Intro and Lists
Schedules aligned for a moment, and Trevor of Data and Dice and I were able to line up a solitary game. Fresh off of recapping US Masters 2026, Trevor was riffing on a Northern Alliance list inspired a bit by attendee and fellow Midwesterner Jeff Schiltgen, with the following:
Jeff's list used a quirk of the Pack Hunters to apply some disproportionate pressure at range, since the Javelin-swap actually helped their Shooting value. In games, they were on the front line along with a Lord on Frostfang, all blocking and pressuring for the very-very killy CS2 Tribesmen (edit: only one horde did the 2h swap - bith should have CS2 but one should be Def5. I'll fix tonight.), with some Ice Queens supporting them. There is no Barkskin to be had here though, and Trevor has swapped out even more Tribesmen hordes for the comparably-killy-but-easier-to-position Hearthguard regiments, as well as his pet Cavern Dweller monster unit.
There was a mighty pull for me to run the Herd and atone for some rules goofs from our last match, but as you can see, exploring the also-new Forces of the Abyss won out. I'll try to be more diligent on these changes, particularly with the new Commands. The triumphantly returning Abyssal Guard look super-strong, gaining the ability to play as a horde, while inexplicably picking up an innate CS1 while still keeping the ability to swap to two-handers. My old pet unit unfortunately has a lot going for them now, but I couldn't noodle out a good list here, so we're running plenty of other things to explore! Just about everything here got some kind of change with the update, so up to comment on is everything:
- Bas'su'su the Vile. We already like this Warlord. He's quick and strong, but also pretty survivable. With Fracture, he got a nice list-building buff, turning one Gargoyle Troop into a Core unit. This is weird - typically infantry-sized troops don't count as core, but given the reclassification for 40mm Large Infantry, there is a precedent for unlocking troops. I think this is mostly a nod to "Bas'su'su's Vile Brood", a unique upgrade for a unit of Gargoyles from 3E, which made them better combatants.
- Efreet, Talisman, Fireball, Dark Pit. I don't think the Efreet is all that strong. I think he needs to either Inspire, be able to drop the Fireball, or be moved over to something like Specialist. I really wanted to try the Dark Pit, but our spellcasters are so darn limited. I think the Warlock is by far a better choice overall here (the Warlock has Regen, better Nerve, and is not Yielding, nor an Individual), but we're giving the Efreet a chance to prove me wrong.
- Hellequin Blood-Masque. The newcomer! I hobbied him up just in time. With the Warlord's Gargoyle swap, I wanted to try the new Horsemen swap as well. He's a decent combatant too, and we'll see what trouble he can get up to.
- Flame Bearers. I needed a few Core units, and went with the Flamebearers, even though, like the Efreet, I am not sold on them. They are supposed to be a mobile shooter, but their Shooting value got dinged with only a points decrease to compensate, making them really underwhelming. Depending on the match-up there might be some play with the Dark Pit and them though, which I wanted to explore.
- Gargoyles. With Speed 10 being rarer now, I still really like the Gargoyles, and still want to incorporate a few units whenever I can.
- Berserkers, Brew of Strength. I do like where the Berserkers ended up - they feel like a fair unit ever since the reduction to their speed, and they are still quite useful for the army. They apparently lost Retaliate in the revamp, and do still like carrying an item, and so they got the Brew of Strength this time.
- Tortured Souls. The Souls were also tweaked in the revamp, losing Fly and 1 Speed; trading Fearless for Headstrong; trading CS1/TC1 for a flat TC2; and gaining Strider; all resulting in a teeny-tiny discount. Strider is always nice, but this seems like a real downgrade. The theme of the list is being open to being proven wrong though, so we're giving them a try.
- Abyssal Horsemen. The Horsemen also got a small tweak, unfortunately trading Fearless for Headstrong, while also getting a small price hike. Booo. The switch to full TC was already tough, but a regiment of cavalry with the boots can definitely be strong,
- Molochs. For better or for worse, these are still essentially a staple for the Abyssals. They hit hard, and if you can support them, their high Nerve and Regeneration can work wonders in a grind. We're taking only two, and we'll see how they do.
