Friday, October 13, 2023

Kings of War 3rd Edition: #041 Undead vs Herd [Modified Control] Demo Game


Intro and Lists:

The previous battle was a demo game out at a local shop. It happened to be a 40k gaming day there, and as one does with wargaming days, folks were wandering about to see what other folks were playing, how games were going, and admiring models. I got to chatting with someone who had heard of Kings of War, but had not had a chance to play it yet, so we traded contact info. He was most interested in Nature as an army. I didn't have enough stuff to run them on their own, but was able to get some decent overlap from my existing collection of Herd. On the day I gave him a few variant lists to choose from, and he picked the following:

A regiment of Spirit Walkers unlocked some Wild Gur Panthers and Scorchwings. A powerful pair of Forest Shamblers make their battling debut, and the little warband is led by another newcomer, the Gladewalker Druid. I was happy my opponent chose this one as it was the only list that was able to fit the Ring of Harmony upgrade in, letting her cast her supporting spells twice per turn, which I figured would pair very nicely with the was keen to test out!


A bit foolishly, I chose to run an unusual army, the Undead! I've had them around for quite some time, but the collection still feels a bit weird for Kings of War. My main opponent faces them often in games with his boys, so I just haven't been inclined to run them much myself, but this seemed like an opportune time to do so! I was hoping that having two armies featuring some Surging units would open up some dynamic positioning and help demonstrate the rule more.

Table and Terrain:

The shop was very busy with some D&D adventure league stuff, but we managed to snag a small table section and get things set up. It was nice to see a bustling local shop!

As is usual for me, the mausoleums were Height 9 blocking buildings, the forest was Height 6 Difficult Terrain, the graveyard was Height 1 difficult terrain. I ended up being a little light on terrain, apparently forgetting to toss some hills into my plastic travel bin.

After the scouting move. 

As is typical for my demo games, I deployed all my stuff first, and then let my opponent deploy  his entire list afterward. Given the scenario, I wanted to leave the Skeletons safe in their corner. The remaining Undead deployed in a mirrored fashion with Wraiths flanking the Zombies and the towering Goreblight in the middle of the line.

My opponent put the Spirit Walkers opposite the Skeletons, the Scorchwings and Panthers in the center, and then the Forest Shamblers and Gladewalker Druid out on the flank, looking to make use of Surge and "surprise" flank charges. The Herd got their scout moves, moving close to the maximum distance.

Top of Round 1: Herd

After the scout moves, the Herd was off and running! My opponent was a gaming veteran and was quickly grasping the gist of things. He immediately realized that it he was too aggressive, I'd be able to get some charges off on my next turn against the Forest Shamblers. So, one moved up and pivoted, and the other just moved up a few inches, and both were well out of range of the nearby Wraiths.

Herd movement, top of Round 1.

The rest of the Herd line was equally cautious. 
The Scorchwings barely got into shooting range, scoring three against some Zombies, while the The Gur Panthers hopped up about 12 inches near the center of the board, threatening charges next turn. The Spirit Walkers lagged far behind, hoping the Undead would advance more so they could get the charge in a future turn.

Bottom of Round 1: Undead

Unfortunately for my opponent, my Undead are all slow and shambling! They are not going to be advancing quickly to anywhere. Most things do move up a few inches though.

The Wraiths attack.

The Wraiths make a hindered charge into the Wild Gur Panthers. The Herd's center is weak, so I am hoping to get a little lucky and remove some speedy unit strength early on. Only one damage makes it through though, but the unit is wavered with a high Nerve check.

Top of Round 2: Herd

Shaken, the Panthers disengage, and then back up, which creates spaces, and allows the Scorchwings to charge in against the Wraiths, though dice are cold and none of the hits translate into damage.

The Wraiths hold, unimpressed.

The Spirit Walkers sidestep, hoping to support the Scorchwings while preventing any charges from the Skeletons just yet. The Forest Shamblers start to swing around, but had no charges. The Gladewalker Druid heals the Panthers to full and declines to cast a second spell.

Bottom of Round 2: Undead

I opt to commit against the Scorchwings, but the Zombies end up sliding down to touch the graveyard, and will be hindered. Unfortunately, the Necromancer didn't have enough inches to block out the difficult terrain. Still, he attempts a Bane Chant for the Wraiths, but whiffs. Four damage is done, but the birds are found to be Steady.

