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!

THE HALLOW 40-42: KING BEYOND GT DAY 1

We’ve arrived, at long last, in sunny Hamilton, Ontario for the end of my Herd’s 2023 tournament run. This was the fourth King Beyond the Wall GT (and my first), which was run at 2300 points with a free 300 point colossal titan (The Thing Beyond the Wall) built using the rules from the Legendary section of the KOW BRB. While I had thought about using this as an excuse to finally paint my Mierce Root Beast, painting time is hard to come by in the summer so I defaulted to building a better hydra …

If you’ve never built a colossal before, you start at a very minimal statblock with no special rules and pay for everything as you go. The TO had imposed some restrictions for the event’s things: no flying, no nimble, no shooting over 12″. The downside of restricting long range shooting titans and fast moving alpha strike titans is that virtually all titans defaulted to being nigh invincible tarpits loaded with auras (rally, cloak, radiance). I was honestly pretty frustrated at how many people saw the massive points saving of taking an ensnaring De 2+ titan with big shield and slammed that button … and then didn’t actually bring a titan with a shield or a shell or tentacles or spinnerets or grabby mechanical claws or whatever 2+ defense looks like. What was presumably supposed to be a hobby celebration or an adventure in unit design felt more like an exercise in min/max powergaming to half the field. Feels bad.

Then again, those of us who didn’t go the big shield exploit rout ended up often doing some version of being tough with varying potential for damage too. While there was quite a lot of true De 6+ to be had, I wanted to stick a little closer to the original hydra profile:

My large resin son survives ok, fights ok, and represents his model very well. Game-wise, he would hopefully be the anvil my Herd lack. Which is a whole lot like what I wanted the Hydra to do for me at Orc Town, on top of hoovering up tokens and carrying them around. Not the most exciting colossal, but one that I was happy to put down and felt reflected the spirit of the rules and the hobby.

HERD 2300
Lycan Horde – Brew of Strength
Guardian Brute Horde – Mead of Madness
Guardian Brute Horde
Minotaur Chariot Regiment – The Stampede [1], Pipes of Terror
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)

That’s right, I finally caved and took Moonfang to a tournament. Despite being high on most people’s Herd Good Stuff lists, I’m pretty cool on her(/him/them/it). With the way I run Lycan heroes, I rarely get much from her vicious combo-charge ability, and she’s far less survivable than I expect her to be, for a 210 point De 5+ regen 4+ legend. I guess I figured if I weren’t running the Horn of Always Taken, I may as well give the other auto-include a try at my last tournament with The Hallow (for a bit). Speaking of not taking the Great Chieftain, you can see that I’ve baked brutal into the Stampede and wild charge into some Brutes (the ones with wings), both units that would have benefited from the Horn previously. Finally, I took duelist on the Centaur Chiefs for, at this point, unknown reasons. Att 4 x2 isn’t that great and we’ll find out together if it ever came up!

GAME 1: FORCES OF NATURE

Forest Shamblers Horde
Forest Shamblers Horde
Greater Earth Elemental
Greater Air Elemental
Tree Herder – Wiltfather [1], Surge (8)
Tree Herder – Surge (9)
Gladewalker Druid – Wings of Honeymaze, Ring of Harmony, Surge (8), Spell (?)
*Air Elementals Horde – Brew of Sharpness
*Air Elementals Horde – Brew of Strength
*Greater Air Elemental
+
Blocking Terrain
11(18)

The list above is 25 points shy, which must have at least partially been another spell for the flying Gladewalker Druid? That’s a lot of points to only have two surges on command, as rad as that is. All the same, this youngun’ was running a hyper elite version of the Nature list that was still plaguing us in 2023, including double pre-nerf GAE. Along with his colossal, he had quite a lot of De 6+ to hold me up with as he buffeted me with winds both strong and sharp. Which is not at all how his deployment shook out!

We played Pillage to kick things off, with the Hallow going first one way or another.

BATTLE

As it turned out, all his fast windy stuff ended up on the left and his slow tough stuff on the right, with his colossal trundling down the center unsupported. My plan was to smash into the colossal as hard as possible, splitting his line in two, while I kept the air cadre contained and knocked out a couple of the tough units (starting with the Forest Shamblers) and prepared to grind the De 6+ bastards. This was swiftly complicated in the center when I pushed his colossal to 13 damage (of 15 expected) and only wavered it, and then thoroughly borked on the right when both hordes of Brutes failed to break Forest Shamblers on the charge (thanks in part to a snake eyes). The center was less of an issue, even with him regening 10 of the 13 damage, but I was put very behind on the right, where you’ll notice most of the tokens are :/

