Monday, August 7, 2017

Hobby Update: Varangur Horse Raiders & Ogre Allies

After my last post, the smart thing to do would have been to work on stuff I literally already had on my hobby table. By and large ...that is not what I did, though the KoM Knights have gotten some more paint. 

So what did I work on? Transitioning some old Warriors of Chaos models. I was reorganizing some storage and figured they'd be quick enough to convert. I was mostly right. I still have some infantry to finish up, but the Horse Raiders and Ogres are finished! Aside from painting the horses blue, these models were pretty much just rebased, so I won't post any "before" pics, just the final.




Horse Raiders
I never did actually buy a box of Marauder Horsemen back in the day. The unit was jumbled together from bitz purchases over time. I started gluing these from right-to-left... and quickly ran out of space for all five of my models, so I have a spare musician now. Oops. I may have some other bitz around though too. If I can squeeze out another unit of these down the road, I will.

They didn't see a lot of use in Warhammer for me, but I could see the appeal in Kings of War, since I don't need to point-buy to make them versatile. Mounted Scouts and Mounted Sergeants are two of my favorite units for Kingdoms of Men, and these Horse Raiders fulfill a similar medium-cavalry role with the bonus of having a ranged attack, even if the range is limited. If I can get this unit into a flank, I should have plenty of options to harry the advance of opposing units or flank or multi-charge with them. The unit seems pretty versatile, but not prohibitively expensive.

Ogre Berserkers
I loved my Chaos Ogres in Warhammer. The only "gear" they got was the Mark of Slaanesh, but they were the workhorses of my Chaos Army. They were cheap; they were speedy; and they hit decently hard. In Kings of War, their uses might be a little circumscribed (no cannonballs to catch; no charges to bait nor to flee), but I still think there's plenty to work with, and I think they'll do well when they hit the table.

By my count, the Raiders put me a little over 2000 points of pure Varangur (no marks or upgrades or items), and the Berserkers add another 450 points of allies. This evil army is coming along nicely!

Wednesday, August 2, 2017

Misc WIP Update

I probably have a bit too much on my hobby plate currently.

Abyssals
With the completion of the Halfling army, I turned my attention the the Abyssals this last week. They are the last little army collection I wanted to undertake. (For the record, I am now collecting 6 armies: Kingdoms of Men, Undead, Halflings, Herd, Varangur and Abyssals. Also for the record, I am a fool.)

Like the Varangur and Herd, my intention with the Abyssals was to do up a quick intro-army now, and then expand it a bit down the road. I don't intend for them to grow beyond 1500-2000 points though; nor do I intend for them to be played much on their own. Rather, I figured the Abyssals, Herd, and Varangur would be a solid trio to play against for a bigger group game, with the Abyssals contributing some ranged options. We'll uh... we'll see how long it takes to get an intro list table ready. I have a few units primed already, but have made very little painting progress so far, so no pics.

Kingdoms of Men
I got back to hobbying on my main army for a little bit, but unfortunately ran out of the paint color I use for sand, and have yet to find a replacement (all three of the local stores were sold out of the color, and I hadn't been able to replicate it well). I'm hoping to get a replacement pot within the next week or so. When I get that pot, I'll be trying to get a second Beast of War and four Knight troops finished up. After that... I have some more Roman infantry to work on.

Undead
After finishing the Halflings (dozens of models) and starting the Abyssals (another three dozen or so), I was burnt out a little, and looking for a brief hobbying reprieve. I decided to hobby a bit on some neglected Undead, started long ago. The models are Reaper Bones, with some weapon swaps to spice things up. While I was at it, I also dug up an old Lich model, also from Reaper. Over an evening or two, these were all done up.

The Undead are peculiar among my collection, in that I did not intend for them to be a stand-alone army. They were painted up with the intention of being loaned out to my Undead-playing friend, which I why I don't have much of the staple Skeleton or Zombie units, and instead have a lot of fun Wights and Skeleton Archers; units I knew my friend lacked, but could be useful for Kings of War.


As I approached the weekend, I was gearing up for another round with the Abyssals.

However, my birthday was over the weekend, and my girlfriend surprised me with a Mortis Engine/Coven Throne kit. I apparently commented on one once while at the shop with her (I do not recall this offhand comment at all, but mad kudos to her for her thoughtfulness). I don't recall anyone ever gifting me a figure, let alone a mammoth GW kit, so I was floored. 

So... I will absolutely need to do something cool with the model. From what little I know about the Undead though, neither kit option has a good Kings of War equivalent, with most parties online opting to run theirs proxied as either a Vampire on Undead Dragon or Revenant King on Undead Wyrm. Some kind of leader model certainly seems appropriate, though I am not sure what I want to run mine as.

Whichever I end up fielding, I will likely need to expand my Undead collection a bit (heh, excuses excuses). Right now my collection is mostly Wights, with some skeleton archers and warriors in tow. 

As I understand the typical Undead force, the Wights are a very expensive hammer, and the army usually have more of a "overwhelm with superior numbers" approach to fighting. I have some spare Skeletons and a horde of Mantic Zombies sitting unpainted in boxes, but now I will very likely have a few Undead purchases in the future. 

So yeah. I have a lot on the table to begin with right now, even more things boxed up and waiting patiently, and now another project on the horizon thanks to a thoughtful girlfriend. That's alright. I'm perfectly happy to have these kinds of "problems"! Back to painting...

Thursday, July 27, 2017

Hobby Update: Halfling Army

The Halflings are ready for the table! ...Though I have no idea when that will be. Scheduling games has basically been impossible this year. Before I dive into my thoughts on the introductory list, or my early impressions of Halfling strategy, here is the little expeditionary force!

Ready to kick some shins.
The mounted Standard Bearer needs a standard still, and a few touchups are needed, as well as "edging" the bases, but this is close enough. I'm really impressed with how much life the shrubs give the bases. I think I'll need to add a few plants to the Regnum's bases now.

All of the models (with the exception of the volley gun) are from HaT, purchased via a third-party online retailer. Models at this 1/72 scale are much, much cheaper than the 28mm scale used in Kings of War. I spent $80, and got enough minis to hit 2000 points easily. (In addition to the finished models here, I have about 500 points of regiments (spears, archers and more knights), and 600 points of troop-level support in numerous Halfling Scouts and a few mounted Ranger units. Additionally, I have spare models for heroes, and even a few siege sprues which I could convert into more volley guns.) The point I'd like to make is, if you want to pick up some halflings, and avoid the "second breakfast" or dopier themes associated with them, check out models at 1/72 mm!


