While they have yet to see the table... the only other sizable collection I have with a complete 3rd Edition army list right now are my Abyssals. My collection is currently:
1x Horde of Molochs
2x Regiments of Flamebearers
1x Regiment of Succubi
1x Regiment of Abyssal Guard
3x Troops of Abyssal Guard
2x Regiments of Imps
2x Hordes of Imps
1x Winged Archfiend
1x Wingless Archfiend
1x Abyssal Champion
2x Efreet
Overall, my Abyssals collection decreased around 5%; a couple hundred points. No units were retired/invalidated in the Edition change, but the overal collection has been hamstrung a bit by the changes to unlocks and the increase in irregular units with Third Edition.
Fortunately, I missed the double-whammy that hit the seemingly ever-present Tortured Souls. Third Edition turned them Irregular, turning them from unlocking units into something that needs unlocks. This will confound many competitive Abyssal armies I'm sure. But I think it's a good call. They were an interesting unit, but unique among the Abyssals list (being a shambling, life-leecher), so I think this change makes sense.
With the changes, I only have 6 Troops slots, and now 9 troops that want them. Additionally, I've got 5 Heroes fighting over 3 slots. (Looking at the chart on p. 41, I thought you could double up. On a re-read, the Large and Monstrous Hordes give you two hero/monster/titan/war machine slots, but you can't repeat a choice.)
Flamebearers
Flamebearers are now irregular, so my two regiments now need something to unlock them, rather than unlocking things themselves. Bummer! As stated in the last few posts, Mantic has been making more units irregular, I believe in an attempt to better shape the particular army meta o where they want it to be, for either balance or fluff reasons. That's fine, and it's a slick way to do it, but it does pull the rug out from some builds. Oh well. Part of a new edition I guess.
In Third, Flamebearers gain the Steady Aim special, removing the penalty for moving and shooting. That's awesome! They lost a point of Nerve and got a price hike, which is less great. Still, they look like a potent unit to toss around some supporting Firebolts.
Molochs
The mighty Molochs lost their innate Brutal, and got a slight points increase too, but overall gained a lot. Their lower Nerve value was boosted up, they hit on 3's instead of 4's, and now have Speed 6 instead of Speed 5. Nice improvements all around. Still, they only unlock 2 troops now, so the collection is still underwater.
Their upgrades are also interesting. For 20 points, I can give the Horde a Despoiler Champion (a new character) to lead the unit, granting Fearless and Brutal. While Fearless is always welcome on a unit, the Molochs already have Fury, letting them counter-charge even when Wavered, making it just a bit less attractive. Brutal is nice, but not a must-have for me. With 18 attacks now hitting on 3's with CS2, the Molochs are going to do some damage. If's a neat upgrade, but I will likely skip it for now.
In Second Edition, the Abyssals had Regeneration as their army special rule. It's still there, and now they have an upgrade to it. For a price, you can take a Sacrificial Imp to reroll failed Regen rolls for a turn. It's a pretty cheap upgrade, and I will likely take one on my Molochs here, but I'm so-so on buying it for any other units currently.
Imps
The imps are still little furious, vicious swarms. The Regiments decreased in cost; their Hordes increased. Their Nerve decreased by 1 in Third Edition. My list will likely prioritize the Hordes.
Succubi
The Succubi got a nice points decrease, and gained Fury, Stealthy, and Ensnare. Awesome! Each choice did lose attacks though, but that's ok by me. Kicking out double the normal attacks for their unit size seemed a bit much.
Abyssal Guard
The Abyssal Guard gained Fearless, which is a welcome little bonus. Since they won't be wavered.. the Sacrificial Imp could be a good investment on Regiments. We'll see. My minis are Bloodletter models, so I'm swapping out shields for the two-handed weapons.
Given my lack of unlockers... I may combine two troops into a Regiment. Bloodletters are notorious for being difficult to rank up though, so rebasing may be required.
Heroes
Both my big boys are looking great. They've gotten some changes (no Thunderous Charge, and swapping in the fluffier Fireball in for Lightning Bolt), but are still looking quite strong. The Abyssal Fiend in particular looks great to me; hard to argue with an inspiring beatstick for under 200 points.
The Efreet has been changed... basically with every Clash of Kings update. With Third Edition, it's back to it's basic self, losing Fury and Pathfinder is a small hero just around to chuck Fireball. Fireball 16 seems like a good spot, and it's received a small points decrease, and 115 points seems like a nice spot for it. Fireball is still Fireball, lacking any Piercing and taking a hit on hit rolls against targets that are in cover or Stealthy. Early game, they can clear chaff, and if you can keep them alive until the late game, they should be able, through weight of dice, to get the last few points of damage in to finish off enemy units. We'll see.
The Abyssal Champion looks to have a lot of options, being able to grab Wings or Lighting Bolt. Since he is Mighty, the Champion could potentially fly up to disorder or roadblock a unit, or hang back tossing a few Bolts to weaken up enemy units before combat.
...The Future!
Gargoyles are still a thing, and still look very strong. Who doesn't want flying regenerating chaff? I think I may cave and buy a box (or two) at some point. They're just too iconic of an Abyssals unit not to have some in this army... but this army now needs unlocks, and they would just exacerbate the issue right now.. plus, I'm really trying to hold off on spending money on minis these days.
I already have a Regiment's worth of Lower Abyssals who just need shields, and I've also already picked up some models (on sale!) to use as regiment of Abyssal Horsemen. They'll need some converting, but that should be doable over the winter, and they should be ready to paint up come springtime. Those will help me out a bit, and we'll see what else transpires for this army.
Sunday, November 17, 2019
Friday, November 15, 2019
3rd Edition: Thoughts on Ogres
My Ogre collection was cobbled together from the Chaos Ogres I had been running back in the day; they loyally followed all my GW Chaos stuff over into Kings of War, where the Berserkers have had (I think) one battle cameo. While they're not much of a force on their own... the Ogres are one of the only armies I have that are in the new main rule book, so I might as talk a bit about them.
Irregular Units
More units are Irregular in Third; it seems to be Mantic's non-invasive way to try and guide the army metas a bit. A lot of ranged units received this status in Third, along with some unique but powerful units that were showing up in a lot of lists, like the Abyssal's Tortured Souls or the Varangur Fallen, or the Undead Wights (for me at least, not sure how popular they were elsewhere). The former "must-have" allied unit of Ogre Shooters is now similarly afflicted. My collection is not impacted.
List Building & Unlocks
List building has also changed a bit in Third, and is now a bit more complex. Gone is the slick, simple Regiment/Horde arrangement; it's gotten more granular, with the Large Infantry/Cavalry getting tweaked. Their Regiments no longer unlock things; only Hordes and Legions do.
So with the Large-bodied choices, Troop unlocks are a far harder to get. Hordes only get you two (Legions get you four). However, with each, you get TWO unlocks for any combination of Hero, Monster, Titan, or War Engine, where the more "regular" unlocking cavalry/infantry/heavy infantry units are limited to one (or one of each, with a Horde).
It's a weird arrangement.
Part of me just doesn't like it. A big personal selling point for me with Kings of War is the rules. There were balance concerns (as they are in any game), but the rules were always easy to read and understand. Now, unlocks are not as simple or straightforward as they were previously, and unlocks and list building is a little clunkier.
That said, I don't have a better solution in mind. I think this is the "least bad" option Mantic could take to get where they want to be. And overall, I do like the unlocking change.
I think Large-bodied hordes definitely needed a nerf coming into Third. They had a small footprint, and generally had very desirable stats (high Nerve, lots of attacks, bountiful Crushing Strength and usually good defense too), so you ended up with a very potent, very compact unit. Couple that with the old Horde unlocks and they were very strong in their own right and insanely desirable. Large-bodied unit would have different tactics than human-sized soldiers, and I do like that they get different supporting unlocks to kinda reflect that.
My Collection
... fortunately for me, my small collection doesn't care about either of the big changes impacting more serious Ogre lists! My collection sits a bit above 1000 points, about a 5% decrease from where they were at the end of Second Edition.
I do have an edition casualty. I did up a large two-headed ogre for the odd Nomagarok, a legendary ogre spell caster and mediocre combat guy. I haven't read the fluff, but am not seeing him here in the new army list. The mini is larger than a typical ogre, but not large enough to really be a monster or something... I'll retire him for now and see what the future brings.
My Warlord got a points decrease, but remains a strong, smashy leader. I'm actually quite impressed with the selection of Ogre heroes. If my collection grows at all, I'll definitely need to pick up some more heroes! The Sergeant has so many options, and the Berserker Bully just looks incredible to me.
My two hordes of Siege Breakers got some tweaks, but are still looking very strong to me! They lost their Thunderous Charge and a point of Crushing Strength (down to CS2 now), but gained Defense 5 and kept their Big Shield. They don't hit as hard any more, but are going to be quite dangerous to try and fight.
The three regiments of Slaaneshi-style Braves were the first to cross over into Kings of War. In Third they look largely same, but with a minor points decrease and Wild Charge 3, which I'm looking forward to seeing in action.
Wild Charge is neat, and I'm quite interested to see it in action. I have some wandering thoughts on the ability, but can't quite seem to nail them down succinctly right now. In short, I think it's going to make positioning way more interesting in games. I'm intrigued!
Irregular Units
More units are Irregular in Third; it seems to be Mantic's non-invasive way to try and guide the army metas a bit. A lot of ranged units received this status in Third, along with some unique but powerful units that were showing up in a lot of lists, like the Abyssal's Tortured Souls or the Varangur Fallen, or the Undead Wights (for me at least, not sure how popular they were elsewhere). The former "must-have" allied unit of Ogre Shooters is now similarly afflicted. My collection is not impacted.