Oof. The Abyssals are up against a shooting-heavy list while a number of my important units have lost Fearless, and my own shooting contingent was not only outclassed, but most likely going to be stuck firing into Stealthy units too. It was looking like a tough match-up.
Table and Terrain
We were at his place, making use of his luxurious table-top setup, and home terrain. We had Forests with Height 10, the blocking Buildings at Height 7, Hills with Height 3, fallow field and shallow pond as Height 0, and Obstacles as Height 2.
We got Loot for the scenario, and it's been a long time since we played it. We have a Loot token in the center, and two placed on the center line. All can be picked up, and all are worth a VP if held by a unit at the end of the game. Easy enough!
| Overview of the table. |
My opponent won the roll for tokens, placing the one nearest the building, and then won the roll for sides, forcing a switch. He played rather compactly, looking to play hard for the middle token, and what will be the token on the left for this report.
| View of the left token. |
Left to right, we have Pack Hunters, the Lord on Frostfang, Pack Hunters and more Pack Hunters, screening for both Hearthguard units. The Def5 Tribesmen were dead-center, supported by the Healing Ice Queen. A Cavern Dweller was on the line with the Def4 Tribesmen in reserve. Near the woods were two troops of Pack Hunters and the Blizzard Wizard, with the units juuust able to get into the terrain to see out. Snow Foxes ended up on the far right.
| View of the center token. |
For the Forces of the Abyss, we have angled Molochs on the far left, with the Blood Masque, and Tortured Souls screening for Gargoyles behind the hill. The woods blocked for the Gargoyles, and Abyssal Horsemen were nearby, seeing around the terrain feature into the center of the field. Centrally, we have Tortured Souls screening for Molochs, and Berserkers here too. The building split the line a little, but we have Bas'su'su, and then both Flame Bearers, the Efreet, and more Gargoyles on the far right.
| View of the right token. |
Jumping from army to army and list to list can make deployment difficult, but overall, I was happy with mine here. The Flame Bearers are finally not front-and-center. The Molochs are a little too spread, but within a turn that should be fixed. The hardest thing was the positioning of my heroic choices. It works, but it's a little rough, and my Inspiring coverage isn't great.
I win the roll for turn order. While sticking the Northern Alliance with a turn or two of lost shots is tempting, I have a speed advantage, and feel like I need to take ground and try to pen the tundra fighters in as much as I can. I'll kick things off for us.
Top of Round 1: Abyssals
On the right, my Gargoyles have a speed advantage against the Snow Foxes, and move up as far as we can to force some tough decisions. The Efteet isn't going to be able to do much this turn, so he too runs ahead. I suppose I could be getting a few more inches
| Most of the Abyssals move up. Ba'su'su is busy directing and delagating, apparently. |
I was unsure how aggressive to be with Bas'su'su, and ultimately forget to move him. I should have moved him up near the center line.
Everything else moves up, but stays a bit over 17 inches away. The Berserkers move up zone things out and force some decisions from my opponent. The Building has a bump in the footprint that I want to respect, so we pivot them slightly to clear it in a future turn. Tortured Souls move up with Molochs in tow.
| Pressure applied around the other two tokens. |
I think my play with Cavalry right now is to stick them in terrain to help with deployment, and then make sure I use the boots. This should give them Cover against any shooting, and make deployment a bit easier. They get into the woods, and are joined by the Gargoyles, and both should be safe from Javelins.
| The Gargoyles reposition. |
Tortured Souls on the left move up, basically safe from Javelins. On the left, the Molochs move up, staying safe, and the Gargoyles use their prodigious Speed to get to their left and see around them.
Technically, range is drawn from closest point, so a max move and pivot could maybe get a throw or two off down the line of battle, but all of the Abyssal units like, 12 and a half inches away, and any serious pivots could put units in danger, or really mess up the line, so overall, this feels fine for this turn.
Bottom of Round 1: Northern Alliance
| The Northern Alliance inch up, but hold onto their javelins. |
| More advancing Pack Hunters, plus a Cavern Dweller! |
The troops of Pack Hunters enter the woods, and prepare to camp out for a bit. The Blizzard Wizard enters as well, and with her center point in the terrain to ignore it, attempts a Blizzard into the inner unit of Flame Bearers, but no hits land.
| The Snow Foxes choose to retreat. |
The Snow Foxes are able to cleverly back up, and be out of range of the Gargoyles, while still covering just beyond the token with their own charge range.
