Intro and Lists
We had the monthly meetup for Kings of War Wisconsin this last weekend. Technically there is an escalation league still going on, but attendance for that has unfortunately dropped off a bit. The League games would have been at 2000 points, but since none of us were dealing with new armies, interest waned for this at this meetup, and so we played some bigger games instead. My opponent here was Rob and his Ravenous Halflings, and he was gearing up for the Michigan GT in early October. That's not a lot of time, so we tried to sneak in a quick practice game for him. Rob ran the following:
The Halflings should look very familiar to long-time readers of the blog. We have an upgraded Horde of Stalwarts to hold ground, some troops of Stalwarts to block, two Harvesters and two units of Grenadiers to interdict, an upgraded Iron Beast, three regiments of Juggers, and the enabling duo of the Muster Captain for Strider, and the Sauceror for her toolbox of Auras. He's been liking the Gunnery Sergeant, so Cinnamon and the troll "Crunch" are sticking around.
The GT has a "gimmick" chariot unit. Rob had his model all ready to go, plus a spare, letting us make this a proper tournament practice game for him. The base chariot noted above also gets Lightning Bolt 3, plus one of several possible upgrades. We both chose the Speed Racer variant for a bump up to Speed 9, Pathfinder, and Wild Charge 1.
Still wanting to explore the Triple Brutes build idea, I brought the Herd, hoping to play a wider variety of folks with it and get some different perspectives on it, now that we have a foundational idea of what we are trying to work with. Up to comment on is everything, since we are trying to fine tune this build idea a bit.
- Spirit Walkers with Nimble. I need an unlock, and wanted to keep exploring the Spirit Walkers for their little extra Nerve. With 30 quality attacks, they hold a lot of items well, but we're going to try a Nimble infantry horde here for funsies. If deploy the horde late and run it on the flank, this could be a very scary unit for opponents to deal with.
- Triple Brutes. We're still on the triple Brute train and trying to explore that idea and make it work. Most hammers want to mitigate wavering and terrain issues, and with Pathfinder and Fury, I still think this unit has the potential to be the backbone of a list. This time, we'll be trying to deploy the Brutes much more centrally to mitigate their lack of speediness.
- Harpies / Panthers. Points were crazy-tight here, so one Harpy troop got demoted. Disordered fliers lose Nimble, so these is a slight difference between these. We'll try to throw the Gur Panther's more central, just in case they don't die, but either unit is a fine take in my book.
- Flying Beasts. Flying Beasts are some of the better picks for the Herd. Tying to optimize a list and with points this tight though, I am wondering if I could maybe drop fly from them, so while these are strong, we'll be looking at them a bit more critically today.
- Mounted Druid with Scorched Earth and Bane Chant. I've been exploring the heroic options recently, and demanding more from my picks. I think a duo of casters has potential. The Mount is just nice to have, and Bane Chant is great for the Herd. The thing to explore is the special spell. We've tried Barkskin a few times, which seems like a good pick, but without Heals, the damage just seems to accrue too quickly. With the mount, Hex could be a possibility, but we'll give Scorched Earth a try here and see how that does.
- Gladewalker Druid with Veil of Shadows and Bane Chant. It's still a weird loadout, but I need the higher spellcaster level, and this seems good enough. Protecting the Brutes is most important, and the slower Gladewalker should do ok here. While it would be slick to get the Horn for a larger aura, I think I need a Bane Chant here more.
- Moonfang. With Regen 4, the legendary Lycan can take a beating, but I'm still getting a feel for just how much damage they can actually take and still stay on the field! With four units with 30 attacks though, Moonfang seems like a great pick, as their conditional Vicious could really swing a fight with any of those units.
- Avatar of the Father. We're building with an eye to a tournament, and the Avatar is one of my better Herd models, so I want to try and fit them in if I can. Unfortunately, they seem to have a habit of finding Insane units. That did not happen in the last game though, so hopefully the curse has been lifted.
- Surprise Special Chariot. I picked this out of reflex. I mean, Pathfinder on a Herd Chariot? That seemed pretty great.
The Halflings have historically been an incredibly tough match up for the Herd, so hopefully we'll get a good test in and see how the triple Brute idea is coming along!
Table and Terrain
We were out at Gamer's Realm in New Berlin WI, making use of their tables and terrain. We were using our typical terrain rules, running the ruined buildings as Height 9 blocking terrain, the forests as Height 6 Difficult Terrain, fences as Height 2 Obstacles, and Hills as Height 3, and the ponds s as some Height 0 difficult terrain.
