a brickhouse, absorbing frontal charges from Air, Earth and Scorch hordes and a flank from Scorchwings before succumbing. Jason’s extremely weighted flank was an interesting gambit that tripped over itself a little bit – triple Scorch hordes take up a lot of board space – but kept my rampage contained and nabbed some decent kills in the process. I don’t remember his shooting being too crippling but it certainly took a toll on my chaff.

HALLOW VICTORY

It’s interesting looking back on this game from the future, where Nature has been gently nerfed. The list (once you swap Unicorn for Pegasus and make it legal) is still fine? But the GAE is weaker and the Scorchwings cost more what they should. Basically it’s the same, but with fewer spells / items to add polish. More importantly, Push has been blessedly modified since this game happened, so what we did with our token carriers is legal but far less lucrative. Obviously to the detriment of flying nimble elite Nature more than Herd, tho I have felt the squeeze as my stuff is so often dead come late game.

A final note, Jason actually ended up speed painting a Morax spam army in time for Orc Town! He did quite well, and would do so again at King Beyond the Wall. Mad props. His Nature, like most Nature armies from 2023, has largely fallen by the wayside. RIP.


UNDEAD 2665
Soul Reaver Cavalry Regiment – Brew of Sharpness
Soul Reaver Cavalry Regiment – Boots of Striding
Soul Reaver Infantry Regiment – Chalice of Wrath
Soul Reaver Infantry Regiment – Staying Stone
Revenant Horde – Undead Giant Rats
Wraith Regiment
Wraith Troop
Wraith Troop
Wraith Troop
Wraith Troop
Vampire Lord on Horse – Blade of Slashing, Knowledgeable, Host Shadowbeast (3)
Necromancer – Inspiring Talisman, Surge (6), Bane Chant (2)
Lykanis
Lykanis
Lykanis
15(26)

Summer 2023 was peak Wraiths for Jeff. He had figured out how to use them, and all he wanted to do was use more and more of them. I had convinced him to try out a regiment instead of just six (!) troops of ghosts, but as much as I insisted he give them sharpness so they could do something in combat, I’m pretty sure he continued to resist and put sharpness on an SRC reg instead. Talk about putting a hat on a hat, m’right? I’ve guessed on the rest of the list but it features plenty of classic Jeff Undead-isms. The triple Lykanis is a cool thing that I really don’t think he took to Orc Town, or ever ran again for that matter. Which is too bad, I think it has potential, even if it requires more work / clock to get the most from.

We rolled up Loot, taking a break from the Plundering that Jeff and I are usually up to. I scouted my Warden up and went first, possibly because Jeff made me.

BATTLE

Jeff and I play a lot, as you’re well aware, so I think it’s telling that the units that made the most difference here were the new things he had added. The Wraith regiment held me up forever, which let his vamp hammers on the right sort through my blockers and smash into my hammers once they were free. Only my Lycans, as the second wave hammer, survived out of all the units on that flank! On the left, he aggroed my Brutes with two Lykanis and a Wraith troop, which unexpectedly killed my horde in two turns (at the cost of one Lykanis). I had to divert my Tribal horde (loot in hand) over to deal with the SRC over there, except without sharpness it wasn’t to be and that flank collapsed.

In the center, my Hydra scooped a loot then plowed into some Soul Reaver Infantry. Big guy should hold a turn, right? Probably have a bitching counter assault thanks to all the damage? Math said yes, Jeff’s dice said no! Hydra bit it and I had a problem … which I applied Brutes to. Unfortunately his Revenant horde, always utter chads, started eating my Brute hordes and didn’t stop until it got Lycan’d in the end game. With two of the tokens, things were still rosy for me except that the damn left flank Lykanis pounced on the last of my Tribal Spear regs and tore them apart over two turns, grabbing my token and giving Jeff that rare W against me.

HALLOW LOSS

Credit to Jeff, he had some strong plays (that he thought were dumb, like yeeting the Lykanis into the Brutes) that combined with his trademark Great Vampire Dice and Wraith’s insane value worked out once the swirling chaos of melee had ended. I’m quite sure he didn’t actually take all these wolf heroes to Orc Town, instead taking 2x Wraith regs + 4x Wraith troops, which to date is maximum ghost for him.

UP NEXT: Orc Town GT, baby!