Intro and Lists
I was fortunate to make a trip over to Milwaukee to get a pair of weekend games in! We were a little overconfident with our time management, so kudos to my opponent for sticking it out and spending the whole darn day with me rolling dice. With his 3d printer, his Salamanders collection has been steadily growing. He brought the following for our first game of the day:
As is typical for his lists, the two terrifying Rhinosaur Cavalry hordes return. One retains the typical Boots of Striding, as Pathfinder/Strider are still powerful abilities, and the other explores the Helm of the Drunken Ram. I like the Boots, but on the Rhinosaurs, I think the Helm is overkill.
My opponent wanted to explore some infantry regiments, so brought two regiments of Ancients (Def6 themselves), a regiment of Ceremonial Guard (Def5 and Phalanx) and a regiment of Primes, who were demoted from being a more interesting unit to save on points. Supporting these would be two Mage Priests, one with Heal & Fireball and one with Bane Chant & Fireball, as well as an Ancient Phoenix.
The final units in this very elite list are a pair of Clan Lords on Fire Drakes, with one having the Brew of Sharpness, as is usual. With the demotion of the Primes, the other Clan Lord gets a toy as well, and will be playing around with Blessing of the Gods. One fighty Clan Lord has typically been problematic for my lists given the high Nerve with high mobility, so two was going to be tough!
I opted to run the Varangur this time, running the list above. I figured this army should keep things more simple on my side of the table (no full-time fliers, or especially tricky things) and this would let me explore some of the units I had been hobbying on over the holidays, like the Draugr and the New Magnilde. This is only the third game with the Varangur, so everything is up for testing again:
- Draugr. Their debut! One will run interference for the Huscarls, and I am hoping the other two will be cheap drops and objective sitters. We'll see how they perform!
- Huscarls. These should be about on par with the newer (nerfed) Undead Soul Reavers, so should have potential if I can keep them alive to fight something important. Will they do so?
- Mounted Sons. Crushing Strength on cavalry seems pretty great, and I think they have potential to win their fights even if they don't get the charge in. Will they?
- Frostfang Cavalry. They have not performed well previously, getting shot off multiple times before connecting with anything. But I wanted to give them one more go. Maybe not fighting in an open field against triple siege artillery would let them do something this game? Not wanting to sink a ton of points into them again, I gave them only the blade of slashing. My only goal with them was to have them charge something. Charging anything is fine, but bonus points will be awarded if the target does not have phalanx!
- Magus Conclaves. I also think these have potential, though my previous attempt had them mostly shooting at incoming flying and disrupting heroes... so I am not quite sure how these perform against units. Will I be able to focus-fire on any units this game? Will they kill anything outright, or are they better for softening things up?
- Snow Foxes. Speedy and annoying, will these be used well, or die for no reason? I think one critique of my own play has been to take too much chaff, which works for trying out lists, but paring the chaff down could be good for improving my play.
- Magnilde. She has been very reliable, so we'll see how the new model does, and what might be learned from the combats she enters and when I pop the one-per-game fly.
- Lords on Frostfang. These have underperformed recently. The dice can be abysmal, but I also think I am using them wrong somehow? We'll see if I can gain any more insight on these this game.
Going into the game, I knew my opponent had a very high-quality list. However, I felt I had an edge with having some disposable chaff units, more drops overall, and a very slight edge with overall Unit Strength. I also had an advantage at range, which I would need to utilize. I would need to play a good game, but if a) my Conclaves did well early and removed a unit or two, b) I used my chaff well, and c) I focused on the scenario, I felt I could win, even against these two big and scary fliers.
Table, Deployment and Scenario
The view from the left. |
Shots from the Conclaves as the faster elements of the Varangur zone out the Salamanders. |
Otherwise, things moved up for the Varangur. On the right, the Lord on Frostfang respected the charge ranges, hanging back an extra inch. Protected by the tall rocks, the Mounted Sons move up a bit, ready to split either way depending on how aggressive my opponent was. And out on my far flank, the non-shambling Draugr moved up at the double, towing the Huscarls and Magnilde behind.
The Frostfang horde takes the hill. Will they see combat this game? |
In the center, the second regiment of Mounted Sons move up, ready to split towards either grouping of Salamander infantry. Snow Foxes are lagging behind, and the Draugr move up at the double, looking to to hopefully zone out that little forest for my charges in the coming turns, blocking the path so my units are forced to avoid the hazard, thus getting clean charges.
Also on my left, the Draugr abandon the hill for the Frostfang Cavalry, and with the final unit of Snow Foxes, are eyeing up my opponent's back corner to go and play the scenario.
The Frostfangs are quite big. And tall. |
Nearer the center, a unit of Snow Foxes scampers up to protect the flank of the Mounted Sons, who if you could not tell due to the blurry picture, had moved up to commit to fighting the infantry blocks on my left. Goofing my notes and thinking the closest unit was Speed 4 Ancients, I am 9" away, and feeling smug. Spoiler, these are Primes, so this is an error on my part. I had the inches to hold back, and should have.