The Scorchwings take a hit, but hold.

Elsewhere, the Wraiths make an unhindered charge into a unit of Shamblers, dealing no damage, and the central Zombies and Goreblight shuffle around awkwardly in the center.

Top of Round 3: Herd

My opponent looks to maximize units entering combat this turn. The Spirit Walkers hit the flank of the Zombies, and cut them down with ease. The Panthers can just see around the Scorchwings, so both units charge the Wraiths, but with the Scorchwings disordered, and together, only manage one damage.

Both Wraiths units hold, easily.

One unit of Forest Shamblers counter charges the Wraith unit, managing no damage, while the other unit smashes into the remaining Zombie unit, dealing 6, but the Zombies lack the brains to care.

Wounding on 2's is great and the Spirit Walkers do excellent work against the Zombies.

The Gladewalker Druid heals a few damage around the Herd lines, keeping units topped off and fresh.

Bottom of Round 3: Undead

The lumbering Goreblight pivots and moves, and then gets the 2-inch Surge needed to arrive in the flank of the Spirit Walkers, with the Skeleton Warriors making a hindered charge over the obstacle and into the front of the spirit unit. The Goreblight rolls up all 6 extra attacks, but very few of them actually hit. Around 6 damage is done in total, and the Herd's phantasms stick around.

The Goreblight gets prepper for Surge.

The Wraiths countercharge the Scorchwings to keep them disordered and tied up, dealing 4. The other Wraith unit rolls well against the Forest Shamblers, dealing 5 damage with some hot dice. Even the Zombies manage a point of damage against their unit of Shamblers.

Top of Round 4: Herd

The move phases have not been as dynamic as I was envisioning! Slow, independent slogs are breaking out across the field. The Gladewalker Druid heals the Spirit Walkers for 3 and Scorchwings for 4 with some hot heals.

The Spirit Walkers countercharge the Goreblight, dealing 3, but the monstrous construct holds. 

The Panthers are a little blocked up. They cannot squeeze between the Forest Shamblers and the Scorchwings to get at my Necromancer, and the same positioning also prevents them from getting into the flank of the Zombies. We let them get a flank charge into the Wraiths, with the countercharging Scorchwings joining in and shuffling down to make room. Together they deal 1 damage. 

The Wraiths continue to hold.

Both Forest Shamblers fail their rolls, dealing one apiece to both Def 2 Zombies and Def 6 Wraiths out on my right.

Bottom of Round 4: Undead

Everything is boring, and just counter charges. The Goreblight and Skeletons are able to best the Spirit Walkers this time, with the Skeletons holding and the Goreblight victoriously pivoting to see the engaged Scorchwings.

After movement, bottom of 4.

The Wraiths land a few more damage on the Scorchwings, but fail to rout or waver them since they keep getting healed up. The Zombies and other Wraith unit return the courtesy to the Forest Shamblers and flub their rolls this time. I don't think any damage is done.  

Top of Round 5: Herd

The Herd continues to heal up nicely. The Forest Shamblers finally crunch through the Zombies, and Turn to face the rear of the Wraiths, who continue to hold out. 

Bottom of Round 5: Undead

My Wraiths land three damage against the Shamblers and prevail against them. They'll turn to face the other unit of woodland creatures.

The Skeletons hold, looking to secure the quadrant. The Necromancer tries and fails to Bane Chant the Wraiths fighting the Scorchwings, but the Goreblight charges in as well, rolling another 6 for his extra attacks. The Scorchwings have continually been healed up, but enough new damage is done between the two Undead units to finally break through. The Wraiths spin to face the Gur Panthers and the Goreblight gets 4 for his overrun, making it squarely into the other left quadrant.

I was not diligent in tracking turns, and we think it is the end of Round 6, and being a demo game, my opponent decides to just call it here.

From my orientation, the Goreblight holds the upper left quadrant, and the Skeletons hold the bottom left, with the Wraiths having the majority of their footprint there as well.

For the Herd, the Panthers have the majority of their footprint in the bottom right, with the Shamblers overpowering the Wraiths there anyways.

In this modified scenario, all quadrants were worth 1 point, so this would make it a 2-1 victory for the Undead!  

Game Conclusions:

The final turns were very quick, and my photos incredibly blurry that it's not worth posting them. It was a bummer to accidentally drop a turn, but that's how it goes sometimes. I was taking decent pictures early on, but not taking great notes to keep us on track since we were busy talking, which is where the focus should be in a game like this! 