List Building & Unlocks
List building has also changed a bit in Third, and is now a bit more complex. Gone is the slick, simple Regiment/Horde arrangement; it's gotten more granular, with the Large Infantry/Cavalry getting tweaked. Their Regiments no longer unlock things; only Hordes and Legions do.
So with the Large-bodied choices, Troop unlocks are a far harder to get. Hordes only get you two (Legions get you four). However, with each, you get TWO unlocks for any combination of Hero, Monster, Titan, or War Engine, where the more "regular" unlocking cavalry/infantry/heavy infantry units are limited to one (or one of each, with a Horde).
It's a weird arrangement.
Part of me just doesn't like it. A big personal selling point for me with Kings of War is the rules. There were balance concerns (as they are in any game), but the rules were always easy to read and understand. Now, unlocks are not as simple or straightforward as they were previously, and unlocks and list building is a little clunkier.
That said, I don't have a better solution in mind. I think this is the "least bad" option Mantic could take to get where they want to be. And overall, I do like the unlocking change.
I think Large-bodied hordes definitely needed a nerf coming into Third. They had a small footprint, and generally had very desirable stats (high Nerve, lots of attacks, bountiful Crushing Strength and usually good defense too), so you ended up with a very potent, very compact unit. Couple that with the old Horde unlocks and they were very strong in their own right and insanely desirable. Large-bodied unit would have different tactics than human-sized soldiers, and I do like that they get different supporting unlocks to kinda reflect that.
My Collection
... fortunately for me, my small collection doesn't care about either of the big changes impacting more serious Ogre lists! My collection sits a bit above 1000 points, about a 5% decrease from where they were at the end of Second Edition.
I do have an edition casualty. I did up a large two-headed ogre for the odd Nomagarok, a legendary ogre spell caster and mediocre combat guy. I haven't read the fluff, but am not seeing him here in the new army list. The mini is larger than a typical ogre, but not large enough to really be a monster or something... I'll retire him for now and see what the future brings.
My Warlord got a points decrease, but remains a strong, smashy leader. I'm actually quite impressed with the selection of Ogre heroes. If my collection grows at all, I'll definitely need to pick up some more heroes! The Sergeant has so many options, and the Berserker Bully just looks incredible to me.
My two hordes of Siege Breakers got some tweaks, but are still looking very strong to me! They lost their Thunderous Charge and a point of Crushing Strength (down to CS2 now), but gained Defense 5 and kept their Big Shield. They don't hit as hard any more, but are going to be quite dangerous to try and fight.
The three regiments of Slaaneshi-style Braves were the first to cross over into Kings of War. In Third they look largely same, but with a minor points decrease and Wild Charge 3, which I'm looking forward to seeing in action.
Wild Charge is neat, and I'm quite interested to see it in action. I have some wandering thoughts on the ability, but can't quite seem to nail them down succinctly right now. In short, I think it's going to make positioning way more interesting in games. I'm intrigued!
Tuesday, November 12, 2019
3rd Edition: Thoughts on Undead
Having finished my first read-through of the rules, I'm pretty pleased. The core of the game is still there haha! Some things are bit more complex now, but that is the nature of a beast of a game like this. The added complexity (things like the Devastated rule, and yielding individuals) I think are fine additions. Overall, I'm quite pleased!
While not the army I usually play, I have played a fair bit against the Undead. With the full KoM list is still forthcoming (though the Master Crafted teaser was great news!), I figured I'd start digging into the army lists and my collection with these spooky bois, and see how they fared with 3rd Edition...
I have a spreadsheet for my collections. Having updated it now with some new points values... *checks math* my Undead collection is roughly 15% cheaper now, weighing in at about 4,000 points. A points reduction lets me get more on the table, so so far, so good!
Zombies (& Ghouls)
Bringing the Zombies down to Defense 2+ was a brave design decision. In Second, they felt very "samey" with Ghouls where deciding if you wanted Shambling/Not was a big factor... with the ghouls loosing out most of the time. Now the zombies really feel like a mindless gang of low level Undead, and the Ghouls feel much more lively in relation. I really like these decisions! I think there are more meaningful decisions to be made now between these two choices in list building, and I think we'll see more Ghouls in lists online. I may even add some to my collection in 2020. Ghouls supporting Soul Reavers as a more mobile undead contingent does have some appeal...
Skeleton Warriors, Archers, Spearmen (& Revenants)
Skeleton Warriors are pretty generic. They are the bland, basic choice. Skeletons as a looked to have lost some Nerve, but overall look to be great basic picks when you just need bodies or unlocks.
The changes to Phalanx are significant, and welcome. It's minor, but I really like the extra attacks at the troop level. Not sure how often it will come up though! Still, I expect the changes will be enough to entice more players to take spears in their lists. I've got two hordes of Skeleton Spears waiting to be primed myself. I'll probably get on that come springtime - we've gotten some early snows in Wisconsin, and they're likely here to stay around for a while...
Archers are now irregular, which is an interesting change. The same change happened to my League's Halfling Archers previously, which I assumed was an army-specific nerf at the time. Now I'm thinking it may be a broader balance choice to de-emphasize shooting (a quick glance through the book and it looks like some ogres and naiads are now irregular as well, though at a glace most of the elf and dwarf shooters are still regular). This is a neat balance decision, and surprisingly simple.
I never had the models for Revenants, so I never ran any. In Third, they can no longer swap shields for big weapons, forcing them into more of an anchoring role, but they seem fantastic at this. I rather liked the weapon-swap options though, but think it's a case of models influencing the rules: Mantic's kit doesn't look to have any big weapon options, after all.
Soul Reavers
Wraiths & Wights
I like that Wraiths got Strider. They are incorporeal ghosts, after all! It's a nice buff to an already potent unit. I will likely try to squeeze in all three of my troops into lists going forward. They gained the Phantasm keyword, which is interesting too...
Overall, I'm bummed with the design direction of the Wights though. I really liked them as bigger, tankier skeletons. I backed Darkest Dungeon and played a lot back in the day, and liked the look of their big skeletons, and that how I saw the Wights as a unit. Ogres have skeletal structures too, and I liked the idea of raising bigger bodies as bigger skeletons.
I get that there wasn't as much space between Wights and the Zombie Trolls in Second Edition, but I would have rather seen the Trolls gain Regen and be Defense 4+ and keep the Wights as-is, and introduce a different phantasm unit to cover this design space. Alternatively, Fly could have been an optional upgrade. Shucks.
Additionally, Wights are now irregular. In Second Edition, I thought large infantry hordes were quite desirable as you got the unlocks without having a huge footprint, and most of the units were quite punchy, so you got a very compact unit and all these unlocks to play with. In Third, it looks like more large infantry is being declared irregular. As with the archers, it's a very slick fix to guide players into the desired meta.
From the hobby perspective, I'll likely retire my regiments, but my hordes could sure use a repaint. They were my first real attempts at multi-basing, and keeping their original bases was a big mistake. I can do better nowadays, and will try to get them done this winter.
Necromancer, Vampires, Revenant Kings and the Liche King
I like the points drop for the Necromancers. The Undead really need their surgers, so it was a bit rough that their necromancers were so pricey relative to the wizards of other armies. Knocking them down to 50 points is huge. Their vicious Zombie Aura looks neat as well. I think Necromancers will do quite well this addition.
The vampires lords and ladies got a mixed bag. Some slight nerfs (not as speedy, one less attack), but also a good points reduction, Mighty (letting them duke it out with entire units) and Duelist, making them character killers too. Super fluffy. I love it.
Revenant Kings lost their innate surge, which stinks, but can buy it back, and would be 25% less than they were in Second Edition. I love them as an "all-rounder" hero, and I think they'll be a go-to to start for Third.
I'm not stoked on the Liche King changes. I never liked their spelling here, but a kind of ascended undead with powerful spell-casting is such a trope of fantasy it's a shame to change it. Like I mentioned before, I like the design concept of a phantasm subgroup with the Undead, but I wish they added units instead of tweaking existing ones. Some kind of poltergeist; a flying support caster would have been interesting to play with (windblast shenanigans!); or a small flying vengeful spirit duelist spirit would be interesting too. I think adding a new heroic phantasm unit would have been the way to go.
Yikes. A lot of text!
Overall, I'm pretty happy with the Undead from what I'm reading. Most things are cheaper, and everything but the phantasm choices I'm pretty on board with. Wights being irregular hurts me a bit, since they comprised so much of my collection... but another block of Skeletons (or Revenants) and I should be worry-free with my unlocks for them in 3rd. Looking forward to seeing them in action!
While not the army I usually play, I have played a fair bit against the Undead. With the full KoM list is still forthcoming (though the Master Crafted teaser was great news!), I figured I'd start digging into the army lists and my collection with these spooky bois, and see how they fared with 3rd Edition...
I have a spreadsheet for my collections. Having updated it now with some new points values... *checks math* my Undead collection is roughly 15% cheaper now, weighing in at about 4,000 points. A points reduction lets me get more on the table, so so far, so good!
Zombies (& Ghouls)
Bringing the Zombies down to Defense 2+ was a brave design decision. In Second, they felt very "samey" with Ghouls where deciding if you wanted Shambling/Not was a big factor... with the ghouls loosing out most of the time. Now the zombies really feel like a mindless gang of low level Undead, and the Ghouls feel much more lively in relation. I really like these decisions! I think there are more meaningful decisions to be made now between these two choices in list building, and I think we'll see more Ghouls in lists online. I may even add some to my collection in 2020. Ghouls supporting Soul Reavers as a more mobile undead contingent does have some appeal...
Skeleton Warriors, Archers, Spearmen (& Revenants)
Skeleton Warriors are pretty generic. They are the bland, basic choice. Skeletons as a looked to have lost some Nerve, but overall look to be great basic picks when you just need bodies or unlocks.
