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Scout moves. |
For Scout moves, the Poachers took the hill, getting a majority of their bases onto it. The Halflings then won the roll for turn order, and opted to go first.
Top of Round 1: Halflings
The Halflings spent 20 points to purchase 2 Red Command Dice for the game. For Round 1, they get 6 swords to play with, and the Sauceror gets Rally 1.
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The Halflings are already setting some traps. |
Out on the left, the Grenadiers make use of the big blocking terrain, hopping up to grab the 2 Pointer here right away. After some measuring, we determine the Despoiler Champ will have a charge next turn, so the Grenadiers turn to face, and set up some threatening reprisals with the Juggers.
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The center pushes up, cautiously. |
Everything else stayed out of charge range. Centrally, the Harvesters motored around the hill. The Nearest one gets the Silent Feet order for Stealthy, and the other two swords are spent on rerolls for some of the ranged units. I will note / commend Rob for his game aids. These little laminated blurbs were really slick and really seemed to help keep track of everything Order-related.
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Strong shooting from the Halflings! |
The Poachers scouted into the hill, and getting first turn, they were able to take advantage of the extra height, and shoot without penalty into my Gargoyles, dealing 8 damage and will pick them up. The Wild Runners and their guns positioned to safely unload into the Tortured Souls, landing a hot 6 damage, roughly twice what should be expected.Bottom of Round 1: Abyssals
I spent 20 points on Command Dice as well, buying a White die. I roll up 3 swords for Round 1.
On the right, the Tortured Souls don't have any charges, and can't back their way out of this. If I back up, I'm just getting shot at again. With hot shooting in Round 1, the only real play is to try and stall for time. They move and pivot, getting behind the blocking rocks. I spend 2 points on Endurance, and one on a reroll to hit for a Warlock.
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Positioning on the right. |
Nearby, the Chroneas moves up. The forest slows her down. The Guard-heavy center moves up, screened largely by the hill from the Harvesters. The Warlocks keep pace, and fling into the Stalwart troop, landing 3 damage, and getting a surprise waver! |
Positioning in the center. |
The Nagarri are a new unit. I want to make sure their leader point is in between the Guard units so that they can see and maybe charge stuff, but with the very wide frontage, they hang back in reserve so they'll hopefully have room to pivot. The horsemen move and pivot, and has a charge into the Heroic Stalwart Horde unless they move back. We'll see what other charge options pan out. |
Positioning on the left. |
Over on the left, I like my Despoiler Champion. I like that he Inspires now. I should deal with the Grenadiers and their token somehow before they lug it away, but I don't want to throw the Champ away to try and force the drop. Fortunately, the Tortured Souls over here also have a charge, so I use them instead. The Gargoyles fly up to screen, and the Champ and the Guard move up to assist. The Souls do best the Grenadiers, and change facing,
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Reforms for the Forces of the Abyss. |
It's a big investment over here, both in terms of points and units, but I am feeling good about my chances overall? I am expecting to lose both fliers. But the Despoiler is nimble, and should be able to disorder one unit of Juggers while the Guard and Chroneas take the other. I think I can survive the counter-charges, even from the Iron Beast, and feel like I can win this flank.Top of Round 2: Halflings
The Halflings roll up 5 swords for their Command Dice, and the Sauceror gets Rally 1.
On the left, the Halflings start with just a single Jugger charge into the Tortured Souls, but quickly decides to send both Juggers in to make sure the Tortured Souls are bested. This is wise from my opponent, as they are Fearless, and could contribute a lot if they stick around. The Juggers will bring the Souls to 19 damage, and will indeed get the rout, secure the token, and make some reforms.
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Victorious reforms from the Halflings. |
The Muster Captain is over here, and his Strider aura applies to the Stalwarts as they run out to charge the Gargoyles. Three damage is done, and the Gargoyles ... Waver, thanks to the Inspiring of the Despoiler Champion.
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The Halflings tidy-up their line. |
With Rally, the Halflings don't have many charges. I think the Harvester was in against the Guard on the right, but the Poachers choose to shoot at them instead, along with the Runners. Eight damage is done, but the Guard hold, thanks to Fearless.