Top of Round 2: Abyssals
I've still got the charge range advantage out here, and am ok with slowly shooing the Foxes away. The Gargoyles again fly up to threaten the Foxes, while staying safe from them. The Efreet hops up and hides behind the hill, and summons a Dark Pit near the Ice Queen, and Cloak of Death is able to hit her, both troops, and the 2H Tribesmen in reserve.
| The Abyssals press ahead. |
The Flame Bearers don't need to move, so don't, and fling into the inner troop of Pack Hunters. I'm still tossing into Stealthy and Cover, so need 6's, but am able to land 4 damage with my shooters, and even get a waver, thanks to Dread, courtesy of the Dark Pit.
I remember Bas'su'su this time, and get him up nearer to where he should have been last turn. We're running a turn behind with him, and it would be nice to have jumped the hill this turn, but it's fine. We're just being cautious...
| A standoff is forming over these two tokens. |
Centrally, I am safe from charges, and with staring down so many combat units, I am not eager to fight in the slightest. Javelins are going to do what they're going to do, and I just need to endure for now, and see what happens.
The Berserkers and Tortured Souls inch ahead while staying safe from charges, and the Berserkers get a Fireball 3 from a Command. I think they landed 1 damage into the Troop of Pack Hunters, but do not recall exactly. The Horsemen likewise inch up through the woods. The Lord actually has a charge into them, but that doesn't seem like a good play for him, so I risk it. The Gargoyles will inch back to stay safe though.
| The Gargoyles reposition again. |
After a lot of hemming and hawing, the Tortured Souls get the Betrayal Command and move up, daring a charge from the Pack Hunters and opposing Lord. If things fight them, one opposing unit will be using my Melee score and CS. This screening move lets the Molochs move up a bit, and the Blood-Masque can get into the hill.
On the far left, the Gargoyles again use their speed to reposition, now threatening to jump the building, or flank charge some Pack Hunters if they get aggressive.
Bottom of Round 2: Northern Alliance
The reservist Hearthguard are wary of the Gargoyles jumping the lines, and will pivot and move to block this off. A 20 inch fly will land atop the infantry, and I don't think I can draw line of sight to the unit to just charge them.
| Javelins fly! |
The Pack Hunters near the Lord hold, and toss into the Tortured Souls, landing 11 damage. I am Inspired, but they do get the waver, and we'll be forced to hope for Headstrong next turn.
The center regiment inches up and tosses into the Tortured Souls, but scores no damage. The Cavern Dweller sidesteps towards the left table edge, again, trying to make charges awkward. Had the Dweller not moved, my Horsemen had a flank, and things could reach the horde of Tribesmen, but now I am again presented with Pack Hunters of the Cavern Dweller to fight.
| More impactful shooting out on the right. |
On the right, the wavering Pack Hunter Troop gets the Tactical Retreat order, and gets out of the forest, and they get a small Heal from the other Ice Queen too, going from 5 down to 3 damage. The remaining troop holds, and tosses into Ba'su'su', landing 3 damage against the Individual, with the Blizzard Wizard landing 3 as well. My Warlord is Frozen, but holds.
On the far right, the Foxes decide to force the issue. They cannot charge, but scamper ahead, seeing around the hill to threaten the Efreet, and a decision from me.
Top of Round 3: Abyssals
Thankfully, I have the little corner undo markers, but I probably spend a good 20 to 30 minutes trying to decide stuff, and fortune punishes the shrewd. The easy play is Ba'su'su into the Snow Foxes. He'll Regenerate 2, getting down to 4, but only lands 3 damage into the Def2 Foxes, which looks about right, math-wise, but feels bad.
A 10 inch fly from the Gargoyles can't clear the Foxes, so they fly 20 inches ahead, to force a reaction from my opponent. The Gargoyles aren't going to pick anything up, but can stick it up for a combat. In retrospect, I probably should have joined Ba'su'su in the charge. I forgot about the second pivot on the move, but another option would have been getting by the hill for a Command Fireball. Oh well, the pressure still seems ok.
| Charges against the Cavern Dweller. |
The Efreet jumps the hill, and we try a Dark Pit at the far edge of the woods, to hit everything again, as well as the Cavern Dweller, but the spell fizzles.