Overall, the League of Rhodia looks to play similarly to the Kingdoms of Men, utilizing options such as knights, gunpowder and a variety of infantry units. In addition to those basic tools, the League also has the Halflings to serve as both specialists (war machines, Scouts and Rangers) and as cheap (and Stealthy!) anvils/tar pits/cannon fodder (the Halfling Braves, Spears, etc).


Whenever they hit the table, here is what I'll be fielding. Halflings-only is a bit of a challenge, as the tiny humanoids are a little under-powered. Nothing has Crushing Strength; the sorcerer can't pick up Bane-Chant; the Knights only have Thunderous Charge 1. Potentially, the knights could do some damage if they get the charge... but the most dangerous thing in the list is the Volley Gun... provided I can position it and then protect it well enough for it to shoot a few times.

The list has a good number of drops for the points level, so I should have plenty of options in the movement phase. The Nerve on the units isn't great, so long grindy fights will do me in. However, if the knights get some charges and the volley gun is protected long enough, I think I have decent chances at winning.

I think the army will be a good introduction for other players to play against. While I think I can win, I think it will be an uphill battle, and I'm fine with that. The Halflings don't really have chaff, or hard-hitting units to rely on, so smart deployment and tactics, and superior numbers will be needed to carry the day.

I am also really interested in seeing how the sorcerer performs. Wind Blast is something I have yet to encounter personally. At first glance the spell looks really underwhelming, and used by itself, I think that's a fair assessment. Woowee, I can reverse Shamble you. I think the strength of the spell lies in combining it with clever movement phases. Hopefully having the Halfling Sorcerer mounted, and a good number of drops will help me discover some uses for Wind Blast. If I uncover anything interesting, you'll see it in the battle report!

We'll see when these hit the table. In the meantime, I still have a lot of things to hobby on. Back to work for now, and I'll have some more WIP things up soon!

Wednesday, July 19, 2017

Hobby WIP: KoM Knights and... Halflings

One of my goals with the Kingdom of Men was to get away from my old Games Workshop models and explore other ranges. Eventually I wanted to field a totally different army than the one I started with back when this blog started. I really dug the Warlord Games Romans, and started reshaping and replacing my army with more Roman-style minis. While the infantry were easy to replace, one perpetual stumbling block were the Knights.

I wanted to field some kind of cataphract-looking model, but was having no luck finding something that looked right. The closest I got for months and months were these guys, which I decided to buy on a gamble. They were really close to what I wanted, but were at 1/72 scale. The other Roman minis were small... but ultimately not that small. Teeny tiny knights were not an option for the Kingdoms of Men.

For better or for worse, these smaller models did catch my interest though, and browsing online, I discovered that this scale of miniature is quite cheap; way under a dollar per model. For some reason, "cheap" was enough to convince me to buy more models, with an eye to making up a small (ba-dum-tss) halfling-themed army, which I have been slowly hobbying on since May.

I have no real desire to play the League, but I figured they would be nice to have for intro games; something simple and underpowered for my opponent to beat up on for a few games in order to learn. I typically like being the underdog in most of my endeavors, so it would make those intro games fun for me as well.

They were supposed to be done quickly... but having started on them mid-May, that obviously didn't work out as intended. The low low cost is really the only thing the models have going for them. The plastic is really soft, making removing mold lines or and any customization really hard to do, as things just give way. I basically gave up on cleaning the mold lines, as filing and scraping did nothing, and I wasn't about to patiently use a knife on all these models.

Additionally, I had a self-inflicted wound of trying to show their halfling-ness by giving them furry feet. That has eaten up a lot of time, and honestly doesn't look the most inspiring. In real life it looks a tiny bit better, but they still look like they are wearing furry snow boots.

I have a plan for 750 points, and its relatively close to completion. There is a lot of paint on the models, but there is a lot of basing work left to do, since they all have little stands as part of the model. The models furthest along at the Halfling Knights, using the original cataphract models.

Now they just need to switch out their greaves for apple-bottom jeans...


These were the easiest to work with of all the halfling models, but still not fun to hobby on. About half of their hand holes were too small to fit the spears, requiring a lot of drilling... which was no small feat with the bendy, giving plastic. A further issue was they were were only 4 poses to work with... a common issue with this army. The units of this army will all be afflicted with "same-model-syndrome." Oh well. If worst comes to worst, they will just demonstrate to new players that "table-top standard" is not an impossible goal to reach... from a distance, I think it will look like a decent army.


Also on my hobby table, are actual knights for the Kingdoms of Men. After a few months of searching, these were the best I could find, so I ordered two boxes... which may prove to be a bit of overkill.

I really like the expression of this white horse. It looks thoroughly unimpressed.
Each box has 15 models, plus a dinky casualty model, which I may have to find a use for eventually. So, that's 30 usable knights. The plan for the real models is for 4 troops of 4, and 2 regiments of 7. I'm going to focus on the troops first, and so far have most of the bits for those clipped and filed. More to come on these later, but work on them should go swiftly I think. The plastic is good and the models are really simple, which should speed up painting.

I think I can finish up the Halflings within a week, and then it'll be on to these knights and other fun things. Hopefully the halfling army post will be up soon!

Thursday, July 6, 2017

Hobby Update: Herd Army

I was able to put some work into the Herd units recently. While I may fiddle with them down the line... for now they are all done and officially ready for the table.

A few models got some painting touchups, but the majority of the work was done with the bases. I applied gobs of the snow mixture (Elmer's Glue, baking soda, and white acrylic paint) to the bases to try to get a deeper snowdrift effect going on. Then I found Army Painters's grass tufts, and went with the Frozen scheme. Those add a lot to the bases I think, and require very little effort. Might have to pick up some more... Anyways, here are the Herd units finished so far.

The Beast Packs

Two Longhorn Troops (Three to go)

Tribal Hunters

Guardian Brutes
So there they are! The Herd is off to a pretty good start.

Saturday, July 1, 2017

Battle 11: Varangur vs Herd (Intro Game)

After a pretty successful introduction to wargaming, we switched up the terrain a bit, and prepared for a rematch, using the same lists. We simultaneously “deployed” both armies, and then tweaked the Herd a little bit after chatting. I went for an oblique deployment with the weaker Warband in the center.


Again, the Hunters use their Vanguard move pretty aggressively.
My opponent decided to go wide. The Longhorns, Hunters, and Centaur Chieftain went on my left, hoping to use the forests as cover and then hit me in my flanks as I advanced across the board. Like before, the Brutes deployed to threaten the more open center, while the Beast Pack lingered nearby. The Hunters again opted to use their Vanguard move, and we rolled off. My opponent won, and she decided to go first again.


