Friday, January 24, 2020

3rd Edition: Thoughts on the Varangur

Going into 3rd Edition, I was pretty worried about my Varangur. Most of the minis in my collection were from GW, and the army fluff from Mantic leaned pretty heavily on GW's Chaos Warriors, with violent and sturdy human tribes in the frozen north vying for the favor of a dark god... There was some concern on how the army would be handled with Mantic trying to blaze their own unique fluffy trail, concerns which only increased with the Northern Alliance releases in 2019. Fortunately, Mantic has done a great job all around!

The Northern Alliance is a little awkwardly named (why not go with the Frozen Pact or something?), but fabulously executed as an army. They are a a bit of a jumble of other Mantic products (Elves/Naiads/Dwarfs ... and now a human line as well), making them a great way to showcase Mantic's product line and be pretty enticing for casual folks to pick up and expand over time. (Hobby on a unit of dwarves, then elves, oo neat! frosty merfolk, then wow bear cavalry?!? Oops, I have an army now...) Fluff-wise, the Alliance is good-aligned, with lofty ideals.

The Varangur are still around; a theme army building off of the Northern Alliance list. They exist in parallel, but reject the kumbaya approach of the Northern Alliance, opting for violence and service to Korgaan, their ancient, malevolent god.

I missed this entirely in the original Second Edition fluff, but Mantic also has the Varangur rejecting the Abyssals with vigor, for they oppose Korgaan too. In Third, they spell it out a little more, and the Varangur cannot ally with Abyssals, Abyssal Dwarfs or Twilight Kin. This obliterates the fluff for my evil triumvirate plan (Tanky Varangur; Speedy Herd; middle-of-the-road Abyssals), but that's fine by me. I'm likely never going to see all three evil armies on the table at once anyways to make the triumvirate an actual "thing", so making them more unique is fine by me. It's good fluff.

So, design-wise, very interesting choices with Northern Alliance and the Varangur. Most of my sprawling Varangur collection (a little upwards of 7400 points, excluding the old Ogre allies) successfully transitioned into Third Edition, which is very nice!

The Casualties
With Mantic's tweaks, some things didn't make it. Horses are largely absent in the Northern Alliance. The Varangur have some, but Lords and Skaalds don't deign to ride such fragile creatures in the frozen north I guess? Very nice fluff choice, but obviously it's a bummer that a Chief and several Skaalds have been made obsolete. Fortunately, the heroes can be run as a Cursed Son on a horse now. It won't inspire, but I can still use the model if I wish, we'll see. The Skaalds were fantastic to have around for cheap Inspiring, so it stinks to lose those sources, but I still have several Lords mounted on Direfangs and some Lords and Skaalds on foot.. I should be fine. (edit: the Lords do have a horse mount as an upgrade option. I must have missed this originally.)

The Warbands also don't look to have made the transition (though I could easily ally them in as KoM Shield Wall and Pole-Arms Regiments). It's a bit of a shame. I wasn't a big fan of the GW Marauder models, but being from Wisconsin, I really liked the idea. After a frigid winter... I've seen dudes bust out shorts en mass and college girls sunbathing juuust as the snow beings to melt. We're a weird bunch here, so I did like the idea of a bunch of lightly-clad soldiers running around because it was just sooo warm. In game, they functioned as my chaff, so it stinks to lose them. The Varangur may try to go full-elite mode and play without chaff in 3rd...

Lastly, the Devourer doesn't look to have an entry. The Varangur were a little heavy on the monsters... so I'm ok with this. They still get the Cavern Dweller (via the Northern Alliance list), and their own Jabberwock. I'm fine with this. The Dweller and Devourer were pretty similar design-wise, and I'll find another use for my big worms. The Jabberwock still has the awesome Frenzy special rule, and can now take a small ranged attack reminiscent of the old Devourer options, so it'll be a solid choice.


Into 3rd Edition
All in all, about 1000 points of stuff didn't make it into 3rd. While that's a big chunk in terms of points, and about 1/7th of my army in context, and includes several sources of Inspiring... it's not too bad. The bulk of the army is still intact, and I have dozens of units of evil armored guys to field still.

One of the interesting things to me is the large points reductions across this army. The Mounted Sons (and our Lords) in particular got huge decreases, greatly offsetting the handful of units (Direfang Hordes; Fallen; Reavers) that went up by a handful of points. Fielding more things in-game is great! All in all, I'm saving a few hundred points, and my collection of viable units sits juuuust over 6000 points going into 3rd Edition. 