The left wasn’t super great to begin with either. Air Elementals big and small were a real terror in 2023, especially with combat items on them, and I ended up trading my Lycans to kill both Air hordes. One of the Greaters was eventually worn down by my Vine Hydra, despite originally being flanked for a shaky 10 damage waver, and the other was indeed pummeled by the Stampede, as was the original plan. I never did kill (or possibly even fight?) any of his De 6+ dudes apart from the colossal, but all the same the Herd ended the game on 5 points to Nature’s 2, for a …

HALLOW VICTORY

My opponent piloted his handful of elementals really well, grabbing some clutch flanks with the air portion and supporting the heavy end well, with big guys poised to flank in against whatever got stuck against the Forest Shamblers. On my part, dice kerfuffles slowed my roll a bit but the Hallow was able to smash it out, plus killing my first tarpit colossal felt good. How many more would fall before my run was over??

GAME 2: NORTHERN ALLIANCE

Ice Elementals Horde – Blessing of the Gods
Ice Elementals Horde – Chant of Hate
Snow Trolls Horde – Dwarven Ale
Dwarf Clan Warriors Regiment
Dwarf Clan Warriors Regiment
Cavern Dweller
Cavern Dweller
Cavern Dweller
Lord on Frostfang – Snow Fox, Blade of Slashing
Lord on Frostfang – Snow Fox, Mace of Crushing
Ice Blade – Wings of Honeymaze, Snow Fox
Ice-Queen – Surge (8), Spell (?)
+
Crazy As Frost Giant
13(21)

Was this using the updated NA rules? I know Crossroads did a few months later but I suspect this was the old rules – so no Ordered March on the Dwarfs, no Tundra Fighters to worry about, no Chilling Presence, but +1 attak on the Frostlords. As above, there are 50 unaccounted for points, which must be at least one more spell on the Ice-Queen? I feel like she had blizzard … Serakina would make the points work out but I’m not 100% that I was ever windblasted. Regardless, it’s the pre-Tribesfolk core of large infantry and short range shooting with some great squares scooting around threatening to punch holes in things. Including triple Cavern Dwellers! Man that is cool, and a lot to keep track of.

Note that his colossal, who is not Hrimm, definitely has shambling. Because I certainly did not. Minor spoilers.

We played Push, specifically the pre-COK version. He put all three on his Snow Trolls, as was the fashion of the time, and I put two on my Vine Hydra and one on some Tribal Spears on the left. The Herd went first, by choice or otherwise.

BATTLE

All told, my plan for the left half of the board went swimmingly. Lycans and a Centaur Chief escorted my Tribal Spears reg with one token up the flank, combo-charging some Dwarfs to death and then trapping and killing the Frostlord who had aspirations of doing a flank. This went quickly enough that the Tribal Spears and the Lycan were able to help envelop the Snow Trolls, who I had planned on at least delaying on his side of the board if not outright killing once hammers could be brought to bear. Low and behold, we did them a murder and stole their tokens, giving them all to the Tribal Spears horde who had also grabbed the center token, for a great many Push points.

Rewind to the right half of the game. All those Cavern Dwellers and their Frostlord pack leader were always going to be tricky to contain, and they certainly did work, with only one Dweller dying by game end! Thankfully I was able to mostly pen them in early with one Centaur troop, as they had advanced in a line, which gave me the space to Brute off some Ice Elementals and the other Dwarfs before all his squares descended upon me. And descend they did, including a very surprising surge flank from his colossal into Moonfang, that I felt stupid about as I watched the legendary werewolf get stomped into paste. We did kill the colossal in return but bad feels. Despite that, I enjoyed some low rout checks from the NA side that kept my hammers on the right hammering a bit longer than maybe they should have, and ended the game with the Vine Hydra endlessly chomping on a Cavern Dweller, which was entirely copacetic as he had two of my Push tokens and was across the center line. With 14 points to 0, this was a decisive …

HALLOW VICTORY

I’m pretty sure this was my opponent’s first time facing Herd? And he was a little shook by how aggressively I came at him. We had a bit of a discussion about that Moonfang flank that I can’t remember the details of, compounded by it being an 18″ nimble flank charge which seemed to come out of nowhere, but whatever bruised feelings we had dissipated when Moonfang was surge-flanked and I got to feel dumb too :/ All the same, he took his beasting like a champ and was a total gent at Crossroads soon after. And another round of props on the triple (Mantic!) Cavern Dwellers, very cool flex.