The Flame Bearers hold, and toss into the other troop of Pack Hunters. We're fishing for 6's again, and again land 4 damage, but we do not get the waver here this time.
| The Tortured Souls don't shake it off. |
Centrally, if I am clever and lucky, I could actually fight several things, though I ultimately choose not to. The central Tortured Souls and Horsemen can get in against the Cavern Dweller, and do so. Berserkers could get in against the nearby Pack Hunters, but with Hearthguard and Tribesmen on standby, that doesn't seem like a wise play, and so the Berserkers and the Molochs reposition, staying out of charge range of all the Tribesmen units, though that means I cannot pick the token up yet.
| The Cavern Dweller falls! |
Hoping to buy time, the Blood-Masque needs to reposition for a command, but fails to land the Betrayal one on the Gargoyles as they charge out of the woods into the Pack Hunters, with the goal being to protect the Horsemen. Hindered, the Gargoyles will claw just 2 damage onto the Hunters, but are still taking up the space I need them to.
The Cavern Dweller is just barely not Inspired, and the Souls will land 3 damage thanks to Striding, with the Horsemen contributing 10 on their clean charge, thanks to the Boots. We didn't get the Dark Pit like I had hoped for the Cloak and Dread, but do manage to luck out and break the Dweller before it can contribute to the game, which feels amazing.
The victorious Abyssal Horsemen back up an inch, and reviewing thing, the Tortured Souls just hold, as nothing can get in against the Horsemen, which is the goal for these reforms.
Headstrong fails on the wavering Tortured Souls, and so they just slightly change facing, allowing the Molochs to gain a few more inches of ground. The Blood Masque needed to get out and risk a charge from the Lord to get the command off, but that seems ok.
| Positioning on the left, with the Gargoyles adjusting yet again. |
The Gargoyles on the left are sorely tempted to flank charge the inner Pack Hunters. They would tie them up, and block up the Lord on Frostfang, but that doesn't quite seem worth it, so they just inch ahead, safe from the Hearthguard, any maybe out of arc of the Pack Hunters near the building, but still threatening a fly over and good pressure.
Bottom of Round 3: Northern Alliance
| Charges from the Northern Alliance! |
The Lord on Frostfang does take the charge into the Blood-Masque, and will land 2 damage. The Pack Hunters pounce on the wavering Souls. One is Hindered, but the other gets a Vicious command, and they will easily devastate and rout the troop of spirits, as is proper. The goal is to overrun with the outer unit, and on a 2+, my Molochs will be boxed in and unable to pivot past to flank the Lord on Frostfang. They get the successes needed, and bump into my monstrous infantry unit, and the other will back up.
| The Northern Alliance commit hard to removing chaff while they can. |
Centrally, the Def5 Tribesmen reposition, and Hearthguard charge in to help the Pack Hunters against the Gargoyles, who are obliterated. The 2H horde of Tribesmen make a hindered charge into the Tortured Souls. They have Elite and get a Vicious command, and the Souls take a ridiculous 19 damage, and are devastated and routed, as proper.
| Reforms for the Northern Alliance. |
Reforms are a little rough though. The Hearthguard hold, wary of the Molochs. Pack Hunters overrun, bumping up against the Abyssal Horsemen. They are offering up a flank to me now, but I also can't pivot past and will be stuck fighting them. The horde reforms a bit, trying to ensure that the Berserkers will be hindered, should they charge in.
| The outflanking Gargoyles are shot off. |
Out on the right, the Snow Foxes claw 2 damage onto Ba'su'su, taking him back up to 6 damage, though my Warlord does hold.
Both Troops and the Blizzard Wizard turn to face the outflanking Gargoyles. The troops land 7 apiece, and a nice 5 damage from Blizzard will devastate the Gargoyles, and they break.
Top of Round 4: Abyssals
We've claimed some units, and really just lost chaff so far, so things are not too bad? I still have a lot of very scary units in front of me though, and I am still hesitant to commit to any big fights.