Overview of the table. |
I used the Kings of War App from Data and Dice to generate a table layout for us, and we got Push for the Scenario. Being a practice game for a tournament we choose to max out on the tokens, so we'd each have 3 to distribute, plus the one in the center. A unit can carry multiple tokens, but can only score one at the end of the game. We'll get 1 point for tokens held on our side of the board, and 2 points for tokens held on our opponent's side.
View from the left. |
The Halflings spread themselves around the field, and significantly out-dropped the Herd. From left to right we have two regiments of Juggers with a third, the Muster Captain and some Grenadiers in reserve. Both Poachers sat ready to take the hill, and would do so, leaving the Harvester, Gunnery Sergeant and Poachers behind. Another Harvester and the Iron Beast sat near the woods, with the Sauceror behind, and the contraption. The Heroic Horde of Stalwarts held the approximate middle with Grenadiers in reserve, and then way out on the right was another troop of Stalwarts, and the special chariot. The inner Poachers, Iron Beast, and Troop of Stalwarts on the far right all got tokens, with the Heroic Horde eyeing the center token. Final drops for the Halflings were all three Jugger regiments, the Strider Captain, and their special chariot.
The view from the center. |
The Herd were going to be out-dropped, so I aimed to play a tight game. Jon from Battle 142 had suggested putting the speedier Spirit Walkers on a flank, and Brutes in the center, and I wanted to try and follow that advice, especially with a Nimble infantry horde! With multiple obstacles on the right, I chose to ignore that third of the board and focus on the left. From left-to-right we have the Avatar of the Father, some Nimble Spirit Walkers, and then Moonfang peeking into the woods already. The center had an angled line of Guardian Brutes with a flying Beast just ahead to project threat, and both casters and both chaff pieces in reserve. Mishearing the finer details of the special character, my Chariot and Beast are in the center to project threat.
The set-up, after the scout moves of the Poachers. |
My opponent scouted the Poachers onto the hill, and then secured first turn for himself. Booo.
Top of Round 1: Halflings
The Halflings get Rally 2 from the Sauceror behind the Iron Beast. Out on the right, the Halfling Jalopy sputters ahead, and zaps the Beast of Nature with a Lightning Bolt, dealing 1 damage. The Poachers inch ahead with their token.
The Halfling center inches ahead, but is quite slow. The Halflings have a strong shooting contingent, so they don't need to rush ahead.
The Halflings push out. |
Speaking of, the Sergeant joins the Poachers on the hill, and with the extra height, are able to plink 8 damage onto the Harpies, and rout them. I really need the Harpies and chaff to instigate for me, so this is unfortunate.
On the left, the Grenadiers fluttered ahead, projecting threat for the Juggers, who inch ahead with the Muster Captain, but make sure to not give the Avatar a charge.
Bottom of Round 1: Herd
On the left the Avatar inches up. He is threatened by the Grenadiers, but there's not much that can be done about that. The Avatar is threatening the Juggers, but out of their maximum charge range.
The Spirit Walkers move up, into the woods, and are able to get their leader point in while being out of range of two of the three Juggers.
It is risky, but we are here to test things out. The mounted Druid gets just within 18 inches to cast Scorched Earth on the nearest Juggers, and the spell does land. Slightly back from her is Moonfang.
The Herd project threat as best they can against the Juggers. |
Gur Panthers move out towards the left to help with the Jugger fights, and some Brutes get a leader point onto the hill while another unit peers around it. I don't like the positioning, but if memory serves I need to be here to prevent a charge from the Harvester.
The Brutes array themselves to fight for the center. |
The third Brute unit moves up, while the flying Beast and loaner Chariot sidestep to get closer to the line. The Gladewalker Druid lands Veil of Shadows, protecting all three Brutes units. I forget that the chariot has Lightning Bolt, and so don't cast it.
Unfortunately, losing the Harpies, I am going to struggle to instigate in the center. Holding tokens, the Brutes are just Speed 5, so the Halflings are likely going to outrange me for charges. If I can keep projecting threat though, we have a standoff. I think the back-up plan for instigating is long charges, or dropping tokens to get to drop on something.
Top of Round 2: Halflings
On the right, the Stalwarts advance with the token while the Jalopy veers towards the center. It lands 2 damage with Lightning Bolt against the Beast, and another 1 from the Iron Beast, and a strong 3 from some Poachers to bring it to 7 damage, and a hot 11 on the Nerve Check will rout the Beast, as I failed to realize that the Chariot was only Inspiring (Self) and not true Inspiring...
The Halfling Jalopy approaches! |
The other unit of Poachers will land 1 into Moonfang, and the Gunnery Sergeant will shoot through the Veil to land 1 onto the Brutes.
The Juggers take the bait. They have the Striding Aura, but are still hindered by Scorched Earth. They land 5 damage into the Druid, and get a waver.