Saber-Toothed Hunting Cat Count: 1 (Ice-Queen)

GAME 3: RIFTFORGED ORCS

Fight Wagons Legion – Brew of Sharpness
Fight Wagons Legion – Brew of Strength
Helstrikers Regiment – Boots of Striding
Tundra Wolves Troop
Tundra Wolves Troop
Ambarox
Ambarox
Ambarox
Thonaar [1]
Stormcaller – Sacred Horn, Lightning Bolt (4), Veil of Shadows (3)
Riftforger on Manticore – Blade of Slashing
*Riftforged Legionaries Regiment
*Riftforged Legionaries Regiment
*Reborn Legionaries Regiment – (10 Point Item?)
+
Riftforged Orcling
14(24)

Is this really my first battle report against Riftforged?? Madness. I’ve played them in a couple practice games (usually UB) and have extensively tinkered with them myself, but I guess never bumped into them at an event. Probably checks out, given their scarcity. All the same, I knew what plenty of his list did or wanted to do, tho I’d be lying if I said double tooled up Fight Wagon legions wasn’t horrifying. What I didn’t know, however, was how good Ambarox are, or how much trouble a single regiment of Helstrikers could cause.

Mathew’s colossal was more like what I expected to face. Big shield means you save points on De, headstrong means you save points on Nv, ensnare means you’re doubly great to the front, cloak of death is always tasty, regen 4+ forever (and is cheaper on De 2+), and brutal 3 is very cool (and what I was looking at for my Root Beast too). The most noteworthy thing is going to Sp 8 at the cost of having more attaks, which if you’re leaning on brutal 3 is less of an issue. The model is the big purple troll, keep an eye on him in the slideshow as he gets around.

We played Dominate, with the Riftforged going first. Boo.

BATTLE

This is a tough game to summarize, so let’s focus on Mathew’s four problem units: the Helstriker regiment, the Riftforged Orcling colossal, and the two Fight Wagon legions. It is crazy-making to see how much effort I put into failing to contain those Helstrikers … So Mat holds the Helstrikers back for his last deployment, then pushes up first turn to neuter my Lycan’s speed advantage, as well as the Stampede’s really. I advance my fast flanking hammers a little bit, getting into range of some Tundra Wolves too but I’m not sure I care. Mat surprises me by double-charging my Lycan with Wolves and Helstrikers, which is mathematically a little shaky but on the whole ok? They do 10 damage and waver my ultra-hammer. The Stampede flanks and evaporates the Wolves, and I kneejerk a Centaur Chief into the Helstrikers to sit them down, which is what these heroes are there for. Except on the counter-charge Mat kills the Centaur Chief (not the most likely result but s’ok) … and overruns into the flank of the Lycan horde. He commiserates with me that it’s a bad rule before removing the Lycans and turning to face the rest of my line with what amounts to a piece of thicc chaff. The Stampede roll out of their mind in coming turns to one round some Riftforged Legionaries but are also killed by the freakin’ Helstrikers (after accumulating lots of shooting damage on the way in). I finally smash the Helstrikers with my Spear horde but what a mess that caused.

The Riftforged Orcling is a simpler story but has its twists thanks to being so fast. Mat’s colossal stalked up the middle of the board, frustratingly wavered a Spear reg with the help of some Tundra Wolves (so I couldn’t use my second line to fight either unit), then murdered that regiment and spun to face my Brutes grinding up the left flank. I had become stuck on some Riftforged Legionaries, then suddenly flanked by the Orcling and exploded. The Orcling spun back to the center, stopping my Vine Hydra’s advance until finally being popped like a balloon when my (hindered) Spear horde flanked it. Turns out De 2+ big shield ensnare isn’t great side-on!

One of the upsides of the Orcling’s foray into my left flank is that I need to put my Brutes into his Fight Wagons to kill them, and thus win the game. This was successful on the right, but wow was it not on the left. I out-chaffed Mat on the left flank … until his Ambarox battered down my unit advantage. I don’t have much time to piece trade over there, when suddenly the Orcling appears and removes the Brutes entirely. Luckily my Centaur Chief over there is a boss, killing the Riftforger, finishing off the Legionaries, and eventually sealing the deal on the left Fight Wagons at the end of the game. However, at that point I’m just out of dudes and Mat’s Reforged can saunter into the scoring zone, for a 1 to 5 …

HALLOW LOSS

Credit to Mathew on the Helstriker play, and whatever the opposite of credit is for the same 😛 Looking back, I can see things I could have done differently – like reversing the Lycan and nimbling pivoting so I could at least trade the Centaur Chief for the Helstrikers – but ah well. Third games be like that and Mat played really well.

Saber-Toothed Hunting Cat Count: 2 (Riftforger)

UP NEXT: Day 2! In which we see the return of a suspiciously familiar face …