I didn't have a good list ready, but I had a few old ones sitting around. After some consideration, I decided to take a draft for a mounted Varangur list for a spin this time. I didn't think it was particularly good, but it did have a lot of things to test out, so I figured I'd just take it and see how it did.
- Reavers. I like the idea of a Lifeleeching unit to grind something out, but have generally failed to do that with my Abyssal Horsemen kit. This is a little better on the Lifeleech, and is an infantry unit with many more attacks and better Nerve, so we'll see how the unit feels.
- Mounted Sons. I also like the idea of cavalry with CS. Again, I've tried this with the Abyssal Horsemen, but I only have the one unit of those. Perhaps they work better the more you take?
- Horse Raiders. I like my Mounted Scouts from the Kingdoms of Men, and these are a step above them. They look like a very versatile unit! I am trying out the Throwing Axes option, to see how that fares. Will I measure distances correctly and use this option, or just charge in?
- Frostfang Cavalry. They were blown apart last time with an open field and lots of enemy artillery. I'm only running one this time, in order to run the Brew of Sharpness on them, and increase their killyness. They are very expensive now! Is this kit the right call, or should I be running them without it or even just leaving these at home next time?
- Snow Foxes. These were the main sacrificial chaff of choice, and I brought a bunch, thinking they might help compensate for not having any infantry support. They seem like great chaff, so we'll see how I use them in-game. Will they be sacrificed well? Will any survive to play any late-game objectives?
- Frost Giant. I have one painted up, and figured I'd test him out here as another hammer unit. How will this monster fare? Will I remember to use the breath attack? Will I be able to get him a good match-up and utilize the Slayer special rule at all?
- Magnilde. I liked her last time and definitely understand the hype about her. She's my third source of Inspiring and will probably be a bit of a wildcard here. Given her versatility, I am expecting her to do well, but we'll see what trouble she gets up to.
- Lord on Frostfang. They are a very solid unit and my opponent has made good use of these in their Northern Alliance list. Will I be able to return the favor with my Varangur versions?
The unique Oathsworn Guardians are around as a more elite combat regiment, and reading their stats, I'm a bit jealous! My Abyssal Oathbreakers are similar in theme, but lack Duelist. Duelist shouldn't really come into play against my list, though the Rampage might. A lot of the Brothermark has a Rampage / Slayer rule tacked on. These seem like neat ways to differentiate units and reward a player for smart match-ups.
My opponent has tried it a few times, but ultimately has not been happy with the "Defender of Righteous" formation. So no dragon this time, and the puny human knights have been promoted to those of the Order of the Abyssal Hunt, gaining Crushing Strength and a bunch of buffs and special rules. including Slayer. Unfortunately for me, his CS cavalry are actually better than my CS cavalry, kinda throwing cold water on my tests here, as I was hoping to have the advantage in the cavalry department. His cavalry also got items, making them even more scary.
There were only a few heroes along to support. The Dictator with Wings should interdict, and Chaplain and Priest are around to heal, and with all the hordes, this should do very well. The War-Wizard is a nice offensive caster, with Lightning Bolt and and the Alchemist's Curse spell. I remember that spell being released back in 2nd Edition, but I had forgotten all about it. Bouncing from army to army, I haven't really explored magic much, so props to my opponent for doing so! Alchemist's Curse should be rather potent to all my highly armored cavalry units, so I'm interested to see it in action.
Surprisingly, my opponent also brought an Ancient Phoenix. The double aura effect with both Radiance of Life and Cloak of Death seems really strong, so we'll see what mileage my opponent can get from it. As we've seen in games against the Salamanders, this monster is great... so long as it doesn't get into combat!
About the only potential list shortcoming I can possibly point to are the Villein Skirmishers. They are not bad units, but they are the only sacrificial chaff unit around, so my opponent might struggle to initiate good fights or to block out my charges, and so I may be able to set up some good trades and blocks with my more numerous chaff. The counter-argument to this critique is that he has 4 infantry hordes. These can all take a charge or two or three, and two have Phalanx to negate my cavalry... so perhaps the chaff isn't as badly needed in this matchup. We shall see!
Table, Scenario and Deployment.
