The Well of Souls, from the front. |
The more artistic view. It's a neat print for sure. |
The Well of Souls, from the front. |
The more artistic view. It's a neat print for sure. |
Up next off the hobby perch are some more Lower Abyssal bodies, hobbied up this time as a regiment of Lower Abyssals! As I recall, Lower Abyssal Hordes were common for a while in 2nd Edition, and while I had the models, I just never got around to hobbying any up due to a lack of motivation. This is wrapping up most of those old minis, but I still have a little more than dozen bodies around. We'll see what those end up being down the road.
So smashy. These are some proper weapons! |
In the midst of finishing up all the Abyssals, I decided to touchup some models for the Varangur as well for an afternoon break this week. That army still needs more supporting chaff! I have (hopefully) three regiments worth of Draugr built and primed, as well as some Night Raiders with Axes ready... but those are significant hobby endeavors, and I need to free up some space before I can tackle those.
Previously, I had a troop of Horse Raiders, and some old Mounted Skaalds. In the transition to 3rd Edition though, the Skaalds apparently forgot how to ride. Thegns don't have the horse option, and these didn't look imposing enough to be Lords, so I had slated these to be ignored or repurposed, likely added into a small warband for trading games. But... looking at the stats, I realized that I quite liked them, and decided some touchups were in order instead.
Unit 1 |
Unit 2 |
The Oathbreakers. |
The sprue. |
WIP shot. I figured having a few with stands would help me organize the rest of the unit. |
Next up are some more Flamebearers. With Steady Aim and Piercing 1, I've really liked them in the few games I've played. With 18" range they can pummel infantry without fear. I assembled some more over the late summer, though to replicate my previous Abyssal paint scheme I needed a replacement paint pot of Carroburg Crimson which was surprisingly hard to pin down. Two different FLGSs were out; one internet order sent the wrong thing; and finally a second order got it for me.
Two troops, as a regiment. |
Two more troops, as another regiment. |
Back in my Warhammer days, Chaos Undivided and how Chaos was historically treated as a faction intrigued me. I had even picked up a few old faction books from used bookstores for fun. At the time, the factions were split up, so I had a goal of creating at least 2k of Warriors following each god, with each supported by both 1k of Daemons and some Beastmen. I got to play one End Times mega battle with a large contingent of my Chaos Warriors, but the supporting factions didn't make it to the table before 8th literally ended and AoS took over.
Of the Daemonic contingent, the Tzeentch stuff was first ported into Kings of War and then eventually back onto rounds; the Slaanesh stuff was gifted away; the Nurgle stuff never really got purchased; and Khorne only had a bunch of Bloodletters, which were repurposed into Kings of War Abyssal Guard around 2018 with a regiment and a trio of troops. I don't think they ever hit the table. The minis are so awkwardly ranked I just decided not to deal with pushing them into a melee.
While browsing ebay this summer, I found a reasonably-priced bundle that would get me up to an even 40 Bloodletter minis, and after hemming-and-hawing for a few weeks, ultimately decided to pounce since the bundle was still available. The minis are broad enough that 10 mostly fill out the regimental base, and I figured 4 regiments of Abyssal Guard could be fun to have down the road. I'm not going to any tournaments, so was fine with using the GW minis and with being below the preferred model count.
First unit. |
Second unit. |
Third unit. |
Fourth unit. |
There is nothing really special about the minis. The original kit isn't really customizable much without a ton of effort, so these are mostly just as-is. I did add a number of pauldrons though, to give them a more grounded and terrestrial feeling. I thought about taking the time to add loin cloths, to get them closer aesthetically to something like Mantic's Lower Abyssals, or straps to make the pauldrons look better, but decided it was just not worth the effort to customize 40 minis.
Ranked up about as good as can be. The front-right unit is a bit of a bother. I ran out of minis holding the sword upright, which exacerbates the ranking-up. |
This isn't even everything I prepped. |
Fortunately, like I said, alllllllll this and plenty more is all prepped now! And getting in some semi-regular games has got me motivated. Hobby Updates coming soon for a variety of armies!
