Last week, I played a game of Runewars (which has some really slick models and interesting mechanics), and was repaid with a game of Kings of War this week. While my opponent does have an old Warhammer Fantasy collection (Ogres and Wood Elves) from back in the day, and had technically played before, we opted to have me just build up both lists for this battle. This would be basically a large intro game. I opted for Kingdoms of Men vs Varangur, and as I was having trouble with list-building, we ended up at an unusual 1300 points.
Varangur
I was hoping to fit in the newest Bloodsworn units and some gifts for them, but was having issues juggling points, so their debut will need to wait. I opted to run the duo of old Bloodsworn instead. Below, is the Varangur list.
I did manage to fit in the Horse Raiders, the Sons infantry troop, and some Ogre allies. Honestly, the Ogres were why the lists ended up at a wacky points level. I wanted to see what they could do! I figured the core of the Varangur list (Bloodsworn and Mounted Sons) would be intuitive for my opponent, and forgiving of any misplays due to their good stats, while these other special units would be available for more complicated strategies if desired.
I had 20 points left over for gifts, and picked Brutal for the Sons troop and Lifeleech for the Mounted Sons regiment. We’ll see how they do.
Most of the army is quite tough, with 5+ Defense, and the army-wide Nerve boost. The weakest links unit-wise in the army are the Horse Raiders and the Ogre Allies. Both are Def 4+, and the Raiders can probably be picked apart if I prioritize them, due to their lower Nerve. The Ogres, while lacking a source of Inspiring, cannot be wavered, and still have a decent Nerve value, so while they are a weak link, I doubt I can do much to them before they make it into combat. I think the Ogres are going to be really fun shock troops for the Varangur!
Regnum Aeternum
I really need to get hobbying on more Romans! Foot Guard and Shield Wall units are all on the horizon, but for now, my list options were a little circumscribed. Here is the Regnum’s list.
I waffled between adding my General on a Winged Beast, or running the Beast of War, and in the end, opted for the Dino and Ballista. I needed to run the Spear Phalanx units, and so needed to find a way to both get them into the game and support them enough so they stick around. The Beast would help with both. If I deployed the Beast with the Spears, they should make a good solid line, which should allow my mounted units to hit my opponent in the flank.
My two important units this game are the Knight Regiment and the Beast of War. If I can protect them and use them wisely, I think I can win.
The aged wizard shook his head, regarding the glinting of metal off in the distance. The latest scouting report were yet another nightmare made real: armored raiders from the north, along with rapacious, frenzied ogres. He drew his hood to shield his wrinkled brow from the midday sun. If he survived, the hallowed Tactica of the Regnum Aeternum would need to be amended yet again…
The battlefield was rather mundane: some forests; some height 1 hills, and some obstacle hedges and rock piles. I still don’t feel like I have a solid grasp on all the terrain rules, so apologies in advance for any goofs there.
The table, in all it's fuzzy, felty glory. |
When devising my initial strategy of going wide and trying to outflank my opponent… I neglected to consider the board size. Oops. My opponent opted to be very aggressive, deploying everything besides the heroes right on that starting line, ready to pounce… and stretching from one end of the board to the other.
Oops. Instead, I have the strong center, and am in danger of being enveloped. Plus, look at those Ogres poppin' wheelies. How can I compete with that?? |
Turn 1: Varangur
The Varangur advance most aggressively. |
Turn 2: Regnum
On the left, my Scouts advanced a bit, and landed a shot against the Horse Raiders, pivoting slightly to protect the Sergeants, and maybe bait a charge from the Mounted Sons.
The puny humans are not eager to get into combat. No sir. |
Turn 3: Varangur
On the left, the Horse Raiders go into my Mounted Scouts, wavering them. This was not what I was hoping for at all. I wanted them to somehow hold, or be routed. Wavered just puts them in the way.