The shop's terrain assortment has ballooned since I started stopping by here over the summer. Their trees and "difficult terrain" are a bit lacking though, so we used my terrain, with the normal height 3 hills, height 9 building, height 6 forests and some height 2 obstacles. We generated a layout, and I won the roll, picking the side with the building.
My opponent brought along his nifty bluff counters again, so we chose Smoke and Mirrors as the scenario. We have almost made our way through the all of the book scenarios together! The bluff counters are deployed face-down, and treated as objectives. At the end of each round, we flip one token over to see what it will be worth if we control it at the end of the game.
As with the other bluff counter scenario, generally this is a cool mechanic, and I think there is a lot of fun mind-game potential here. We mostly kept to a long, snake-like deployment of these, but the tokens just need to be fully on the opponent's side of the board and 12 inches away from each other, so you can cluster them far more than either of us did. As before, since I am again switching over to a newish army for funsies, attempting mind games would just confuse me more than anything else, so I shuffled up the tokens, and dealt them out blindly.
For deployment, I opted for a few Foxes early out on each flank. My opponent placed the Penitents down early as well, and by my third drop I had decided to just ignore my right-hand side.
My opponent had very little for chaff, and more drops than me, so he went pretty wide. His Artillery came down late to counter my Frostfangs, and his Dictator with wings came down late as well to counter Magnilde. She was only individual in my army, so she was his best target.
From my-left-to-right my opponent deployed, the Dictator with wings, three Artillery in the rear, an Order of the Abyssal Hunt, Villeins screening the mounted Priest, the second Order of the Abyssal Hunt, Spearmen horde, Oathsworn Guardians regiment defending the Ancient Phoenix, the War-Wizard, Penitents, more Penitents, Exemplar Chaplain, and lastly the Bowmen horde out securing the flank with their ranged attacks and Phalanx rule. As always from my opponent, this was a thoughtful deployment with some good battle groups.
View from my left. Should have deployed the early units juuuust a bit closer to the table edge. |
Unfortunately, being a newer army for me, I stuffed up my deployment a bit. With fewer drops and a more elite list I figured I would need to deploy more compactly, but I hadn't figured out the particulars, especially since this was a pretty unfamiliar army. On my left, I had Magnilde, a Lord on Frostfang, and doubles of Foxes, Horse Raiders and Mounted Sons, all in a jumble. I could have gone double-wide and gotten around the trees had I both measured and gone in with that plan. But I did neither. The center got my Frostfangs, second Lord, Frost Giant, a unit of Foxes, and the Reavers. On my far right, all alone, was my last unit of Foxes. My hope was that between the Reavers, Giant and Lord, I could interdict things, to let my messy left win. Then I could engage / avoid the infantry as the late game demanded.
View from the right corner. The foam dice turn tracker returns, and I took one note per turn, so I should be better figuring out what happened when. |
And with deployment done, we are into the game! I won the roll-off, and eagerly took the first turn. The Siege Artillery were a big concern of mine, so I wanted to try to be aggressive and get into combat in Round 2 if I could.
Top of Round 1: Varangur
On the right, my Foxes pivot, move, and nimbly pivot back to camp the nearby bluff counter. Being here also puts them behind the hill, and safe from any bow shots. Even with Stealthy... these are just Foxes and not likely to survive against anything that actually gives them attention.
Good Foxes. Playing the scenario all smart and stuff. |
In the center, the Frostfangs aggressively move up, I believe at their full movement. The Foxes scamper ahead, trying to screen for them. The Giant lumbers alongside. The Lord hangs back and pivots. I think I wanted to set up a possible cross, should the enemy cavalry on the flank advance. This is probably an error. I wasn't going to have the range to charge anything over there next turn, and there are plenty of things to fight here, so I think he would have been better facing forward, and charging in and making good use of his Strider ability in the coming turns.
Pretty aggressive, though not the maximum potential move. I have charges for the next round though, so that's all I can really do this turn. |
The left, with a bit of a staggered appraoch. |
While I do technically have ranged attacks on the Giant and Horse Raiders, they all moved at the double, and also have no targets in range. So, some aggressive moves from the Varangur for turn 1, but that is all from me.