My most regular opponent was in my town for work, so we organized an evening game. He opted to continue to explore the Brothermark. While the army is still a bit light on chaffy and supporting units, I wanted to try out the Varangur for their first 3rd Edition game. The KoM / Brothermark slap-fight would have to wait for now! My opponent brought the following for the Brothermark:
The more I looked at it, the more I was surprised by the list! The formation, dragon and legendary leaders from Battle 013 were all dropped, freeing up a lot of points. This actually made some sense to me. Legendary stuff usually has an additional cost, and if you're using a legendary spellcaster to just cast one spell and inspire, this is probably a better (cheaper) option around for you. But the rest of the list was unexpected.For their debut in 3rd Edition, I brought the above for the Varangur. I needed to start exploring the army somewhere! I wanted to try the Jabberwocks out, and decided that the Magus Conclaves could be some nice synergy. I think my list hinges on making this 600+ point investment work, so target priority and keeping these alive will be crucial. To unlock all this I opted for the Frostfang Cavalry. I chose them over the Fallen since I figured these will be more grindy and survivable. I have a ton of old Warrior models, so two Clansmen and some Huscarls will provide some additional support while three regiments of Snow Foxes seek to intercept things like the Knights. I needed some Inspiring, so picked the Lord on Frostfang to lead his toothy brethren, and Magnilde of the Fallen was taken originally to intercept an expected dragon. Without one facing me, I figured she's likely going to need to try and go after the war machines.
This list is very unusual for me. I think it is the most "elite" army I have ever run. I am only using half of a travel bin for my minis! I knew I was going to be pretty significantly out-dropped, so I hoped to take a look at the scenario, terrain, and then hopefully make some good decisions and hope for the best.
Since this is my first time fielding the army, I am testing all the things and will discuss more at the end.
Table and Scenario
We ended up picking the scenario Plunder. We put terrain down loosely tied to an app, with Hills as Height 3, the Fences as Height 2 Obstacles, the Forests and Height 6 difficult, the Chapel as a Height 9 Blocking building, and the graveyards as Height 2 Difficult terrain. We then set up the tokens in blue. Each of the far tokens ended up as the primaries, gaining a red chip and will be worth 2 points, while the three near the center were secondaries and just worth 1 point. I thought these were Objective Tokens, but part was through the deployment phase, we reread the text, and realized these were Loot tokens, so could be picked up and manipulated.
I got to pick sides, and picked the one that had the building. I knew I was going to be out deployed, so my original goal was to hide my Magus Conclaves and things around terrain, and figured the building, small as it was, could help, and while the deployment zone was open, this side gave be more terrain to play around with to hide. However, the Penitents started to arrive immediately on my left though, so I decided to commit more to the stuff on my right.
I finished my part of the deployment happy, but my opponent out deployed me, with the Knights coming down very late. So, a unit of elite knights of from the Order of the Abyssal Hunt ended up on my left, and thedr mounted monster hunters were eagerly eyeing up the Jabberwocks...
Deployment and a scout move as viewed from my left. |
For my opponent's deployment, going from left to right, we had the knights from the Order, the four Penitent regiments supported by the rallying Exemplar Chaplain, the flying Dictator lurking nearby, the Lone Wolf Hunter scouting up into the woods, and the Def5 Paladin Monster Slayers with a healing priest in and siege artillery in tow. The horde of Bowmen took the forest, and the Order of the Hawk Hunter lurked near the hill. On the far right, the mounted Priest worked with two Villein Skirmisher cavalry units, and the second Order of Abyssal Hunt knights. The final two siege artillery pieces hunkered down in the corner of the battlefield.
The center. |
I chose to leave the left with just the Jabberwocks, deploying one early and one late. I liked their chances against the Penitents... before the crusading knights showed up. Feeding Frenzy seems like a really cool rule, so I was hoping that the Magus Conclaves nearby could to maim the Penitents with their bloodbolts and then let the Jabberwocks feast.
Deployment from the right corner. |
I won the roll off and chose to go first, hoping to apply some pressure before the opposing siege artillery could do too much damage.
Top of Round 1: Varangur
On my left, the Jabberwocks hesitated, and backed up, waiting patiently for the blood to start spilling. I really wanted to see how their Feeding Frenzy rule worked, so keeping them alive was a priority for me. The knights of the Order had a long charge range, so I held back.