The changes to Phalanx are significant, and welcome. It's minor, but I really like the extra attacks at the troop level. Not sure how often it will come up though! Still, I expect the changes will be enough to entice more players to take spears in their lists. I've got two hordes of Skeleton Spears waiting to be primed myself. I'll probably get on that come springtime - we've gotten some early snows in Wisconsin, and they're likely here to stay around for a while...
Archers are now irregular, which is an interesting change. The same change happened to my League's Halfling Archers previously, which I assumed was an army-specific nerf at the time. Now I'm thinking it may be a broader balance choice to de-emphasize shooting (a quick glance through the book and it looks like some ogres and naiads are now irregular as well, though at a glace most of the elf and dwarf shooters are still regular). This is a neat balance decision, and surprisingly simple.
I never had the models for Revenants, so I never ran any. In Third, they can no longer swap shields for big weapons, forcing them into more of an anchoring role, but they seem fantastic at this. I rather liked the weapon-swap options though, but think it's a case of models influencing the rules: Mantic's kit doesn't look to have any big weapon options, after all.
Soul Reavers
Soul Reavers still hit quite hard, and got a little points reduction. These will probably still hit the table regularly. I think a vampire elite supported by some sycophantic ghouls would be a neat little option now too. I have some Gothic-armored knights sitting around; I might add some cavalry come springtime.
I like that Wraiths got Strider. They are incorporeal ghosts, after all! It's a nice buff to an already potent unit. I will likely try to squeeze in all three of my troops into lists going forward. They gained the Phantasm keyword, which is interesting too...
Overall, I'm bummed with the design direction of the Wights though. I really liked them as bigger, tankier skeletons. I backed Darkest Dungeon and played a lot back in the day, and liked the look of their big skeletons, and that how I saw the Wights as a unit. Ogres have skeletal structures too, and I liked the idea of raising bigger bodies as bigger skeletons.
I get that there wasn't as much space between Wights and the Zombie Trolls in Second Edition, but I would have rather seen the Trolls gain Regen and be Defense 4+ and keep the Wights as-is, and introduce a different phantasm unit to cover this design space. Alternatively, Fly could have been an optional upgrade. Shucks.
Additionally, Wights are now irregular. In Second Edition, I thought large infantry hordes were quite desirable as you got the unlocks without having a huge footprint, and most of the units were quite punchy, so you got a very compact unit and all these unlocks to play with. In Third, it looks like more large infantry is being declared irregular. As with the archers, it's a very slick fix to guide players into the desired meta.
From the hobby perspective, I'll likely retire my regiments, but my hordes could sure use a repaint. They were my first real attempts at multi-basing, and keeping their original bases was a big mistake. I can do better nowadays, and will try to get them done this winter.
Necromancer, Vampires, Revenant Kings and the Liche King
I like the points drop for the Necromancers. The Undead really need their surgers, so it was a bit rough that their necromancers were so pricey relative to the wizards of other armies. Knocking them down to 50 points is huge. Their vicious Zombie Aura looks neat as well. I think Necromancers will do quite well this addition.
The vampires lords and ladies got a mixed bag. Some slight nerfs (not as speedy, one less attack), but also a good points reduction, Mighty (letting them duke it out with entire units) and Duelist, making them character killers too. Super fluffy. I love it.
Revenant Kings lost their innate surge, which stinks, but can buy it back, and would be 25% less than they were in Second Edition. I love them as an "all-rounder" hero, and I think they'll be a go-to to start for Third.
I'm not stoked on the Liche King changes. I never liked their spelling here, but a kind of ascended undead with powerful spell-casting is such a trope of fantasy it's a shame to change it. Like I mentioned before, I like the design concept of a phantasm subgroup with the Undead, but I wish they added units instead of tweaking existing ones. Some kind of poltergeist; a flying support caster would have been interesting to play with (windblast shenanigans!); or a small flying vengeful spirit duelist spirit would be interesting too. I think adding a new heroic phantasm unit would have been the way to go.
Yikes. A lot of text!
Overall, I'm pretty happy with the Undead from what I'm reading. Most things are cheaper, and everything but the phantasm choices I'm pretty on board with. Wights being irregular hurts me a bit, since they comprised so much of my collection... but another block of Skeletons (or Revenants) and I should be worry-free with my unlocks for them in 3rd. Looking forward to seeing them in action!
Wednesday, October 30, 2019
3rd Edition Hype
Whoops. I need to check my mail more frequently... apparently the wonderful 3rd Edition Rulebook has been sitting there for a few days!
I was hoping to get in a few "final" 2nd Ed games... at the very least one last KoM vs Undead with some of my Giants... but I have been unable to coax my girlfriend into a pity game sofar... and it appears that I have now run out of time!
The book looks amazing. The production value has soared just from second edition, and I gotta say that the art is on point. There's a nice and engaging variety of art, from sketches to portraits to battles and landscapes, and they all look great. They really did a nice job.
That said, the book is hefty! I'm definitely going to need to pick up a copy of the slimmer "Gamer" rulebook, should they release one. The rules looks to comprise only the first 60-70ish pages, and the rest of this nearly 400 page beast is background fluff.
I was surprised to see a Kingdom of Men entry in the book - I had resigned myself to playing something else (if/when I got a game in before December, or whenever they are releasing the supplemental book). It's only a fluff entry, so I will still need to pick up another army to play in the meantime, but wow. Very cool. The vestigial Regnum may end up actually grounded somewhere on all these detailed maps... more reading is required!
I don't have nearly enough game experience to really comment with any authority on any of the rules changes I've seen so far. So uh.. I won't! Many other blogs and posts have no doubt delved into this with better far insight than I could offer.
I think the coming days will be spent reading, and slowly I'll get into some army-specific thoughts regarding my collection, and what I want to do painting/hobbying coming up. ...and if I manage to get any battles in, I'll dutifully report them! Cheers.
I was hoping to get in a few "final" 2nd Ed games... at the very least one last KoM vs Undead with some of my Giants... but I have been unable to coax my girlfriend into a pity game sofar... and it appears that I have now run out of time!
The book looks amazing. The production value has soared just from second edition, and I gotta say that the art is on point. There's a nice and engaging variety of art, from sketches to portraits to battles and landscapes, and they all look great. They really did a nice job.
That said, the book is hefty! I'm definitely going to need to pick up a copy of the slimmer "Gamer" rulebook, should they release one. The rules looks to comprise only the first 60-70ish pages, and the rest of this nearly 400 page beast is background fluff.
I was surprised to see a Kingdom of Men entry in the book - I had resigned myself to playing something else (if/when I got a game in before December, or whenever they are releasing the supplemental book). It's only a fluff entry, so I will still need to pick up another army to play in the meantime, but wow. Very cool. The vestigial Regnum may end up actually grounded somewhere on all these detailed maps... more reading is required!
I don't have nearly enough game experience to really comment with any authority on any of the rules changes I've seen so far. So uh.. I won't! Many other blogs and posts have no doubt delved into this with better far insight than I could offer.
I think the coming days will be spent reading, and slowly I'll get into some army-specific thoughts regarding my collection, and what I want to do painting/hobbying coming up. ...and if I manage to get any battles in, I'll dutifully report them! Cheers.
Monday, September 23, 2019
Battle 19: All The Wight Stuff
With a passable gaming table setup, a decent working knowledge of the game, and a handful of armies, I decided to start asking around for more games. It's been a while since the last one... fortunately, two friends were quick to reply and eager to play!
One had played Vampire Counts back in WHFB days, and has played a few KoW games with me before, piloting some Undead; the other was pretty new to wargaming, but a big ol' nerd and a quick study. Since I was going to be doing the heavy rules lifting... one of them needed to run the big 2k list, and me and the other friend would run two 1k lists.
I had a handful of generic lists ready. I think they were all current with CoK2019... For 2k, I offered up Herd, Abyssal and Undead lists. While I was hoping the Abyssals would win out, as they have never hit my table ever, the Undead prevailed, again. There is something about such a classic fantasy army that is alluring I suppose.
They opted to give the newbie a 2k list, and my ally and I would each have 1k. Since this was a very friendly game, there was a lot of coaching and general discussion throughout. The objective was more to showcase the game, rather than a serious throw-down. The newbie opted for the Undead and a straight "Kill" game, to keep his first game simple.
Wights for the core of the list, with two Regiments and two Hordes and over a third of the points. The Skeleton Warriors and Archers are around for chaff/support/objective holding; Zombie for a tar pit (ideally, for Wight surge-charge shenanigans), Wraiths are there for annoyance and chaff-related duties. Soul Reavers are around to highlight the difference between Shambling units and normal units. The Revenant King is a good all-rounder hero (Inspiring, Surging, and combat in a pinch), and the Necromancer is a classic.
I opted for the Weakness spell over say, the Inspiring Talisman, just to try it out. With their Lifeleech, the Undead are excellent at grindy combats, so I figured that could tip something in their favor.
Overall, the list is a meat grinder. If you are the aggressor, you will likely be crunched pretty hard when the list hits back. It lacks ranged threats though, so if you can pick apart a few things (Wight Regiments or Wraiths) before the main combats begin, you can start to tip the odds in your favor. Furthermore, while it's got some faster elements (Wraiths), a faster list (any cavalry) should be able to combo-charge the bigger elements (Zombies, Wights), and help dictate when the decisive combats occur. In objective games, the list will struggle a bit to cover everything; fortunately for my opponent, he chose Kill to keep things simple...
I decided to go with the Regnum. I was temped towards the Abyssals... but decided I really wanted to see what my Colossal Giant could do. I mean, they've been waiting patiently for six months on my shelf...
