THE HALLOW 43-44: KING BEYOND GT DAY 2

After a night spent drinking beer from the local Clifford Brewing Co and playing Let’s Summon Demons, I was back at it Sunday morning to continue doing bad things to Canadians. Here’s my list, as a recap:

HERD 2300
Lycan Horde – Brew of Strength
Guardian Brute Horde – Mead of Madness
Guardian Brute Horde
Minotaur Chariot Regiment – Pipes of Terror, The Stampede [1]
Tribal Spears Horde – Brew of Sharpness
Tribal Spears Regiment
Tribal Spears Regiment
Centaur Bray Striders Troop
Centaur Bray Striders Troop
Moonbeak [1]
Druid – Conjurer’s Staff, Bane Chant (2), Heal (2)
Centaur Chief – Sabre-Toothed Hunting Cat
Centaur Chief – Sabre-Toothed Hunting Cat
+
Vine Hydra
14(25)

Go fast, hit hard, kill the enemy colossal and hopefully keep mine alive. While there were no tournament points on the line for those last two, I had made it a point of pride to destroy all monsters whenever able and was three for three on both counts.

GAME 4: HALFLINGS

Braves Legion – Relentless
Braves Legion – Relentless
Braves Legion – Relentless
Forest Troll Gunners Horde – Fire-Oil, Relentless
Wild Lancers Regiment – Staying Stone, Relentless
Aeronauts Regiment – Blade of Slashing
Aeronauts Regiment
Aeronauts Regiment
Ej Grenadiers Regiment – Relentless
Ej Grenadiers Regiment – Relentless
Ej Grenadiers Regiment – Relentless
Iron Beast
Sergeant – The Standard of Hodenburg
Sauceror
Sauceror
+
Titan(ic Ent)
16(32)

Check out that list! Obligatory triple Aeronauts and Grenadiers, but backed up by triple legions (!), an Iron Beast without Pride of the Shires (!), and a single source of inspiring! (His colossal has very inspiring but still.) For those not in the know, the Standard of Hodenburg grants Aura (Elite (Melee) – Infantry only) … which definitely came in handy rerolling fistfuls of dice for those legions, but I can’t say it led to much more damage 😅 All the same, a rad army that looked amazing on the table, really loaded with thematic details.

Yep, another brickhouse of a treeman. He would provide a nigh immovable anchor to the left side of the board, guiding in waves of flyers hovering around his branches.

We played Control, with the Hallow going first. Note that I did choose sides and stuck Nathaniel with the enormous house in his half of the table 😛

BATTLE

Thanks to that imposing gatehouse, this one turned into a real tale of true halves. On the left, my fast chaff escorted a selection of fast hammers to take down Nathaniel’s Ent and every fast mover he had, apart from one unit of Grenadiers on the other flank. I did what I could to ground flyers and piece-trade while sweating bullets about the triple Aeronauts ominously floating towards me. Luck broke my way when double Aeronauts gently caressed the Stampede, allowing my hammers to descend and eventually surround the titanic treeman. That flank ended in my control, with the Ent attaked on three sides by the remnants of the Hallow’s speediest units. Shout out to the Lycan horde for dropping Aeronauts, Grenadiers and the Iron Beast before ending the game assaulting the titan.

In stark contrast, Nathaniel deployed a wall of nerve and unit strength to the right of the house, with all three Brave legions and the Troll Gunners amassed with their support staff. It should not shock readers to hear that, when presented with a line of legions, I spent my Turn 2 crashing directly into it. The sharp Tribal Spear horde (bane chanted) and some Brutes smashed into the central legion, dealing 21 of the 28 expected damage and biffing the rout check. Balls. The legions closed around my assault force, with the unhindered Braves devouring the Brutes (possibly off a hill as well), while the Tribal Spear horde copped a very unfortunate waver (looks like box cars happened). Eventually the Spear horde would shake it off and end the legion it started, before succumbing late game to the legion in its flank.