The Magus Conclaves released their blood bolts, and they homed in on the enemy ranks. I think focus-fire would have been a good call, but this is my first game and I deployed a little wonky. So I spread things around trying to gauge how much damage they might do. One Conclave scored some damage against some Villein Skirmishers, but they held. One Conclave hit some opposing Penitents for a few damage, and the third was able to get a nice shot into the order of Knights on my far left flank, though the damage was minimal. That should entice the Jabberwocks in the coming turns! I thought Iron Resolve worked like Regeneration, where it triggers in the movement phase and is just a nice, slow trickle of health back. That's uh... actually not how it works as I found out. I think I was confusing it with Regeneration. We missed a few instances of the ability in-game, but think we eventually caught and adjusted for each of them in time. In any event, each Conclave did about 1-2 damage each. Nothing was really spiky for me.
Still trying to use the dice to help me track turns. Slow going on my left flank. |
The rest of my line moved up. The center Frostfangs were a little more aggressive, bringing two Snow Foxes in tow, while most of the stuff on the right respected the greater charge distances of of the block of enemy cavalry. I think one of the Villein Skirmishers had a charge, but it would be hindered and unsupported.
My right and center. |
My unfamiliarity with the army and deployment started slowing me down almost immediately, with a unit of Clansmen needing to sidestep to give the nearby Conclave a shot against the Skirmishers. I was wary of having stuff dogpiled by the humans, but I probably could have been more aggressive with the center unit of Frostfangs, and used them more as a distraction carnifex. I had a straight show and a greater charge range and should have used that more. Charging turn two should have been my goal.
Bottom of Round 1: Brothermark
The Brothermark on my right rushed forward, the Skirmishers screening the advance of the heavier cavalry regiment. This was a great use of the Skirmishers by my opponent, as I was in a bit of a bad spot due to my deployment.
If I brought up my chaff lest turn, his Skirmishers take the Foxes. I then take the Skirmishers with the Frostfangs, and hope I survive the retaliatory strike from Order of the Abyssal Hunt. I did not have a great way to deal with this. I got very much outplayed here.
Aha! The first blurry picture of the battle report appears! |
The artillery sang. Several shells hit the center unit of Frostfangs, dealing 6 damage to them. Another engine of war hit the Huscarls, along with a decent volley from the Bowmen hiding in the woods. The damage being put out at range was pretty astonishing.
The Penitents largely advanced, eyeing objectives, but having restraint. The pair of Exemplar Hunters started stalking about the battlefield, and the winged Dictator flew up near the Chapel, eyeing the chanting Conclave. On the far left, the knights from the other Order of the Abyssal Hunt unit took advantage of their speed, getting into charge range of a Jabberwock but remaining outside the charge range of the hungry monster.
Top of Round 2: Varangur:
The heroes are indeed going to be a problem it seems. Self-preservation takes over, and all three Conclaves fire at the winged Dictator, dealing enough to barely waver him. Magnilde is some 16 inches away, and calls upon her legacy, angrily flying and descending upon the Lone Wolf Hunter, though not dealing enough to cripple him as it turns out.
The Jabberwocks move back several inches, back out of range of the opposing Knights. I still want to check out this cool ability, and am still tying to preserve them.
The Magus Conclaves move to zap the interloper. |
Prior to moves at the top of Round 2.... a big dumb traffic jam. |
I hop the Snow Foxes up, and bring the Frostfang Cavalry up behind. The wounded Huscarls then charge a Villein Troop and rout them. Writing up the report, I think this may have been a mistake, but I seem to be second guessing myself a lot on this flank. Keeping the Villein screen in place takes the stronger Knights out of the battle for now, and that delaying tactic might have been a better call, but the Huscarls go into the Skirmishers, and obliterate them, giving the knights of the Order a free charge against the Huscarls.
Bottom of Round 2: Brothermark
The Knights retaliate, and boosted with Bane Chant from the nearby mounted Priest, obliterate the Huscarls, and reform to eye up the Clansmen, who take a mighty volley from the Bowmen while the Knights also pick up one of the primary loot tokens. Yeah, the Order of the Abyssal Hunt should be proud today. The surviving Villein Skirmishers make a hindered charge through an inch of the graveyard and into the Snow Foxes, who are only wavered, meaning my terrifying Frostfangs are kind of trapped out on the flank and unable to contribute.
The Frostfang Cavalry horde in the center is no more. |
The Paladin Monster Slayers attack the blocking Snow Foxes, and cut the beasts down. Meanwhile, two artillery pieces unload on the central Frostfangs again, dealing 9 damage to it this time, and easily routing it. The pressure on the Brothermark's center is gone with a cacophony of black powder thunder! The third piece fires against the Lord on Frostfang, and deals 4 damage to him.