The list was mostly around for objective games. Scouts to harass; Crossbows to camp an objective; Shield Wall to meander and reinforce where needed; Militia to screen for the smashy Foot Guard and the Giant, who would do the killing. The goal of the list is to spread out a bit, harass for a few turns, and then commit to a fight.
My ally unexpectedly chose to double-down on Team Human, and picked my Ostermark League to play, which is made up of much of my old Ostermark Empire army. While the blog started out with their repaints, this is their first time on the table (iirc) as the League, which is cool. Unfortunately, the list isn't all that exciting... I have them around as a stock "human" force, to showcase the basics of the game, and provide a very low learning curve.
The Militia and House Guard highlight the normal vs elite gradients in most armies. Crossbows give some ranged options, while the Honor Guard shows off a very elite unit. The Baron is a pretty normal hero; decent attacks and Inspiring. The whole list has CS or Piercing, which I felt would make for a pretty forgiving list for a newcomer choosing humans.
So we had a bunch of humans vs the Undead, which is pretty typical for this blog! While our shooting isn't great, I wanted to try and leverage that for a few turns if possible. I was mostly concerned with the Wraiths, as I didn't have a lot that could easily deal with them (Defense 6 is really hard to overcome without good modifiers... which I lacked). If we could pick off the Wraiths or Wight Regiments, I felt we could win combats with our numbers.
Set-Up
I set up the table and terrain beforehand... as we were playing at my apartment. We didn't follow the rules for set-up, but I was mostly concerned with keeping things going. We started a few hours later than I was expecting, and didn't want to keep them too late...
Pretty simple table. Four clusters of Height 6 trees, three Height 2 Hills; some Height 2 stone walls , two graveyards, and some craters for difficult terrain (I think we played both as Height 0.. for better or for worse), and capped off with a spooky chapel. After I took the pic, I decided to remove one of the craters to create a bit more of a field there.
While this was a friendly game, a lot was being asked of the new player, so we didn't follow typical set-up rules. I gave him choice of sides, and he opted with the chapel. Perhaps the Undead were trying to hold it and raise more troops? My ally and I plopped down our units on our side, and I walked through rules with the Undead player as he formulated his plans...
My ally opted for a nice battle line. A Regiment of the City Militia held the table edge; the House Guard his center, supported by the Baron and Honor Guard. My opponent decided he wanted to try and secure the hill with crossbows, and his list City Militia unit secured his flank.
I tried to compliment my ally. A regiment of my Shield Wall and my Crossbowmen stood nearby to support his Militia and Crossbows. The Militia screened the Foot Guard and Giant from charges. On my right, my other Shield Wall unit sat by to delay anything the undead may throw on this side, and my Scouts positioned themselves to make use of the more open side here.
The Undead would eventually castle up pretty hard in the corner. My friends decided to roll off for first turn choice then, the Undead player won, and chose to go second. The set up was not by the book, but it worked out. Again, the goal was to introduce the game, so off we went!
Turn 1: Puny Humans
Seeing the Undead castle so hard, the Regnum advanced. The Scouts pushed out pretty far, intending to try to entice my opponent to spread out a bit. The Shield Wall on the right shifted; I intended for them to swing in and look for a flank charge later in the game.
My experience has convinced me not to commit with humans in the early game. The Militia screen set the pace, and the Giant and Foot Guard came in behind. Out of range.. the Crossbows moved up, with the other Shield Wall protecting them. My intent was to pepper the Undead, and in the final turns, hit their flank as my ally tied up the main body.
My ally, meanwhile, intended to make use of his Crushing Strength... Everything moved up... at the double. His crossbowmen took the hill, but couldn't shoot either, silly Reload.
The Undead were castled, and my opponent had advanced pretty far up. My list was pretty shy on hitting-power, so I was letting my screening Militia set the pace; the last thing I wanted was a random Wraith unit pinning my Giant for a turn.
At the end of our first turn... I got a bit concerned. We have nearly 300 points tied up with Crossbows; another 200 in my Mounted Scouts. While not great killing investments.. I felt we really needed to try and leverage our ranged options in order to win this. We didn't make use of them this turn, and it looked like the fights would start on our next turn too.
Turn 2: Undead
The Undead had deployed solidly in the corner against my ally. To our left of the Chapel was the zombie legion, with a Wight Horde behind. The Skeleton Warriors and Characters were around too. The Soul Reavers were protecting the Wraiths, and a Wight Regiment mostly getting in the way of the Skeleton Archers. On his flank facing the Regnum, on the other side of that little ruined wall, were the other Wight Regiment and Horde.
The Undead player decided to try and focus on my opponent before I could join the fight. Had the positions been reversed with my ally (me defending, him moving to flank), I would have loved our chances. I didn't move up much; and most of my stuff was tankier than his. All his little hammer units swing in from the flanks would have been quite preferable to what was unfolding currently... alas.
Our opponent opted to start pushing forward to meet my ally. Shambling slowed him down a little, with the skeleton Warriors only scooching up a bit. The Soul Reavers maingain the line, inviting a charge from the House Guard next turn. One unit of Wraiths is sneakily hiding behind the vampires; the other is eyeing up the Regnum to delay, as the Wights change facing to take them head-on. The Skeleton Archers can draw line of sight to one of the House Guard regiments, though they are obscured enough to get cover. Still, a wound slips through.
After some discussion, he opted to try and double Surge the Zombies up. The Revenant King had Surge 6, the Necromancer had Surge 8, and he needed something like 9 out of the 14 possible to make a charge with the City Militia... and freaking made it.
The Zombies passed through the Graveyard (we nudged it a bit out of the way to make the moving easier), so are hindered, but still are able to get a few hits in.
Turn 3: Puny Humans
My ally is quick to get to strike back. Most of his units take the fights offered. Unfortunately, the dice are not as hot. The City Militia strike at the Wraiths, and only a wound goes through. The House Guard charge the Soul Reavers, and only manage 3 wounds...
The Crossbowmen of the Ostermark League, having taken the hill, shoot at things. Unfortunately, those things are in cover. Still, some damage is done against the front Skeleton Warriors and the Wight Regiment on our far right.
On the far left, the dice have treated my ally better. I think going against Defense 3 on the Zombies really helps... the City Militia and House Guard (joined by the Baron as well) strike back against the Zombies. They hits are bit above average, and hitting on 2's... most of the hits go on to wound, and the unit is obliterated.
Meanwhile, the Regnum is still trudging along. I didn't want to box out my Crossbowmen, and held back a little. They and my two units of Mounted Scouts (one of the League's troops) all fire against the far-right Wight Regiment, collectively doing 5 damage, if memory serves.
Turn 4 Undead
Well, it's the Undead's turn to counter-charge, and they really let lose. As you can probably guess, the undamaged Wight Regiment flank charges the plucky City Militia. Joined by the counter-charging Wraiths, the unit is destroyed. The Soul Reavers show the House Guard how them how to swing swords, and delete that unit. The Wight Horde and a Skeleton Warrior Regiment charge the other House Guard Regiment, wavering them...
Things are not looking good for the League. Their right has given way, and a plucky unit of Wraiths has really boxed in the Honor Guard...
Turn 5: Puny Humans
The Regnum continue to lollygag. The Wights are solid flank protectors, and between the Horde and Regiment... I am loathe to try and get behind enemy lines with my Scouts. They continue to shoot at the wounded Wight Regiment, though I don't think they do any damage this round... Likewise, the Regnum's crossbows shoot at the undamaged Wight Regiment... but fail to hit. Some damage is scored, but it is courtesy of the League's shooters.
There isn't much to celebrate. Battle was joined too quickly, and the damage done so far has been spread out, and the Undead are quickly gaining it back via Lifeleech.
The Militia advance at the double to try and block the Wights this turn, protecting the Giant from them. The Regnum is simply late to the party. The Shield Wall decide to try a flank charge against the plucky Wraiths, but only manage to get 1 damage through... that Defense 6 is hard to crack.
On the left, the Ostermark League struggles to claw it's way back. The Honor Guard want to charge the Soul Reavers, but are railroaded into a meaningless unit of Skeletons. The City Militia charge against the Wight Horde and do some damage, but they will not prevail. The House Guard, wavered, simply stay put, and the Baron looks for a way out.
The turn has two positives. The first is the victorious Honor Guard, who destroyed the Skeletons, and reform to avoid a flank charge by the Soul Reavers. The second is the Scouts, who manage to pincushion their favorite Wight Regiment, and roll high enough to see them off the table.
Turn 6: Undead
The relentless Undead continue to grind things out.. On the far left, the Wight Horde tears into the City Militia. The Skeleton Warriors attack the House Guard, deal one more point of damage. The Guard will go on to roll up Insane Courage! Those units have done work this game; killing the Zombie horde is our only real achievement so far...
The Skeleton Archers shuffle up, and fire off a shot at the Regnum's Crossbowmen. They manage to sneak a point of damage through. Sheesh. As expected, the Soul Reavers crash into the Honor Guard. That's not ideal. They're sitting on 10+ damage now, and have lost their Thunderous Charge.
Unexpectedly, three units descent upon my Shield Wall. A Wraith Surged into the front; a Wraith in the flank, and a Wight Regiment in the rear. The Militia will be Surge-charged in the flank by the other Wight Horde, courtesy of the Necromancer. My opponent picked up on the fun uses of Surge pretty quickly... The Shield Wall take on... some ridiculous amount of damage. The Wights turn around to face the Giant, the flank-charging Wraiths overrun, and the front-charging ones turn around to face the deployment zone of the humans as best they can.
At the end of Turn 6.. the writing is on the wall. The humans started melee too quickly, and we're being overrun.