Turn 1: Herd

Everything moved up, with the Longhorns being a little more aggressive than the Brutes. The Hunters take a potshot at the Bloodsworn, but miss.


Turn 2: Varangur


I reform my Bloodsworn and mounted troop to face the oncoming threats in the woods.


Minor adjustment to the Varangur line.
I had learned my lesson from Game 1. The Herd are quite speedy, and at such a low points level with fewer units… I needed to play defensively.

Turn 3: Herd



The Hunters again take aim at the Bloodsworn, but again miss. My opponent, realizing I am not going to waltz out into the middle of the field and get slaughtered, continues her advance in the hopes of bringing the fight to me.


The impatient Herd approacheth.
The Brutes continue to move up. Probably too far, as they entered charge range of all of my guys. Instead of advancing along with the Brutes, and screening them from harm, the Beast Packs uses its Nimble abilities to reposition, and the rest of the Herd sticks to the trees. My opponent really liked the speed of the Beasts, and wanted to see what they could do, besides being chaff. In my view, this was a mistake. They should have screened the Brutes from the murderous regiment of Mounted Sons.


Turn 4: Varangur


The Bloodsworn advance a bit to threaten the woods, while the rest of the Varangur piles into the brazen Guardian Brutes, with the Skaald skulking around for moral support.



My mounted regiment slams into the first group of Brutes, and routs them, even with the Brutes being inspired. The mounted troop and Warband attack the other group of Brutes, with the troop doing a fantastic 7 damage and the Warband doing 0. The second group of Brutes are "merely" Wavered.


C'mon Warband.
It was a pretty solid turn for me. If the Warband had contributed, I probably could have wiped out both Brute units.

Turn 5: Herd


As my opponent starts her turn, she begins to understand and appreciate the role of sacrificial chaff units, like the Beast Pack, which now charges over attempting to delay the dangerous regiment of Mounted Sons. The vicious beasts manage to deal a wound to the evil knights, disordering them.


The Centaur Chieftain moves to both get out of the way and to inspire the rest of the army, and the Hunters finally get a wound on the regiment of Bloodsworn.


The Herd launch a counterattack.
Unfortunately, I forget that the Brutes have the Fury special rule, so instead of counter-charging say, the Warband, they merely shuffle sideways, allowing the two units of Tribal Longhorns to utilize their Pathfinding abilities, and crash into the troop of Mounted Sons.

The counterattack was successful!


Like last game, the troop of Mounted Sons are obliterated. The victorious Longhorns reform. Points-wise, I probably should have protected them better both games, but what's done is done. My Varangur army doesn't have a lot of chaff, unfortunately.


Turn 6: Varangur


The Regiment of Mounted Sons attack the Beast Pack, and even disordered, manage to destroy them when it comes time to test their nerve. The Warband charges the Brutes, and this time, manages to deal some damage. Likewise, the Bloodsworn attack one of the Tribal Longhorns, and deal a few wounds. The damage was lower than I wanted, but it's still damage. Even outnumbered, I think the tanky Bloodsworn are well positioned now for grinding out the Longhorns and Hunters.

The Warband's damage roll is the purple dice. They did something!
With the melees finished, we move on to checking the Nerve of the wounded Herd units. The Beast Pack took a massive amount of damage, and are easily routed. Only snake eyes could have saved them.


I move on down the line. Boxcars for the Brutes, and boxcars on the inspired reroll. They are totally doomed.


Then, onto the Tribal Longhorns. Boxcars on the wounded Longhorns, and… another boxcars on the inspired reroll!


Pictured: the fourth double-six in a row.
I felt like all the luck I had ever accrued in all my dice rolling in any game had coalesced into these four, hugely triumphant, but also largely insignificant rolls. Ooof. We decided to call it quits here. It was the Herd's turn to be in a very rough spot now, and the Dice Gods obviously wanted this game to be over.



The rematch was also a good game, but I wish I had caught omitting the Fury special rule before writing up this report. Oops. The game would almost definitely been prolonged if they had counter charged, but my Mounted Sons could have probably still carried the day.


Introducing a brand new player to wargaming was pretty cool. Everyone else I have played with previously had some experience, even if it was not recent. For a brand-new player, I think the DM approach of just keeping the game moving and not sweating all the details worked well. The goal with a new player is to pique their interest; not drown them in rules and detail. The finer points can come later, if they want to explore the game.

I think 750 was a good points level to play at, and I think 750-1000 is the sweet spot for introducing the game to people. It's small enough for people to mentally track their units and get familiar with them, but large enough that a bad roll or two is mitigated. These games were particularly short, and I think part of that was due to the smaller table. If you're introducing an army with more ranged options, I'd suggest upping the table to a more normal 4' by 4', or the shooter will likely be overwhelmed.


I had a lot of fun getting back to the table, and while this wasn't her usual gaming endeavor, my opponent had fun, and we'll probably get another game in soon. T
hanks for reading!

Battle 10: Varangur vs Herd (Intro Game)

My girlfriend was kind enough to humor me, and agreed to give Kings of War a try. She'd never played a tabletop war game before, but she liked how the Herd looked, and the swarm approach I was aiming for with the army seemed to fit her "W+M1" approach to most of her gaming. The army isn't finished, but after some work on the Tribal Longhorns last week, was "close enough" to being table ready.

The endeavor was going to be a bit of a challenge. This was her first ever war game, and I was going to be rusty on some of the rules, having only played one game in the last 6 months or so myself. I decided to try and simplify as much as possible. That meant:
  • Smaller lists - we played at 750 points 
  • Tiny table - we didn't have much space at the shop, and played on a 3' by 3' board, with deployment zones only 10" deep.
  • Simple terrain - no big LOS blockers, tall hills, or fences, but enough to try and take advantage of the Herd's special army rule (Pathfinders)
  • I'd handle all the deployments, and cede the first turn to my opponent.
Additionally, I didn't want to make her read a rule book beforehand, so I put on my "Dungeon Master Hat", and decided I would just handle game mechanics and special rules as they came up in game. That seemed to work pretty well, and the game moved along pretty quick. My opponent played the following:


I want my Herd to be numerous, and this list is a good starting point for the army. The Beast Pack is good chaff; the Brutes can hold the line; and the Longhorns can deal the damage. And then the Hunters and Centaur Chief can play support as needed.

For my own army, I decided to field some Varangur, rather than the Regnum. I like my Kingdoms of Men, but they need to win through combined arms and tactics... and I felt that a brand new player facing that would lead to a bad experience. The Varangur seemed like an obstacle that would be easier for a new player to understand and overcome.