Individuals. What a pain to deal with! |
The Lone Wolf Exemplar Hunter disengages from Magnilde, and charges the nearby Clansmen instead, rampaging up a few extra attacks, but only getting two damage through.
The various Penitent units advance with a bit of a haggard and staggered arrangement, with one moving at the double. This advance allows the second regiment of knights from the Order of the Abyssal Hunt to pivot, move, and pick up the other primary loot token at the end of the phase. It is a very good day for the Order of the Abyssal Hunt!
Top of Round 3: VarangurKeeping with the left, the at the double move brings a unit of Penitents into charge range of the Jabberwocks, who decide to multi-charge. I don't want to get them separated and bogged down over a few turns. Since units roll attacks one at a time, damage caused by the first Jabberwock helps out the second, and the Penitents are swiftly torn to shreds. Hey, this ability is pretty neat!
The nearby Clansmen, under attack from the Lone Wolf Exemplar Hunter, opt to disengage and charge some Penitents themselves, and although the latter are Inspired, the Clansmen are able to slip 4 damage in and waver them. The Hunter has Iron Resolve, and we account for that special rule this turn, making adjustments for a few damage dice, like him and for the knights of the Order nearby.
Magnilde charges the winged Dictator, and thankfully routs them. The Lone Wolf Exemplar Hunter is in position to start attacking my Magus Conclaves next turn. I believe the first one connects pretty well, giving me a 4+ to waver him, which I am ok with. The other two fire into some Penitents, and slip a few damage in. Fortunately, the end result is boxcars for the Penitents, and the meager damage is enough to push them into routing territory. Unfortunately, I roll Insane Courage for the Exemplar Hunter, and he'll be hunting my war engine wizards next turn...
Oops! But I mean, just look at him. The pose is stoic and purposeful. Of course he'd survive. |
And speaking of that task, the Lord on Frostfang makes it into the first Siege Artillery piece, rolls up a ton of damage, and wouldn't ya know it, but the artillery crew is feeling insanely courageous as well.
Ugh. I'm not even going to take a proper picture. |
The remaining Frostfang Cavalry are stuck behind the wavering Snow Foxes,. There is just no way to maneuver things around. The Foxes disengage to provoke another hindered charge. I probably should have backed up a few inches with the Frostfangs to get a better field of view for future charges here, but I do not. The nearby Clansmen have CS though, and I opt to charge them into the Order, and I am rewarded with a solitary point of damage against them. The dice gods are feeling especially capricious this turn it seems, and I roll another boxcars for the Nerve check against the Order. The one damage isn't enough to amount to anything, but they are wavered! But, they also have Fury, so it's not all that impactful as it turns out.
Bottom of Round 3: Brothermark
The Villein Skirmishers make another hindered charge into the Snow Foxes, routing them this time, and finally freeing up my remaining unit of Frostfang Cavalry. The nearby mounted Priests gets Bane-Chant off on the furious knights of the Order counter-charge, and wipe out the Clansmen. They started on 4 damage, but this was unfortunate for me. The mounted Priest here was a good call. Bane Chant was 2 for 2 for casts, and really kicked the Order's knights up to the next level for damage dealing.
Much to their dismay, the Paladin Monster Slayers again contend with some Snow Foxes that had run up to delay them. I'm not sure if this was the best use of the Foxes, but keeping a sturdy horde away from the loot tokens seemed like a decent enough plan.
The insane Exemplar Hunter charges one of the Magus Conclaves. They take 8 damage, but amazingly are just wavered when it's time for the Nerve Check.
On my left, the Exemplar Chaplain rushes to help the wavered Penitents. His aura grants Rallying 1 and Fury, and dutifully encouraged and enraged now, the Penitents strike back against the Clansmen. They roll hot, dealing 4 damage and bring them up to 6, and then getting the waver on the Nerve check. The tables have turned here, and I have no such tricks. The final remaining unit charges a Jabberwock, and slips one damage onto the monster, but it holds.
The knights of the Order lug the loot token forward, but were out of range of a charge against the nearby Clansmen. At least one Jabberwock should be able to charge them next turn in the rear, so the knights decide to drop their loot. I believe they are carrying one primary and were on top of one secondary token right now. Dropping should make it more difficult for me to pick up, should I decide to go and attack them on my turn.
Top of Round 4: Varangur
Having dropped the loot though, my opponent would need to spend time to pick it back up again... so the Jabberwocks decide not to charge the knights, instead try to munch on the nearby Penitents.