Being a demo game, we were mostly looking to show off the basics of the rule set, which my opponent grasped pretty quickly. My opponent really liked the early moves, settling in on a strategy, and then jockeying for positioning and such. However, with everything devolving into mostly solitary fights, the game's later turns weren't as interesting as I was hoping for, and it was a good time to call it quits anyways. 

Still, it was a pleasure chatting with him for the evening. He's a heck of a painter and mostly a skirmish-scale wargamer but we may see him across the table again sometime! A big thank you to him for speaking up randomly in a shop and for giving Kings of War a try!

Testing Conclusions:

A small scale demo game isn't the best testing ground, but it was neat to see a handful of new units on the table and in action!
  • Gladewalker Druid with Ring. We talked through Surge options a fair bit, but my opponent declined to cast it at all during the game, and I only cast it once. Still, the Ring was interesting, and the double heals for the Herd were rolling hot, and kept the army grinding well. We didn't fret on this in-game, but she could run into some line of sight and positioning issues in a larger game. I think sticking her back behind a battle line and looking sideways down it should be a good place for her though. 
  • Forest Shamblers. Scouting with them was neat, but they were a bit isolated this game. With only CS1, they need some support. As regiments they each unfortunately flubbed their rolls more than a few times during the game, leading to a lackluster performance, though that is on the dice, not them! Spamming regiments and utilizing Surge could be neat to try, and a horde or two could easily apply a lot of pressure in a larger game. Overall, a little disappointing for a first outing, but plenty of potential to continue exploring I think.
  • Scorchwings. These probably could have been more cagey, flying around and shooting more, but they held their own in the melee better than I thought they would. They seem like quite the versatile unit and should be fun to play around with more in the future.
  • Goreblight. I remembered Cloak of Death about halfway through the game, and just decided to ignore it for this game, rather than back up a suddenly remember a rule to my benefit in the middle of a demo game. Still, the Goreblight still impressed me. The high defense and high nerve makes this monster pretty attractive. Hitting on 4's is a bit rough, but I like the model, so if I run Undead again, we'll see the monster again as well!
  • Kitted Necromancer. An Inspiring necromancer is a bit of an Undead staple I twould think, as having access to good Surge and other spells is important for the list. The vicious aura for keyworded zombies was neat and fluffy, but not impactful this game. I think I had 3 rerolls, and maybe one turned into damage, since the aura helped the Goreblight as well. The aura could be a fun option for larger units of Zombies though, where you are throwing around a lot of dice.
  • Wraiths. They ended up being probably the most impactful units of the game, which felt bad since they were in my list - usually I'd like to empower the new player instead. I knew they were tougher than they might appear, but figured the lower Nerve would let the aggressive Herd grind them out over a turn or two. Unfortunately, that's not how it played out in the game.
All things considered, this was a very pleasant evening, even if it wasn't the most dynamic of games. Thanks again to my opponent for making time in his busy schedule to try something new!

Sunday, October 1, 2023

Kings of War 3rd Edition: #040: Abyssals vs Varangur [Kill] Demo Game

Intro and Lists:

Free time has been quite scarce recently; such has been my life this summer! I think I am a full-fledged very busy adult now, for better or for worse. That said,, my wife wanted me out of the house for a few hours over the weekend, so I reached out to non-wargaming friend to see if they might be interested in a demo game for Kings of War. They were, and after some corresponding, he decided he was most interested in seeing KoM, Varangur, or Ogres from my list of armies. I packed those up, along with some Abyssals, and after seeing the available armies, he opted for piloting the Varangur, running the following:


I did up all the lists. I wanted each to be able to do something in every phase, and be both easy enough for a newbie to run, while still having something for me to test or zero in on for my memory. For the Varangur, I wanted to zero in on remembering that the Night Raiders have Stealthy, so I took the Sons with the Guise of the Deceiver to hopefully help me out by doubling down. The Magus was added too, just in case a situation for a Transfusion arose. For a newbie, the Varangur list was probably one of the stronger lists, with a quick and powerful central unit (Mounted Sons), a few hybrid units, and some great support units. 

I opted to run the Abyssals, as I figured it would give us some good interactions on the battlefield. 