The Feastmaster moves up, and is given the Sneaky Feet Order for Stealthy, making him very unattractive for my shooting, and the Runners get a reroll.
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Positioning for the Halflings. |
On the right, the Grenadiers don't have a charge, but nimbly fly up and pivot to say hello to the Tortured Souls.Bottom of Round 2: Abyssals
I roll up 5 swords for my Command Dice, and will have some big decisions to make this turn, essentially to try and deal with either the right or left flanks.
I go with what I'll call Option 1, and I decide to work on the right flank. The Tortured Souls are injured, but are Fearless, and could potentially get the upper hand out here. They turn, and I spend 4 swords for a Fireball into the Grenadiers, who do not have Spellward. Just 1 damage is done, and even with Shattering, the Nerve check is low, and they stick around. I was hoping for a waver, or at least more damage to try any pick these up later in the game.
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Positioning on the right. |
The Chroneas moves up to threaten both Poachers on the hill, as well as the Wild Runners. My last sword is spent on a hit reroll for a Warlock, and they both toss Firebolts into the cavalry. Five damage hits, and I get a waver on them. |
Charges in the center. |
The maimed Guard take the charge into the Harvester and land a strong 4 damage. The goal is to take up space, grind and see if Regeneration can work out for the new Abyssals. They started on 8 damage, and do regenerate down to 4, so, so-far, so-good!The central Guard unit peels off to try and protect the flank of the push, and they should have a few charges next turn.
The Nagarri get their leader point onto the hill to see things and to keep the Regeneration 4 bubble nice and central.
The Horsemen have a charge into the Stalwart Horde, and I opt to take it to try and grind. I am not expecting to move the horde, but I still only deal 5 damage. It's a close call when we go to measure, and this does not go my way, and the Iron Beast is in the flank of the Horsemen
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The still-messy left. |
On the left was a mess, and my potential Option 2. The gap between the Gargoyles and blocking terrain is 40 some millimeters. I could have spent all 5 swords on Stubborn to remove Wavering from the Gargoyles. They can't back up as they will land atop other units, but they could have moved sideways, allowing the Despoiler Champion to nimbly charge the rear unit, and get the Abyssal Guard in against the Stalwarts (they weren't going to fit through to get in against the other Juggers). Ultimately I choose no to do this. I can't disorder the second Jugger unit, and think I need both disordered if I have a chance of grinding, so I hold.
We measure, and the Chroneas is just barely in the front of the Stalwart troop, so this doesn't go my way. It's still a mess here. The Gargoyles regenerate 1 damage, getting down to 2, and then the Chroneas moves up to dare charges, and the the rest of the units hold.
Top of Round 3: Halflings
The Halflings get Lileleech 2 from the Sauceror, and a staggering 8 on their Command Dice.
With the Abyssals failing to do anything on the left, the Halflings look to press their advantages. The unit closer to the center of the table has the token, and needs to drop it in order to nimble back up and get out of range of the Chroneas. The other Juggers maneuver around to make future positioning even more difficult, and the Stalwarts go back into the Gargoyles, dealing 2, who are the found to be quite Insane. Great performance, wrong time!
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Already some huge charges in Round 3. |
My opponent isn't inclined to let me really test out regeneration! Command Dice are spent on Endurance and some rerolls in the center, with 4 swords remaining. Movement is ridiculous, but it does appear that the Harvester can actually shoot the gap and hit the Nagarri with a single pivot, so the contraption lurches forward. It's a clean charge, and the Harvester even picks up the 2-Point token on the hill out here. A total of 6 damage lands, plus Brutal, and the Nagarri are trounced with a pair of good checks. No more testing for them this game!
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Positioning on the left and in the center. |
The Iron Beast goes into the flank of the Horsemen. It only rolls up 1 extra attack, so it's the best possible situation for me, but the cavalry are still brought up to 16 damage and routed. Victorious, the Stalwarts back up an inch, and the Iron Beast swings to face the front.
The other Harvester counter-charges the Guard, joined by the Stalwart troop. They started on 4 damage, and are brought to 10, with Brutal. They are rallied, but two more good checks see the unit off as well.