Eager to get to it, I forget to spin the turn tracker. |
Again the damage caused by the first one helps the second one out. Feeding Frenzy is pretty cool! Too bad the Conclaves haven't been able to help them out at all. The monsters tear the Penitents to shreds. Fighting shoulder-to-shoulder though, victorious reforms are weird. One backs up, thankfully enough to get out of the way, while the other changes facing. Both can eye up the knights.
Boom. Fixed the turn tracker at the end of my round. I'm taking my victories where I can this game. |
The Frostfang Cavalry finally do something, and roll well, obliterating the Skirmishers. They change facing to threaten the knights of the Order here, bogged down a bit with loot tokens as they are. Should the knights choose to charge, the shuffle to center should put them partially in the cemetery and hinder their charge.
Hard to set a trap with what is left. I'm at least a turn too late here. |
Bottom of Round 4: Brothermark
The knights of the Order are encumbered with loot, but do have the movement to sneak on by and out of the charge arc of the Frostfang Cavalry. The Frostfangs are pummeled with artillery strikes again, but the barrage only deals 4 damage to them this time.
Top of Round 5: Varangur
While I control no loot tokens at the moment, the game isn't over, and is still actually competitive. The two Jabberwocks slam into the knights of the Order along with Magnilde. Magnilde is there to enable Feeding Frenzy, rolling her attacks first. The dice aren't great, but it is enough to seal the doom of the knights. Magnilde overruns an inch, ending atop a secondary loot token. One Jabberwock moved back, and the other changes facing.
The beginning of Round 5. |
On the far side of the table, the Lord on Frostfang takes his only charge, into the Exemplar Hunter, who takes 4 damage, and is wavered, but holds. The Lord is still within the safe indirect fire range of one of the siege artillery pieces.
The Frostfang Cavalry have no charges, but move close to their max to menace the Bowmen and fight for that loot token as the battle starts to conclude.
Bottom of Round 5: Brothermark
Top of Round 6: Varangur
Disengaging from the Chaplain, both Jabberwocks are able to nimbly charge into the Penitents. The again rip the Penitents to shreds, and with the victorious reforms, each is able to secure a loot token. It is a very good thing that the monsters were team players!
Magnilde disengages from the Paladins, and charges the Chaplain, and slays him. The Magus Conclaves scoot back out of charge range, and again throw everything into the Paladins, but again struggle to get much damage through.
The Lord on Frostfang disengages from the wavered Exemplar Hunter, and charges into the flank of the Bowmen. Writing up the report, I realized I was only rolling 7 attacks for him in rounds 5 and 6. So that's an error, as it should be 9 attacks as the base. Still, in the flank, with 3's and 2's... he manages something like 6 damage, which is pretty abysmal, even accounting for the erroneous fewer attacks. He ends my turn high atop the hill.
Bottom of Round 6: Brothermark
The Bowmen disengage and inch forward, ignoring the threat in their flank. With their available pivot, they turn to face the looming Lord on Frostfang atop the hill. The artillery fire again, and with the Exemplar Hunter, deal 10 or so more damage to the Lord on Frostfang, shooting him off the table with another cacophonic roar of black powder.
Not a great game to be righting a super-cool Frostfang. |
The Paladins pivot and move to stare down the Magus Conclaves, and the surviving knights of the Order sit back, safely in my deployment zone, obscured by the woods nearby.
I control a primary and a secondary loot token between the Jabberwocks. The Paladins and Bowmen for the Brothermark each hold a secondary token. And the knights of the Order of the Abyssal Hunt hold a primary loot token, giving the Brothermark a 4-3 edge... as we roll up a round 7!
Top of Round 7: Varangur
Not much is really contestable for a Round 7 as it turns out.
Magnilde scampers forward to block up the Paladins from attacking the Magus Conclaves while the Conclaves themselves attempt a third volley, and flub again. The Paladins are finally brought up to 13 damage, but survive.
Enduring for the victory. |
I believe the Paladins were my only shot at the end. I think one of the Conclaves would not be able to see the Bowmen, and I decided that I really need to continue to focus fire the Paladins to have a prayer. Unfortunately even after several turns, they proved too much to move.
Bottom of Round 7: BrothermarkNothing of consequence happens. The Siege artillery are out of targets given intervening terrain blocking line of sight to my few remaining models, so my opponent does nothing, retains the 4-3 lead with the loot and wins!