Intro and Lists
The army match-up remained the same for our second game of the day, though both of the lists changed so we could explore some other things. Cartwright wanted to drop some shooting elements to explore the Obsidian Golems for the Abyssal Dwarfs, and brought the following:
This list leaned into some of the the sturdier units available to the Abyssal Dwarfs. The Obsidian Golems are Def6, as is the Hellfane, and will all be quite difficult for the Herd to fight through. Two regiments of Blacksouls and a horde of Decimators are around to hold the line, and two regiments of Halfbreeds and a horde of Grotesques make their second appearance today as speedier options for the evil dwarfs. A Supreme Iron-Caster is around to sling spells from the Great Winged Halfbreed, and a Hexcaster and Iron-caster are around as additional magical support.
With my second Herd list, I was looking to run a more compact list than the last few attempts, hoping it would be a little easier to pilot. I also wanted to try out some of the legendary / limited options the army has to offer. Since I am still figuring out how I want to play the army, basically everything is up to evaluate:
- Hunters of the Wild. They have good generalist combat stats, but I have already learned that these can't hold the line by themselves. We'll see how they do with the Forest Shamblers around to do the heavy lifting.
- Forest Shamblers. These Elementals have decent stats and Scout. We'll see if I can get up to any scouting or Shambling tricks with them, and if a -/17 unit is good enough to grind.
- Wild Gur Panthers. Still my only real chaff unit for this army. I tend to go a bit heavy on my chaff units, so I'm trying to slim things down here and see how that feels.
- Scorchwing Hordes. The regiments have been neat, but have not been effective. They require a lot of brainpower to position in order to shoot, and then the shots haven't been that devastating. I am trying to make it easier on myself here by taking some hordes.
- Gladewalker Druid. The Ring of Harmony lets them conditionally cast a second spell each turn, which seems like it could be powerful, and so worth exploring.
- Wiltfather. The Tree Herders did ok last game, but I wanted to check out the legendary option too. He gets some combat buffs and swaps Radiance of Life for Cloak of Death. He doesn't Shamble, so has the potential to get up the field quickly to tie something up.
- Avatar of the Father. The last outing was definitely disappointing, as his only combat found his foes to be insanely courageous and he was quickly dog-piled. He's a strong flier though, so I am hoping he can redeem himself here.
- Tribal Trappers. I've been back and forth with these. I like the idea of scouting and shooting, but they haven't been terribly effective, and often just turn into speed bumps for my opponent. With the Clash updates, they lose Thunderous Charge, but can buy it back with points. I'm leaving it off and taking the Formation, to see how these feel as speed bumps.
- Silent Hunt. The aforementioned Formation. Deadly Snares is a fun rule, and Ensnare can really trip up enemy units, especially weaker ones. We'll see how the formation fares this game.
Table and Terrain
We were using his typical terrain, and followed our normal terrain rules, running the buildings as Height 9 blocking terrain, the forests as Height 6 Difficult Terrain, stone fences as Height 2 Obstacles, and Hills as Height 3.
We rolled up Pillage for our rematch, with just a solitary additional objective token. I won the roll off, to placed one in what would be his forest, then one in my forest, and then the field, with his tokens being the ones in the center.
The Abyssal Dwarfs won the roll off for sides, and we continued being lazy gamers. Thankfully I had some terrain to work with this time!
All the tokens in one picture! |
Left-to-right we have Blacksouls on either side of the Hellfane, Obsidian Golems with the ____ in the woods, Decimators, an then both Halfbreed Regiments, the Iron-Caster in reserve, and the Grotesques out on the far flank.
View from the left. |
Left-to-right I ended up with Hunters of the Wild in the corner, Forest Shamblers screening Scorchwings and the Wiltfather watching closely. Tribal Trappers from the formation ready to jump up into the Woods, with the Gladewalker Druid nearby. Then we had Hunters of the Wild screening for Forest Shamblers, Gur Panthers, Softfoot the Tribal Trackers, and the other Scorchwing Horde.
A pretty empty right flank. |
Out on the far flank, I put the Avatar of the Father. I figured a flier would not do well against Shambling units, and figured having him way out on the flank would complicate things for my opponent.
Cautious Scout moves from the Herd. |
This list had scout moves as well. With most of the fun terrain out on the left, I put my tokens out there, planning to fight for them. Unfortunately, my opponent had then done the same. As a result, the Scout moves were pretty reserved this time. The Trappers moved there full amount to get near the edge of the woods, but most everything else moved up about 5 inches.
I won the roll off for deciding first turn, and was very conflicted. I haven't gone first in a while, and that would usually be fantastic for the Herd. But with some hesitant Scout moves and an advantage in my volume of ranged attacks, I figured I should try to play more cagey, and ultimately opted to go second.
Slow and steady. |
On the right, the abominations made use of their greater speed. They moved up more aggressively, looking to hit this flank quickly and envelope the Herd.
The abominations move up aggressively. |
The Hexcaster had moved at the double to get atop the hill, and none of the other Abyssal Dwarves were in range to shoot, so it was a quick and uneventful turn.
Moves to delay the abominations begin. So far, so good! |
The Avatar is able to speed up the line though, and nimbly pivot to see the flanks of these units. I think ideally, fliers should always be threatening something, and forcing your opponent to react, so am feeling good here with the positioning. The Avatar should hopefully be able to occupy my opponent's attention here for a few turns.
And some great shooting over on the left! |
With the speedy things delayed for the moment, I shoot both Trappers and the other Scorchwing horde into some of the Blacksouls. Unfortunately the Scorchwings are getting a penalty from shooting over the Shamblers. I roll very hot, dealing about double the expected result, dealing 9 damage and getting the rout!