The rest of the Command Dice successes were spent on Low Blows for the Grenadiers, giving them TC. They charge in, land some damage, get Brutal 2, and the Tortured Souls are obliterated.
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The Grenadiers get into the backfield. |
The Feastmaster charges a Warlock, landing 3 damage, and getting a disorder. I remind him that the wavering Runner can still back up, and then do so to escape the Chroneas. The threatened Poachers back up as well, and they forget to fire. That error is a plus, but the game is basically over already.Bottom of Round 3: Abyssals
I roll up 3 swords for my Command Dice.
The Warlock fighting the Feastmaster should be safe from the Grenadiers due to the intervening woods blocking line of sight, and not knowing what else to do, I just charge back at him. I find out that Warlocks have Regeneration, but don't roll any successes. Wanting to delay here, I spend 2 on Endurance, to get the heal.
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Movement on the right. |
The Chroneas here has no charges, and so just moves to grab a token while threatening both Poachers and the Wild Runners again. The other Warlock gets an accuracy reroll, and moves and Firebolts the departing Wild Runners, landing 2 to take them to 7 damage total, and I do pick the unit up. |
Least bad options at this point. |
The center is toast. The least bad charge is the Guard into the Heroic Stalwart horde. Rampage triggers from the Harbinger. The horde took a little damage, Lifeleeched some back, and end the turn at 9 damage, and completely unbothered. The only plus is that the Guard here are Inspired and relatively safe, so still might be able to do something to help out.The other Guard unit charges the Stalwart troop that took the early damage and the early waver. They take 1 from Cloak of Death from the Chroneas, and this Guard unit does 3 damage to take them to 7 total, but it's a troop, and I luckily am able to pick them up and reform, to fit both Harvesters in the front.
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The Chroneas tries to unstick the left flank. |
Out on the left, the insane Gargoyles regenerate 1. They countercharge, with the Chroneas hitting the flank, devastating the unit and routing it, and then healing the Gargoyles completely with Temporal Ruptures. Unfortunately, things are still gummed up for reforms, but the Iron Beast isn't looking at us, so there's a chance. The Chroneas victoriously backs up to grab a token, and the Gargoyles overrun to make things messy for the Juggers. |
That's a great overrun! |
I've lost a lot and the Regeneration testing is out the window as well. The hope now is to lose the center and scrap on the flanks and see what the Forces of the Abyssal can throw together.
Top of Round 4: Halflings
The Halflings roll up 7 swords on their Command Dice, and get Brutal 2 for the Sauceror's aura.
The Juggers are in the front of the Chroneas, but can't connect on that face or align, and cannot glitch through the Gargoyles. We questioned that at the time, and my brain has been mush lately, but we did rule that correctly. Additionally the other Juggers can't sneak past to get the Despoiler Champ either. It's Gargoyles or nothing, so good job, chaff. The left is actually looking ok?
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Yeah, that was a good overrun. |
The Halflings opt for nothing. The Muster Captain charges the Gargoyles, takes a Strength reroll, lands 4 damage, and finally removes them. The Muster Captain overruns to help block out the Chroneas. The Juggers near the block hedge back up, and with the Muster Captain overrunning, are safe from the Abyssals thus turn, as the Chroneas will need to pivot early to avoid the Captain, and then miss the Juggers entirely.
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The Halflings start to constrict the remaining Abyssals. |
Centrally, the Iron Beast moves up and pivots, to crush my hopes on the left. This movement gives the other Juggers on the left line of sight to the Abyssal Guard fighting the Heroic Stalwarts. A striding flank charge from the Juggers with the horde in the front will pick this regiment up.
The Harvesters both go into the last regiment of Abyssal Guard, and will devastate and rout it, with the damaged one getting an Endurance heal. Both will sidestep in victory, and both will get onto the hill, threatening some Thunderous Charges next turn.
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The Harbinger's day is looking more terrible by the minute. |
Some Poachers get the Low Blows order, gaining TC1, and both spring forth from behind the hill's crest in a charge into the Chroneas, and will land a combined 8 damage, unfortunately a bit above the expected results. Despite not shooting for a round, they have had a decent game shooting stuff and pulling me out of position.