Bottom of Round 1: Brothermark
Well, I am off to a good start for the report. I apparently didn't snap any pictures for this turn. Over on the right and in the center, the infantry hordes cautiously move up in an arc, slowly zoning out that size of the board.
On the left, the Dictator flies over the Foxes and into the Horse Raiders, who take three damage and are wavered. In his wake, the Villein Skirmishers then charge the Snow Foxes, who take 3 damage, but hold. Not how I would have guessed that would unfold, but dice are dice it seems.
Every war machine shoots at the Frostfang horde, and the bombardment is seconded by some Lightning from the War-Wizard. I learned that screening the Frostfangs with the Foxes actually did nothing, given the height difference. Lesson learned! The Frostfangs should have gotten some Horse Raiders to support them instead. While the war machines Ignore Obscured, this would have helped with the botls of lighting. When the volley subsides, eight damage has gone through, and the unit... is Wavered. Ouch!
At the end of the round, two tokens are flipped up, both near the middle of our lines. Behind the Spear horde is (apparently) the 2 Pointer I placed. Under the Frostfang horde is the 2 Pointer my opponent placed. I would hazard to guess that this reveal doesn't normally happen so soon! In effect, whoever won the big engagements here would likely win the game.
Top of Round 2: Varangur
I started my turn with two very unfortunate Wavers. On the left, the "first wave" of Mounted Sons are traffic-jammed by the Horse Raiders, and sidestep to get around in the coming turns. The wavered Raiders then move back, to free up a little more space. Meanwhile the second wave of Mounted Sons move up and out of the woods, hoping to contribute soon as well.
Blech. Very well done by my opponent. |
The unfazed Foxes and untouched Horse Raiders attack into the Villein Skirmishers, who take a few damage but hold.
In the center I look to stymie the Spears, moving a group of Snow Foxes up. I was not aggressive enough with the second Lord last turn, so he has no charges. Not wanting to try and solo three in fantry hordes, he does cross over, looking to help out on my left. Since I wasn't aggressive enough with the Lord last turn with movement, the Giant is forced to go in alone against the Oathsworn Guardians. He rolls up 2 for his extra attacks, and doesn't do a lot of damage, dishing out just 3 or 4 damage as I recall. I didn't think I would break them, but this is less than I was hoping for.
Snow Foxes scamper up to mess with charges. I should have pivoted the Lord back towards the Frost Giant a bit. |
On the bright side, some Foxes accompany the Giant, scampering over the obstacle, and are zoning out the Frost Giant's flank from the nearby Penitents, so he'll have another chance next turn.
The wavered Frostfangs sit there, hoping to get lucky and stick around and do something in the turns to come, and the Reavers move and Pivot facing off against the three lightly armored infantry hordes, looking to charge and buy some time in the coming turns.
Bottom of Round 2: Brothermark
The Brothermark's Penitents move up and the Villein Bowmen score a point of damage against the Reavers. Most of the artillery fire into the Frostfang horde again, dealing 4 more damage and wavering them again. The Ancient Phoenix flies over to support the Spearmen, and making use of its auras.
The War-Wizard shuffles over, and casts Alchemists Curse against my Lord. The Phoenix joins in too with the Firesparks, and 5 damage is done.
Not going great in the center. |
Very messy on the flank. This seems to be a common theme in my games. |
On the messy left flank, the Dictator disengages from the spooked Horse Raiders, and flies over the Snow Foxes to charge Magnilde. I was partially obscured by the mounted Priest, but I was not careful enough there it seems. Snow Foxes are still Height 1, and I keep forgetting that. Only 1 damage is done though, which she heals back with Iron Resolve.
We talk out the mess surrounding the Skirmishers. With nothing routing here yet, the angles of the units and the board edge are messy. If the Skirmishers counter-charge the Foxes, there is not enough space for the knights of the Order to charge the Horse Raiders - they'd be hanging off the table. So we rule that we can't get a 125mm cavalry unit through that gap, if the Skirmishers do charge the Foxes. Well, the Skirmishers do charge the Foxes, and then victoriously back up, narrowing the gap further. While they had help in round 2 with the Dictator getting a bit of a lucky waver, this one darn unit has stymied my whole push. It's obviously unfortunate for me and my efforts, but I really can only be impressed. My opponent has gotten some incredible mileage out of this one unit of chaff.
