Wowzers! He has been experimenting with his Brothermark for a while now. The cadre of specialist warrior heroes has been fun and fluffy, but replacing most of them them with two hordes of Ogre Palace Guard seems like a definite upgrade, as these can score and they can both give and take greater amounts of damage during a game. His list still retains a few supporting heroes though, mostly for heals and Bane Chant and minor buffs. Also returning to the battlefield is an Ancient Phoenix, and a pair of knightly regiments from the Order of the Abyssal Hunt, a horde of Paladin Monster Slayers, and a slew of lousy Penitents which has become a staple in his list. Rounding out the list this time was a supporting horde of Spearmen: generalists and tar-pits extraordinaire. The Herd relies on a lot of Thunderous Charge to deal their damage, so this is actually a very nice pick against the army I brought. Overall, the Brothermark had a very strong-looking list with a lot of unit strength and an amazing amount of Nerve to hack through before I could get to anything worthwhile. I was going to be in for a very tough game!
I have been running back and forth between abodes after work and on the weekends for the last few months, sorting things out and fixing things up. With the big move happening just a few days prior to our game, I really only had had time to unpack toiletries and a few essentials so far at the new place. So I fell back to running a slight variant of the previous Herd list, from Battle 037, which was still packed up. Being essentially the same list with two small changes, all the same things are up to test:
- Tribal Spears. The little regiments have done well so far. Phalanx should hopefully dissuade enemy cavalry while the extra attacks (over say, Tribal Warriors) should help a bit on the offense, and we'll see where they end up contributing. I am bringing only one regiment this time, so no need to worry about deploying side-by-side at least!
- Lycan Regiment. The second Spear regiment was dropped for this list, and was replaced with a regiment of Lycans. The regiment is unlikely to do much in any frontal charges, but with Nimble and their very high speed, I am hoping they can get into the backfield where they can be very threatening with flank and rear charges and complicate the decisions for my opponent..
- Spirit Walkers. The horde was ok, but seemed like a huge commitment for list-building. Having just Thunderous Charge for offensive special rules, I think that the regiments will still need some babysitting with Bane Chants or additional supporting units, but we'll see how the regiments feel this time.
- Longhorns as Regiment. The regiment performed very well last time. Anything they hit should feel it, so we'll try to protect them this time and see how they do on the offense.
- Hunters of the Wild. They have good general stats, but have struggled to deal damage previously, and really want a Bane-Chant whenever they can get it. They will be in competition with the Spirit Walkers for receiving those spells, but we'll see how they do and how well I use their scout move this time.
- Wild Gur Panthers. These are my chaff right now. They don't hit particularly hard, but they are very speedy. We'll see what they die to and how they perform for the scenario.
- Hydras. It's a monster with good nerve, and while most of the army has Thunderous Charge, it has Crushing Strength. It think it has potential to hold the line and grind out smaller units, like the Penitents, but as mentioned in the hobbying post, I don't think these will be competitive picks since the special rules of Regen and Multiple Heads work against each other. Still, monsters are fun, so we'll give them another try!
- Great Chieftain, Cat and Horn. Its a pretty deep kit again, but I am hoping it will give the Chieftain some tactical options. The aura for Wild Charge should be nice against all they enemy infantry. I think I need to pair him with some sources of Brutal to get the best use of the Dread aura, but a debuff is a debuff, and it could always make a difference. We'll see how the kit does.
- Druid with Bane Chant and Heal. I still think these are good buys and likely a go-to-source for sources of inspiring for my version of the army. Last time they flubbed their spells, so we'll see how their magic does this time. Will heal of Bane Chant be cast more?
- Silent Hunt Formation. This formation grants the Ensnare and Deadly Snare special rules, with the latter damaging enemy units if a formation unit is charged while touching difficult terrain. This combination seems like a lot of fun, but will be highly dependent on the table's terrain. Still, we'll see what they can accomplish, and how well I use their Scout moves.
- Scout. I would say that I am slowly figuring out Scout. I have an assortment of Scouting units in the list again to test myself, so we'll see how I do.
- Herd MSU. To restate it quickly here, MSU for me in Kings of War is anything regiment-sized or lower. I really do like the playstyle of lots and lots of regiments, and quite enjoyed my previous attempt with the Herd. Scout moves really open up a whole new aspect of play, so we'll see how I do this time.