The rest of the story on the right involved my Vine Hydra powering into the Troll Gunners (with fire oil!) and eventually pulling them apart, regen be damned. The Grenadiers were grounded by a Centaur Chief and finished by a Tribal Spear regiment, and eventually these Spears and the Hydra had a couple goes at Nathaniel’s other Brave legion, who kept backing up (into my central Control zone). The Hallow bois got the Halfling throng well past 20 damage but once again couldn’t manage the pop. All the same, I had more units in more sectors for a …

HALLOW VICTORY

A pretty wild start to Sunday morning, with some dice angst on the right slowing me down but lots of positional action on the left. Credit to Nathaniel’s Ent, the only colossal I didn’t kill all tournament …

Saber-Toothed Hunting Cat Count: 2 (Sauceror)

GAME 5: BASILEANS

Elohi Hord – Wine of Elvenkind, Celestial Fury
Ogre Palace Guard Horde – Chalice of Wrath
Ogre Palace Guard Horde – Dwarven Ale
Paladin Foot Guard Regiment – Orb of Towering Presence, Aegis Fragment
Sisterhood Scouts Regiment
Sisterhood Scouts Regiment
Paladin Knights Troop – Skirmisher’s Boots, Aegis Fragment
Heavy Arbalest
Heavy Arbalest
Phoenix – Heal (5)
Phoenix – Heal (5)
Priest – Conjurer’s Staff, Heal (3), Bane Chant (2)
Julius, Dragon of Heaven – Fireball (8)
+
(Battle Sanctum)
14(24)

And as has been foretold in the scripture, if Chris Murphy and I are at a tournament we will (almost) always play each other at some point. This version of his Basileans featured all the shooting he had added earlier in the year with Julius around to provide a bit more punch, at the cost of Samacris and the Elohi regiment he usually runs. Nifty and never an easy match for me, especially my soft-bodied Herd.

As for Chris’ colossal, I don’t have any details apart from that it was Sp 6+, De 6+, ensnaring and not particularly fighty.

We played Loot to end the tournament. Chris scouted his Sisters up and happily took the first turn.

BATTLE

Looking back through the photos, I deployed very wide, sending quite a bit of stuff down the right flank across a killing field of shooting and Sp 10. I absolutely should have played for the left two tokens and let him drag the other one around. Ah well.

Chris punched his titan forward on the left, picking up an early token and daring me to take it. And take it I did, hitting his walking brickhouse with the Vine Hydra and Brutes in the front, more Brutes in the flank and Lycans in the other flank 😎 It died and I prepared to piece trade the Ogre Palace Guard away … except that Chris juked a horde back to the central token. As far as that token went, I had grabbed it in my Turn 1 with the Tribal Spear horde, challenging Chris to come and get it. His Elohi + Foot Guard bounced and I ate the Elohi horde in return (nice!), but lost the Tribal Spears to the OPG from the left.

Meanwhile on the right, Chris opened the game by shooting a Tribal Spear reg to death before it had moved. I sighed, then scampered the other Spear reg forward to grab the token, before they were obliterated by shooting in Turn 2. At this point Julius pinned down the Stampede and the Lycan Alpha was jumped on by the troop of Knights. Julius eventually KO’d the Stampede by himself (!) and my right flank consisted of the Centaur Chief endlessly sitting down a Phoenix or turning off Sisters’ shooting while the Alpha ran away from Julius until she couldn’t. Brutal stuff to revisit.

By Turn 3, I’ve got quite a lot of power to work with on the left flank, but not a lot to apply it to without marching into the Basilean shooting. The Vine Hydra and Lycans dunk the OPG horde that Chris has distracted me with, and eventually I’m allowed to fight the other horde but the Brutes cock that up and die late in the game (Chris has at this point shuffled the central token into safe hands). At some point I blitz his Arbalest battery with the Lycans and Centaur Chief but it takes a long time to kill them (snake eyes drags the process out) and I lose that tag team as well. Come end game I’ve just got the Vine Hydra wrapped around a token with the Druid babysitting him, for a …

HALLOW LOSS

I hear shooting is strong against the Herd! But I also feel like I played into it, as well as not going first really hurting my ability to saturate the board, which is typically how I handle running full tilt into shooting. Credit as always to Chris’ good play and great dice, and I continue to really love his army (just maybe not facing it :P)

In the end I went 3-2, played a lot of new people, and managed to kill 4/5 titans while never losing my Vine Hydra. Feels good. Sorry for how long these reports have taken to pull together! For some context, I’m a copy editor / ghost writer by trade and the last year has seen me doing a lot of writing for work, so writing batreps in my down time has clearly not been a priority 😛 This does, however, conclude my 2023 run with the Hallow. I’d like to recap with some Herd thoughts but who has time for analysis with more events in the pipeline?