Overall, the Abyssals list felt pretty typical, relying on Flamebearers to barrage and Gargoyles (and Imps) to intercept and delay before things could connect with the main line. The list did have a few odd things to explore though, as it was running a grindier battle line with CS Abyssal Guards and the Oathbreakers (unique Guards), and a new Warlock with Drain Life. As an added bonus for me, nothing was larger than a regiment, so we'd be trying this with an MSU twist as well!

Table and Terrain:

Thankfully, we were able to get a table out at a local shop, though I opted for no battle mat, as none were fitting the 4' by 4' board, and the basic brown seemed good enough for our needs.

Deployment.

As is usual for me, the mausoleums were Height 9 blocking buildings, the forest was Height 6 Difficult Terrain, the graveyard was Height 1 difficult terrain, and Hills were Height 3. I tried to make the layout roughly symmetrical, and after going through the lists, we deployed all at once, allowing my opponent to reposition if / as needed for his opening moves to work like he wanted them to.

Loot tokens and objectives tend to complicate things, so I offered up Invade, Dominate, Kill, and a modified Control (four quadrants worth 1 point each), and my opponent selected Kill for our scenario.

My opponent opted for a rather symmetrical deployment, with quicker Night Raiders on the flanks, slower Draugr more centrally and screening his characters, and then Horse Raiders screening the powerful Mounted Sons in the center. Unfortunately, the forest sat right in front of his lines. We ended up shuffling his right flank over a bit to let the Draugr bypass the woods when we got into Round 1.

For the Forces of the Abyss, I had Gargoyles on each of the flanks, then a line of Abyssal Guard,  the Oathbreakers, and then Flamebearers, the Warlock, and more Flamebearers. Between the Warlock and the Oathbreakers, this seemed like a good arrangement for aura coverage. The Imps were held in reserve, ready to block for the Guards. Running the Warlock and Drain Life, I wanted to prioritize protecting my melee units. So much Stealthy across from me also made that seem like a good idea.

Like all my demo games, my opponent went first.

Top of Round 1: Varangur

Eager to get into combat, the Varangur advanced. The Horse Raiders sped forward and nimbly skirted around the woods while the mirrored deployment of Draugr and Night Raiders infantry units hurried up alongside it.

The Magus lines up a difficult shot between the Draugr and the woods.

The legendary snow troll Kruufnir hustled up behind the Draugr to my right, while the Mounted Sons decided to just pivot and move.

The Magus merely walked forward, and was just within range to toss a Lightning Bolt into some of the Flamebearers, scoring 1 damage. 

Bottom of Round 1: Abyssals

Due to the eagerness of the Varangur, the firebolts of the forces of the Abyss are in range, so the main line elects to hold. After the Flamebearers regenerate the 1 damage from last turn, both units and the Warlock toss into the Draugr on my right, score some damage, and even Inspired, are able to blast the frozen zombies off of the table.

Some Gargoyles are braver than others.

On the right, I don't think the Gargoyles can beat anything here. However, as it stands, the Night Raiders could move and throw into them next turn, so they back up a ways.

On the left though, I decided to charge the Horse Raiders to delay things. The Gargoyles deal 4 damage, but the Nerve roll is low, and the horses stick.

Top of Round 2: Varangur

Fortunately for me, the Horse Raiders are Height 3, and prevent the Night Raiders from seeing the attacking Gargoyles. The latter move up alongside while the former counter-charge. Only 1 damage is dealt, but the Nerve check is decent, but the Gargoyles are cowardly and are Wavered.

Fear creeps into the ranks of the Abyssals...

The Mounted Sons wheel back towards the center - wanting to pivot each turn is really slowing down their forward progress. Realizing this, he decides to set them up for a direct charge rather than continue to try to swing wide with them some more. The Draugr move up, as do the other Night Raiders, who throw into the Warlock, dealing 3 and waver my only source of Inspiring. The Magus sidesteps to line up another shot against the Flamebearers, also dealing 3, but the regiment holds.

Kruufnir decides to lead from the front, using Nimble to pivot and then move at the double towards the lines of the Abyssals. He should be able to charge any of the line units next turn.

Bottom of Round 2: Abyssals

The Flamebearers regiments both toss into both Kruufnir, but I flub my rolls hard. One unit entirely fails to hit, and the other unit only manages two damage. The damaged units back up two inches and the Abyussal Guard and Oathbreakers reposition to try and be in a place to counter attack anything that decides to attack the main line this turn. 

