Intro and Lists:
We both had interesting days at work prior to meeting up, so I was quite pleased to get a game with Cartwright recently to distract me! He brought his powerful Brothermark over to Madison, and fielded the following for our game:
It's an intriguing list, covering the full range in unit quality that the Brothermark can field. On the higher end, we have two strong, monster-hunting cavalry regiments from the Order of the Abyssal Hunt. The elite ranks are bolstered by a horde of Paladin Monster Slayers on foot, and wielding two-handed weapons. On the lower end, we have a few troops of Villein Skirmisher Cavalry to screen threats for the Order, a horde of Villein Bowmen, and four regiments of Penitents. In the middle on the quality scale are a large number of supporting elements. There are three Siege Artillery pieces, a mounted fighting hero, a ranged fighting hero, a towering Ancient Phoenix, and finally two healing Priests, one mounted, and one on foot.
I brought the above for the Herd's 3rd Edition debut. For their first outing, I wanted to avoid most magic items and upgrades, to hopefully establish a good baseline for the units, and get a feel for what units might need from any future items. I also wanted to focus on running more of my older units, so they can get a chance on the table before I go exploring all the fancy new things I've been painting up over the last few months. This choice meant running Longhorns, which then warped the rest of the list a bit. We'll see how all the tribal units fare! It's a new army so everything is up to test:
- Pathfinder. It's the army-wide special rule. Being a new army for me, I think I will need to be mindful of it to have a real chance at winning. We'll see how often the rule comes into play!
- Tribal Spears. They have Phalanx, which is neat. However I don't think they have the stats to really "counter" the very powerful cavalry from the Order of the Abyssal Hunt. I think I want to try them a bit as generalists here. We'll have them around to support and play the scenario, while looking to make the charge more often than not.
- Spirit Walkers with the Brew of Strength. Bring Fearless, the Spirit Walkers are neat. However think their lack of Defense is a huge liability. I decided to make them the focus of the inaugural list, giving them an item to increase their offensive prowess, and a lot of support.
- Tribal Trappers. They should hit harder than they shoot, but I really like the design of these. They should be able to apply some great pressure, so I'll try to be aggressive with them and we'll see how they do.
- Longhorn Troops. I very much like the concept of the Salamander Ancients, and these are of a similar design. Unfortunately, Rally is a bit harder to build around. The Rally is conditional, covering just the more "tribal" units from the roster, so no trees or werewolves can get the benefit. It can stack, but has a cap of 2. Hitting that cap seems worth aiming for, but that obviously requires running multiple units. I will run both troops near the Spirit Walkers to try and buff them, and hopefully three killy units working together can get things done.
- Lycans. More old units. They are quick, but with only CS1, they don't seem likely to steamroll through anything. My opponent should also be uniquely suited to counter these with his anti-monster Cavalry, so we'll see how they do.
- Wild Gur Panthers. These are my chaff units. The army is quick, but I need things to get in the way of my opponent's scary units. They remind me a lot of Abyssal Gargoyles, but lack fly. They've got ok chances to land a wound on most things, so are an interesting unit. We'll see what trouble they get into and what trouble they save me from.
- Druids with Heal and Bane Chant. I think this is a great place to start with a supporting hero, so I am tying two. We'll see whether Heal of Bane Chant is cast more often.
- Lycan Alpha. Again, the Lycan is lighting fast, but the smaller base-size for the hero should let them get into places my opponent won't want him. Even stock, this looks like a very fun choice!
- Centaur Chief. The centaur has some neat and options (bow, duelist) that seem worth exploring down the line. However, mine is mostly stock for now. I only had 5 points at the end, so gave him the Blade of Slashing. The only goal here is to remember that I have it!
- Battle Report Template. I haven't quite gotten in the number of games I was hoping to the last few months. We'll give the template another try and see how we do with it. The goal here is to not drop any rounds or turns.