UP NEXT: I’ve got a ton of Freeforged reports for you, including my time at the 2024 US Masters. I’m considering jumping straight to those? If I don’t find the time to speed recap the other events first. Anyway, stay tuned!

SCUTTLIN’ REALM 44: HALFLINGS

Welcome to the first of four reports covering the 2022 Crossroads GT! Held in picturesque Elmira, NY, Crossroads kept up the four-player team format this year, with five 2300 point games of Kings of War over two days. Crossroads was also continuing to use Blackjack Scoring. I took up the mantle of Cuddle Captain once again for Team Cuddle Time, even though I sadly had to miss the first game due to a scheduling conflict the day before. A bummer to be sure, but there was another three-player team so it happened to work out without needing a ringer. Anyway, on to lists:

CUDDLE TIME III: THE REVENGE

Ratkin 2300
Shock Troops Horde – Plague Pots
Shock Troops Horde – Plague Pots
Nightmares Horde – Fire-Oil
Nightmares Horde
Mutant Rat-fiend
*Death Engine Spewer
*Shredder
*Shredder
Scudku-z’luk, Demonspawn of Diew [1] – Lightning Bolt (5)
Tangle [1] – Bane Chant (1+), Fireball (10+), Mind Fog (1+), Weakness (1+)
War Chief – Sacred Horn, Aura (Vicious(M): Infantry)
Brute Enforcer – Lute of Insatiable Darkness
*Smoke, Mirrors and Death Formation

Riftforged Orcs 2300
Helstrikers Horde
Helstrikers Horde
Riftforged Legionaries Horde
Riftforged Legionaries Horde
Reborn Legionaries Regiment – Orb of Towering Presence
Riftwalkers Troop
Riftwalkers Troop
Stormforged Shrine [1] – Bane Chant (1+), Host Shadowbeast (4+), Lightning Bolt (3+)
Ambarox
Ambarox
Thonaar [1]
Riftforger – Wings of Honeymaze, Stormstrike, Host Shadowbeast (6)
Stormcaller – Inspiring Talisman, Lightning Bolt (4), Mind Fog (3)

Ogres 2300
Siege Breakers Horde – Chalice of Wrath
Siege Breakers Horde – Staying Stone
Hunters Horde – Brew of Haste
Boomers Horde – Fire-Oil
Warrior Chariots Regiment – Boots of Striding
Berserker Braves Regiment
Berserker Braves Regiment
Red Goblin Scouts Troop
Red Goblin Scouts Troop
Red Goblin Scouts Troop
Berserker Bully – Torc of Dissonance
Nomagarok [1] – Bane Chant (3+), Heal (4+), Lightning Bolt (4+)
Ogre Warlock – Lightning Bolt (3+), Drain Life (5+)
Ogre Warlock – Lightning Bolt (3+), Scorched Earth (2)

(I did fix that Placo’s broken arm when I had a free moment …)

Trident Realm 2300
Water Elementals Horde – Brew of Sharpness
Placoderms Regiment
Placoderms Regiment
Heartpiercers Regiment
Heartpiercers Regiment
Heartpiercers Regiment
Heartpiercers Regiment
Kraken
Kraken
Coral Giant
Naiad Centurion – Axe of the Giant Slayer, Trident of the Drowned Sea [1]
Naiad Centurion – Pipes of Terror
Naiad Envoy – Aura (Fury: Infantry & Heavy Infantry), Bastion [1] (2)

The Cuddle Time line up was, per usual, a mix of brawler lists with some shooting and control added for flavor (crab-flavored this time around). Crossroads has a match up phase at the start of each round, where matched up teams put forth two of their armies and the winner of a dice roll gets to decide which two will fight, while the loser decides which scenario they’ll play out of a limited pool for that round. Then the other two teams are presented and the roles reverse.