The Abyssals form a crescent, trying to protect their line.

The wavered Gargoyles disengage and then side-step, which is definitely an illegal move. I can only order them to halt, change their facing, or move backwards. I meant to disengage to occupy more space, and then got carried away. Writing up the reports helps me learn, but mistakes still sneak in. 
I had taken no battle notes so far, and playing the game, teaching the game, and documenting the battle report was proving to be a bit much for me on the day. Thankfully, this error doesn't impact the game in any way.

The other Gargoyle hops the Varangur line, out of charge arc of both the Varangur and the Night Raiders.

Top of Round 3: Varangur

Had I been playing a little smarter I could have pivoted the undamaged Flamebearers to protect my Warlock from the legendary snow troll. I did not, and Kruufnir charges in, rolling well and dealing 5 damage and bringing my leader up to 8 damage. The Nerve check results in Insane Courage, so while very beat up, and disordered, the Warlock remains. 

The Night Raiders move to line up a shot into the Flamebearers, but then the Mounted Sons charge them instead. The Sons deal 5 damage, and waver the unit.


Out on the left, the Horse and Night Raiders turn and throw into the Gargoyles, and the unit is felled with a seemingly endless barrage of thrown axes.

The Magus continues to toss lightning into the left Flamebearers regiment, and though the damage isn't significant and they are rallied, wavers them with a good check.

Bottom of Round 3: Abyssals

All my ranged options are out of commission this turn, so I decide to commit the Imps to a hindered charge through the graveyard into the flank of the Horse Raiders. My hope is that they can delay both of these these units for a turn, and that I can somehow recover. The miscreants deal 1 damage, but fail to scare their target away. 

End of Round 3, just after we flipped the tracking dice over. All my other pictures of this turn were blurry.

The remaining unit of Gargoyles descends into the rear of the Night Raiders, dealing 10 damage, and will Waver them. 

The insane Warlock regenerates 4 damage, and he and the Flamebearers all back up. I was hoping for flanks into both the Mounted Sons and the legendary snow troll, but it is not to be. The normal Abyssal Guard cannot see him, and I can see so little of him with the Oathbreakers it seems terribly unsporting, especially for a demo game. More diligent planning could have helped me, as the Oathbreakers could have checked the angles and pivoted more last turn, but it is what it is. So, the Guard goes into the flank of the Mounted Sons, and the Oathbreakers change facing again. The Guard deals 8 damage to the Mounted Sons, but the fearsome knights hold.

Top of Round 4: Varangur

Kruufnir regenerates down to one damage, and again goes into the Warlock. This time, the snow troll cuts him down. After explaining the movement options after routing the enemy, my opponent elected to overrun, trying to get out of of the charge arc of the Oathbreakers.

The Horse Raiders counter charge the Imps, and will manage to best them in combat. The nearby Night Raiders move up at the double, hoping to hit the fracturing Abyssal line next turn.

After movement, Top of 4.

The wavered Night Raiders change facing to stare defiantly at the Gargoyles. 

After explaining his options, my opponent opted to disengage with the Mounted Sons, and charge again into the Flamebearers, taking the penalty. The knights still hit hard though, dealing 11 damage and scattering the enemy unit. They cannot get away, so opt to change their facing and look over at the Oathbreakers.

The Draugr are able to see the flank of the Abyssal Guard, and eagerly take that charge, dealing 2 damage to them. Despite a high Nerve check, the Guard is Fearless, and sticks around.

The Magus tosses lighting into the Flamebearers again, and again Wavers them. They are Rallied, which has let them hold on, but being constantly wavered has been rough.

Bottom of Round 4: Abyssals

The Gargoyles are able to claw a few more damage onto the Night Raiders and then rout the unit. With the victorious reform, they change facing, and should be safe from charging Horse Raiders.

The Mounted Sons are felled! 

The Wavered Flamebearers move back slightly, hiding perfectly in the flank of Kruufnir and are out of charge arc. This creates an avenue for the Oathbreakers to get a front-charge into the Mounted Sons, dealing another 4 damage and are able to rout them despite being Inspired. The Oathbreakers turn to face Kruufnir's rear.

The Abyssal Guard counter-charges the Draugr, dealing damage, but the zombies hold.