The Mounted Sons arrive a little quicker than anticipated... |
End of Turn 3. Even hindered, the Mounted Sons easily destroyed the Spear Phalanx. |
Turn 4: Regnum
I am in a bit of a pickle, and not really liking what is going on. The Mounted Sons are already through my lines, so I decide I need to commit to some fights. Hopefully, I can knock out a threat or two, and then regroup in order to deal with those Mounted Sons.
Slightly desperate charges were declared while the Mounted Sons are out of position. |
On my left though, things are gummed up. The Wavered Scouts can’t get out of the way, so they sit there, along with the Sergeants.
Things turn out ok.
Right-to-left, the Ogres are unscathed; the Bloodsworn Wavered; the Sons infantry routed; the Bloodsworn ok, but with two wounds. I reform my Knight Regiment to face the Mounted Sons, and back the Dino up D3
Turn 5: Varangur
It’s now my opponent’s turn to feel the heat a bit. Most of his army is engaged at this point, and his heavy hitting cavalry, while safe, also can't do anything this turn. The Mounted Sons change facing, eager to present their front to the enemy Knights.
The Ogre Beserkers eagerly charge the Mounted Scouts on my right flank and punish them for their ineffectual shooting. While the Ogres do 4 wounds, they roll 1’s for the Nerve check, and the Scouts stick around.
If only they started out in this position... |
The Ogre Beserkers eagerly charge the Mounted Scouts on my right flank and punish them for their ineffectual shooting. While the Ogres do 4 wounds, they roll 1’s for the Nerve check, and the Scouts stick around.
Those Ogres look hungry. |
Most of the board, at the end of turn 5. The Magus is juuust out of frame. |
The Regnum commits to heavy combat again this turn, with everyone but the ASB getting in on the action.
Clashes all over the place! |
The charges are repulsed. |
Turn 7: Varangur
The Ogres retaliate, this time obliterating the Scouts, and reposition themselves slightly, eyeing up the Spear Phalanx and Knights for the next turn. The Magus tries to Lightning Bolt the knight troop, but the rolls aren’t there.
The Wavered Bloodsworn sit there, and the unwaverd Bloodsworn attack the Dino, dealing a some damage, but rolling just shy of wavering it.
The rebuttals hurt. |
End of Turn 7 |
Turn 8: Regnum
The Varangur had unfortunately coopted my “outflank” strategy. The Horse Raiders had their pick of targets right now, so I needed to finish these fights and regroup.
The combats... continue, with the Horse Raiders looking on eagerly. |
The Spear Phalanx went it alone against the wavered Bloodsworn, and slipped another wound through, forcing another check, and finally routed the unit this turn. The Knights had elected to charge the Ogre Beserkers, but were unable to punch through. In victory, the Spear Phalanx changed facing slightly, to try and threaten the Varangur characters, or help deal with the Ogre Beserkers next turn.
Turn 9: Varangur
Despite being down only a little in points, the Varangur were in a hard spot. Both Bloodsworn units had been lost, and the Mounted Sons were wavered, meaning my opponent would need some bold moves and some luck in order to claw his way back.
Not the best view, but not the worst either, provided you are a gamblin' man. |
The Magus zapped the Dino for another point of damage or two, but it stuck around as well, unfazed. The Skaald, meanwhile, ran up to Inspire the Mounted Sons, hoping they’d be around for another turn.
The gambit was a charge over the hedge, into the flank of the Knight regiment. Unfortunately, despite their previous successes, the Raiders were unable to land single wound due to the hindered charge, and the daring assault was rebuffed.
Turn 10: Regnum
The Horse Raiders bounced back 1”, opening themselves up for a flank charge from the Dino, and were driven ignobly from the field. The Mounted Sons were likewise “escorted” away by the Knight regiment, while the Knight troop was able to mop up the Ogre Beserkers this turn, leaving only the Varangur leaders alive.