The League has their Baron, two untouched Crossbowmen troops, and an Honor Guard and House Guard both with 10+ damage on them. The Regnum lost the Militia troop and a regiment of Shield Wall... but don't have much heavy-hitting to pull this back.
Turn 7: Puny Humans
It's kinda now of never, unfortunately. The Regnum have arrived, but aren't really potent in melee, and there isn't much of the League to try and rescue... The courageous House Guard only manage 5 damage against the Skeletons, and the Honor Guard fail to put much of a dent in the Soul Reavers, I think they managed only a few damage, to put them at a whopping 3 damage.
Seeking a more noble end, the Baron charged the Revenant King, and whiffed all his attacks.
Against the immediate threat of the Wight Horde, the Foot Guard with two-handers and the other Shield Wall regiment charge the front, while one unit of Mounted Scouts hit them in the rear. The other unit of Scouts swoop into the Undead's deployment zone.
One troop of Crossbowmen shoot at the Wraiths. The other shrugs, and joins the Regnum's Crossbowmen in a flank charge against the other Wight Regiment. Statistically... there's not much of a difference I think, but we decided that tossing more dice against the unit might help us out. It didn't. I think we did maybe two damage to it?
I considered sending in the Giant. That would have done it. Not doing that was probably a mistake. Instead of going for a sure kill, I opted to try and solo the Skeleton Archers, hoping to roll good and obliterate them with my big fancy monster. I rolled up 14 attacks, but flubbed the rest of the rolls quite hard. Only 4 damage made it through. In retrospect, I had the math in front of me. Hitting on a 4+ I should have known I was unlikely to deal enough to see them off in one turn.
The Wight Horde remained quite resolute. The multicharge was a good plan... but Defense 5+ is hard to overcome. Out of the 38 attacks, 5 damage made it through, 4 of it from the Foot Guard.
...And with that... the human have stalled out. This needed to be a big turn, but the dice were not there. Unfortunately, my ally had to leave at this point. We got a late start.
Turn 8: Undead
The Revenant King thankfully flubbed his attacks back against the Baron. That was about the only good thing.
Against the courageous House Guard, the Skeletons fought back, joined by a flanking Wight Horde. The Guard, already on 13 damage, broke.
The Soul Reavers finished off the Honor Guard.
The Wraiths descend upon the Crossbowmen troops, routing both and then eagerly eye up the Giant. The Wounded Wights smash into the Crossbowmen regiment, wavering them.
The Skeleton Archers manage to get a point of damage against the Giant, despite needing 6's and 5's.
Tied up, the Wight Horde fighting the Regnum struck back, wavering the Shield Wall Regiment. (Arguably, the Foot Guard may have been the better choice to remove my ability to hurt him back... but my opponent was asking about Nerve values, and opted to try and kill the lower Nerved unit.)
Turn 9: Puny Humans
In a moral victory, the Baron switched targets to the Necromancer, who had come closer last turn... probably something to do with a surge spell, but I forget. All the sword strokes found flesh, and all wounded. Two convincing Nerve checks saw the Necromancer felled! Though the Baron now turned to face down the Revenant King and remaining Wight Horde and Skeleton Regiment...
There are no good options for the Regnum. Again, probably should have gone for the "guaranteed" kill against the Wights on the previous turn. Alas. Lesson learned.. I need to support my Giants, like I do my Beasts of War.
Movement-wise, I run the ASB up to try and roadblock the Soul Reavers. It's all damage control at this point... and there is not much I can really do. I don't have the pivots and range to protect the Giant from the oncoming Wraith charges. I can either flank charge the Skeletons (around/behind the stone wall), or try and shoot the Wight regiment, and I opt for the latter. Nothing even hits.
This turn, the Giant will deal another 4 damage to the Skeletons, bringing them to 7, since they Lifeleeched one point back last turn. I will roll for Nerve, get a 15 and sigh. The Foot Guard will deal another 4 to the Wight Horde; no help coming from the Scouts and their 14 attacks in the flank.
Failing to move anything, the game is essentially over, and I concede. But we play it out, as my opponent is ever the fan of "what ifs."
On Turn 10, the Giant will get rear charged by two Wraiths, we'll utilize a dice app for those 60 attacks. He'll take 32 hits that translate into 25 damage... and then I'll remember he had the Brutal special rule, so the 15 Nerve Test should have been a 16.. the Skeletons should have Routed, and these should be frontal charges.
The Wight regiment will kill the Crossbowmen on Turn 10, and the Wight horde will do the same to the Shield Wall on Turn 10. The free unit of Scouts will rear-charge, and by weight of the dice, some damage will go through. I think he ends up at 14 damage? But rolls double 1's for his Turn 11 Nerve Check.
The final turn sees the Wraith and Soul Reavers take down the Giant. The Wight Regiment brutalizes the flank of the Foot Guard and destroys them; and the Horde counter-charges the Scouts previously in their rear. At the end of Turn 12, all I have are one last unit of Scouts. So... not tabled! Better luck next time!
....Victory for the Undead!
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Despite the brutal and near total defeat, this was a really great game. Both players are good friends, so it was nice to catch up and push some minis around at the same time. The newbie had a really good time, and really liked the game. The clean rule set in particular seemed to catch his interest. He's got a kid on the way, but hopefully I'll have him back soon.
The Undead list performed as expected; grinding up everything that came near it. Likewise, the League list performed well; it killed things and was easy to use.
The KoM list seemed way more geared for an objective game than straight Kill, and as such, didn't really perform as well as I would have liked when it eventually got into combat. That said, I did get a better feel for Giants, which was goal. In short, they need to be supported! Crushing Strength 4 is great, but your attacks need to connect, and they are unlikely to shift much on their own. Overall, I'd say I prefer the Beast of War (Ballista shots!!), but we'll see how I feel after another game or two with the Giant. With something like Berserkers I think the Giant could grind/push better; or with heavy cavalry, they could be a very swift striking force.
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Game-wise, the humans lost because we were too aggressive. All my experience has told me that humans need to delay combat. We don't last long in any slugfest, so we really need to bide our time.
In this game, that meant trying to leverage our shooting. We had the right idea, focus-firing the Wight Regiment Turn 3... but we needed to also be avoiding combat until Turn 5 or so. Instead, we got charged Turn 2, and most of the League was chewed up or overwhelmed pretty quickly.
Oh well. It was still a great game, as the new player not only enjoyed himself, but won big. I'll bust out the big tactics and scenarios on him next time!
One had played Vampire Counts back in WHFB days, and has played a few KoW games with me before, piloting some Undead; the other was pretty new to wargaming, but a big ol' nerd and a quick study. Since I was going to be doing the heavy rules lifting... one of them needed to run the big 2k list, and me and the other friend would run two 1k lists.
I had a handful of generic lists ready. I think they were all current with CoK2019... For 2k, I offered up Herd, Abyssal and Undead lists. While I was hoping the Abyssals would win out, as they have never hit my table ever, the Undead prevailed, again. There is something about such a classic fantasy army that is alluring I suppose.
They opted to give the newbie a 2k list, and my ally and I would each have 1k. Since this was a very friendly game, there was a lot of coaching and general discussion throughout. The objective was more to showcase the game, rather than a serious throw-down. The newbie opted for the Undead and a straight "Kill" game, to keep his first game simple.
Wights for the core of the list, with two Regiments and two Hordes and over a third of the points. The Skeleton Warriors and Archers are around for chaff/support/objective holding; Zombie for a tar pit (ideally, for Wight surge-charge shenanigans), Wraiths are there for annoyance and chaff-related duties. Soul Reavers are around to highlight the difference between Shambling units and normal units. The Revenant King is a good all-rounder hero (Inspiring, Surging, and combat in a pinch), and the Necromancer is a classic.
I opted for the Weakness spell over say, the Inspiring Talisman, just to try it out. With their Lifeleech, the Undead are excellent at grindy combats, so I figured that could tip something in their favor.
Overall, the list is a meat grinder. If you are the aggressor, you will likely be crunched pretty hard when the list hits back. It lacks ranged threats though, so if you can pick apart a few things (Wight Regiments or Wraiths) before the main combats begin, you can start to tip the odds in your favor. Furthermore, while it's got some faster elements (Wraiths), a faster list (any cavalry) should be able to combo-charge the bigger elements (Zombies, Wights), and help dictate when the decisive combats occur. In objective games, the list will struggle a bit to cover everything; fortunately for my opponent, he chose Kill to keep things simple...
I decided to go with the Regnum. I was temped towards the Abyssals... but decided I really wanted to see what my Colossal Giant could do. I mean, they've been waiting patiently for six months on my shelf...
The list was mostly around for objective games. Scouts to harass; Crossbows to camp an objective; Shield Wall to meander and reinforce where needed; Militia to screen for the smashy Foot Guard and the Giant, who would do the killing. The goal of the list is to spread out a bit, harass for a few turns, and then commit to a fight.
My ally unexpectedly chose to double-down on Team Human, and picked my Ostermark League to play, which is made up of much of my old Ostermark Empire army. While the blog started out with their repaints, this is their first time on the table (iirc) as the League, which is cool. Unfortunately, the list isn't all that exciting... I have them around as a stock "human" force, to showcase the basics of the game, and provide a very low learning curve.
The Militia and House Guard highlight the normal vs elite gradients in most armies. Crossbows give some ranged options, while the Honor Guard shows off a very elite unit. The Baron is a pretty normal hero; decent attacks and Inspiring. The whole list has CS or Piercing, which I felt would make for a pretty forgiving list for a newcomer choosing humans.
So we had a bunch of humans vs the Undead, which is pretty typical for this blog! While our shooting isn't great, I wanted to try and leverage that for a few turns if possible. I was mostly concerned with the Wraiths, as I didn't have a lot that could easily deal with them (Defense 6 is really hard to overcome without good modifiers... which I lacked). If we could pick off the Wraiths or Wight Regiments, I felt we could win combats with our numbers.