The view from the right corner of the Herd's line. |
My opponent favored the right side of the table (from my perspective), smartly using the building to split things up a bit and wisely looks to focus on just two tokens. From right to left, we have an artillery piece in the corner, Villein Skirmishers screening a regiment of the Order of the Abyssal Hunt screening the mounted priest, Penitents screening another regiment of the Order, Penitents screening the Priest on foot, and two more Penitents regiments screening the Paladin Monster Slayers. The Phoenix proudly preened nearby, and the horde of Bowmen carefully watched the center token, their flank anchored by the building. Out on the left flank, the second troop of Villein Skirmishers waited, along with both Exemplar Hunters. In the left corner, the remaining two Artillery units came down, being his final drops if my memory serves me, trying to get sight on the various Lycan hordes, since the rest of my army is so low to the ground.
I went wider with my deployment, hoping to make use of my speedy units to claim the left objective and then collapses onto the other two and win one of those. Let's say that it is a more ambitious plan. From left to right for me, I have a horde of Lycans, two troops of Wild Gur Panthers split by a fence, two regiments of Tribal Spearmen, and the Lycan Hero.
The center of the field. Buildings broke the deployment zones up. |
Some shells hit! We'll see how the Regeneration rolls treat the lycanthropes. |
A very aggressive first turn! |
The third regiment of Penitents hop the fence, while the fourth advances as well. The Villein Skirmishers take the long charge into the Tribal Trappers, dealing 2 damage to them and disordering them. We've never had a 1st-turn charge before, so this was kind of exciting, despite being on the losing end.
The earliest combats we've ever had! |
The Trappers counter-charge the Villein Skirmishers and are joined by the Longhorns. The nearby Druid heals the Trappers down to 1. The Longhorns land a decent 7 damage, with the Trappers landing a few of the own, and it is enough to scatter the enemy skirmishers. The Trappers overrun a solid 5 inches, screening out my important units.
The Trappers overrun, looking to slow down the Order and limit the options for the cavalry. |
The Druid starts drifting leftward, and attempts to heal the very maimed Trappers, healing 2 and getting them down to 5 damage. They charge some Penitents, trying to create some openings for the second line of Longhorns and Spirit Walkers to join the fight.
The Herd are very speedy! Something should be able get into those war engines next turn. |
The second unit of Gur Panthers hold back, just to deny a possible flank charge from the Villein Skirmishers. The Centaur Chieftain moves up, but is a little slower, so can only threatening some retaliatory charges should the Brothermark move out next turn.
The Penitents start pushing through. |
A brave unit of Penitents makes a hindered charge into the Spirit Walkers, dealing 2. The final regiment of Penitents counter-charges the other Trappers, deals 3 damage, and gets exactly what is needed for the rout! My positioning is off and the unit is uninspired and removed.
It was a heck of a shot, and not something I had considered. |
And then from across the table, the Artillery from the right corner hits the Gur Panthers in front of the forest, dealing a mighty 5 damage and will waver them too.
Well, it seems the Siege Artillery here will live to see another day... |
The remaining Villein Skirmishers charge the Spears on the hill, but Phalanx helps me out, and I hold. The mounted Exemplar is mighty, and charges in to delay the Lycan horde, swinging with gusto and landing four more damage. The Lycans didn't regenerate anything last turn, so they aren't looking so healthy right now...
Whoops. I must've missed the marker. |
The Spirit Walkers will counter-charge their Penitents and cut them down with ease. The Longhorns will charge the Penitents that bested the Trappers, and cut down the crazed warriors.
Technically the Alpha is Large Infantry, so it might not be as dumb as it seems... still, this is not the smartest move from me in hindsight. |
The Lycan Alpha has a nimble charge into the flank of the Paladin Monster Slayers. In the Flank with CS2 I figure I could put some good damage on the unit, but in the end, do not. I think the better play may have been to join in against the Penitents, and make sure that unit gets removed. Going in against the Bowmen could have been an option as well, but with Phalanx,
.....and much of the pressure on the left has been removed. |
Artillery shells claims the hides of Gur Panthers on the far left. In the center, the Ancient Phoenix is flustered, landing just 1 damage against the Longhorns. The wings provide cover from the bowmen's shooting, and they too just deal a solitary point of damage, and the resulting Nerve check continues the trend of ones and sees the Longhorns insanely persevere.