On the right, Ba'su'su fights on against the Foxes, and will land another 3 damage, and will manage to pick them up this time. He regenerates 2, and will sidestep to his left, trying to get closer to the real fights. I see an opening, so one Flame Bearer unit wades out of the pond and towards the token, and the other moves ahead at the double, ready to offer itself up as a sacrifice later.
| The Berserkers make a cheeky charge. |
The opening is a rear charge into the Blizzard Wizard from the Berserkers. That seems like a good idea, and the Efreet takes the hill to gain some ground and land a Dark Pit in the woods for good measure, pinging the Tribesmen, both troops of Pack Hunters, and the Ice Queen too. Things are damaged already, and 25 new damage is expected, so my opponent offers to fast-forward things here, since we have spent a lot of time thinking and talking in the early turns. The Ice Queen is no insane, and the Berserkers need less than an inch to connect with the rear of a Pack Hunter troop, and with similar expected results, the Hunters are also not found to be insane, with the Berserkers now spinning around to keep the remaining troop in front arc, and threaten some other nasty charges if they decline to fight.
| Reforms, after besting a few units. |
The Abyssal Horsemen take the flank charge, which we agree is their only option. We'll land 22 damage, but they are found to be insanely courageous. The Horsement are going to be in for a rough time, but were going to be in this position anyways, so it's not terrible.
The Molochs could get in hindered against the Hearthguard or hindered against the 2H horde of Tribesmen, and neither option is appealing. With the Berserkers breaking out, they inch back, getting out of charge range of the Hearthguard.
| The flanked Pack Hunters are found to be insanely courageous... |
Out on the left, I feel like my patience has somewhat paid off. The Gargoyles have a clean flank charge into the Pack Hunters, and take it, while getting the Betrayal Command from the Blood-Masque, who fights the Lord on Frostfang. The Molochs also luck out with a clean frontal charge into the other Pack Hunters.
| The Abyssals push back on the left, with the patient Gargoyles taking a flank charge. |
The Gargoyles land 11 damage, and will shred the Hunters and reform. The Molochs underperform with land 9 damage into the Pack Hunters, but also luck out on the Nerve Check and break them. In victory, they sidestep to get out of the way of the obstacle.
| Reforms for the Abyssals. |
We had to look up the rules for Duelist, as neither of us have encountered it before. Apparently it was changed, targeting "Heroes" now, which is a unit super-type, I guess. Ba'su'su is a Hero (Infantry), and the Lord of Frostfang is a Hero (Large Cavalry), so it looks like it triggers, and I must say, I like this change. Fighting already, I've lost TC, and the extra attacks don't amount to much, with the Blood-Masque regenerating nothing, and only landing 2 damage against the Lord on Frostfang.
Bottom of Round 4: Northern Alliance
Wary of the Molochs again, the Lord on Frostfang decides to withdraw, after we determine he won't hit the Gargoyles. He passes, but only rolls up 4 inches. It could be worse though, as he does make it into the field, gets the nearby Molochs in front arc, and will be forcing hindered charges, and the other Molochs are too far away.
| A tiny, but successful Withdraw move. It could be worse. |
The Hearthguard go in against the Gargoyles, and the Ultimate Betrayal hits them... The Hearthguard are hindered, and forced to use the Gargoyle's stats for the fight, and just 2 damage lands. The Nerve check is a warm 8 though, which unfortunately is still enough to break my troop, and the Hearthguard will reform, keeping slightly in the field to force a hindered charge into them.
The other Hearthguard move up, and then think better of it, as they can't keep a Moloch unit out of their flank, and they end up holding.Meanwhile, the upstart Abyssal Horsemen are assailed from every direction, with Tribesmen hindered and in the rear, in the flank cleanly, and with devastated Pack Hunters continuing on from the front. While I am curious if we could break the damage record of 61 (looks like 50+ damage is expected, though this could be pushed higher with Vicious Commands or a Bane Chant), my opponent opts to fast forward the combat when I offer, and the Horsemen are bested.
| The Horsemen are quickly bested. |
Reforms again prove tricky. I belive the flanking horde backs up, while the hindered horde in the rear reforms. The insane Pack Hunters hold.
| The Pack Hunter troop fights to delay the Berserkers. |
Out on the right, the Pack Hunters do their duty and charge the Berserkers, landing 2 damage, and commanding their attention.