Top of Round 5: Varangur

The Draugr countercharge into the Abyssal Guard, and the Horse Raiders make a hindered charge into their flank. The zombies managed 4 damage while the Raiders managed 0, and the Abyssals hold. 

The Abyssal Guard luck out, though had a lot of help from the terrain.

Kruufnir wheels around to face the Oathbreakers.

With his favorite enemy unit caught behind a vigorous melee combat, the Magus turns his attention to the nearby Gargoyles, but the flying beasts dodge the bolts. Taking over for the Magus though, the Night Raiders move up and toss into the Flamebearers, dealing 5 damage, but the Flamebearers are now found to be insanely courageous.

Bottom of Round 5: Abyssals

The Gargoyles take a flank charge into the Draugr, and claw their way through the zombies: the devastated Draugr need some insane courage and do not get it. Meanwhile the relieved Abyssal Guard counter-charges the Horse Raiders, and cuts them down.

The Abyssals cut down more Varangur units.

The Oathbreakers clash with Kruufnir, but only a few damage is done. Similarly, the insane Flamebearers toss their Firebolts into the stealthy Night Raiders, but only manage 1 damage against them.

Top of Round 6: Varangur

Kruufnir counter charges the Oathbreakers, and with Rampage, lands 5 damage onto them, though being Fearless, they are able to take that beating. 

The Night Raiders charge the Abyssal Guard, dealing a few damage, but the Guard holds as well.

The Magus again tries to shoot the Gargoyles, but again, fails to wound.

Bottom of Round 6: Abyssals

The Abyssal Guard counter charges the Night Raiders, and is able to cut them down. Unable to help that combat due to height and line of sight issues, the Gargoyle join the Oathbreakers against Kruufnir, and deal enough damage to Waver the troll.

The Flamebearers move up, and despite cover and being an individual, land three damage against the Magus in the trees, though the caster remains defiant.

Game Conclusions:

The Varangur have just Kruufnir and the Magus remaining: 760 points have been slain by the Forces of the Abyss. Conversely, the Abyssals have lucked out, and have a few units remaining, and the Varangur have only slain 425 points. The differential makes this a victory for the Abyssals!

My opponent is a good friend and plays a lot of other games, but is new to wargaming like this. They were warming up to the tactics of it, but with he and his wife expecting their first child in the next month or so... I am not sure how likely it is we'll see him across the table again anytime soon! Still this was a great way to spend an afternoon, and a thank you to him for keeping me company and for trying something new!

Testing Conclusions:

This was a demo game, with the main focus on having fun and teaching the game. Still, as long as I was getting a game in, there were a few things I was trying to explore...

  • 1,000 Point Demo Lists. I tried upping my demos from 750 to 1000 this time to see how it felt. I liked the larger lists, as even with aggressive armies, we were able to make it to Round 6 with things still on the table. However, the game did go longer than I was expecting, and we only got one game in as a result. I think part of that was my opponent being new to wargaming generally, but the smaller 750s are usually over in an hour or so regardless of background skill, which I think is more desirable. You want demo games to be quick, so I think I'll keep 750 as my default for these demos going forward.
  • Abyssal Guard/Oathbreaker. They can't carry a list since they don't have the raw killing power of something like a Longhorn or Huscarl or Soul Reaver unit, but overall they did ok, and seem like they might work well in a combined-arms list. Fearless was great to have to provide that consistency, and as a line of battle they were fun enough to pilot that I'll try these infantry multiples out at least once more in a larger game sometime.
  • Warlock and Drain Life. The Warlock got one volley of Firebolts in... and that was it. My opponent started targeting him in Round 2, and the rest of the game he was wavered, disordered, or absent. I think the Drain Life approach could be fun, but I'm not sure if just grabbing Bane Chant would be a better way to support the Abyssal Guards. More testing is needed!
  • Varangur Magus. I Like the 2023 update, as it lets you keep him cheap and customizable. This game he hid in the woods, so he sadly had no transfusions opportunities. I forgot about Famulus, but he was hitting fine generally, just rolling duds for damage. Still, Famulus is something I should make a not to focus on remembering for next time.
  • Stealthy Varangur. I actually remembered it in all cases, and I can see why folks like this style of Varangur! With 300+ points in ranged units, I definitely felt the pressure from the other side of the table. 
Thank you to my opponent for giving wargaming a try! And wishing him the very best of luck with fatherhood on the horizon!