I ended up fielding a pretty concentrated list with them, with a very dangerous regiment of Mounted Sons as the chief threat. I hadn't given much thought yet to Gifts for the Varangur, but know Headstrong/Fury is popular... so to be a contrarian, I decided to take Lifeleech on on the big mounted Regiment.


Both armies are arctic themed in some way, so I obviously chose lots of green for the terrain, including a big lush jungle fern thing. Oh well. I guess they were all on summer vacation or something... Deployment looked like this:


Yep, that's a tiny table alright.
I didn't give much thought to the Varangur deployment, aside from putting the Warband forward. I wanted to see how it served as a small tar pit.

The Herd got most of my deployment attention. The Brutes took the center, hoping to secure the open spaces since they lack Pathfinders. The Beast Pack screened the Tribal Longhorns, who I expected would scream up that side of the table, and try to roll up my flank.

After explaining Vanguard, my opponent decided to move the Hunters up into the forest, and then we were on to Turn 1.


Turn 1: Herd

After briefly explaining the move phase, she opted for a cautious advance. The Guardian Brutes shuffled forward, with the Centaur Chieftain in tow. The Beast Pack advanced just into charge range of my Mounted Sons Troop. One troop of Tribal Longhorns hung back to support the dogs, like I anticipated, but she decided to have the other start moving over to the other flank, and support the Tribal Hunters, which after their Vanguard move, she felt were exposed and threatened. The Hunters apparently didn’t feel that was though, and rolled enough to slip two wounds through on the Warband.

My Skaald. The laziest source of Inspiring I have seen to date.
Wheeling units seemed to be more intuitive for my opponent than pivots, and given the small board, I had opted to not cover it with a 6’ x 6’ felt covering, so the MDF bases slipped at the slightest provocation. So, please excuse the glare from the lights, and any accidental swivels. With my “DM Hat” on, my goal was to not sweat the small stuff, and keep things moving.
Turn 2: Varangur

My center scooched forward while the Warband charged into the Hunters hiding in the woods. Even hindered, I thought I may be able to slip enough wounds through to Rout the unit, and create a good dilemma for my opponent on the following turn. Unfortunately, I was vastly overestimating their abilities. They only managed to slip a single wound in, and I rolled double 1’s for their Nerve check just to be sure. They stuck around.

On my left, I decided to be bold as well, and the troop of Mounted Sons slammed into the Beast pack, dishing out 9 wounds and destroying them. This was my first game with the Varangur, and man, these knights are no joke. Victorious, they scootched back 3”. When only the Beast Pack was Routed, my hope was that my opponent would commit both the Tribal Longhorns and Guardian Brutes to fighting them next turn. I would lose them, but hopefully have enough time to deal with everything else.

You'd think the Warband would have done a little better. I mean, there are like, twice as many guys!
Turn 3: Herd

Surveying the board, my opponent trampled my hopes, and opted for a simple move phase, charging everything she could. The Brutes charged the Bloodsworn and Mounted Sons regiments, later dealing some good damage, but not besting either unit. On my left, the Tribal Longhorns charged the troop of Mounted Sons to avenge their Beasts, dealing 3 wounds and eventually Wavering them. Oopsies.

The good-for-nothing Warband is vanquished.
With those easy moves done, my opponent charged the Warband with the Tribal Hunters, and then we agreed that the second unit of Longhorns could probably get into the side of the Warband too. So, she got to learn about flank charges, and long story short, the Warband was annihilated. The Hunters backed away and the Longhorns reformed.

Turn 4: Varangur

I was in a bit of a bad spot. The troop of Mounted Sons on my left were as good as gone being Wavered, and while I had a slight advantage in the center fight with a Higher Nerve value… my guys weren’t going to break through on their own and help wasn't really coming.

With his one attack, my Mounted Skaald moved to take a potshot at the Longhorns threatening my troop. It was an incredibly (statistically) long shot, and did not pan out in any way. No lucky damage or wavering.


My center simply shoved back, and the Bloodsworn and Mounted Sons hacked at the Brutes. When the Nerve Check came, I rolled well, but not well enough. Both were 1 shy of their respectable waver value…

Turn 5: Herd

My opponent goes in for the kill. The Centaur Chieftain and Longhorns descent upon the wavered Mounted Sons and obliterate them. The Brutes go after my center units again, with the second troop of Longhorns joining the fight against my mounted regiment. Both of my units are Wavered.


About an hour had elapsed, so at this point, I concede this game so we could get another game in.


It was a good game, and a great first outing for both the Varangur and Herd. It was fun to see both armies out on the table, and I’m excited to finish these Herd units up. I think they are going to look really good in the end.

I got a little overconfident with the Varangur; committing to combats too early, and once committed, I could not get the upper hand due to a low unit count. I did not expect my opponent to go one-on-one with everything Turn 3, but it really worked out for her. The Brutes can grind pretty well, and have a great edge if they can get the charge… Once everything of mine was engaged, she still had units to spare, and was able to systematically whittle me down for the win.

We switched out some terrain, and were off to a rematch!

Monday, June 19, 2017

Herd WIP

I completed (for now) my Varangur project about a month ago. Since then I have kept on hobbying... but unfortunately, not in a really coherent manner. Scatterbrained hobbying and not posting seems to be my default state for 2017. I am starting to regain a little focus, so hopefully I'll reclaim some desk space and post more as these numerous projects are completed. For now though, I have an update on my Herd, one of the larger projects I have been working on.

I started on the Herd last year, and then quickly abandoned the project. I was overwhelmed. I didn't know what units I really wanted to run, or at what unit sizes... and eventually just let the project sit while I moved onto other things.

With the Varangur done, I now have a much better idea what I want to do with the Herd. Like the Varangur, I want to do up a small army now to loan out for intro games, and then add to the army over time in the hopes of using it in a big group mega battle. Whereas the Varangur are fewer in number and more elite, I decided I wanted the Herd to be more of a swarm of numerous, relatively cheap troops.

Everything in the army is still in a WIP state. Nothing at all is table ready, but I've made good progress over the last few weeks.

Guardian Brutes

While perusing the army back in September, these guys jumped out at me. Sure the lose the special Pathfinders rule, but they hit like trucks and have a great defense among the Herd. I figured they could anchor my lines well. The models are Farrow Slaughterhousers from the Hordes line. While they are metal models, they weren't as difficult to deal with as I was anticipating (I have had some terrible luck with metal minis in the past). Each model has only one way to be assembled, so there wasn't a lot of room for customization, but I added some horns to do a little something. 