Previously, Mantic went with something similar to GW's Marks of Chaos: Gifts of Korgaan. Worthy units were able to pick from several options, each granting a keyworded special ability. Unfortunately, this didn't seem too balanced internally, and taking the one granting Fury was the overwhelming favorite from what I saw online, even after it was nerfed to only grant Fury and not both Fury and Headstrong.

In Third, Mantic is taking a more intricate approach. While the gift options are still there and still varied, most units are only able to "choose" from gift; take it or leave it. It's a neat approach honestly. It seems a little subjective (which units get which upgrades; which unots can even take them), and will be hard to balance, but overall I like it. Korgaan is one god (as far as we know), so it would be nice to see a mix of gifts on the field. We'll see how it pans out as Third progresses!

The last noteworthy change going into Third is a new unit for the Varangur: the Draugr, which I was quite surprised to find was a thing in Nordic folklore. These guys are subbing in for the old Warband, serving as the light infantry for the Varangur. They seem very cool. Fluff-wise, they are atypical zombies; disgraced dead raised to fight again, rather than whatever was just lazily sitting around the cemetary. Their stats are slightly worse than your typical zombie; the usual 5+ melee and 3+ Defense but only 4 speed. That said, they do not have the Shambling keyword, and even gain both Iron Resolve and Wild Charge. Very unusual and very cool. I may need to pick up some new minis!


Overall, the Varangur are looking very good going into Third! They should be fearsome opponents on the battlefield, even more so with all the cheap Mounted Sons I can bring now. Despite the minor shifts, the core of the army is still around, and they continue to be a tanky, formidable army. I can't wait to see them in action!

...And so wraps up my thoughts on how 3rd is impacting my armies. As stated in some recent posts, KoW has proven to be quite difficult for me to get consistent games in over the years and I'm in a bit of a hobby slump with the edition change coupled with winter weather and other responsibilitues. However, as mentioned throughout the blog, Kings of War is a great game, and here's hoping for a vibrant 3rd Edition for the community! I'll do what I can to contribute. 

Sunday, January 19, 2020

3rd Edition: Thoughts on KoM

...and we've come to my second-to-last army to cover regarding the new edition; my second largest collection and namesake of the blog, the Kingdoms of Men, my Regnum Aeternum.

Leaving Second Edition, my collection was just under 5000 points. It's a little lighter entering Third Edition, but not by too much. Most of my units didn't change in cost at all, though the army did receive a number of tweaks.

First, their special rule changed. They keep their Very Inspiring leaders, but many units also get the possible Indomitable Will upgrade. For a cost, a unit can momentarily self inspire, become Fearless, and turn a Waver into a Steady. That seems quite versatile, and I'm really interested to see how it plays.

Second, they got an indirect buff from the measurements change; we tend to take a lot of soldiers, so measuring from corners makes our more numerous units more dangerous and harder for an opponent to avoid or screen every charge. All good stuff so far!

I won't rehash tons of stuff; most of our units do exactly what you'd expect and a KoM general ends up with a wide variety of options. The Wizard even gets to swap out Fireball for Lightning Bolt still. There are some edition changes specific to my collection worth discussing though.

Unit Sizes
The Militia and Pole-Arms lost their troop option, which really stings. The Militia were a fantastic chaff unit (cheapest in the game in 2nd iirc); the Pole-Arms troops were also pretty great, as they were an easy way to get lots of Crushing Strength on the table. Spears also lost their troop option... but for some reason the Shield Wall got to keep theirs. All this jostling around makes Shield Wall troops our best infantry chaff on paper... though with higher Nerve and Defense than their (former) Militia counterparts... I don't know how reliable they will be in dying and getting out of the way; the vital role of chaff. They very well might be too survivable to perform this role, depending on your meta, or it might be worthwhile to dismiss infantry chaff for just taking more regiments to gum up the battlefield. The latter is going to be my approach. 

Mounted Scouts
Their special rules have been subdivided a bit, but no biggies there; they can still move and shoot without penalty. They can now be taken as regiments (but are irregular). This is a neat change, and seems to be lifted in some part from the Historical Book. Cool!

Their stats changed slightly, and Scouts now hit on 4's in Melee, making them far more versatile on the field. Very cool! Though this boon comes with a trade; their shooting not nerfed somehow. Their bows have been shorted, giving them a shooting range of 18". Now that charges can measure out from corners, they're going to be vulnerable to a lot of cavalry. Generals will need to be careful!

Still, the spirit of the unit (ranged harasser) persists. They'll be showing up in my eventual lists with an eye to pincushioning some infantry.

Ballista
Ranged combat is rough, and I advocated for using Ballistas over most of our other shooting options. They couldn't really hold ground, but most KoM players bring a lot of other units to do that, so these could just sit back and shoot. They hit about as often as my other shooters, but a lot harder when shots actually connected. They were our cheapest shooting option, so point-for-point they were a fantastic pick for anyone looking to do damage at range.

