Friday, February 13, 2026

4th Edition: Battle #018 FoN (Herd) vs Ogres in Protect and Raze


Intro and Lists

The Northwoods GT 2026 was underway, and our first opponent was the young Tyler Schiltgen, running his dad's old Snowgres with the following:


Ogres are a very popular army in the Twin Cities, and were very popular at the event, with 5 out of the 18 players running them! Each list had a twist on the army though, which was refreshing. Tyler had a two-Warlord, two-Battalion list with lots of Siege Breakers and Warriors, led by a few Sergeants, plus the legendary Nomagarok and Grokakamok, with a very melee-focused list.


As, discussed here, we finally brought the Herd to an event, with the list above. We are dialed in to eat regiments, and up against Ogres with very little shooting, I think we are pretty favored here, even against the multiple Def6 Siege Breakers.

Table and Terrain

The event was in Reedsburg, WI, and we were throwing down at the neat, multifunctional community center. The Forests were Height 10, the Buildings Height 7, Hills 3, Obstacles were actual sticks as Height 2, but just for cover purposes. Being a Northwoods event we had an extra hill or forest, getting the former in this case. It looks like we're missing a flat piece of terrain here, unless it is under my notes or something.

At some previous Northwoods events, we had used a nifty veto and pick system for scenarios here, but that was tossed this time. If players were playing different scenarios, scoring needed to distill things down to just Win / Loss / Draw, and led to a lot of ties, even with a separate attrition score. This time, we were using the Mantic Companion, the most okayest tournament program, and all playing the same scenario, which was revealed as the match-ups were announced.

The first scenario for the day was Protect and Raze, and Objective Scenario. There is a token in the center, and we each place three more Objections 6" from the center line, on our opponent's side of the battlefield. If we control a token we placed (by having more Unit Strength near it), we can raze it for a point. At the end of the game, we have a point for each token we razed, plus one if we control the center objective, plus 1 for each token our opponent's placed that we control.

Overview of the table. 

For deployment, from left-to-right, the Ogres had two Sergeants, and all the Warrior Troops on the front line. The back line was Siege Breakers, Grokakamok, more Siege Breakers, Nomagarok in reserve, the third unit of Siege Breakers, and then the Warriors with two-handers on the right. 

I had won the roll for sides, and generally liked this one, so stayed. I was eager to fight, and with no real shooting against me, went wider, with Critters joining everything right on the line. From left to right we have Critters and Tribal Warriors with fronts on the hill to see over, Guardian Brutes, the Druid with the Banner, a Tree Herder, Longhorns and more Brutes in the center, the Chieftain, the other Herder, and more Critters all touching the woods, Longhorns, the Druid with Shroud, more Brutes, and Critters.

My opponent is ready to go, and I eagerly join him, rolling and losing the turn order decision, while also forgetting to Scout up the Tree Herders... it's not an auspicious start for me, and the Ogres start things out for us.

I will note that while we are supposed to be using a clock, I donated mine to a table during setup, and we are without. As a player, I'd rather have a game and don't want to enforce strict time limits, so we'll make do here.

Top of Round 1: Ogres

Dad's advice to pick a corner and push out was good advice, but the building made things a little messy for my opponent. Against a wider line, and with the scenario, he only pushed up tentatively, and wasn't pivoting hard, gumming things up a bit on his right.

The Ogres advance, a bit haphazardly.

The line of screening Warrior Troops push out, with the larger regiments of Ogres in tow.

The duo of Sergeants survey the Ogre flank.

I believe it's just movement this round, with no Commands or Spells, and it's a quick pass over to me.

Bottom of Round 1: Herd

By not scouting the Herders, I am feeling a bit behind, and we move them up, a little over their speed to threaten charges now and be bait for any daring Ogre Troops.

On the left, Critters move and pivot. They are safe, and depending on what the Sergeants to, I may be able to hop the Ogre line with them next turn, and tie a regiment of Siege Breakers up for a turn in the midgame. Tribal Warriors stay safe from the Sergeants, as do the Brutes from the Warrior Troop, though the Tree Herder with the mace puts itself in danger.

The Herd makes use of their rulers.

Longhorns, Brutes and the Chieftain in the center all paly it safe, and the Herder here gives up a charge to the Ogre Warrior Troop ahead of him as well. 

We're recovering, and offering up charges into the Tree Herders next turn.