They are furthest along, but still need some work, mostly with basing. The blue swirl is a test for an ice-like effect... and I need a clear shiny effect to get it to where I want to be. Additionally, the base could use enough layer of snow, and probably a plant or two, so that the base has more going on. These piggies will be my test unit for all the basing extras. I've got some things in the mail, so we'll see how they turn out.

Beast Packs

These were painted almost to completion last September, since troops of Beast Packs were one of the only things I knew I wanted to run for sure. 

While I have yet to play with or against the Herd, they seem like the work horses of a Herd list. They are dirt cheap and very quick. At worst, they serve as speedy chaff, screening and protecting more important things, like your tribal infantry. At best, they could be utilized as light cavalry, running around to flank your opponent, or harass shooting units or war machines.



I am only doing up four troops right now, though should have enough old Chaos Warhounds to make six additional troops, should the mood strike me. Right now, the units are all painted, I just need to finish painting the last two bases, and spruce everything up. These are closer than they look to being table ready.

Tribal Hunters

I decided to move these units back into the WIP stage in order to redo the basing. Unfortunately, I discovered my old snow effect does not hold up to time, and eventually the glue turns a yucky, crusty looking yellow (can't even pass it off as yellow snow!). For the Varangur, I tried a new snow approach, using a mixture of glue, baking soda, white paint and water... and really like how that turned out. These guys should be table ready soon.


Not much to say on their theoretical roles in-game. The shooting isn't good, but it's about all the Herd has. With their Vanguard move, they can be very aggressive; grabbing objectives early, or drawing enemy fire in the early turns. I think they will work surprisingly good in objective-based games, as they can grab Loot or whatever and then scamper away without negatively impacting the combat effectiveness of the rest of your list. I am interested to see how these guys perform.

Tribal Longhorns

One of my main reasons for starting the Herd last year was the 30+ Gor models I already had. One of the main reasons for abandoning the Herd last year, was my inability to decide how to run those models. As larger models, designed for 25mm bases, should I run them as Warriors? Longhorns? Spirit Walkers? Tribal Spears? What if I ran different units? Would similar models used for different units look good on the table, or would that confuse my opponents?

Ultimately, I decided everything would just be run as Tribal Longhorns. The army would not have as big a toolbox, but just running all the Gor-sized models as Longhorns will save me a ton of effort and energy. I finished priming two troops of models tonight, but no real work has been done on them yet, so no picture.

I'm excited to be making real progress on these guys. Hopefully they will see the table sometime this year!

Tuesday, May 23, 2017

Hobby Update: Varangur Army

I had a potential game fall apart on me, so spent the evening puttering around my apartment. One of the things I did was take stoke of the Varangur project. I realized that I'm about 50 points shy of 2000 points of Varangur painted and ready for the table. I could easily reach that with some Gifts and Magic items. Not bad for only a few months!



This seems like a good place to take a break on the Varangur. To be sure, I have future plans for the army. I still have two more regiments of Warbands to paint up and nearly 100 old Chaos Warriors in various degrees of completion that can be converted over into Kings of War. Mix in a few monsters... and this could be an great collection of baddies.

The first, immediate goal for the Varangur project was to create a small force on hand for introductory level games (around 1000 points). I figured a KoM mirror-match would be boring for an intro game, as part of the fun of Kings of War (in my opinion) is the variety of armies (and models) one can field. Right now, I can now offer up intro lists for the Kingdoms of Men, the Undead and now the Varangur, so yeah, I definitely achieved this goal.

The second, more long-term goal for the Varangur project is to create a large force for use in mega battles. I've talked to a few people who are on board with the idea, and can probably sway a few more for an afternoon of large-scale tabletop fighting. Having a few thousand points of evil vikings to draw from can only be a good thing here. So yeah, not there yet, but I'm definitely on my way with this goal.

This force is a good starting point for that future goal. Mix in my the other unpainted models, maybe pick up a few monsters... and the Varangur could be a numerous (and fearsome!) force for folks to square off against as part of a big game.

So, yeah. I have a good pool to draw from should I be fortunate enough to introduce the game (had a few people express casual interest... we'll see what happens), and I have a good starting point from which to expand the collection.

...But for now, I'm going to shift my focus away from the Varangur. I've got a bunch of old KoM stuff to get back to, and I would also like to get back to the Herd project I undertook (and quickly abandoned) late last year. Not sure what will be up next, but I should have some WIP stuff coming relatively soon.

Sunday, May 21, 2017

Hobby Update: Varangur Mounted Sons


Huzzah! All the Mounted Sons are done!

The whole, terrifying gang, together at last.
I have been hobbying on these guys for a few months now, so it's really good to be able to call them done. I wanted the end result to look pretty similar across all the units, so almost all of the painting was done batch style... finishing each step on every model before moving on to the next one. I think they turned out nice, but man, working on 30 models at once has been a pretty long haul.

See? Decent iconography. All gauntlety and stuff.
I ended up hitting a few snags with these along the way too. I was short a torso somehow, which was fixed via green stuff putty. I also ended up being short a few pauldrons. That was fixed by picking up a pack of these a few weeks ago... which, unfortunately, you can't really see from the pictures.

The pack had more pauldrons than I needed, but I'd rather use all those up and have generic knight ones for other projects.. So I ended up using the pads as kind of "accent armor" replacing a pauldron here throughout the unit instead of doubling up on one model. Sorry for not snapping any pics of it. I'm too lazy to go back.

The shoulder pads actually fit pretty well on the knights. Additionally, they solved a little problem for me, as I didn't know what to put on the banners. The armored fist made for a pretty good army icon, which was dutifully appropriated and incorporated into the banners to further visually unify the units, as you can see from above.

These cavalry units are over 1000 points themselves, so the Varangur are coming along nicely!

Thursday, May 18, 2017

Hobby Update: Varangur Chieftain, Skaald, and Warband

The Varangur project is humming right along. I managed to get a few units moved over into the "table ready" column the other day, so here they are.

"Go forth and die."
First up is the Chieftain. I picked this guy up years ago to use as a battle standard bearer for Warhammer Fantasy Battles. Out of the box, his left arm was a tentacle mass holding a shield. I had used the shield in another project, and had planned on building a tentacle holding the flag pole back when he had a purpose. Ultimately, I decided that my list didn't need him in my lists (go Slaanesh!), and he ended up just sitting in a box for a few  years.