The Juggers go in, and bounce. |
My opponent marks off 12 inches from the Spirit Walkers , and the Juggers and Muster Captain form up.
The Grenadiers also take the delaying charge into the Avatar of the Father, rolling well to land 2 damage and ground him, but the Avatar holds.
Bottom of Round 2: Herd
Inadvertently, I spring multiple traps this turn!
The Spirit Walkers have Wild Charge, and any result will get them in against the wary Juggers. They go in against the one on the outside, and I can't support them much, but send in a flying Beast to block up the other unit of Juggers, and Moonfang extricates himself to keep this push Inspired.
The Herd catch the Halflings unawares! |
The Avatar pushed back against the Granadiers, and the Gur Panthers are able to spot and hit the fliers in the flank after the Spirit Walkers charge out.
The Wavering Druid has done her part here, but wavering, can't quite get out of arc of the Juggers, so she backs up to temp them again if I do fail to remove the unit, and it is flanked by the nearby Guardian Brutes.
The Herd reforms after some great combats. |
Luckily, my kill combats for three for three, with the Spirit Walkers picking up Juggers after landing 12 damage, Brutes picking up another unit of Juggers with 18 damage in the flank, and the Avatar and Panthers picking up the Grenadiers. The Flying Beast does well and lands 6 damage into their unit, though they hold and Iron Resolves down to 5.
The Gladewalker Druid does not cast Veil. In the movement phase, I debated Bane Chant for the flank charge, but decided against it, and just forgot to then cast Veil when I moved into the Ranged Phase, so that's a big error from me.
Esh. The Herd's loaner chariot hides. |
The Brutes form a haggard line, and stand ready to fight. Unable to Inspire, the loaner Chariot moves towards the ruins now, looking for a future flank charge or to interdict to protect the Brutes.
Top of Round 3: Halflings
The loaner was apparently Just within range of the Grenadiers, who turn the tables, and charge out to occupy it.
The halfling Jalopy and all other Halfling shooting components light up a unit of Brutes to hit them for 13 damage, and will rout my horde. Ouch.
Shooting fells a unit of Brutes. |
Elsewhere the Juggers counter-charge the Beast of Nature, landing 2 damage and disordering it, though the Beast holds.
The Spirit Walkers take a beating. |
And a Harvester rolls into the Spirit Walkers, landing 7 damage, though the Spirits hold.
Bottom of Round 3: Herd
I have a few options, and feeling behind after losing a Brute horde, I go greedy. In retrospect, I don't like this. The Halflings have lost most of their Juggers, and I should be a little more reserved.
The Avatar is the unit with the most options. It cannot fit against the Poachers, and would be hitting the front of the Harvester on the outside. He can't reach the Poachers nor the Stalwart Troop. Instead, the Avatar goes in against the Muster Captain, and my aim is to remove the source of Inspiring here to speed up the other combats. Checking the math though, I need lots of luck here, and should have just charged the Harvester instead, making use of the plentiful CS and TC.
Adding insult to injury, I don't even roll the Muster combat first.
I try a Bane Chant into the Spirit Walkers but miss, but they still hit well, and land 5 damage. The Avatar lands 5 against the Muster Captain, which is about as-expected, but not enough. Doubling up against the Harvester would have been smarter I think.
The Herd stall out. |
Starting on 5 damage, the Juggers take charges from Moonfang and the flying Beast and I think I should be able to pick the cavalry up here. The Beast contributes 4, but Moonfang flubs, landing just 1 damage, and the Juggers are only Wavered when the dust settles.
I want to drop my tokens and charge with the Brutes, but my opponent is wise to this option, and nothing is within 12 inches. With no good way to instigate for the Brutes, they back up, looking to buy time for the left to come through. I thought I kept my leader point on the hill still, but might have slipped off. I don't recall if I needed inches or line or sight to escape the Harvester.
The Brutes were hoping for a Breakthrough from the left, but that has stalled out, and the game is slipping away.
The Herd cowers. |
The Herd's loaner chariot countercharges the Grenadiers, and lands 2 damage, but it is not enough to move them.
Top of Round 4: Halflings
The Poachers on the right are across the line and scoring. The Jalopy joins the Grenadiers against my chariot, but only 2 damage makes it through. The Halfing center continues to constrict, making sure to stay safe. Since I am not on the hill, the Harvester can move up to threaten me, while still making sure to stay more than 12 inches away, so I can't drop my tokens for a surprise fight.
My opponent is still toying with the shorter Herd Charge Ranges. |
The Muster Captain excuses himself, and the Stalwarts charge in, but fail to disorder the Avatar of the Father, but that's the about only thing that goes well for me this turn.