Critters hang back, and both the Longhorns and Guardian Brutes respect the 12" charge range of the Ogres... but with a quick reposition from the Chieftain, I should be able to charge things next turn out here, if I wish. Making use of the building to block line of sight, the Critters on the far right flank also safely zip pretty far ahead, and my loose hope here is to just hop the building next turn, and use them to pin a regiment down for a round in the midgame, similar to my plan on the left.

Top of Round 2: Ogres

On the right, the Warrior Troops move up to threaten charges, and angle to make things awkward and/or hindered. The Troops make it past the building, but the Warrior Regiment is awkwardly pivoted.

The Ogre screen advances.

Nomagarok makes it onto the hill, and throws some lighting into the Tree Herder, landing 1 damage. The Warrior Troops that could get in decline to charge as it would be Hindered, and the Troop screen just moves up on the right.

The Tree Herders take some damage.

Siege Breakers take a commanding position on the hill, with Grokakamok lurking behind in the midfield.

A Warrior Troop takes the Tree Herder bait over on the left, with someone granting them Elite, and they land a hot 4 damage onto the Herder here.

The Sergeants continue to survey and supervise.

The Sergeants hold. They aren't threatening any charges, but also are not threatened themselves.

Bottom of Round 2: Herd

The Siege Breakers on the hill are scary. They are Siege Breakers! As the turn is passed, I'm checking some things, and the Tree Herder that got zapped has a juicy flank charge into them, with a half inch .or more of overhang. This feels really dirty though, so I ask some questions, point it out, and allow him to nudge that back to prevent it, if he wishes to, and he does. There's like 40mm between them and the Warriors, so this charge is denied me, but does feel right from a sportsmanship front. A lot of the hills in use are styrofoam, or otherwise have slippery bottoms, so I'm trying to be extra careful regarding hills. And I have a ton of other options.

On the left, the Critters hold, safe.

Tribal Warriors hit the flank of the Siege Breakers on the Hill, getting a Bane Chant, with Guardian Brutes in the front.

Lots of charges from the Herd.

The daring Warriors are stuck against the Herder, who gets a Command Heal from the Druid, and his Radiance of Life to end on 2 damage. Guardian Brutes join this fight in the flank, and Longhorns in the front, and the Chieftain and zapped Tree Herder make a charge into a central unit of Ogre Troops.

And lots of victories.

Everything I touch breaks out here. The Breakers on the hill take 16, and with Brutal from the Brutes, they pop; the Brutes assisting the Tree Herder devastate the Warrior T, and even the Chieftain and Tree Herder manage to take their unit up to double digits of damage before breaking it too.

The Chieftain backs up, but everything else reforms to face threats.

More charges over on the right.

And I have charges on the right too... Longhorns have a nice one into the flank of a Warrior Troop, and get a Strider Command to aid them. Brutes will charge the other Warriors, and I'll toss some Critters up by the building to be annoying.

And the Herd get more victories out on the right.

And everything goes well for me out here as well, with both Warrior troops being picked up. The Longhorns reform, to get stuff into front arc, and with where the Critters are at nothing can get in against the Guardian Brutes.

It's Round 2, and we've removed about a third of the Ogres already. Things are going well.

Top of Round 3: Ogres

The Ogres fight back, with Warriors near the building fighting Critters, and getting Elite to help them out. Siege Breakers pull up behind. The Ogres land 5 damage, but the Critters are Inspired, and are found to be Insane.

A multi-charge from the Siege Breakers!

Two Siege Breaker regiments charge the Longhorns. The Longhorns are on the stick obstacle, and both charges should be hindered. Even Hindered 15 damage is expected here. Only 11 lands with some cold dice, but the Longhorns are still picked up.

Grokakamok goes into the Tree Herder, hoping to hew him down, and the Blasts are ridiculous, with 11 damage landing, but the Tree Herder holds.

And a Sergeant picks a fight out on the left.

On the left, the Sergeants are really isolated. One runs over to defend a token, the other charges Tribal Warriors, landing all 5 possible damage, and I am not Inspired, but still hold when the dice don't spike on the Nerve check.

Bottom of Round 3: Herd

With the fights going supremely well, the Critters on the left retire to babysit the token on the left.

Brutes get a Striding Order and go into the Sergeant Guarding the token. We land 9 damage, and have Brutal, but don't break the Sergeant. Still, as a regiment, we beat him in Unit Strength and will raze this token this turn, getting us a point.

The Tree Herder joins the Tribal Warriors, and with a Bane Chant to aid the Warriors, we'll land 9 damage here as well, and also fail to break this Sergeant. 

The Herd fights the Sergeants, and fails to break them!