The Abyssal Dwarfs return fire! |
The Supreme Iron-Caster flies up in front of the Decimators, tossing a Fireball into the Hunters of the Wild for 3 and casting a no-look heal the Halfbreeds, though the rolls are a bit low. Still, through Regen, Heal and Radiance of life, the abomination wing is refreshed, with just one damage apiece on the far units.
The Avatar of the Father hits the Halfbreeds in the flank. |
The Scorchwings shoot while the Avatar swings his fists. |
Unfortunately, I am fresh out of luck. Softhoof again hits no times, and the Avatar rolls a little poorly again, only landing 4 damage on the Halfbreeds, and bringing them back up to 6 damage, where he left them at last turn. He gets a lucky waver, but they have Fury, so his fate is sealed.
Unfortunately, the Scorchwings did not start their turn in this position, and are forced to fire. |
The Abyssal Dwarves reload, eyeing the Scorchwings. |
The Golems smash the Trappers, though I don't think I remembered Ensnare here. The Trappers take 8 and are Wavered.
Top of Round 5: Abyssal Dwarfs
Brutal rear charges from the Abyssal Dwarfs this turn. That shouldn't normally happen! |
The Golems and the Halfbreeds sandwich the last Trapper unit, removing them as well.
- Hunters of the Wild. I still think that they should be a nice, reliable unit like the Blacksouls or the KoM Foot Guard. Compared to the latter, they get Pathfinder, Scout, and 3 extra attacks for just 5 points! They won against the Blacksouls here, but have still felt underwhelming, and I still don’t feel like I have found a niche for them yet.
Forest Shamblers. I probably should have deployed these side-by-side, but didn’t want to square up against the superior Obsidian Golems, and figured spreading out a little might help me crack open the dwarven defense for stuff like the Avatar of the Father, or tricky Scorchwings to break through. But I think I was overestimating them in both games? They are a decent generalist horde, but lack the punch to be a hammer or the defense to really tie things up. Scouting with them was still fun though.
- Scout / Boots of Speed. Against such a sturdy battle line, I declined to Scout forward too much, as hitting the dwarfs in waves would not have worked. The Boots gave me the option for a Round 1 charge, but the output from the Forest Shamblers is so low I didn’t think it was a good idea here, and probably isn’t a good one generally.
- Scorchwing Hordes. The high defense of the dwarfs proved hard to overcome with shooting, and I wasn’t able to get much melee use out of them since I was trying to preserve them and make use of said shooting. I did like the hordes better, since they were a little easier on the brain to use, and I think pairing each horde with some Gur Panther chaff might be fun in the future.
- Gladewalker Druid. I deployed a little awkwardly this time, not wanting to square up and go toe-to-toe with the superior Obsidian Golems using my own elementals, which then meant she couldn't double-cast. Also, she happened to be Hexed a fair amount of the time here. If you happen to be more thoughtful or more disciplined, I think the Ring and spells could be ok, but the elemental-only conditionality is a huge hurdle here, and 150 points is a big investment that didn't work out at all this game. Lesson learned!
- Avatar of the Father. This was another very unfortunate outing for him! Poor guy. I like my model but he hasn't had a good game yet. The deployment was fine and the set-up was right there, but the dice abandoned him (and Softhoof).
- Wiltfather. On the opposite end of the probability curve was the Wiltfather, who overperformed several times, thumping through two Def6 units with unparalleled gumption. While he wasn’t able to pick up the hat trick against the Def6 Dwarfs, he was still very impressive.
- Tribal Trappers. It was a particularly tough match-up for Bows, so I am trying to keep an open mind with them still. They had a hot round, but couldn’t take the rebuttal from the dwarfs. I did notice that troops of these are 85/90 points, which is on par with the Gur Panther chaff, so I might try troops out sometime, to block for Longhorns or something.
- Tribal Trackers/Softhoof. I had given him duelist this time, and he had a good quarry across the table in the Hexcaster, but I unfortunately needed him to distract the Halfbreeds since I didn't have extra chaff units. I remembered Ensnare though! After both games, he doesn’t have enough attacks to be truly dangerous to units. I think the duelist approach is probably better, though I need a wider list or more chaff so he can sneak around more.
- Silent Hunt. I mostly remembered Ensnare this game, though terrain and Deadly Snares were again unfortunately non-issues. Ensnare was nice, but the formation didn’t have a good showing here, as I had no real hammers to back them up, and they don’t do enough damage at range to really operate on their own.
- Halfbreeds. Again, they worked like I thought regenerating cavalry should work, and I was simultaneously impressed and a little jealous! I may need to give the Abyssal Horsemen another try or give them another unit. I thought I would do more damage to a Defense 4 unit, but they really performed for my opponent in both games.
- Decimators. The horde again performed very well for my opponent, and had some really good synergy with the Supreme Iron-Caster in the ranged phase. They were
- Supreme-Iron Caster. As before, this guy was frighteningly effective, and I didn’t really have the tools to get him this time. The free no-look heal is really strong and he is quite a tough supporting character. The boosts from the Halfbreed Affinity rule are nice, but not needed, and he seems able to support any list.
- Obsidian Golems. Even without the Magma Cannons these were pretty scary. With Defense 6 and Crushing 2 they outclassed my Elementals, and should be able to grind very well against anything. The Wiltfather did work, and I got very lucky these were not more impactful this game, as I did not have the tools to deal with them.
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