As the Varangur project grew (and grew), I dug him up. I decided to build a gesturing tentacle for him, like he was ordering his troops "forward" to go "attack those guys" or something. Nothing too fancy about the painting, though I will say listening to this song while hobbying on him was a good thing. Immersion and everything.

The Varangur actually have a nice variety of things they can field for their Inspiring sources. Coming from Kingdoms of Men.. the Chieftain on a Horse seems expensive, but unlike the KoM, the Varangur leaders are actually quite competent in combat. When you factor in the high Nerve, good combat stats, smaller base size (relative to a unit, anyways) and the ability to take gifts, I could definitely see the Chieftains being a pain to deal with on the battlefield.


I also completed is a Skaald on foot. I picked up the model from Reaper a while ago to have on hand for Dungeons and Dragons. No real conversion work done to her at all, and nothing much to say about her in-game that wasn't covered when I chatted about the Mounted Skaalds. She'll mostly be taken to Inspire the troops.

Lastly, I finished up a Regiment of Warband with shields. The models are Games Workshop Chaos Marauders. I picked up a few Chaos Battalion Boxes back in the day, and had nearly 50 models sitting around.. enough for three Regiments.

However, I forgot how much of a pain these could be to assemble. The muscles on these dudes are so pronounced that you have to glue everything juuust right to get things to line up. The other regiments will be wielding two-handed weapons (Crushing Strength ftw!), and I imagine will be even more of a pain, so those other two Regiments will be worked on slowly. One Warband should be enough for the time being.


I've also made slow but steady progress with all of the Mounted Sons (three regiments and two troops). They are just about done, so hopefully I'll have a post of them up soon!

Friday, May 12, 2017

Battle 9: Spaceman Scuffle

After a little pestering and a handful of missed connections over April, I was lucky enough to get a game in! The points level was a little lower than I wanted, but hey, a game is still a game. Plus, we were both going to be rusty, so a smaller (quicker) game probably wouldn’t be a bad idea anyways.


TastyBagel's list.
Here is the list I ran. Special thanks to this website for being so awesome. The site is really slick, and free, if you are so inclined. The list (and all the pertinent rule therein!) all stays with the file, giving you a small simple I highly recommend using them.

I wanted to run my General on a Winged Beast... but decided that he would need to replace the Beast of War. At 1500 points... I felt that it was just too much tied up in too few units. One of the strengths of Kingdoms of Men is the number of drops I can field, and I didn't want to diminish that.

I figured I would likely out-deploy my opponent, and so my vague plan was for the infantry and war machines to be deployed early and in the center as bait, while the rest of the list, all mounted and zippy, should be able to be deployed later and on the flanks, or where ever they would be needed.


My opponent was my usual elf-playing friend. He brought a pretty typical list for him, though a little heavier on the infantry than usual. He fit two big nasty things in his list though, so I was obviously doing something wrong!

My opponent's list.
As he deployed, I was scared of the Herder and Dragon Lord. As usual I guess. Those have proven to be tough nuts to crack in the past. His Archers have also caused me some trouble...

I was somewhat pleased to see the rest of the list though. Lots of infantry. Elves are quick, but I felt with all my mounted units, I should actually have the speed advantage. With just the Archers (and the Mage, I guess), I also felt I had the ranged advantage. Hopefully, I could soften him up from afar, and then mop up with superior numbers.

My opponent gave me a gracious choice of 3 models to serve as a proxy for the Tree Herder: an Elf puttied to a model tree; a stoic LOTR-style statue; or a 3d printed astronaut. I obviously picked the astronaut.

We rolled up a scenario, and got Kill. We kept it, figuring it would be a nice scenario to ease us back into the game. I had arrived first, and set up a simple table as you see below: ruddy hills are impassable height 4 mesas; hills are height 1 hills, and the clumps trees are actually called forests (try to keep up) and will be treated as difficult terrain. I didn't want to get too fancy with the terrain. The first game in many months... I figured we'd have enough trouble remembering the basics.


I won the roll off, and not really having a strong preference for sides, picked the one I thought would make for better pictures, facing back into the play area of the shop. I figured I could use the mesas to divide the battlefield, and isolate my opponent's units.


Typical battlefield, and the Astronaut looms large in the center. All my opponent's stuff has been deployed at this point.
Drop by drop, I was somehow able to get him committed to a rather strong center. He went wide, but again, most of the list is infantry, which would somewhat limit his mobility. As you can see above, left to right, he deployed: Troop of Stormwind Cavalry, Regiment of Archers on the hill, Regiment of Palace Guard, Hunters of the Wild  and Tree Herder in the forest, Mage behind them, Regiment of Palace Guard, Dragon Kindred Lord, and troop of Palace Guard.


...and I finish deploying. The right-side of the table becoming much more threatening for my opponent.
Confirming that he was done, I finished deploying, much to the surprise of my opponent. He had forgotten just how many units the Kingdoms of Men can field. Left to right, I have a Troop of Knights screening a Troop of Mounted Sergeants, the General on a Winged Beast cowering behind some rocks, Regiment of Spear Phalanx screened by a Troop of Militia, the two Ballistae, Militia screening Spear Phalanx again, and then a pretty stacked right flank with two Troops of Mounted Scouts screening the Regiment of Knights and Mounted Army Standard Bearer, and a Regiment of Mounted Sergeants on the far right. In retrospect, I may have stacked the right flank too much. My two heaviest hitters (Regiments of Mounted Sergeants and Knights) are both there, heavily telegraphing that I want to roll up that flank.


In chatting with my opponent afterwards, he finished deployment and was feeling pretty good about everything until the rest of my army showed up. He elected not to vanguard anything, resolving to hold back and play a bit more reactionary and defensively. I surprisingly won the roll off for first turn, and off we went.


Turn 1: Kingdoms of Men


I was elated with the start. I always forget his Tree Herder can vanguard... and am always relieved when my opponent declines to move it. Getting the first turn was clutch too, as I was eager to press both my ranged advantage, and the strong flank pincer potential my additional deployments provided me. 


On the left, the Troops and General advanced. The Troops looking to deter the knights from advancing; the General looking to fly behind enemy lines.


The center was pretty static, and the Ballistae decide to shoot at the Archer Regiment, hoping to soften them up before their bows could be used. Both war machines missed though.


My right flank is ready to go. I want that dragon dead so bad.
On the right, the Mounted Sergeants screamed up the field, getting into position for a flank charge against the Palace Guard Troop. The Mounted Scouts leisurely walked up and fired off some pot shots at that same troop, slipping through 1 damage.

Turn 2: Elves



My opponent shifted just about everything to look at my right flank. Most of his army pivoted, and shuffled up to intercept.