The Longhorns luck out big-time! |
The Paladin Monster Slayers deal 11 damage to the foolish Lycan Alpha, and dispatch the heroic beast with ease.
The remaining regiment from the Order of the Abyssal Hunt charges my remaining Lycans, and will ride them down. The horde is uninspired, and a good Nerve check seals their doom on the right as well.
This was the match-up I knew I wanted this game, and thankfully, I got the charge off first. |
The Herd will push on through the second hero. |
My only real path to victory is to silence the war machines here, then sneak onto some objectives and endure some bowfire. However, with nothing much left on the table, that plan seems a bit dubious...
- Pathfinder. I charged in and out of the sparse forests a few times, so I think I made decent use of the army-wide rule in this game. There is room for improvement, but it was definitely not a bad start, especially considering there were only two relevant pieces of terrain. Ignoring difficult terrain is pretty great! This will be fun to play around with in the future.
- Tribal Spears. They should be run near other units, and not next to each other. I've learned this lesson with the Kingdoms of Men already. In my head, they were going to be on the wings of my main fighting line: Spears, Longhorns, Spirits, Longhorns, and then more Spears. They would dissuade charges on the flanks so the middle could punch through... but that is simply too long a line to be feasible for most situations. I tried to adapt as we started deploying, and they ended up by themselves getting shot at. They were not used well this game.
- Spirit Walkers with the Brew of Strength. Having the item and all of the support, this game was kind of a best-case scenario for them. The Rally from the Longhorns did actually even save them in Round 4! Unfortunately, they really needed the Brew of Strength to be as effective on the offense as they were. More testing is definitely needed but right now they don't seem worth it from a more competitive standpoint. I like my paintjob though, so will try them now and again.
- Tribal Trappers. Scout-moves are very interesting, but I deployed them a bit too poorly to make good use of it. I knew that I didn't want to get into a shooting war with the Bowmen, but also couldn't really avoid the cavalry. I think these should be deployed much later if one wants to make any competent use of Scout, so that's what I'll try next time.
- Longhorn Troops. Admittedly they were lucky to stick around for so long, but I was impressed with the unit. Looking at them a little more closely, they are kind of worse Huscarls? Lower Nerve, a TC/CS split instead of pure CS, and lower Defense. Rally is cute, but I don't think it's worth trying to max it out and build around it (at least not for me and my current collection). I think their next game I'll just treat these as bargain Huscarls and run them as a regiment and see how that feels.
- Lycans. These units were disappointing, but that is overwhelmingly user-error. I didn't use them well, and failed to support them. Both were taken out with a slightly lucky Nerve check while out of range of Inspiring. With Height 3, Nimble, and an 18" charge range, these could have some potential though, and the Lycans will see the table again sometime.
- Wild Gur Panthers. They are speedy! I like that. Unfortunately, they don't have many attacks and really struggled against the war machines. I was rolling poorly, but those were some sad combats. They are my only real chaff units right now, so I will need to play around with them more, and see what use I can get out of them in the future.
- Druids with Heal and Bane Chant. I think I used Bane Chant only once, to help the Lycans against the Order in Round 2. Other than that, I didn't need it against Penitents, so it was heal every time, and usually with just 1 damage reversed per cast. These weren't as impactful as I was hoping, but still nice to have around.
- Lycan Alpha. The unit definitely has a lot of potential, as does any Large Infantry / Monster sized nimble hero unit. The flank charge was cheeky, but ultimately a very bad decision since he was the only combatant. Like the Lycan units, the Alpha was not used all that well, and that just came down to poor decision making.
- Centaur Chief. Speed 8 was actually a little slow to interdict threats for this list, and he felt underwhelming here. I think the Chief will need to specialize in future lists (probably buying Duelist mostly). Still, I remembered the Blade of Slashing (twice!), and he did get a few damage in when he fought. Not terrible, just underwhelming.
- Battle Report Template. I struggled a bit to take good notes on my turns, and to take enough photos on my opponent's turns, but muddled through after about a month break from my last game. Not bad, but the written template is definitely not second nature yet. We didn't drop any rounds or turns though, so counting this as a success. I'll keep on with my plan to use up the current printouts and then reevaluate.