The only other thing that happened here was a countercharge by the Order of the Abyssal Hunt into the intrepid Lord on Frostfang. Bane Chant missed a few times during the game, but I believe it stuck for this combat. The Lord took a point of damage from the aura of the Ancient Phoenix, and the counter-charge from the Order takes him well into double-digits of damage and my Lord is routed off the field.
This was a pretty long shot play, and wasn't my first choice of combats for the Lord on Frostfang, as the Order of the Abyssal Hunt do have Slayer, but having disordered them I expected to survive the attack back. It was a lot of attacks though, and I forgot about Bane Chant. I think this highlights how powerful having CS on the cavalry is so you don't absolutely need the charge, and just how handy Bane Chant is to have around.
At the end of the round, two more Bluff Tokens are flipped. I believe a 0 Pointer out by some Penitents, and a 1 Pointer near my "second wave" of Mounted Sons, further emphasizing how important the fights between our main forces are.
Top of Round 3: Varangur
Still all gummed up, the scrum on the left continues. I can't charge around the pesky Villein Skirmishers, so the Horse Raiders move up and I try some of the throwing axes against the two Order of the Abyssal Hunt regiments. I am too far away to focus fire. I think the ones that just felled the Lord are safe with no damage done, while the ones out on the flank will take 2 damage, healing down to 1 with Iron Resolve when they are tested, and found to steady.
The better play would have to have the Horse Raiders near the table edge join the melee charge, in order to try and manipulate the spacing and prevent the Order of the Abyssal Hunt in the corner from charging out and into my Mounted Sons next turn. The thrown weapons was done for testing. I like having the option, and Piercing 1 is great to have, but yeah, this was not an optimal play, and not a great idea against the Brothermark. Their Iron Resolve is really good against incremental chip damage.
Round 3, and my cavalry are finally charging... chaff. Yeah, this game is not going according to plan! |
The "first wave" of Mounted Sons finally arrive, and will finally shoo off the pesky Villein Skirmishers. Given the looming Spearmen horde, the "second wave" of Mounted Sons actually back up, keeping out of their charge range. So much for a speedy push from the Varangur!
"For testing purposes!" - Reavers |
Elsewhere, the remaining Lord on Frostfang charges the War-Wizard, whiffs a bit again, and fails to rout them. The Giant lurches back against the Oathsworn Guardians, but again fails to do much. To protect the Giant, the Reavers make a hindered charge into the Penitents. They deal a surprising 10 damage, but that is nowhere near enough to rout a horde.
The wavered Frostfang Horde does nothing, but I should have actually moved them back, as they have been within the charge range of the Spearmen since Round 2, and that was why I threw the Foxes in front of them. I simply forgot this situation, so that is an error on my part.
The Foxes again. Still playing the objectives. These two have yet to be revealed. |
They may look like they have been cowering a bit, but my Snow Foxes out to the right are actually playing the scenario. This is the token farthest away, so they pivot, looking to hold this or more easily scamper up and claim a point later in the game.
Lastly, Magnilde decides to ignore the Dictator's advances, and charges and crushes a war machine instead. Silencing them seemed important, though they have admittedly done a lot of damage to my units and plans already, and this may be too little too late.
Bottom of Round 3: Brothermark
I look to have missed out on pictures for this turn again. I was too busy removing units.
The Penitents counter-charge the Reavers, dealing upwards of 10 damage in return, and his crazies rout my crazies. The Oathsworn counter-charge the Frost Giant, roll a little hot as well, and will rout the Giant. The War-Wizard disengages, opening up my remaining Lord to another round of artillery shots and the Firesparks of the Ancient Phoenix and in the end, the smoke clears and the other Lord on Frostfang is now missing in action.
The two cavalry regiments from the Order of the Abyssal Hunt charge out as well. One goes in against the Horse Raiders on the hill, routing them, and the other goes into the regiment of Mounted Sons that shooed off the Villein Skirmishers on my turn, rolling below average and dealing just 5 damage to them, and the Mounted Sons hold. This could have gone far worse in retrospect.