In 3rd, their points have gone up and they've lost a point of Piercing... but have had their attacks boosted from 1 to 2. For a 15 point increase... they still seem like very good takes to me!

Beast of War
This is the biggest change to my army. The Beast was... well... a certifiable beast in my previous lists. Great combat stats all around, a very cheap ballista upgrade, and the Cok2019 buffs of Strider and Steady Aim... this thing was amazing. In Third Edition, it has been re-branded as a Mammoth, and while it kept it's sturdy base stats, it has also lost the ballista upgrade. Both these changes hurt.

The re-branding is an odd decision, given the huge variability of the Kingdoms is supposed to represent in the fluff. The "Beast" was a great nondescript word, which would let folks run wild with their hobby, like I did with dinos. Zeroing in on the Mammoth, and actual animal, as their designation is just an odd decision, and I can't figure out why they chose to go this way.

While the re-branding is odd, losing the ballista upgrade just plain hurts. It gave such great versatility for such a tiny cost! I don't know why they chose to remove it. Again, the Kingdoms are meant to be hugely variable, so I would have rather have seen the price get bumped up to make it more of a commitment to run the upgrade, or better yet, give out several more options (like a howdah for a few bow attacks, or built-in banner for Inspiring or Rallying, or armor upgrades or optional fearless... who knows). It's be harder to balance, but more rewarding for folks I think, as you end up with a very personal model, and a nice centerpiece unit for the army amidst all the cheap soldiers. Alas.


The changes to my trusty Beasts are going to have a huge impact on my army going into Third Edition. Previously my lists functioned a little like carrier battle groups: everything revolved around the Beasts, protecting them in the early turns, and then supporting them when it came time for the big melees. Shelving them will be a bit rough, but I'm excited to get use out of my Roman Giants! We'll see if I can get them on the table again soon.

Wednesday, January 15, 2020

3rd Edition: Thoughts on my Halflings and my Ostermark League

Ouch. Where to begin here? We'll start with the Halflings first. Third Edition has eviscerated my goofy little army.

As stated elsewhere in the blog, the army started from a purchase looking for Cataphracts for my Regnum (still on the hunt there), but snowballed into a sprawling, if underpowered army. The minis were from smaller historical ranges, so were super cheap, and . By the end of Second Edition, I had over 2000 points, with another 1000 points or sitting around as future possibilities.

In 2nd, the Halflings were a legit sub-faction within the League; an army within an army. They had a varied but capable infantry (spears, archers, and braves) and cavalry (rangers and knights), plus artillery support (Iron Beasts and the army's various war machines), plus a bevy of character options (ASBs, Sergeants, sorcerers and engineers).


Most of these did not make it into 3rd Edition. The box of despair.
Unfortunately, 3rd Edition has reduced them to but a shadow of their former selves; I have a very unwieldy 1000 points or so remaining. The Halflings retain only their basic Braves, Archers, Knights, and Sergeants. All their heavy hitters have either been removed (Iron Beast; technically though this has been replaced with the Mammoth, a Beast... which while ok, still means it will be hard for the halflings to inspire) or given new human key words (Shrine, volley guns and other war machines, again, making it hard for the halfling to inspire and property utilize). With so few options, they simply aren't viable on their own anymore, with the possible exception of a small (500 point?) learner game, where they could pull double duty teaching the basics and losing in style to boost the confidence of the newbie with a resounding victory. So... unless a tiny learning opportunity presents itself, I'm likely going to just stick them in storage for now and see what happens later.


Unlike my halflings, my Ostermark League (the remains of my Ostermark Empire Army) enters Third Edition almost untouched. Big Picture, the League of Rhordia is a Theme List now, building off of the Kingdoms of Men. While the League does pull a lot, they lack also lack a lot, and so the two armies look to develop quite differently, which is the goal of Theme Lists, so uh, nice execution.

From the Kingdoms of Men, the League gets some units to form a great late-medieval army: Knights and Scouts (but no sergeants), Pole-Arms and Spears and Crossbows (the latter two can be upgraded to take Pikes or Rifles, respectively. But no Shield Wall or Fanatics), and cannons, (but not ballista or artillery). A very medieval starting selection.

Big-picture, the League takes their medieval army then adds what's left of the available halflings (discussed above) as chaffy support, Aralez-riding knights and leaders for a neat fantasy angle, plus re-keyed Human Volley Guns and Battle-Shrines. They're essentially WHFB Empire plus some halflings, and now less some steampunk tanks. ...Though I should note that they still get access to the KoM Mammoth unit (the new Beast of War), with some impressive melee stats. Those wanting to run their own tanks could still easily do so, though without the shooting aspect.