Top of Round 5: Abyssals
Out on the right, the Flame Bearers happily grab a token, putting me in the lead for VP. Ba'su'su flies 20" while regenerating another 2 to get down to just 2 damage. He's had a slow start, but is poised to be a hassle in the late game.
| The Flame Bearers grab a token or get in the way, while the Berserkers brawl. |
The Berserkers will fight the troop, break them with ease, and then victoriously sidestep, getting out of arc of the horde of Tribesmen in the woods. The other regiment of Flame Bearers will run their 5 inches up, and box them in while bein ready to throw.
The Molochs are still safe, and get a Fireball order from the Efreet for Fireball 4, and we have three units staring down the insane Pack Hunters... The Molochs hold, and throw, landing 1 hit, which blasts into 1, which results in 1 damage, and on 23 damage, the Pack Hunters are considered dealt with.The Flame Bearers toss into the Tribesmen Horde in front of them. They are Def4 with the two-handers, but we only manage 1 damage. Wanting to actually try and cast something other than the Dark Pit, the Efreet does try his Fireball 7 into the horde, taking a cover penalty. We get 1 hit, blasting into 1, which fails to wound. Ouch.
| Reforms, after another cheeky charge into an unexpected unit. |
On the left, I still feel like I need to be cagey. Any charge into the Lord on Frostfang will likely be fighting both him and at least one unit of Hearthguard. I can manage a strong multicharge against the Hearthguard by the building, and so forgo the token to fight them instead, with the Blood-Masque taking the hindered charge by the field, allowing the Molochs to hit cleanly.
I forgot all about it, but we could be using the Blessing of the Dark Gods for Elite and Vicious, but don't. The Molochs land 11 damage, with the hindered Masque contributing 2, and we'll manage to pick the Hearthguard up. We luck out further, as both units are out of arc of the other Hearthguard unit. We've done a surprisingly good job at hitting the Northern Alliance from odd angles. For reforms, the Molochs pivot 90 degrees to threaten the token - anything wanting to pick it up will be threatened. The Masque is very close to the Lord on Frostfang, so just also pivots 90 degrees, eyeing up the center token with a charge.
Bottom of Round 5: Northern Alliance
The Hearthguard get into the field, threatening things, while the Lord on Frostfang grabs the token, and positions to force a hindered charge from the Molochs.
| The Northern Alliance secure two tokens. |
The Berserkers are causing a headache. The Ice Queen moves to prevent good alignment into the rear of the Def5 horde of Tribesmen as they run ahead to grab the middle token, and put my opponent in the lead.
| The Northern Alliance struggle to defend the center. |
The horde with two-handers makes a hindered charge into the Flame Bearers, which getting a Vicious Command and a Heal spell. They'll carve 13 damage onto my shooters, and then pivot, to get the Berserkers in front arc, and better protect the rear of the other horde.
Low on units and options, the Northern Alliance mange to take the lead!
Top of Round 6: Abyssals
The Abyssals also do not have a lot of units or options at this point, and are now playing catch-up.
The Berserkers need to play for a Round 7. They don't have the inches to reach the rear of the Hearthguard, and we agreed that the Ice Queen and the Hearthguard prevent a proper alignment into the rear of the Tribesmen with the token. So, the Berserkers make a hindered charge into the Queen.
| Big charges and a Dark Pit from the Abyssals! |
The Queen didn't move far, and was able to present the front facing. After charging, I remember that the Queen has Ensnare, and suddenly my Berserkers are fishing for 6's. I get four hits, and manage just 1 damage. It's an underperformance, but it is what it is, and it is not the important combat.
The Efreet moves in close, and is able to land a Dark Pit at the edge of the field, hitting the Lord of Frostfang, Hearthguard, and Tribesmen with the token.
The Molochs charge the Def5 Tribesmen in the front, with Ba'su'su hitting them in the rear. I again forget about the Dark Gods. The Ice Queen has been Healing well, and Cloak of Death is the only damage on them as combat starts. The Molochs swing hard, landing 12 damage, but the Individual Ba'su'su flubs, contributing just 1, and even with Dread, the horde holds with ease, and I'd need a Round 7 to try and wrest this away.