My goals as captain were a) to try to get my team scenarios that they were cool playing; b) to avoid putting a Me 4+ army into heavy ensnare; and c) to avoid personally fighting Ogres. That was about all my sleep-deprived brain could handle and I more or less accomplished all three … with apologies to our Ogre player, who spent most of the weekend fighting Trident Realm or Ogres 😐

ROUND ONE: TEAM COBRA KAI

  • The Herd
  • The Herd
  • Abyssal Dwarfs

I was driving to the event during the first round, but when I arrived I got the update that it had not gone great! Turns out my 5 point bye was our second highest score :/

ROUND TWO: TEAM BUFFALO KOW

  • Halflings
  • Orcs
  • Sylvan Kin
  • Riftforged Orcs

While I can’t remember who we fed to the Sylvan Kin, I do know we arranged a Riftoff 😀 And I ended up facing Halflings for possibly the first time ever …

Halflings 2300
Stalwarts Horde – Hammer of Measured Force
Juggers Horde – Brew of Strength, Relentless
Juggers Regiment – Potion of the Caterpillar, Relentless
Aeronauts Regiment – Wine of Elvenkind
Aeronauts Regiment – Brew of Haste
Braves Regiment
Braves Regiment
Iron Beast – Pride of the Shires [1]
Muster Captain on Winged Aralez – Aegis of the Elohi, Relentless
Gunnery Sergeant on Troll – Relentless
Gunnery Sergeant on Troll
Engineer – Aura (WC (+1): Tinker), Radiance of Life (Tinker), Gadgets and Gizmos [1], Halfling Long Rifle
Sauceror – Sacred Horn

Yowza, that’s a lot of special rules to remember – check out the quadruple upgrades on the Engineer, none of which are magic artefacts! I’ve spent enough time with the Halfling list, and hearing about the army in action, to know that the Aeronauts are the real menace here. Everything else is more or less a standard or slightly worse version of what it looks like. As an aside, the army was being piloted by a local dude (Tim?) who I haven’t played since Fantasy days and hadn’t really played much of third edition. He admitted to being an AOS guy but when the Crossroads AOS event fell apart he was recruited to help fill a team out. Regardless, he was a pleasure and I tried to point out any gotchas during our game.

We played Control, with the Halflings going first.

BATTLE

Battlelines! Also I did not realize that was a Jugger horde until he deployed it …

Halfings 1: The host sallies forth in a graceful crescent (roll) formation. Also the Engineer snipes 1 damage on the trident Centurion over on the right. The left Aeronauts are the Sp 8 ones, and while the right ones have nimble, I don’t believe it ever came up again.

Trident 1: A general scuttling in response, with Krakens flexing some charge distances and me regretting everything I put on the right. I hem and haw and decide to push hard on the right Aeronauts, bringing the Centurion into range. His slayer-trident and the Heartpiercers only stick 4 damage, failing to waver. Other shooting manage 1 damage on the Jugger regiment (after iron resolve) and 2 on the Stalwarts.

Ensnare and hindering be damned!

Halflings 2: The left flank jockeys for position as Braves are mobilized to get in the way, while the center slowly presses forward. Troll Sergeants pepper the left Placoderms and right Kraken with 1 damage each, and the Engineer does the same to the Water Elementals. The real action, sadly, is the Aeronauts plowing into the trident Centurion (let’s pretend he did 1 damage and grounded them) and blowing him the hell up. Irreducible blast Me 4+ is pretty neat, especially against -2 to hit.

Trident 2: I shake off the loss of my Very Cool Gun but am now doubly afraid of the left Aeronauts looming 18″ off my left flank. The brutal Centurion charges into the Muster Captain on Winged Aralez, grounding him (even if doing 0 damage after double IR) while I clear some room for the Coral Giant to do something eventually. Heartpiercers push the Jugger reg to 3 damage, the Pride of the Shires to 2 and the Stalwart horde to 3. Over on the right, I shove Heartpiercers into the Jugger horde to buy the Water Elementals some time (and do 1 damage in the process, despite being hindered <3). It’s a good thing too, because the Water Elementals only do 3-4 damage to the Aeronauts, but at least they waver the death zeppelins.

Halflings 3: The main story here is the Jugger horde feeding the Heartpiercers on the right to their dogs while the center advances more confidently and the Braves on the left continue to bait the crabs. The Muster Captain does 2 damage to the brutal Centurion and a Troll Sergeant plinks the left Placoderms up to 3 damage. We also remember that the Iron Beast has iron resolve, so remove its damage from previous turns. Finally, the Saucerer decides to do some Gastromancy – quite sure Rally (1) was on the menu.