The shooting is split. Brutes are spared with Lightning Bolt and a volley from Poachers doing nothing thanks to Veil and cover penalties, but the Iron Beast, Sergeant and other Poachers land 8 on my stalled out flying Beast fighting the wavering Juggers, and two 11's will rout the bird.
The Spirit Walkers take a counter charge from the Harvester, which spikes the dice to land 13 new damage, and then easily breaks the horde.
Bottom of Round 4: Herd
The Gur Panthers zip towards the center, hoping to block and instigate for the Brutes, who do what they can for positioning. The unit in the pond inches up to threaten the Stalwart Horde, and the other horde of Brutes takes the hill.
We land Veil of Shadows, but it seem superfluous with the lines about to clash. The mounted Druid avoids the arc of the Poachers, but gets close enough to land Scorched Earth into the Harvester, trying to blunt charges into the Brutes.
Charges from the Herd in Round 4. |
Moonfang charges the Juggers, and makes up for the last round, landing all 6 damage and routing the cavalry this turn. In victory, he will sidestep to get the Harvester in front-arc.
The Avatar is free, and can get a nice flank charge into one of the Poachers while avoiding the other and the Gunnery Sergeant. I land 9 damage, just shy of expected damage, and... the Poachers are insane. The curse of the Avatar raises its head again.
While I have dealt with the Jugger menace, I am too far behind otherwise, and being a casual game, concede here. We have an odd number of attendees again, and want to make sure the other guy gets a game in and is not under any time pressure.
Game Conclusions
I did not play the best of games, but also did not have the best of luck. Unfortunately, the Halflings are a really tough match-up for the Herd, and I need both good tactics and good luck to have a chance at victory against them.
Excluding the misunderstanding and misuse of the special chariot and the follow-on errors there, I think my approach overall was ok. The double Arcane Library Spells seem to be going in the right direction, and the refused flank seemed to work well enough in practice, though needs some tweaks. Moonfang, the Avatar and the Beasts all all filling similar roles, and I need to consider their positioning more carefully. I think having the Avatar and Moonfang more central to make better use of their Inspiring is probably a good idea.
Testing Conclusions
- Spirit Walkers with Nimble. I misjudged their durability vs the Harvester, though it looks like the Halfling contraption really spiked the dice on both those turns, with both number of attacks, and then combat rolls. Nimble is neat, and could be very threatening, but not worth it here. I think my drop number is too low to consistently get these is a super-threatening position and unopposed, and the best time to use this arrangement is Round 1 to be extra scary, and building a list assuming I get first turn is probably not a good idea! My opponent suggested items for Elite/Vicious, and while they would hold either item well, having Moonfang and his conditional Vicious makes that less desirable. They probably should get an item, and we'll need to keep exploring to see what that should be.
- Triple Brutes. I did not have great ways to protect them or instigate, especially once I lost the Harpies. I had hoped for first turn and a strong push out, but didn't get it; dropping the tokens and charging was my backup, and my opponent wisely kept his distance.
- Harpies / Panthers. My opponent prioritized targeting them, so their effectiveness was limited. Still, the Panthers got some use freeing the Avatar, and were swinging back to hopefully interdict in Round 5... had the wheels not fallen off everywhere else.
- Flying Beasts. They are still strong, though I did not use them or support them well here, due mainly with to mistakes with the special unit's Inspiring rules. Speed 10 is really nice for me, and I am very hesitant to give that up. I have been sticking these out on the edges of my line though, with the intent of deterring my opponent rather than threatening them.
- Mounted Druid with Scorched Earth and Bane Chant. The mounted Druid did ok. Scorched Earth was rough here, as the Halflings, especially the Juggers have a crazy long and variable charge range. It worked out ok to set up the initial trades on the left though, and seems viable and worth exploring more, especially since I am not bringing stuff with Phalanx.
- Gladewalker Druid with Veil of Shadows and Bane Chant. This still feels like an odd loadout due to her innate spell selection, but this kit is still practical, I think. Not getting first turn and a Veil to start out was rough. Forgetting Veil on a critical turn was also rough! I can only really control one of those situation though. When the spell was active, my opponent did his utmost to shoot around it, and that was still illuminating for me. I think it's a good pick for me, and we'll see if I can get better at using it.
- Moonfang. Overall, I think I used him ok. The dice flub is just dice being dice. I don't like charging him in alongside the flying Beasts since they already have Vicious, but it is making me remember it on both units, which isn't bad.
- Avatar of the Father. Drat, the curse persists! I was a bit reckless at the end due to being so far behind, and the insane result was the sign to just pack it up. The unit still has promise, this is just an ugly match-up for me.
- Surprise Special Chariot. Clearly, I did not utilize this extra piece well. Had I brought my own model I'm sure I would have done better! I scribbled down the stats and rules quickly, but continually forgot them, and was really punished for it.