View from my left. |
I had my Lycan regiment off on the left. Due to my goof, I believe they were the last real unit I deployed, and unfortunately placed here to just try to delay the enemy cavalry rather than do anything adventurous. Nearby we had the Great Chieftain, Panthers screening Spirit Walkers, a Hydra, a Druid, Panthers Screening Longhorns, the second Hydra and the Tribal Spears. I was not thinking, and should have kept them as a late drop to try to counter the cavalry , but they were deployed early to help secure the woods instead.
View from my right. Thank goodness I have pathfinder or the graveyard would really slow me down. |
Continuing on down the table, we have the second Druid, Panthers screening some Trappers, Hunters of the Wild, Spirit Walkers at an angle, more Trappers, the Tracker Softhoof, and lastly, the second unit of Hunters of the Wild is out near the table edge on the right.
Facing infantry (or nothing), I scouted everything up as far as I could. I won the roll off for first turn decision, and decided that given the scenario, I should definitely go first.
The Herd moves around to contain the enemy heavy cavalry. |
In the center, I advanced, but held back as well. The Herd isn't great at sustained combat, so I didn't want to start any fights yet.
Cautious advances in the center. |
The containment attempts against the Brothermark cavalry continue. |
The Longhorns stalk near the center, waiting to see what the Brothermark will do. Meanwhile the towering Hydra and Tribal Spears take advantage of being speedier than the Penitents, and threaten some charges next turn.
The Herd makes use of its greater speed, threating safe charges against the Brothermark next round. |
The Hunters of the Wild and Spirit Walkers on the hill have no charges (the Penitents are just out of range of the Hunters), so elect to hold on the hill while the other scouting units continue to swing around.
The Brothermark strike first, though not everything goes as expected. |
All the action is over on the left with the Brothermark trying to clear out the Gur Panther units. One regiment of Penitents charges in, deals a few damage, and should rout their prey. The Ogres catch their unit in the flank and obliterate them, and then turn to face my lines. Both regiments from the Order of the Abyssal Hunt charge a unit of Gur Panthers, which proceeds to take 11 damage but is found to be insanely courageous...
Counter attacks from the Herd. |
The Hydra goes into the Ogres, hoping to occupy their attention next turn to save my other units from their wrath. The Longhorns will go into the Penitents, obliterate them, and then change facing slightly to threaten the Ogres next turn as we determine that the Paladin Monster Slayers are out of range and cannot charge them next turn.
The Herd continues to construct and pressure without fighting yet. |
The Trapper units shoot into more Penitents, but fail to damage. Softhoof though sees between the Hunters and the building, lands some damage on the first unit from the right, and Wavers them again.
In go the Penitents, leading the charge as the Brothermark try to break out. |
The Ancient Phoenix flies up, and Cloak of Death hits the Hydra and the Longhorns. The Phoenix then shoots its firesparks at the Longhorns, dealing 4 to them. The Ogres catch a Bane Chant, deal 10, and with the Cloak of Death damage and Brutal, and to my dismay, are just able to get the rout on the Hydra on the reroll forced by Inspiring. Unfortunately, no extra attacks for the beast this time! Kudos to my opponent for killing it in one go.
The Herd continue to claw down the knightly order. |
Over on the right, the Spearmen are able to avoid the Hunters of the Wild, but the wavered Penitents are not so lucky. The Scouting moves start to pay off now, and the Hunters catch the Penitents in the flank, and shred them. They sit still, all but forcing a charge from the Spearmen next turn.
Before combat Bottom of 4. |
The Paladin remains where he is to protect the Penitents. I am unlikely going to be able to pop the Exemplar with the Hydra, and positioning-wise, I would need a second pivot to get around him and into the front arc of Penitents. A nice play from my opponent!
After combat, bottom of 4. |
The Ogres deal 6 more damage and finally trounce the insane Gur Panthers, and turn to face down the Spirit Walkers on my left. Unfortunately the insane Panthers don't appear to have gotten the memo, and reappear in my end of turn positioning picture. Writing the report, I thought maybe the Penitents failed to rout theirs in Round 2 and these were lurking in the background, but thumbing through the pictures again and again, I think I must have got distracted cleaning up that combat, or in helping move the victorious Paladins on the hill for their overrun. Neither of us catch this error at any point.
The resummoned Gur Panthers charge back in, eager for more. |
The Herd finally connects with the main Brothermark lines. |
The Brothermark notch some victories, but are still largely contained in their corner. |
The other Ogre Guards crush the other Spirit Walkers, and will victoriously change facing to get all three of the nearby Herd units into the front arc.