Trident 3: I think for a long time (17 min left on my clock at the half way mark of the game!), and decide to crush his bait and give the left Aeronauts some of their own. Placoderms and Coral Giant smash the Braves, with CeeGee turning to face the center (spoiler: gunning for that Pride) and the Placos protecting his rear as the Kraken looms / prepares to be Aeronauted directly. The Centurion continues to ground the Muster Captain (and regenerate). In the center, more Placoderms (enjoying bastion) hold the Pride of the Shires in place so the Kraken can grind the Stalwarts down. They’re up to 10 damage but still have a ways to go. On the right, the Water Elementals finally finish off their Aeronauts and face the Jugger horde salivating in their direction.

Harpoons have of course been flying during all this combat: Heartpiercers finish off the Jugger reg to the left and start in on the right Brave regiment (looks like 4 damage worth).

Halflings 4: Perhaps wisely, the Aeronauts don’t take any of their available charges, leaving the Jugger horde the only fresh (hindered) charge into the Water Elementals. Many counter-charges happen across the board (Muster Captain to Centurion, Iron Beast to Placoderms, Stalwarts to Kraken), and gun fire pops into the left Placos (4 damage) and rightmost Heartpiercers (1 damage).

The Muster Captain lucky wavers the brutal Centurion, but damage is low across the board, with the Placos taking 4 and the Kraken 2. Oh, except of course the Water Elementals are pulled apart by the Juggers.

Trident 4: Wasting no time, the Coral Giant crashes into the flank of the Pride of the Shires, tearing it asunder, as the central Kraken gently rampages the Stalwarts up to 15 damage. Heartpiercers target the left Troll Sergeant (1 damage) and the surviving Braves (7 total) but really I’m left waiting to see what those Aeronauts are doing and willfully ignoring the Jugger horde out on the right flank.

You’ll notice that the left Kraken didn’t charge the Muster Captain and that the left Placoderms have wandered forward with the flying monster in their flank. I’m pretty sure I’m baiting the Aeronauts to have a go at the Placos so my Kraken can at least hold them in place for the rest of the game. If the Kraken had charged the fresh Muster Captain, he would have fluffed and been flanked by the Aeronauts.

Halflings 5: Able to fly free, the Muster Captain swoops into the flank of the left Placoderms, swinging for the fences and taking the hardy crabs off … but without the help of the Aeronauts, who continue to abstain. In the center, the Braves squeak past the building and flank the Kraken menacing the Stalwarts, but any damage to the titanic crustacean is minimal (4 total).

Trident 5: The drama on the left flank continues as the brutal Centurion and Kraken pounce on the victorious Muster Captain, yet can only manage 5 damage (7 before double resolve). The Coral Giant moves closer to supervise, freeing up space for the Placoderms in the center to flank and scatter the Stalwarts and the central Kraken to counter the Braves and spread them across the field. Heartpiercer fire goes into Troll Sergeants, however they’re hardy heroes.

Oh. No.

Halfling 6: Tim spies a gnarly overrun through the Centurion into the left Kraken, but it’s not to be as the brutal Centurion soaks a relatively light bombing run with only 5 damage. The Muster Captain meanwhile does 0-1 damage to the Kraken in his grill. The remnants of the Halfling army back out of LOS or they’re a Jugger horde who isn’t scared of a pillow-fisted Kraken charge.

Trident 6: The Coral Giant thunders into the flank of the Muster Captain, ripping him off his flying doggo and spiking the diminutive hero. His Aralez flies off to do best boy things in a less crabby land. This frees the left Kraken and brutal Centurion to finally take a crack at the Aeronauts, however 6 damage isn’t enough to matter. Otherwise the crabs secure their hold on the map, and I clock out.

With no Turn 7 and a 4 to 2 control score, this is a …

TRIDENT VICTORY

My opponent was a gent and I hope he went on to have a good time. As it turned out, I was the only win for Cuddle Time this round. Summoning the power of Even More Caffeine, I reracked the crabs and headed into the final match of the day.

UP NEXT: Harlequin Hobby!