Since I forgot to move them back and out of danger, the ever-wavered Frostfangs are charged by the Spearmen horde, and put out of their misery.
The Dictator pursues Magnilde, dealing 3 damage this time, but she will Iron Resolve down to 2 damage. He's got Duelist and is rolling 8 attacks, but just not quite connecting as he statistically should. His noodle arms and the lackluster charge into my Mounted Sons are about the only things that have broken my way this game.
At the end of the Round, more Bluff Tokens are revealed, but I don't know where or what they are worth. I felt behind since the beginning, and none of the riskier plays to try and claw myself back into the game paid off. My turn this round saw me remove a war machine and a troop of cavalry; my opponent's turn saw him remove half my army, so this was not a great round for me.
Top of Round 4: Varangur
Magnilde charges and removes a second artillery piece. Definitely a little late, but I'll take it.
Two rounder later than desired, my Mounted Sons can finally meaningfully contribute. They each charge a regiment of cavalry from the Order of the Abyssal Hunt, with the remaining Horse Raiders getting a flank charge in against the one nearer the table edge.
Finally! A proper combat for the Varangur cavalry! |
I was expecting to rout one but not both, but was surprised by the outcome. The "second wave" regiment of Mounted Sons minced their opposing unit one-on-one, and turned to have the center of the board and all those infantry hordes.
I rolled the combat with "first wave" regiment of Mounted Sons and the supporting Horse Raiders second, dealing 14 damage between them, bringing the Order up to 15 damage and then I roll up Insane Courage. The Order heals for 1 from Iron Resolve, and sticks around.
Bottom of Round 4: Brothermark
I am down to about a third of my starting army, and haven't really made a dent in the opposition. The implacable Brothermark are just moping up. Even unsupported, the surviving regiment of the Order smashes the opposing regiment of Mounted Sons, and then turns to face the upstart Horse Raiders, not wanting to give them a rear-charge, and confident that something else will deal with the Mounted Sons.
The other regiment of Mounted Sons take shots from the remaining artillery piece, the Alchemist's Curse magics from the War-Wizard, and firesparks from the Ancient Phoenix. While starting at full health, they accumulate a good amount of damage and are routed when the smoke clears.
The Dictator lands a few blows against Magnilde, slowly accumulating the damage and bringing her up to 6 damage or thereabouts as the turn ends.
More Bluff Tokens are revealed. I believe a 1 Pointer near the Horse Raiders and a 0 Points out by the Snow Foxes on my right.
Top of Round 5: Varangur
With no real units left, I decide to duel with Magnilde dealing a fair amount of retaliatory damage and largely evening the fight, but I roll low don't even waver the stalwart Dictator.
The Horse Raiders charge the remaining Order of the Abyssal Hunt, but land no damage, which is unfortunate for me, shall we say.
My remaining Snow Foxes abandon their dud objective to claim another unknown one near the building.
Bottom of Round 5: Brothermark
The Order counter-charges and obliterates the Horse Raiders, and the Dictator fells Magnilde, finally getting some more average dice results.
The Varangur are finally brushed aside. |
At the end of the Round, the token near the Foxes flips, and they are found to be guarding a 1 Point objective here. So I have that going for me. Unfortunately, that is my only unit left on the entire field.
Top of Round 6: Varangur
The game is essentially over, but my opponent lets me abandon my 1 point token to rear-charge the Spearman horde with my last remaining unit, the Snow Foxes that started all by themselves on the far right-hand side of the board. They do roll up a fair bit of damage (a rear charge is triple attacks after all), but the unit is in no danger of routing.
Bottom of Round 6: Brothermark
Aside from the charge of the Snow Foxes on my turn, we don't actually play out the final round. The Spearman horde can countercharge the Snow Foxes while still controlling a 2 Pointer. The rest of the field belongs to my opponent, so he'll win no matter what, it would just be a matter of how many tokens he can grab. Since it's a pretty casual game here, suffice it to say, the Brothermark win!