Set-Up
I set up the table and terrain beforehand... as we were playing at my apartment. We didn't follow the rules for set-up, but I was mostly concerned with keeping things going. We started a few hours later than I was expecting, and didn't want to keep them too late...
The groundskeepers would tidy up the crater, and the Undead would soon occupy the chapel grounds. |
While this was a friendly game, a lot was being asked of the new player, so we didn't follow typical set-up rules. I gave him choice of sides, and he opted with the chapel. Perhaps the Undead were trying to hold it and raise more troops? My ally and I plopped down our units on our side, and I walked through rules with the Undead player as he formulated his plans...
The visiting Ostermark League! |
..and the Regnum, on the right. |
The Undead would eventually castle up pretty hard in the corner. My friends decided to roll off for first turn choice then, the Undead player won, and chose to go second. The set up was not by the book, but it worked out. Again, the goal was to introduce the game, so off we went!
Turn 1: Puny Humans
Seeing the Undead castle so hard, the Regnum advanced. The Scouts pushed out pretty far, intending to try to entice my opponent to spread out a bit. The Shield Wall on the right shifted; I intended for them to swing in and look for a flank charge later in the game.
My experience has convinced me not to commit with humans in the early game. The Militia screen set the pace, and the Giant and Foot Guard came in behind. Out of range.. the Crossbows moved up, with the other Shield Wall protecting them. My intent was to pepper the Undead, and in the final turns, hit their flank as my ally tied up the main body.
My ally, meanwhile, intended to make use of his Crushing Strength... Everything moved up... at the double. His crossbowmen took the hill, but couldn't shoot either, silly Reload.
The Baron says "Forward!" |
At the end of our first turn... I got a bit concerned. We have nearly 300 points tied up with Crossbows; another 200 in my Mounted Scouts. While not great killing investments.. I felt we really needed to try and leverage our ranged options in order to win this. We didn't make use of them this turn, and it looked like the fights would start on our next turn too.
Turn 2: Undead
The Undead had deployed solidly in the corner against my ally. To our left of the Chapel was the zombie legion, with a Wight Horde behind. The Skeleton Warriors and Characters were around too. The Soul Reavers were protecting the Wraiths, and a Wight Regiment mostly getting in the way of the Skeleton Archers. On his flank facing the Regnum, on the other side of that little ruined wall, were the other Wight Regiment and Horde.
The best pic of the Undead deployment, as it turns out. |
The Undead player decided to try and focus on my opponent before I could join the fight. Had the positions been reversed with my ally (me defending, him moving to flank), I would have loved our chances. I didn't move up much; and most of my stuff was tankier than his. All his little hammer units swing in from the flanks would have been quite preferable to what was unfolding currently... alas.
Our opponent opted to start pushing forward to meet my ally. Shambling slowed him down a little, with the skeleton Warriors only scooching up a bit. The Soul Reavers maingain the line, inviting a charge from the House Guard next turn. One unit of Wraiths is sneakily hiding behind the vampires; the other is eyeing up the Regnum to delay, as the Wights change facing to take them head-on. The Skeleton Archers can draw line of sight to one of the House Guard regiments, though they are obscured enough to get cover. Still, a wound slips through.
After some discussion, he opted to try and double Surge the Zombies up. The Revenant King had Surge 6, the Necromancer had Surge 8, and he needed something like 9 out of the 14 possible to make a charge with the City Militia... and freaking made it.
...and my opponent decides he rather likes Kings of War! The Zombies connect... |
Turn 3: Puny Humans
My ally is quick to get to strike back. Most of his units take the fights offered. Unfortunately, the dice are not as hot. The City Militia strike at the Wraiths, and only a wound goes through. The House Guard charge the Soul Reavers, and only manage 3 wounds...
They took the hill, for what it's worth. |
Daring charges... but not great ones. Humans should be combo-charging whenever possible. |
On the far left, the dice have treated my ally better. I think going against Defense 3 on the Zombies really helps... the City Militia and House Guard (joined by the Baron as well) strike back against the Zombies. They hits are bit above average, and hitting on 2's... most of the hits go on to wound, and the unit is obliterated.
Taking out sweet sweet time... |
Turn 4 Undead
Well, it's the Undead's turn to counter-charge, and they really let lose. As you can probably guess, the undamaged Wight Regiment flank charges the plucky City Militia. Joined by the counter-charging Wraiths, the unit is destroyed. The Soul Reavers show the House Guard how them how to swing swords, and delete that unit. The Wight Horde and a Skeleton Warrior Regiment charge the other House Guard Regiment, wavering them...
Heavy losses for the audacious Ostermark League... |
Turn 5: Puny Humans
The Regnum continue to lollygag. The Wights are solid flank protectors, and between the Horde and Regiment... I am loathe to try and get behind enemy lines with my Scouts. They continue to shoot at the wounded Wight Regiment, though I don't think they do any damage this round... Likewise, the Regnum's crossbows shoot at the undamaged Wight Regiment... but fail to hit. Some damage is scored, but it is courtesy of the League's shooters.
There isn't much to celebrate. Battle was joined too quickly, and the damage done so far has been spread out, and the Undead are quickly gaining it back via Lifeleech.
The Militia advance at the double to try and block the Wights this turn, protecting the Giant from them. The Regnum is simply late to the party. The Shield Wall decide to try a flank charge against the plucky Wraiths, but only manage to get 1 damage through... that Defense 6 is hard to crack.
On the left, the Ostermark League struggles to claw it's way back. The Honor Guard want to charge the Soul Reavers, but are railroaded into a meaningless unit of Skeletons. The City Militia charge against the Wight Horde and do some damage, but they will not prevail. The House Guard, wavered, simply stay put, and the Baron looks for a way out.
The turn has two positives. The first is the victorious Honor Guard, who destroyed the Skeletons, and reform to avoid a flank charge by the Soul Reavers. The second is the Scouts, who manage to pincushion their favorite Wight Regiment, and roll high enough to see them off the table.
Turn 6: Undead
The relentless Undead continue to grind things out.. On the far left, the Wight Horde tears into the City Militia. The Skeleton Warriors attack the House Guard, deal one more point of damage. The Guard will go on to roll up Insane Courage! Those units have done work this game; killing the Zombie horde is our only real achievement so far...
The Skeleton Archers shuffle up, and fire off a shot at the Regnum's Crossbowmen. They manage to sneak a point of damage through. Sheesh. As expected, the Soul Reavers crash into the Honor Guard. That's not ideal. They're sitting on 10+ damage now, and have lost their Thunderous Charge.
Unexpectedly, three units descent upon my Shield Wall. A Wraith Surged into the front; a Wraith in the flank, and a Wight Regiment in the rear. The Militia will be Surge-charged in the flank by the other Wight Horde, courtesy of the Necromancer. My opponent picked up on the fun uses of Surge pretty quickly... The Shield Wall take on... some ridiculous amount of damage. The Wights turn around to face the Giant, the flank-charging Wraiths overrun, and the front-charging ones turn around to face the deployment zone of the humans as best they can.
Now it is the Regnum's turn to get hit. |
The League has their Baron, two untouched Crossbowmen troops, and an Honor Guard and House Guard both with 10+ damage on them. The Regnum lost the Militia troop and a regiment of Shield Wall... but don't have much heavy-hitting to pull this back.
Turn 7: Puny Humans
It's kinda now of never, unfortunately. The Regnum have arrived, but aren't really potent in melee, and there isn't much of the League to try and rescue... The courageous House Guard only manage 5 damage against the Skeletons, and the Honor Guard fail to put much of a dent in the Soul Reavers, I think they managed only a few damage, to put them at a whopping 3 damage.
Seeking a more noble end, the Baron charged the Revenant King, and whiffed all his attacks.
Against the immediate threat of the Wight Horde, the Foot Guard with two-handers and the other Shield Wall regiment charge the front, while one unit of Mounted Scouts hit them in the rear. The other unit of Scouts swoop into the Undead's deployment zone.
One troop of Crossbowmen shoot at the Wraiths. The other shrugs, and joins the Regnum's Crossbowmen in a flank charge against the other Wight Regiment. Statistically... there's not much of a difference I think, but we decided that tossing more dice against the unit might help us out. It didn't. I think we did maybe two damage to it?
A bold move... but a misplay. |
The Wight Horde remained quite resolute. The multicharge was a good plan... but Defense 5+ is hard to overcome. Out of the 38 attacks, 5 damage made it through, 4 of it from the Foot Guard.
...And with that... the human have stalled out. This needed to be a big turn, but the dice were not there. Unfortunately, my ally had to leave at this point. We got a late start.
Turn 8: Undead
The Revenant King thankfully flubbed his attacks back against the Baron. That was about the only good thing.
Against the courageous House Guard, the Skeletons fought back, joined by a flanking Wight Horde. The Guard, already on 13 damage, broke.
The Soul Reavers finished off the Honor Guard.
The Wraiths descend upon the Crossbowmen troops, routing both and then eagerly eye up the Giant. The Wounded Wights smash into the Crossbowmen regiment, wavering them.
The Skeleton Archers manage to get a point of damage against the Giant, despite needing 6's and 5's.
Those pesky Wraiths.. still around and have healed all the damage dealt to them so far. This... is not how one fights the Undead. |
Turn 9: Puny Humans
In a moral victory, the Baron switched targets to the Necromancer, who had come closer last turn... probably something to do with a surge spell, but I forget. All the sword strokes found flesh, and all wounded. Two convincing Nerve checks saw the Necromancer felled! Though the Baron now turned to face down the Revenant King and remaining Wight Horde and Skeleton Regiment...