The Ogre Palace Guard stand tall and defiant. |
The Exemplar Paladin is headstrong, passes, and offers a stern rebuttal to Softhoof. Even with Ensnare, the Tracker takes 4 damage off of 5 attacks, and is wavered in return.
Having regenerated down to 1, the Lycans nope out from any more combats. |
We talk through the remaining possibilities and decide to just call things here. The Herd are ahead, and given angles, my opponent can't really threaten enough of my units to make a difference to the outcome if the game.
Game Conclusion
- Tribal Spears. I knew I had a drop advantage and I knew he had scary cavalry, but I still deployed them very early as a bit of a throwaway chaff unit. I misused these.
- Lycan Regiment. They got very lucky, being only wavered after taking a full cavalry charge from the Order of the Abyssal Hunt, and they stuck around to complicate movement decisions for my opponent as the game went on. Overall, the regiment unit was quite fun to use.
- Spirit Walkers. The regiments surprised me this time. They got into multiple combats and were able to contribute a lot of damage throughout the game. Fearless was great and these were just nice to have around since they were getting charges and Bane Chant was landing. They swiftly accrued damage on themselves with their low defense though, so they seem fun and viable for me, but are a bit of a liability as well.
- Longhorns as Regiment. I forgot about Rallying entirely, though don't think any instances for its use came up. They had some decent damage output, but my opponent did a great job zoning them out with Penitents and then the Ancient Phoenix, and making sure they did not get into combat with more meaningful units. I still like the unit, but well-played to my opponent to so effectively sideline them this game.
- Hunters of the Wild. Scout was used well enough, getting them up to start zoning areas out, and they did great once they got into combat. They definitely want support (via Bane Chant), but received the spells when they needed them this time and did very well in all their combats.
- Wild Gur Panthers. Even without the insane courage result (and the goof returning them to the battlefield) they were still moving up to take the initial hits, so I think they were used well enough as the chaff they are. They have been taken out of necessity, but are growing on me in their chaff role since they are just so speedy.
- Hydras. They are still cheap, so I haven't soured on these yet! I was sad that the Ogres were able to pop the one Hydra in a single round of combat, but my opponent played that situation well getting the Bane Chant onto the Ogres and maximizing his chances there. These still didn't do great for damage output, but they did hold the line well enough.
- Great Chieftain, Cat and Horn. I don't regret the kit, but Duelist was the only thing that felt impactful this game, letting the Chieftain drag down the mounted Priest. Neither of the auras had any profound moment to stand out and be noticed in how things played out, but the Horn still felt nice to have and it seems like a decent upgrade if you have the points.
- Druid with Bane-Chant and Heal. Every Bane Chant landed this game, making up for their last showing. There were a few times I should have cast Heal, but I did not attempt it at all. Heal comes with the Druid automatically, so I'll have plenty of chances to try this again. Even without their stock spell, the utility of the Druids felt amazing this game.
- Silent Hunt Formation. The special rules didn't come into play at all as the relevant terrain was avoided. Softhoof had one fight where ensnare came into play, but the Exemplar rolled hot and didn't care about it. The formation is fun, but I'm finding it a little hard to use well. Additionally, since the units are not very defensive, I think sitting back with the formation is a mistake. I think you want to be scouting up and shooting and charging, and then letting the special rules come into play as your opponent tries to counter-charge you. Food for thought.
- Tribal Trappers. They had a great time shooting into Penitents, but that seems like an ideal target. Neither were positioned or used particularly well, but found ways to contribute throughout the game. Not a bad showing for the unit.
- Tribal Tracker. Through the power of reading we determined that duelist only works with melee attacks, making this more of an odd pick on the Tracker, since he doesn't even get Thunderous Charge for his melee attacks. A lot of shots did land, so he was nice to have, just used a little awkwardly by me. I don't think I'll take the Cat next time, and just see what he can do plinking away at things with the bow.
- Scout. I was able to recognize that I was up against infantry, so everything got to move up the max and really apply pressure. These aggressive early moves zoned out space on the table while not giving any possible Round 1 charges to my opponent, should I not get the first turn. I think I used Scout very well this time!
- Herd MSU. I think I did well here! While I did run some duplicated unit, nothing was deployed right next to the same unit, and my side of the table had a nice combined arms feeling. Exploring this playstyle is still a little pet project of mine, and I'll continue to return to it with different armies as the mood strikes me. But to summarize, I think it is a viable style for the Herd, and I got the victory here against a tough-looking list, so that is a confidence booster for sure.