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Some good melees this turn. |
With some more good dice, the Feastmaster lands all 5 possible damage into the Warlock, and wavers him. I have Fury (and Regen), but this is some good damage from these units.
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The Grenadiers head off to do Grenadier things. |
The Grenadiers start wheeling around to go pick up the token on the far right in the coming turns.
Bottom of Round 4: Abyssals
We've both invested 20 points for additional dice. I don't know if anyone has mathed out optimal dice buys yet? I roll up 5 swords for my command dice this turn, and because I am tallying things for the report, I can say that I'm trailing behind by 9 successes in the head-to-head! Command Points aren't everything though, and I'm still fighting on.
On the right, the Chroneas countercharges the outer Poachers, as I am trying to escape the Harvesters. The Warlock moves and casts a Drain Life into the Poachers, trying to prop up the Chroneas. I believe I rolled this wrong. If memory serves, I was hitting on 5's, but I think Spellward and Stealthy should be stacking, and this should be a poor play. A charge from the Warlock would have been the better play I think. Anyways, the magic dice are underwhelming all the same, and I deal just 1 damage, and just heal the Chroneas down to 7 damage.
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The Abyssals continue to try to play for the tokens on the right. |
Cloak of Death triggers, Drain Life hit for 1, and the monster rolls decently to take them up to 9 damage, but the Feast Master is just in range to keep the around, but wavered. The Warlock fighting the Feast Master is out of range for the Temporal Ruptures, regenerates nothing. He furiously counter-charged the Feast Master, but only landed 1 damage, and the Halfling hero is unbothered.
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Not even least bad plays open anymore. I'm running out of units! |
The center just has my Harbinger, who backs up, and tries a Firebolt into the Juggers. I land 1 damage, which is immediately Iron Resolved off.The left is still a mess, as both Juggers are healthy. The Despoiler Champ runs up to grab the two pointer and force a decision. The Chroneas has only one charge, and takes it, into the Muster Captain, landing 4 damage, and just getting a waver.
I would like to protect the Chroneas with the Abyssal Guard, but I do not have the inches to move, and so I need to charge something, and can only just reach the Iron Beast, shuffling down to hit the obstacle, and make it a hindered charge. Still the Guard land a crazy 4 damage. The output is great, but it's too little too late and I don't think I have the units to win unless I get very lucky.Top of Round 5: Halflings
The Sauceror goes for Wild Charge 3, and the Halflings get on my level, rolling 3 swords for their Command Dice this turn.
The Juggers charge the Despoiler Champ, beat him up and take his 2-pointer. The Muster captain holds, and the other Juggers make a hindered rear charge into the Chroneas. The dice tracker says 5... I don't think we tripled these attacks! Expected damage should be 12.
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Final positioning for the Halflings in Round 5. |
The Iron Beast counter-charges the last Abyssal Guard unit, and lands 6. Even uninspired, the Guard holds firm.The Saucer's Wild Charge Aura lets the Heroic Stalwart horde reach the Harbinger with a charge and slay him. The Harbinger has my additional Command Dice, so I'll be back to the baseline dice on my next turn.
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Mid-movement in the top of Round 5. |
Out on the left, the wavering Poachers withdraw and back up their maximum, allowing the remaining Poachers to flank the Chroneas with a Harvester off the hill. The Feastmaster withdraws from his warlock fight to fight the other Warlock, lands 3 damage, and even gets the Waver. The hope was to threaten the Grenadiers with this Warlock next turn, so there goes that plan. Speaking of, the Halflings and their jetpacks do zip up to grab this token.
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And final positioning on the right for the Halflings in Round 5. |
The other Harvester flank charges the other Warlock, and will pick him up.My opponent does pass the turn, but I haven't got a prayer anymore, and concede.
A victory to the Halflings!