Re-positioning to face my right flank. I will also draw your attention to the regiment of primed Palace Guard behind the forest in the center. My opponent decided he needed more models on the field, and buffed up the unit numbers a bit.
Three units, however, did not. The Mage jogged over towards the left, and got 2 Bane Chant off on the Archers, who themselves shuffled up, pivoted, shot with penalties, but managed to wound my General. The Troop of Stormwind Cavalry cantered up a bit as well.

Turn 3: Kingdoms of Men


I decide to pop my General up and over the trees, pivoting to face the center of the battlefield for the coming turns. My Troops of Knights and Mounted Sergeants spot an opportunity, and decide to flank charge the Troop of Stormwind Cavalry. It’s a hindered charge, but I figured… I don’t know. Something would happen with a combined 30 attacks. The Sergeants fail to wound at all, and the Knights only slip 2 damage through. (Writing this, I may have flubbed the math, applying the -1 to Hit from the Hindered Charge to the damage roll as well… I recall rolling some 5s with the Sergeants, which would have wounded, but that could easily be personal “memory” bias.) Regardless, the Stormwind troop holds.





The Ballistae decide to keep firing at the Archers. The goal was to try and soften them up and clear out that flank as fast as I can, which would allow me left to join up with my advancing infantry in later turns. However, both Ballistae miss again.


On my right flank, I do some measuring. The two Mounted Scouts and Regiment of Mounted Sergeants are all in charge range of the Dragon Kindred Lord. I decide to try and gum things up, and charge the Mounted Sergeants into the Troop of palace Guard. I was hoping to rout and overrun, out of sight of the Dragon Kindred Lord. Unfortunately, while they do route the Guards, they don’t get that far.

Additionally, I march one Troop of Mounted Scouts behind the Sergeants. The idea was to get them mostly out of the way, to prevent the Dragon Lord from hitting that unit and getting behind my lines.


The other Troop of Mounted Scouts shuffle up, screening the Regiment of Knights from the Dragon Lord.

All my moves here were based around trying to contain that Dragon. Back in the move phase of Turn 3, I was optimistic. I figured I might be sacrificing the Mounted Scouts and Regiment of Mounted Sergeants... but if I could just gum up that side of the board for a turn, I could basically have him surrounded turn 5.


All those missed shots and hits dashed that plan, but I was still optimistic. His dragon had very limited charge options for the coming turn, and my opponent would likely spend most of his turn mopping up my two closest units. The plan of encirclement was still good, but it would just take an extra turn or two.


Turn 4: Elves


With my a little overextended on my right flank, my opponent responds. The Dragon Kindred Lord flies the short distance over to the Mounted Scouts, and belches up a breath attack, which I forgot it had. It’s surprisingly not as devastating as I expected, due to a few low rolls. The Scouts are still wavered, but are still on the field, ready to delay for another turn.


View from the right.
The Hunters of the Wild (proxied with lizard-looking guys) get 1 Bane Chant from the nearby Mage, and crash into the Regiment of Mounted Sergeants. My opponent rolls a little below average, and only slips 4 damage onto the unit, but manages to Waver the unit too. Being wavered sucks, but when you want to just gum things up, it's not a bad outcome at all.


The center of the Elves continues to shuffle towards my right flank. The Tree Herder hides behind the mesa, hoping to smash the flanks of anything I commit to the area.


My General hides. Valiantly. 
On the left, the Archers move and shoot at my General again, but the penalties are too much, and no damage manages to slip through. The Stormwind counter-charge my Knights. Without Thunderous Charge, this is turning into a bit of a slapping contest.


Turn 5: Kingdoms of Men


On the left, I decide to run the Mounted Sergeants towards the center of the field, to hopefully threaten the rear of the Elves in the coming turns. I wasn't expecting to rout anything, but hopeful that a little harrassment might keep the elves contained.

My Troop of Knights counter charge the Troop of Stormwind Cavalry, and I win the armored slap fight. The General crashes into the Regiment of Archers. Being in their front arc, however, the General’s attacks are few. I think 2 damage is inflicted, but it is not enough to do anything significant. They are disordered though, so I guess that counts for something.



Slow progress against the pointy-eared folk. I'm technically up on points right now.
My left Ballista lines up a shot into the rear of the Astronaut Tree Herder, and manages to actually hit! I think they got 2 damage in, after some good blast rolls and terrible damage rolls. The other Ballista pivots, hoping to get some supporting fire around the right side of the ruddy mesa in the coming turns.

My opponent has committed a lot to face my right flank. The wavered units sit there, and the rest creep back a bit to put some distance between the lines. The Knights are my most serious damage dealers, and I am not ready to commit them yet.


I also retreat a bit with my right Spear Phalanx. In retrospect, it may have been better to commit to a strategy with them; either run them up behind the Tree Herder to be threatening, or just pivot and move into the forest, to get closer to my Knights.



Turn 6: Elves


Movin' and chargin'.
On my right, the Dragon Kindred Lord charges the flank of the singed Mounted Scouts… but they hold on double 1’s! The Hunters of the Wild again attack the Regiment of Mounted Sergeants, and easily rout them. The Regiment of Palace Guard advance cautiously, looking to peek around the mesa in the coming turns.


My Troop of Mounted Sergeants apparently spooked the center of the elves, and the Regiment of Palace Guard change facing in order to face them, while the Tree Herder pivots and moves to set up a potential flank charge… if the Sergeants take the bait and attack the Palace Guard.

On the left, the disordered Archers countercharge my General, and manage to get 4 damage through, grounding him. That was some good rolling. This fight is not going as expected.



At least the troop of Stormwind is gone. Right?
Turn 7: Kingdoms of Men


The fearless Mounted Scouts hold their ground, and both Troops of Scouts fire into the Troop of Hunters of the Wild. Doing (I think) 2 wounds. In retrospect, I should have moved the fearless unit up, to try and gum up the enemy infantry on my right. Kinda wasted the double 1's by not moving. The right-most units of Militia and Spear Phalanx advance now, hoping to provide some numbers to the fights on my right flank, and get ready to push that side.





In the center, my Mounted Sergeants have a chuckle, and run away, getting out of range of the Tree Herder and Palace Guard. They did a good job as a distraction, but I don't want to throw them away for no reason. My left group of Spear Phalanx and Militia move up, hoping to support the General and Knights (and Sergeants) in the coming turns…


The left Ballistae again connects with the Tree Herder, and brings him up to 5 damage.