While the halflings are in full retreat to the storage closet (for now; we'll see what happens), my Ostermark League stands firm with over 2000 points ready to go. While I still want to "main" Kingdoms of Men, I think me League is a little more user-friendly (due to the CS Pole Arms and Guards.. doing damage helps win games I hear...), so they'll be on call for anyone wanting to take some puny humans for a spin.

...Next up, Kingdoms of Men, then the Varangur to conclude!

Saturday, January 11, 2020

3rd Edition: Thoughts on Herd

The Uncharted Empires is a fine book... which happens to contain the juicy details on the majority of my armies. Exploring the Herd is our first stop as I finish up my thoughts on how the new UE Book and Third Edition impacts my collection. Let's check it out!

The Herd are now a Theme List, building off of the Forces of Nature Master list. They already had some overlap, like with centaur units, so this change has some sense to it. In addition to their particular units in the UE book, the Herd can now utilize some Druids, the Centaur units, Earth Elementals and the woodsy nature Tree units from the Nature list. All cool stuff and I'm sure many people will make good use of these new available units.

My collection mainly started with a few boxes of WHFB Beastmen and Chaos Hounds, then added in a bunch of Confrontation Werewolves and few other things. At the end of Second Edition, I had a bit over 3500 points; the bulk of the army was Lycan Hordes anchoring lots and lots of troops (Longhorns, Hunters, and screening Beast Packs. In the late fall of 2019, I also added a few points-heavy units with some Stampedes and a legendary Avatar of the Father.

Many of my units went up in points in Third Edition actually. Beast Packs 70 to 85, Longhorns 100 to 135, Hunters 75 to 90; my anchoring Lycan Hordes 245 to 255. Pathfinder is a very strong special rule, and it seems like 3rd Edition is reflecting that a little more.

Unfortunately, the Edition change has invalidated a significant chunk (points-wise) of my army. The "core" is still there, but all the unusual units I added (the legendary Avatar, the Brutox and the Stampedes) are all lacking entries now...

Pictured: The Herd Losers of 3rd Edition. Brutox, Avatar of the Father, and two Stampedes.

Design-wise.. I can see Mantic trying to move things along and make their army unique. Cutting the Stampede is odd in my opinion though, as I felt it was an exemplary KoW unit. It was suitably generic (a stampede of anything), and the very nature of the unit just begged to be multibased in a dynamic fashion. It seemed a staple of 2nd Edition lists from what I saw, and very fluffy, so I don't know why they axed this one. The Brutox I could understand, it being just a generic monster. I can also get the logic behind cutting the Avatar of the Father, if they wanted to "go wide" with the army design, gimping leadership a bit and forcing players to take more units.


Overall, my Herd collection took a hit, but I've got a great core of 2500 points or so, and with the door open to run the old Stampedes as Chariots... it's not that bad. For any newcomers to the Herd, the army looks to be in a good spot with all the neat options coming in from Nature Master List.

Most of my Herd survived the transition to Third Edition.

Personally, there's not too much I want to add to this collection, though if I'm losing some units, I may add a few new ones once the weather gets better. I'm digging that the Spirit Walkers gained the Phantasm keyword. I played a fair bit of WC3 back in the day and like the idea of a unit of Tauren spirit walkers joining the Herd at some point. We'll see what happens!

Wednesday, January 8, 2020

New Year; Same Me

I am quite eager for Third Edition, but just haven't had the time to keep up with the blog, or even just finish my thoughts on how the new edition impacts my armies yet.

I also didn't do a proper Year in Review as I had done on previous years, for two reasons:
1) All the points changes with the new edition! I didn't feel like I had a simple way to benchmark my collection progress currently to do a meaningful wrap up there. The 3rd Edition thoughts on each will suffice for me to see where I'm at.
2) Games played are still a fraction of what I'd like to play re: my yearly goals, and that's a bit disheartening.

There is no local scene to glom on to currently. If I want to play a game, I have to organize it, build both lists, and then teach the game while we play. It's still a lot of fun, but it's also quite a lot of work.


There are many demands on my time these days, even some great nerdy demands, but unfortunately Kings of War is continually taking a back seat given all the extra effort it requires for me. My goal is to still play once a month if possible, but I'm accepting that KoW is on the back burner for me.

I will finish my thoughts on the changes Third Edition brings to my remaining armies (League, Halflings, KoM and Varangur) soon, and we'll see if I can't sneak in a 3rd Edition game to boot. Thanks for stopping by... I'll have some more content up soon!