Game Conclusion
I won’t dwell on the details here. I am certainly a bit rusty with the Abyssals, but I also feel like the biggest mistakes this game were made during list-building. The Halflings play a very dynamic game, and could out shoot me; charge further, and a few Def6 units proved to be better at grinding than MMU Regeneration. It was a tough match, but I put up a fight and learned a lot.
Testing Conclusions
- Quad Abyssal Guard with two-handers and Rally. I think four regiments with CS was a bit unwieldy, but I had to test it out! With regimental play, I needed these to hold just a little better, and essentially needed to be lucky. I continue to like the concept of Rally, but it continues to feel not very impactful, with close odd continually breaking away from me. These were Def4 though, so a bit more likely to accrue damage. I think a few (say, two) units of Def5 will be more fruitful at holding, supporting, and playing around with Regeneration builds. I think CS Guard have a place, but more as a second-line unit.
- Gargoyles. One was shot off due to the Halflings getting first turn, and I had a love // hate relationship with the other. It was fun to see it scrap and survive, but I would have liked to have seen how the piece trading went had they routed initially, like I had planned on. With them holding, I did a bad job at adjusting, just freezing everything in place, and I think that’s a hole in my play. Having a plan and it being delayed isn’t great, and instead of freezing I should still be looking to adjust things, like sidestepping the Despoiler Champ for better future angles and stuff.
- Abyssal Horsemen. The Horsemen demonstrated another hole in my play, reminding me of why these haven’t really worked out for me before. True, previously they would get shot at and wavered, but when they did get the charge, they were often isolated, like they were here. If I run these, I need to be running more speedier elements with them (more Gargoyles, Tortured Souls, even grounded Abyssal Fiends) so that these don’t turn into the Light Brigade. I was hoping to start a piece trade, grind, and test regeneration on them this game, but an unsupported charge was a bad plan.
- Tortured Souls. I still like them, and they are still good at starting fights and holding things up and taking a bit more to remove than one would think. I think deploying on the flank was a bit of an error, given how mobile I know the Halflings can be.
- Abyssal Nagarri. These got really unlucky with an weird charge, hot dice, and a pair of good Nerve checks. I think running them as a second line was the right call though, and my analysis in their hobby update was generally correct. Their stats are not great, they aren’t going to fight or grind well typically, and the only reason to take them is to play around with the Regen 4 bubble.
- Chroneas. Against the mobile Halflings, I couldn’t really support them as well as I would have liked to. They quirky are expensive, but I still like them.
- Basic Abyssal Harbinger. As my ASB-equivalent, he sort of did stuff, but going up against Def5 and Def6, I was really missing his usual Lute. Wanting to get the Warlocks close testing out Drain Life, I also didn’t position him well to make use of his aura for the Abyssal Guard. The basic Harbinger can be useful, but I think the Abyssals will probably want to get a little more out of their heroic slots.
- Abyssal Warlocks with Drain Life. Their basic Firebolts were more attractive than the spell, due not only to Spellward in this particular matchup, but also the spell’s short range. I was moving and Firebolting in the early game, making it harder to get in and cast the spell when the combats started. The extra attacks and scoring potential make the basic Warlock more attractive than the Basic Harbinger… but a basic Warlock feels wasteful. Spellcaster 2 is a nice starting point for Arcane Knowledge spells, and could be a good avenue to explore in future lists. I like the Warlock. I think there is a lot of potential here, and will be playing around with him more for sure.
- Despoiler Champion. Getting Inspiring from the rework is great, as another scoring source of Inspiring is always fun to have. He had a tough game though, and didn’t get to fight anything. More testing is needed!
- Command Orders. The Abyssals have some decent orders, but I couldn’t really get them going this game. Rerolling Regen wasn’t great since my regiments kept getting bested; and Fireballs didn’t really work well against the innate Spellward on many of the Halfling units.
- Command Dice. We each purchased additional dice, but the success discrepancy was massive. I don’t know if anyone has mathed out the best buys for additional dice yet, or if I was just really unlucky here.
Rob and his Ravenous Halflings are always great to see across the table. He’s a strong player with a strong list, and although I’m usually running something silly and know I have a tough game ahead of me, it’s always a pleasure as the games are so dynamic and I learn a lot. Thanks for the game!