There are no good options for the Regnum. Again, probably should have gone for the "guaranteed" kill against the Wights on the previous turn. Alas. Lesson learned.. I need to support my Giants, like I do my Beasts of War.
Movement-wise, I run the ASB up to try and roadblock the Soul Reavers. It's all damage control at this point... and there is not much I can really do. I don't have the pivots and range to protect the Giant from the oncoming Wraith charges. I can either flank charge the Skeletons (around/behind the stone wall), or try and shoot the Wight regiment, and I opt for the latter. Nothing even hits.
This turn, the Giant will deal another 4 damage to the Skeletons, bringing them to 7, since they Lifeleeched one point back last turn. I will roll for Nerve, get a 15 and sigh. The Foot Guard will deal another 4 to the Wight Horde; no help coming from the Scouts and their 14 attacks in the flank.
Failing to move anything, the game is essentially over, and I concede. But we play it out, as my opponent is ever the fan of "what ifs."
Middle of Turn 10... right before I remembered Brutal. |
The Wight regiment will kill the Crossbowmen on Turn 10, and the Wight horde will do the same to the Shield Wall on Turn 10. The free unit of Scouts will rear-charge, and by weight of the dice, some damage will go through. I think he ends up at 14 damage? But rolls double 1's for his Turn 11 Nerve Check.
The final turn sees the Wraith and Soul Reavers take down the Giant. The Wight Regiment brutalizes the flank of the Foot Guard and destroys them; and the Horde counter-charges the Scouts previously in their rear. At the end of Turn 12, all I have are one last unit of Scouts. So... not tabled! Better luck next time!
....Victory for the Undead!
=======================================================================
Despite the brutal and near total defeat, this was a really great game. Both players are good friends, so it was nice to catch up and push some minis around at the same time. The newbie had a really good time, and really liked the game. The clean rule set in particular seemed to catch his interest. He's got a kid on the way, but hopefully I'll have him back soon.
The Undead list performed as expected; grinding up everything that came near it. Likewise, the League list performed well; it killed things and was easy to use.
The KoM list seemed way more geared for an objective game than straight Kill, and as such, didn't really perform as well as I would have liked when it eventually got into combat. That said, I did get a better feel for Giants, which was goal. In short, they need to be supported! Crushing Strength 4 is great, but your attacks need to connect, and they are unlikely to shift much on their own. Overall, I'd say I prefer the Beast of War (Ballista shots!!), but we'll see how I feel after another game or two with the Giant. With something like Berserkers I think the Giant could grind/push better; or with heavy cavalry, they could be a very swift striking force.
========================================================================
Game-wise, the humans lost because we were too aggressive. All my experience has told me that humans need to delay combat. We don't last long in any slugfest, so we really need to bide our time.
In this game, that meant trying to leverage our shooting. We had the right idea, focus-firing the Wight Regiment Turn 3... but we needed to also be avoiding combat until Turn 5 or so. Instead, we got charged Turn 2, and most of the League was chewed up or overwhelmed pretty quickly.
Oh well. It was still a great game, as the new player not only enjoyed himself, but won big. I'll bust out the big tactics and scenarios on him next time!
Monday, September 16, 2019
Hobby Update: Avatar of the Father and Stampede
This fall has seen me trying to finish up some miscellaneous Kings of War projects that have been sitting around my apartment for too darn long. I'm not working on any one army right now, just trying to finish things up so I can tidy up a bit. My shelves were getting cluttered...
I started on my Herd army waaay back in 2016. It took about a year to get any significant progress with it, but it's sitting in a pretty good spot currently with a bit over 2000 points, though much of the collection is redundant; I've got multiple Lycan Hordes, Beast Packs, and Tribal units. All that seems well and good, but I wanted to give it some distinctive and Herd-specific units as well, and am finally getting around to that...
Avatar of the Father
The model is from Privateer Press' Hordes line, a Gnarlhorn. They've actually got some good looking minis! Lots and lots of character. The kit has several options, and I went with big horns to convey an elder leader kinda guy, and the clenched fists, to better convey his combat role. I'm sure the model is popular among Herd generals... it's rather nice!
On the table, he should be rather imposing. Of defense, he's got a 5+, and is -/19 for Nerve. Along with Iron Resolve, he should be hard to shift.
On offense, he's also pretty good. He's a monstrous hero, so I'll want to get him into flanks, but he's got 9 Attacks, hitting on 3's with Pathfinder. All good. He's got CS1 and TC3 though... so I'll need to avoid prolonged combats with him; he's meant to hit had and fast and move on.
Additionally, he's got options for Wings and a Heal spell. I don't plan on taking either, but other plays may find them useful.
Stampede
The Stampedes are similar on the offense. They've got 30 attacks on 4's, Pathfinder, and the same CS1 TC3. If they don't break something when they charge, they may be in trouble. Their Nerve is good at 18/20, but they've got a large footprint and only Defense 4+, so they may have a hard time sticking around any prolonged combats.
The models are a mix. GW Chaos Warhounds, Malifaux Wild Boars, and some boars from Reaper. I started on these ages ago; I had the bases pasted around this time last year... and then never found the will to finish them off. Typical hobbying tendencies I guess. I think they could use a few more models, probably small boars or something, to fill them out. We'll see what I find, but for now, these are done!
I've still got a few troops of Longhorns to hobby on, and a final Beast Pack troop.. but I'll leave those be for now I think. We'll see what 3rd Edition bring for the Herd. This army is just over 3000 points now, plus everything fits in one container... so it's a good stopping point for now.
I started on my Herd army waaay back in 2016. It took about a year to get any significant progress with it, but it's sitting in a pretty good spot currently with a bit over 2000 points, though much of the collection is redundant; I've got multiple Lycan Hordes, Beast Packs, and Tribal units. All that seems well and good, but I wanted to give it some distinctive and Herd-specific units as well, and am finally getting around to that...
Avatar of the Father
The model is from Privateer Press' Hordes line, a Gnarlhorn. They've actually got some good looking minis! Lots and lots of character. The kit has several options, and I went with big horns to convey an elder leader kinda guy, and the clenched fists, to better convey his combat role. I'm sure the model is popular among Herd generals... it's rather nice!
Rather nice indeed. Good pose, and nice options. |
On the table, he should be rather imposing. Of defense, he's got a 5+, and is -/19 for Nerve. Along with Iron Resolve, he should be hard to shift.
On offense, he's also pretty good. He's a monstrous hero, so I'll want to get him into flanks, but he's got 9 Attacks, hitting on 3's with Pathfinder. All good. He's got CS1 and TC3 though... so I'll need to avoid prolonged combats with him; he's meant to hit had and fast and move on.
Additionally, he's got options for Wings and a Heal spell. I don't plan on taking either, but other plays may find them useful.
Stampede
The Stampedes are similar on the offense. They've got 30 attacks on 4's, Pathfinder, and the same CS1 TC3. If they don't break something when they charge, they may be in trouble. Their Nerve is good at 18/20, but they've got a large footprint and only Defense 4+, so they may have a hard time sticking around any prolonged combats.
Oof. I need to invest in a better light. Apartment lighting just doesn't gut it anymore. Probably would have caved sooner if I hobbied more this year... |
The whole dang gang. The box looks deep, but is only an inch or so higher than the highest fig. I've picked up a bunch os 28 Quart storage boxes over the years for army storage. |
Saturday, September 14, 2019
Hobby Update: More Halflings
Waaayyy back in 2017, I took a chance and bought some 1/72 minis, as I was exploring some other historical ranges. Long story short, they were too small for what I wanted, but I bought some more, and made a halfling-only army, which have hit the table from time to time.
As I have mentioned previously, minis at the 1/72 scale are incredibly cheap. Unfortunately, there is a trade-off in that the plastic is quite soft, and the minis don't take primer or paint all that well. So all in all they're not that fun to hobby on. But, if you are a mediocre hobbyist, and like deals, I'd still recommend them! The 1/72 historical scale has a wide variety of model lines, so you can get a very fluffy halfling army without a lot of hassle. (There are even some fantasy lines too!)
Sometime last year, I picked up a few more boxes of 1/72 Romans. My current force is mostly cavalry regiments, so my intention was to add more infantry, war machines, and odd things to unlock the two halfling-related formations (which would get me a ton of improved spearmen, and some improved knights).
While good thoughts, I'm sticking a pin in most of this. I don't feel like hobbying on a few hordes of infantry right now. I will wrap up what I already have in process though.
Halfling ASBs
Previously, Master Sergeants led my lists... but I found I only really liked them for leading infantry. I get that they're a two-for-one, as Inspiring combat characters, but they're halflings, so they're rather expensive for what they do on the table. These two should do the trick, and I still have Sergeants I can run in a pinch.
Like their fellows, they are from HaT industries, and are from a command box that accidentally shipped with my order. Aside from these two minis, the box is pretty underutilized, as it was an unexpected arrival. Oh well. These minis in particular didn't have a great injection. The ASB's had a nub on their left elbow, to stick a shield through but I clipped it off, as the shield part wasn't fitting well. Eh, still works though.
Halfling Knight Troop
This was the last troop needed to unlock the Thoroughbred Mounts formation (boosting speed from 7 to 8 and granting Vicious). Not sure if I'll get to use the formation at all (rumor had it that the formations are going away with 3rd Edition), but I'm pretty sure I can find use for a nimble cavalry unit!
Building the Halfling army was a bit rough. I started out with a few regiments of Knights, as the model count was way nicer to start painting up that blobs of infantry. But that didn't lead to a very balanced force. My infantry weren't numerous to hold anything, and my cavalry were (are) too weak to sweep the enemy away... I have more cavalry models sitting around... but first I'll need to hobby on some more halfling infantry.