The Blood-Masque gets in the face of the Hearthguard, but doesn't charge, as the Molochs take their hindered charge into the Lord on Frostfang. We neglect the Dark Gods here as well, due to forgetfulness. The Molochs flub, landing 5 damage to take the Lord up to just 8 damage. Dread is in play, but we fail to remove this unit too, and firmly need a Round 7 to win.
Bottom of Round 6: Northern Alliance
The Hearthguard make their hindered charge into the Blood-Masque. Vicious fails, but they will still deal 11 damage, pick the unit up and reform. We're talking it out, and we think it is best for them to mostly spin around, as this will again prevent the Beserkers from being able to align into the Tribesmen with the token.
| Very strong rebuttals from the Northern Alliance as they defend their positions! |
The Lord on Frostfang defends his token, slashing 3 damage into the Molochs, but they hold.
A horde of Tribesmen spins around to protect and potentially avenge their comrades, but the horde is able to defend their token as well, getting a Vicous order, and carving 14 damage onto the Molochs, and besting them in one fight. Ba'su'su is still engaged with them, so no reform, but it seems unlikely he'll be able to break them by himself.
We do not roll up a Round 7, and this is a well-deserved win for the Northern Alliance!
Game Conclusions
It was a loss for the Abyssals, but I can't complain in the slightest. It was a very tough match-up, but we had a pretty clean game with our decisions, and really made Trevor work for this. As a plus, we got to explore a lot of stuff from the update as well! The Dark Pit is inconsistent but amazingly fun, and there are some neat options here for builds.
Testing Conclusions
- Bas'su'su the Vile. He had a slow start due to my forgetfulness. His output wasn't great, but you can't really carry as an individual, and he still got around and was disruptive, which is that you want from him. He's still fun, and the Gargoyles slot swap seems very useful.
- Efreet, Talisman, Fireball, Dark Pit. The Dark Pit was a LOT of fun, if a little unreliable on two dice. Fireball was used just once, but was a dud due to dice, which happens. The Efreet themselves were just ok. We had good mobility with them, but I'd still like it if they were innately inspiring; had Fireball as an option; or were in a different slot.
- Hellequin Blood-Masque. Duelist is a neat change, but my Inspiring coverage and Command coverage was very taxed this game, and the new Blood-Masque was just ok as well.
- Flame Bearers. It was a stark comparison to see them across from the Pack Hunters, but we still managed to get some great use out of them. There was some play with the Pit, and I think I will try mass Flame Bearers at some point, but I just don't think the output is going to be there when you are hitting on 5's innately, and being a middle Circle unit, we don't have much synergy with the Commands.
- Gargoyles. Overall, they did great. They ultimately all broke, but did so while delaying things and forcing some weird angles from my opponent, which is what you want from chaff.
- Berserkers. I will still praise the speed change, and these had a nice game, and both the Brew of Strength and Brew of Sharpness are great on them.
- Tortured Souls. They downgrades work nicely with the Betrayal Command, but that's about the only nice thing I can say. We got some use out of them, but the stat changes are rough, and eating up a precious Specialist slot now instead of just being a troop is also a bit of a bummer. I think Regiments might be the way to play these now, but I think you'd end up with a very elite list, and
- Abyssal Horsemen. In terms of damage-dealt, they did amazingly! They found an insane unit, but we had offered them up to die and delay, so that discovery wasn't too bad. The 4E and Fracture changes are a bummer, but they only had Fury for a long while, so the downgrade from Fearless to Headstrong isn't outrageous or anything. It is however a big step down with regards to game mechanics. As a more normal cavalry unit right now, their utility in the new Edition is likely going to be much more limited.
- Molochs. Overall, I did well to protect them, and they entered Round 6 completely healthy. Unfortunately for me a fighty horde beats a fighty regiment it seems!Without the old upgrade for Brutal and Vicious, they output has suffered a bit, and we didn't have Bane Chant to help with the Def5 either. Still a decent brawler, and cheaper now, but perhaps not as potent as they once were for the army.