The Primes reveal themselves! My bad. My opponent did go over everything and I did write it down, and just failed to double-check myself when moving. Entire my good here. |
And we have fighting on the left flank too! |
I forgot to move the Snow Foxes in the back field this turn. I wanted to try and sweep wide and threaten for sly rear-charges, but just totally forgot about them. |
The Draugr countercharge the Ceremonial Guard, hoping to pin the unit on my opponent's side of the table for the scenario. The forest loosely demarcates the center line, so neither of us are scoring, so with the weaker unit, I am happy. Unable to sneak on by due to terrain and enemy units, the Snow Foxes flank charge the Ceremonial Guard. I don't think much is done. In retrospect, I think it might have been better to disengage, and force another hindered charge. If the Lord on Frostfang backs up, that might threaten a (hindered) flank charge into the Ceremonial Guard as well. I think I need to prioritize their survivability, since they are cheap tar pits. Charging is not what they are there for! First time Draugr problems.
Combats on the right. |
I had planned on charging the plucky Primes with both regiments of Mounted Sons, but the advancing Ancients + terrain had blocked me out. I decided to hold them back entirely, to give the Magus Conclaves something to do this turn. They do all shoot, but I don't recall how much damage is done. These are Def6 Ancients after all. Not much damage lands, and the Ancients stick around.
Even disordered, the Ancient Phoenix is strong. I think that's 4 things healed, 2 hurt with it's auras, before landing a few hits on Magnilde. |
The Rhinosaurs and sharp Clan Lord now both turn to face the center, threatening some serious flank charges against my Mounted Sons before the game wraps. For this turn though, the Clan Lord just shoots fire at my Lord on Frostfang. Only a few damage is dealt, though my Lord is unfortunately wavered again, as I was really hoping for a flank-charge into the Phoenix on my turn. Still, I'll gladly take the waver here over the rout my opponent was looking for.
The Clan Lord searches for another combat, ignoring all my scoring chaff. |
Back out on the left, the other Clan Lord looks to fight, and turns to face my Lord on Frostfang, releasing a flamebreath and dealing 3 damage to him.
Back-to-back, the Mounted Sons hold! |
The change in elevation must have gone to his head, because the Clan Lord misses hard, landing just 2 damage against the Sons. It is quite the miracle for the Varangur!
- Draugr. They did alright, though as already mentioned, the Varangur do not need these to be charging and dealing damage. Wild Charging out to initiate a trade seems good, but the Draugr in the trees Round 3 should not have counter charged, and sought to prolong the fight. Additionally, I did not remember to trigger Iron Resolve on any unit, so that's a bit of a misplay. I think with their slower speed three was too many for this list, and they pair best with other infantry.
- Huscarls. They did ok, but obviously got destroyed by a brutal combo charge from my opponent's most scary units! They have a great potential damage output, but my plan with them soloing the Rhinosaurs was way to ambitious once I ran the math writing the report here. They need support like everything else, and while their Nerve is high for a regiment, it is still low enough to be quickly breakable by a dedicated attempt.
- Mounted Sons. I am really liking these. Thunderous Charge is nice, but having some innate Crushing Strength on these cavalry units is fantastic. Unfortunately both whiffed at the same time in Round 4, but got some redemption in Round 5. Great units and great at picking fights.
- Frostfang Cavalry. We're counting this as a successful outing! They made it into a combat, and were not fighting a unit with Phalanx! I forgot their Blade of Slashing, highlighting why I don't take too many items, but that didn't matter here. In previous games, their height was the issue, getting spotted by Siege Artillery. Their frontage was a concern this time, as there is no one unit that can protect them from enemy fliers or charges. Compared to the Mounted Sons I am paying 50 points for Strider and an expected two additional damage. I will still give them a charitable "match-up-dependent" rating, as they could have uses clearing out woods and such, but I am really starting to see these as more of a liability.
- Magus Conclaves. These did ok, but these are still all war machines, I think you need to take all three to make them work. Focus firing should help, but as we saw, my opponent was able to heal through everything I was able to put out in the early game. I did not think of it at the time, but against lists with Heal it might be better to spread out and spread shots? I did not think of it on the day, so this will be something to test later. While it is just 5", I do like that they can move and shoot, so these will probably show up in the future for more testing.
- Snow Foxes. They did ok. I think I should have been more patient with the one in the middle of the table, but overall, these did ok.
- Magnilde. She was unfortunately a little shy, and ultimately ended up in a pretty terrible match up for her. She was never going to have the damage to break the Phoenix, and the CS was wasted on it, so was stuck just disordering it every turn. Disordering was ok though, and I just couldn't get anything to help break the Phoenix.
- Lords on Frostfang. They had some lackluster dice in spots! I can't blame their showing on the dice though. Being monsters, I need to try to get them into the flanks of things and double those attacks, but I am largely using them as disrupting heroes. Yeah, great potential, but still not used well by me, generally speaking.
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