Halfling Iron Beast
The last thing I hobbied up was the Iron Beast, one of the better combat units available to halflings.
It seems like a decent anvil unit, with pretty nice Nerve and one of the only things I know of with Defense 6+ still. Unfortunately, the Melee is only 5+... but it has an ungodly number of attacks, plus CS 2 and TC 1 if it gets the charge. It's got Strider too, and a breath attack, so I think i's usefulness will surprise me when it hits the field!
The only thing I'm not quite satisfied with is the lack of a wysiwyg breath weapon. I wanted a flamethrower in the skull jaws, but that wasn't practical. I had held off working on this for a good long while, forgotten about that shortcoming, and then started priming and painting last week, only just now remembering the omission. Will see if inspiration strikes, or if it loses the Breath attack in 3rd... laziness my win out here...
The model is a WWI Mark V tank from Flames of War. It was steeply discounted, and I decided to risk a purchase last year. The model was kinda janky though. There are only three pieces! Two treads/sides, and the body of the tank. Still, things didn't fit quite right... but it was good enough. The pack was a two-pack as well, so I still have a second tank chassis sitting around... The boxy top part was a pain though (all those rivets are nubs from plasticard rods), so we'll see if/when I get around to building this one a companion.
The halfings are a bit of a joke army, so I decided to really lean into that it with the Iron Beast. The inspiration for it was Civilization.
I remember playing the original, and then Civ 2 with a good friend back in elementary school. Sid Meier's Alpha Centauri is one of my favorite games of all time, and I've dabbled with most of the other installments too. These memes have always struck me as really funny, so I tried to translate one to the tabletop, while embracing their "little brother" status to my Kingdoms of Men list. I think I did ok, and I think the Beast will hopefully give me a fighting chance in any future games with the halflings.
As I have mentioned previously, minis at the 1/72 scale are incredibly cheap. Unfortunately, there is a trade-off in that the plastic is quite soft, and the minis don't take primer or paint all that well. So all in all they're not that fun to hobby on. But, if you are a mediocre hobbyist, and like deals, I'd still recommend them! The 1/72 historical scale has a wide variety of model lines, so you can get a very fluffy halfling army without a lot of hassle. (There are even some fantasy lines too!)
Sometime last year, I picked up a few more boxes of 1/72 Romans. My current force is mostly cavalry regiments, so my intention was to add more infantry, war machines, and odd things to unlock the two halfling-related formations (which would get me a ton of improved spearmen, and some improved knights).
While good thoughts, I'm sticking a pin in most of this. I don't feel like hobbying on a few hordes of infantry right now. I will wrap up what I already have in process though.
Halfling ASBs
Previously, Master Sergeants led my lists... but I found I only really liked them for leading infantry. I get that they're a two-for-one, as Inspiring combat characters, but they're halflings, so they're rather expensive for what they do on the table. These two should do the trick, and I still have Sergeants I can run in a pinch.
Mounted ASBs! They should be able to keep out with and Inspire all my knights... |
Halfling Knight Troop
This was the last troop needed to unlock the Thoroughbred Mounts formation (boosting speed from 7 to 8 and granting Vicious). Not sure if I'll get to use the formation at all (rumor had it that the formations are going away with 3rd Edition), but I'm pretty sure I can find use for a nimble cavalry unit!
Oof. A second troop of (usually underwhelming) Halfling Knights... to help screen and support my ridiculous three Regiments of Halfling Knights... Yeesh. The picture is about as good as the tactics. |
Halfling Iron Beast
The last thing I hobbied up was the Iron Beast, one of the better combat units available to halflings.
It seems like a decent anvil unit, with pretty nice Nerve and one of the only things I know of with Defense 6+ still. Unfortunately, the Melee is only 5+... but it has an ungodly number of attacks, plus CS 2 and TC 1 if it gets the charge. It's got Strider too, and a breath attack, so I think i's usefulness will surprise me when it hits the field!
The only thing I'm not quite satisfied with is the lack of a wysiwyg breath weapon. I wanted a flamethrower in the skull jaws, but that wasn't practical. I had held off working on this for a good long while, forgotten about that shortcoming, and then started priming and painting last week, only just now remembering the omission. Will see if inspiration strikes, or if it loses the Breath attack in 3rd... laziness my win out here...
A greasy-looking monster... Keeping with the dino theme, I needed to add something, and ended up with a ceremonial skull. |
The halfings are a bit of a joke army, so I decided to really lean into that it with the Iron Beast. The inspiration for it was Civilization.
I remember playing the original, and then Civ 2 with a good friend back in elementary school. Sid Meier's Alpha Centauri is one of my favorite games of all time, and I've dabbled with most of the other installments too. These memes have always struck me as really funny, so I tried to translate one to the tabletop, while embracing their "little brother" status to my Kingdoms of Men list. I think I did ok, and I think the Beast will hopefully give me a fighting chance in any future games with the halflings.
Monday, September 9, 2019
Hobby Update: 3D Printed Terrain
This past year I've tried to build up a wargaming table. I've had pretty decent success, even if it hasn't been used as much as I would like...
Back in November I started off on this terrain endeavor with some spooky terrain. In addition to some train trees and some actual models, I also tried out some 3D printed things, and was pretty pleased. I've since acquired a few more bundles, mostly as gifts, and have dutifully painted them up months ago.
I received two sets of ruined walls. They are a bit high for fences, but make good little bits of Blocking Terrain for sure. These were washed, dried, then primed black and then painted up in good stone-like grey tones. I'll be polling any opponents to see how they like the windows. I considered adding wood planks to really block line of sight too, but laziness won out. We'll see who folks want to play them, and they may be added to down the road.
Additionally, I picked up some craters, which I thought might be some good height zero difficult terrain. I had considered kit bashing some spiky pit traps, but these were easier to just paint up. I have yet to test them out in game, but they are decently sized. I figure a few would add something interesting to the board, I doubt I'll ever run the full lot...
Overall, I've been very pleased with the 3D terrain. If you're cool and have a printer or know someone... you could probably crank these out for pennies. Still, going the more expensive route via Amazon wasn't bad. No bundle was more than $20, even the Graveyard, so this wasn't that expensive. I think trees and hills are better run with other materials, (and a how-to will be coming soon on hills) but for some small buildings and the like, 3D isn't bad at all, and a pretty easy way to populate a gaming table with passable (and durable!) terrain.
Back in November I started off on this terrain endeavor with some spooky terrain. In addition to some train trees and some actual models, I also tried out some 3D printed things, and was pretty pleased. I've since acquired a few more bundles, mostly as gifts, and have dutifully painted them up months ago.
The tall pieces in the back right are cool, but you only get two pieces in that bundle. Still, not bad! |
Vampire for scale? Yeah, a few of these would break up a field nicely... |
Overall, I've been very pleased with the 3D terrain. If you're cool and have a printer or know someone... you could probably crank these out for pennies. Still, going the more expensive route via Amazon wasn't bad. No bundle was more than $20, even the Graveyard, so this wasn't that expensive. I think trees and hills are better run with other materials, (and a how-to will be coming soon on hills) but for some small buildings and the like, 3D isn't bad at all, and a pretty easy way to populate a gaming table with passable (and durable!) terrain.
Saturday, August 24, 2019
Hobby Update: KoM Berserkers and Foot Guard
In addition to the various giants (Varangur & KoM), the spring of 2019 also saw me hobby up some more regiments for the Kingdoms of Men.
I've already fessed up to my misreading regarding the Berserkers, so over the spring I've painted up another regiment's worth of minis from the box of Dalcian Flaxmen. I have another regiment waiting around. I think those final minis are even primed already.
As I've conceded, they are way better-performing units than I thought (Hitting on 3's makes a big difference!), but are a tad too rowdy-lookin' for the more disciplined aesthetic I was looking for with my infantry. They'll be nice to have around though.
More likely to see the field more often are the other unit I did up: some smashy Foot Guard. Nothing against the Beserkers, but these definitely go better with my disciplined theme!
In my other Berserker post, I explained my general thinking on the army's "elite" infantry (Berserkers, Heavy Pike, and Foot Guard), and my thinking hasn't much changed since then. The Foot Guard are the most versatile (middle of the road could be another word) of the three elite units, and I think the smashy loadout exemplifies this "jack of all trades, master of none" role. They'll be more likely to show up in lists.
Hobbying-wise, unfortunately, both were based with (apparently) a different, finer Vallejo paste. I didn't realize until they were all pasted up. I'll likely add coarser paste, or more tufts or grass down the line to camouflage this down the line. On the table it's not nearly as noticeable, but it still would be. A little project for later.
...And this brings the essentially blog current with Kings of War minis, only four months or so late!
I've already fessed up to my misreading regarding the Berserkers, so over the spring I've painted up another regiment's worth of minis from the box of Dalcian Flaxmen. I have another regiment waiting around. I think those final minis are even primed already.
Rambunctious! Believe it or not, I spelled that right first try. |
More likely to see the field more often are the other unit I did up: some smashy Foot Guard. Nothing against the Beserkers, but these definitely go better with my disciplined theme!
In my other Berserker post, I explained my general thinking on the army's "elite" infantry (Berserkers, Heavy Pike, and Foot Guard), and my thinking hasn't much changed since then. The Foot Guard are the most versatile (middle of the road could be another word) of the three elite units, and I think the smashy loadout exemplifies this "jack of all trades, master of none" role. They'll be more likely to show up in lists.
Hobbying-wise, unfortunately, both were based with (apparently) a different, finer Vallejo paste. I didn't realize until they were all pasted up. I'll likely add coarser paste, or more tufts or grass down the line to camouflage this down the line. On the table it's not nearly as noticeable, but it still would be. A little project for later.
...And this brings the essentially blog current with Kings of War minis, only four months or so late!
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