Darius was nowhere to be found; his steed had run off, and a badly singed purple robe was all that remained on the hill where the wizard was last seen. The standard bearer rallied what remained of the expedition, and shepherded them back to the road home. There was much to report.
A big thank you to my opponent for the game! The Varangur were very aggressive, and very frightening to play against. This game could have easily gone very differently.
For my part, I think I deployed a little too far forward, and a little too congested (as evidenced by the gumming up of my left flank). I could have made better use of the forest in my deployment zone too, but other than those things, I think I made good decisions this game. The Scouts performed well, and I really liked seeing the new Knights on the table. They look good, and with a little more attention to the bases, they’ll look great! The Romans-only army is coming along!
After a long time avoiding it, I tried out the ubiquitous Wizard again, with the typical kit of Lightning Bolt, Inspiring Talisman and Bane-Chant. I understand him a little better now, and appreciate better what he brings to the table. I think he did a good job supporting the Beast and infantry, and may try him again later. I am also interested now in running a Mounted Wizard with Lightning Bolt to help support my Mounted Scouts with a little more damage… we’ll see what future lists hold.
As for the Varangur, they performed very well, and my opponent made a lot of good calls. Deploying everything forward was probably his first good call, as this made it difficult for me to outflank, and then with his high Nerve, it would be hard to break through. I felt the walls closing in a little on turn 3. All the fighting was done on my side of the board, highlighting just how much pressure the Varangur can bring to a fight... and this was without monsters, or the popular Fallen! My opponent played a good game, despite being essentially new to it.
Expanding further… those Horse Raiders are my kind of units, even on smaller tables like this. Hindered Charges are rough, and hard to evaluate, especially with a flank charge involved… These seem like worthy units to run every game and explore further.
I really liked the Ogre Beserkers as well. I can’t speak to the viability competitively, but for these casual games, they seem to fit nicely with the Varangur as mean shock troops. They can’t be wavered, and also have good Nerve, which somewhat mitigates their lack of Inspiring. I think they could provide some versatile support for my Varangur, but I will need more experience to develop a playbook for them.
While it could be argued that the Bloodsworn didn't actually do all that much besides take a beating, oh man did they endure it. Splendid little anvils!
Not having much experience with the Varangur yet, I've been curious about the various gifts of Korgaan, and their possible uses. The Guise of the Deceiver (granting Headstrong and Fury) has been very popular in online lists... so I've avoided it. However, I believe twice now the Mounted Sons have been hobbled via a waver and then removed the next turn. From now on, they'll get it.
Mask of the Reaper - Lifeleech
This is what I had tried running on the Mounted Sons. The gift is awkward. Since it recovers damage, you want to give it to a unit that will get hit. However, since the effect is so small, you don't want the unit to get hit that much. I think I may take a page out of the Undead playbook and grant this gift to the Bloodsworn or other small anvil unit instead. Again, the effect is small. Sticking this on your main anvil probably won't do all that much, as they will be taking a lot of fire. However, sticking it on a smaller anvil unit to "off-tank" for you; like to hold a flank for a few turns, or delay something a few turns would work well I think. I'll probably try it on some Bloodsworn regiments in a future game.
Brand of the Warrior - Brutal
I think this will work best on smaller "hammer" troops, like Mounted Sons, or even Sons infantry. Those units already deal good damage, and the gift will help you rout the target unit and go on to other things. I could also see Chieftains grabbing this, as with their base size (mounted or not), they could sneak into a combat, and do horrific things
Guise of the Deceiver - Headstrong, Fury
This was the internet favorite. It's a good bet for just about anything, and will be what the Mounted Sons regiments get going forward. It doesn't actually protect the unit... or boost it's combat prowess... but it gives you very good chances to get one last charge in, and with the Varangur, one charge can be huge. I think this will go on big expensive units that I really don't want losing, like primary anvils (like a horde of Bloodsworn), or large heavy-hitters, like the Mounted Sons.
Thanks for reading, and thanks again to my opponent for the game!