Centrally, the Chieftain gets onto the hill. With Individual, I want to get him some good line of sight to push my advantages out here.

With the Tree Herder holding against Grokakamok, Longhorns are able to flank him. The Herder gets a Command heal, Radiance of life, and a spell Heal to end on 4 damage.

Fights for the Herd stall out on the right as well...

Critters flap up nearer the center, making a hindered charge into Siege Breakers, but we still manage a damage against them, and still tie them up for a turn.. 

Guardian Brutes charge Nomagarok, land 6 damage, and he holds. I believe we are just out of arc of the Warriors with their two-handers. Between the Brutes and nearby Longhorns, we are able to raze our second token.

Brutes go into Siege Breakers, with the Unicorn Druid running up to prevent a slide down, and get close enough for the big Heal into the Tree Herder. The Brutes land 8 damage, and the Siege Breakers hold.

And on 5 damage, the Insane Critters peck 1 damage back onto the Ogre Warriors, Boxcar the Nerve check, and since they are still steady, spike the roll with 6 more damage with a sense of impending doom spreading among the unit. 

Top of Round 4: Ogres

The Warrior Troop thumps the insane Critters, breaks them this time, and overruns, aiming for a token.

Siege Breakers hold, slam 9 damage back onto the Guardian Brutes... who are now found to be Insane. The math is still slightly on my side to hold here, but it's rough for morale.

The Ogres push back, but can only claim some Critters.

The Warrior regiment with two handers doesn't have a charge, so sitting on a token, they shift slightly, threatening some next turn.

Nomagarok fights back against the Brutes, bonking them for 1 damage.

The Sergeant gets a rout, earning his keep.

Out on the left, the Sergeant lands a strong 4 damage on the Tribal Spears to take them up to 8, and the checks are hot enough to break them, but he's still injured, and fighting a Tree Herder.

The other Sergeant is flustered, and only manages 1 damage onto the Guardian Brutes out here, who, for what it is worth, are also found to be Insane.

Bottom of Round 4: Herd

On the left, the Brutes thump more damage onto their Sergeant, best him, and change facing. They are within range to get a Radiance of Life heal from the Tree Herder.

The Tree Herder gets a Command Heal and Radiance of Life to also end the round on no damage, and he will also best his Sergeant, and reform.

The Herd clean up on the left, and are fresh and ready for more.

The Druid with the Banner holds the center, and from the hill, will land a Bane Chant onto the remaining Longhorns, who are charging some Siege Breakers, along with the Tree Herder.  We're both on 3's and 3's thanks to the Bane Chant, and on 13 damage, we will pick this unit up, as the Brutes will savage Nomagarok this turn to remove the last Inspiring source for the Ogres.

Combats on the right for the Herd.

Brutes fight back against the remaining Siege Breakers. Heals are attempted, and we get the Brutes down to 4 damage while they land more back onto the Breakers and pick them up. I'm measuring and lasering, and the remaining Warrior regiment doesn't look like it can get in against the Druid, so the victorious Brutes just hold.

And reforms for the Herd on the right.

Things are going well, but I can't quite contain the remaining Ogres, and they seem poised to grab two tokens next turn.

Top of Round 5: Ogres

As anticipated, the Ogre Troops made a break for it, getting the token on the far right, and then will pivot to face the rest of the Herd.

The Ogres get on the board!

The Warrior make a clean charge into the Guardian Brutes. They roll a little hot, landing 10 damage, and a strong overrun of 5 or 6 inches will let them raze a second token. In retrospect, overrunning with the Brutes would have been a slightly smarter play.

The Ogres are on the Board, but it is going to come at a high price.

Bottom of Round 5: Herd

We issue a Striding order to the Guardian Brutes, who take a rear-charge into the Ogre Warriors, and a striding Tree Herder join in with a flank charge. The Warriors are obliterated.

The Herd slam in strong to finish things.

The Unicorn Druid moves up to raze my last token, and the Chieftain makes a flank charge into the injured Warrior troop, and will pick them up too.

The Herd, with a spare token and the center.

Critters hold a token on the left, and a Druid holds the center one, and with all three of mine razed, the Herd have a nice 5 Points to 2 for Scenario, and have tabled the Ogres. 

A victory to the Herd!

Game Conclusions 

We goofed our opener, but recovered well, as the Ogres dodn't quite have the speed or decisiveness to thwart my plans. In the short run, this was a phenomenal way for us to kick off the event. The Herd list definitely functioned as intended against its intended target, chewing through regiments, and coming out on top with a very bloody victory! On to Game 2!