Game Conclusions
Going into the game, I knew I had a drop, Unit Strength and Nerve deficiency, so I would need to be aggressive and decisive to have any chance at winning. I made the right call largely ignoring the infantry. My deployment wasn't great, but most things were set-up for Round 2 charges, which was the best I could do. Getting multiple Round 1 wavers then was pretty crippling. The little that made it into combat on Round 2 underperformed, and none of my more desperate moves to gain some traction paid off given the quality of the units I was facing. My opponent didn't really make any mistakes, so in the end it was a very one-sided affair. Kudos to my opponent for playing a very solid game!
Testing Conclusions
Despite the end result, it was still very enjoyable to roll some dice, and I got some some good testing in for the Varangur! Refining and perfecting a list is not really my style, and I do feel I am learning a lot bouncing between armies a bit, despite the poorer showings.
- Reavers. These are not good grinding units - yes, you can give them Lifeleech, but their Defense is just too low to really grind out a combat. I think these are something you throw them at something scary in the hopes you damage it enough to take it out later with something else. And for this role, troops would seem like a better option. I think the Reavers would also generally pair better with infantry, so this was good to explore and test, but not a good showing for them.
- Mounted Sons. I think I salvaged my deployment goofs ok, but the lucky wavers Round 1 just crippled my advance. Once they finally got into combat several rounds later, they had some good damage output though. My opponent brought some even better CS cavalry in his list, and this style of unit performed pretty well for both of us. Having multiples is good as they can work alongside one another easily.
- Horse Raiders. I like the versatility! Having both TC and a ranged attack is great, but don't think I used these well at all. These should be disrupting, not screening, and they don't need to be deployed stacked with anything. That heavy stack was my downfall I think.
- Frostfang Cavalry. Unfortunately for me, this game was basically a repeat of our previous battle, where the Brothermark artillery shot them off before they could do anything. My opponent suggested these are a points trap. I gave them a more charitable "match-up dependent" label, but the more I think on it, the more I think maybe my opponent is on to something there. They do have pure CS and Strider, so can have a more distinct roll. However, in an open field situation, they hit on 4's normally, so all the extra attacks shouldn't result in that much extra damage compared to the cheaper Mounted Sons. However, in the open field, most things are going to be able to see the Frostfangs with their Height 4, and they should draw a lot of fire.
- Snow Foxes. They died to protect flanks and one even stuck around to the end. Unfortunately, their sacrifices were in vain as the rest of my army didn't do well, but I actually feel like used these pretty decently.
- Frost Giant. I know his combat was unsupported due to my errors in positioning, but that was the worst showing for a Giant that I have seen to date. Dice are dice and the Oathsworn were just rolling much better than him. I didn't get to try out the breath attack since combat seemed like the better play this time. Frost Giant breath plus Magus Circles seem like an interesting idea, though the line of sight could get tricky.
- Magnilde. She got lucky with the Dictator missing some early hits, and arguably did ok. She's still very nice to have around and was one of the few bright spots this game for me. My mini was hobbied up as Herja though, and is old GW Finecast resin (very flimsy and brittle), so I think I'll look to swap out this model in the future, as I'll likely be taking her in most lists.
- Lord on Frostfang. These did not have a good showing and were not used well. I definitely overestimated their combat effectiveness. Neither accomplished anything and were at a general disadvantage with their Height 4 vs the enemy artillery. Good units, but not a good showing here for the Lords due partially to the match-up but mostly to my errors. I need to have a better plan for these in future games.
Good game, as always! My 2c on the frostfangs: at height 4, everything can see them, and their stats are so scary that they're a magnet for anything that can shoot. There's no real way to hide them, so I think if you're going to use them, you probably want multiple big scary threats to charge all at once, realizing you're going to lose one or two of them on the way.
ReplyDeleteMy 3 siege artillery only managed 12 wounds total, so they didn't really earn their points back. They seem scarier, though, and do dictate a lot of the action by forcing you to move quickly and not sit back. In that respect, it's probably similar to a dragon--not worth it on a point for point basis, but worth it in the sense that it forces sub-optimal decisions because you can't carefully plan things out.
Your mounted sons were tough. At height 3, they're easier to hide, and they pack quite a punch. The varangur have some tasty monsters as well, and once you have the draugr painted up, that's a cheap way to hold objectives. Should be a fun re-match at some point in the future!
Heck yes, always a great time! Thank you for fitting this in. I'd agree on all those points. Looking forward to 2023!
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