My startled General beckons for the Knights to help him, and together the attack the enemy Archers. They don’t roll all that well for damage, nor for the Nerve check. The Archers, while luckily Wavered... are still in play.


Turn 8: Elves.


On my left, the Tree Herder and Palace Guard advance towards my grounded General and the knights. The Mage heals the Tree Herder for 1, bringing him down to 4.


The Elves move to contain my push on the left.
The Archers should be wavered… but in going through the pictures to write this report up, apparently they counter-charged here, rolled well and wiped out my General. Um, yeah, definite error there!


Well.... Oops.
On the right, the Dragon Kindred gives the Mounted Scouts another go, charging into their flank and routs them. The Regiment of Palace Guard and Troop of Hunters of the Wild advance a bit, towards my waiting right flank.


A bit of a standoff on the right.
Turn 9: Kingdoms of Men


The error with the archers leaves my left flank in tatters. The Knights can't get away, so they charge the Archers and rout them. They don't really have a place to go though. They decide to shuffle victoriously back, but are still in range of the Regiment of Palace Guard. My hope was to draw the Guards out of position as much as possible. The Mounted Sergeants scamper about, looking to muck around in the elves’ lines some more.



Both Ballistae fire into the Tree Herder… one hits, but only does 2 damage to it, bringing it up to 6 damage. The Ballistae only "hit" a little lower than would be expected in this game, but my Blast rolls felt lower than I expected. Just the perils of 5+ shooting I suppose...



On my right, the Militia and Spear Phalanx get into a decent supporting position, and the Scouts, Knights and ASB shuffle back, getting out of range of the Dragon again. The Scouts get a lucky shot off, and manage to Waver the Hunters, unexpectedly.

While my left did fall apart, I'm actually feeling ok about my chances for the game still. I'm down on points, but if I can make something happen on the right, I'm still in the game.


Turn 10: Elves


The (reinforced) Regiment of Palace Guard charges my Knights, and connects with all their attacks. Uh... What. The Palace Guard destroy the knights and reform to face my Ballistae. The Tree Herder pivots and moves ignoring my Sergeants to also threaten my center in the final turns.


The elves push forward...
The elves decide to abandon the wavered Hunters of the Wild, and both the Dragon Kindred Lord and the Palace Guard change their facing to try and make it towards the center of the battlefield in the final turns (and face the immediate threat of the Mounted Sergeants, to prevent any rear charges).


Lastly, the Mage also gets up into the face of the Mounted Sergeants, and hits them with a Fireball. According to the pics, it doesn’t look like anything hit. So I got that going for me, which is nice.


Turn 11: Kingdoms of Men


In what was my center, now my left, the Spear Phalanx shuffle back to deny a charge to the victorious Palace Guard, and the Militia advance to speed bump the advance of the elves and buy the Ballistae some more time to do their things. Both Ballistae fire at the Tree Herder… and both miss.


Last-ditch efforts for the Regnum...
The Mounted Sergeants decide to attack the Mage. They don't really have a lot of options given where he ended up. They pile in... and do a whopping 1 damage to him. At least he is disordered, I guess?


My left Militia runs up to delay the Elves. My Spear Phalanxes reposition, in order to threaten the zone in front of my Ballistae. (The left unit is out of range of that looming Regiment of Palace Guard.) And on the right, seeing the elves turn, my host there advances.


The last ditch effort repositions...

After talking with my opponent, we agree the Militia could juuuuust flank charge the wavered Hunters, so the Militia and the Mounted Scouts both go in, wipe them out, and reform. The Regiment of Knights move up with the Army Standard Bearer in a desperate effort to push that flank and recoup some points in a possible bonus turn.

Turn 12: Elves


The Dragon Kindred Lord and Regiment of Palace Guard (and Mage) attack the Mounted Sergeants and easily rout them. The Mage backs up; the Dragon Kindred Lord overruns, and the Palace Guard changes facing to deter my right flank from pressing the attack, should the game go another turn.


The final push of the elves if faring far, far better.



The other Regiment of Palace Guard (the primed guys on the left) pulls back, avoiding any more possible fighting. The Tree Herder annihilates the Militia troop with ease.



My opponent rolls… and we go a final turn!

Turn 13: Kingdoms of Men


As it turns out, line of sight issues goof up my right flank. The powerful Regiment of Knights cannot see the Palace Guard. I would only be able to charge the Militia and Scouts into the front of the Palace Guard there... which is probably a losing proposition. I know I'm down in points, so decide to back off, inching away, out of sight in order to preserve points.


My only hope is the Ballistae. Both shoot at the Tree Herder, but only one hits. A few more damage is inflicted, but it holds without any real issue. It has a really-high nerve value. Shucks.


Turn 14: Elves


With just about everything out of the fight now due to range and LOS issues, my opponent really only has the Dragon Kindred Lord in play with. He decides to charge the Spear Phalanx, but surprisingly, they hold after taking 5 damage.

Result: Victory to the Elves!


In the end, I took out only 530 points (Archers, Hunters, Stormwind, and a troop of Palace Guard). My opponent took out my General, a Militia Troop, Regiment of Mounted Sergeants, Troop of Mounted Scouts, Troop of Knights, and a Troop of Mounted Sergeants… 730 points. Victory to the Elves!


I felt like my opponent played well overall, but particularly well on the right. I never really got to commit my right flank to a serious combat. Once the Dragon Kindred Lord showed up it was all about containment over there for me, and my unit advantage was nullified. Very good stalling on my opponent’s part. I do think he could use the Tree Herder more aggressively though. I think my opponent is overestimating the combat effectiveness of the KoM… Just charging up the center, I think the Herder could have handled all my infantry and war machines... or at least tied them up for a few turns.


As for me, I think my list was decent, and that my plan going into the game was good. I just wasn't fortunate enough to pull it all together.


First, I think I really over committed on the right. I really like running my Mounted Sergeants down the side of the battlefield... but I probably should have waited a turn or two. Zipping them out right away did delay... but I couldn't capitalize on it. I had enough chaffy units... if I had zipped them up a turn or two later, I think I could have opened up some tough decisions for my opponent, and a lot of flank charge potential. In future games... I'll try to hold them back.

My left flank was really disappointing this game. I just couldn't get it to work. There was the Turn 3 double-flank charge that failed. Two turns of low rolls against the Archer regiment. Their big 4 damage charge. The final nail in the coffin for my left was the error of the wavered Archers charging again and then losing my General... my left just could not catch a break. Had any of those things gone differently, I think I could have pulled out a win. Unfortunately, that's not how it went this time. Kudos to my opponent for the game though, and I am looking forward to the next one!