Monday, May 6, 2024

Kings of War 3rd Edition: #062 Herd vs Abyssal Dwarfs [Invade]

Intro and Lists

I was lucky enough to connect with Kenny from the Combat Phase Podcast recently. We’ve actually played before, at my tiny meet-up a few years back. He has remained committed to some other games since, but was looking to give Kings of War another try here in 2024, and after recently playing some Kings of War at Adepticon, has been getting a few games in back here in Wisconsin. He ran his Abyssal Dwarfs, and brought an approximation of the following:


List creation was fast-and-loose, with the Abyssal Dwarfs getting organized in the Companion App as we were setting up the table. We were going to try for normal list-building, but in recreating the list for the report here, based on the unlocks, this looks to be toggled for Ambush. Oh well.


I brought a pair of lists to showcase some potential styles and things to consider. The first was the Herd, running a league list I didn’t get to play last month. It's legal in both regular play and Ambush play, so no real worries or imbalances here. Up to test are:

  • Tribal Spear Regiments. The Spears should do ok at holding things and taking up space. I think I'm going to want to run hordes whenever possible for the increased durability, but this list was originally made for the Ambush games in April, so we might as well see how regiments do.
  • Longhorns. I’ve been bemoaning their change for months, but have yet to actually field any of the updated units, so we'll try them out here. 
  • Lycans. I have a group of Lycan units that have yet to see the table in 3rd Edition. Wavering is a concern, as is a lack of hitting power with just CS1, so I figured a regiment and a low-key game would be a good place to start testing them out. They are quick, so we’ll see what they can accomplish for me.
  • Beast. Fliers are something to consider and have a plan for. The flying Beast is neat, but doesn’t have great hitting power compared to similar units like the Kingdom of Men’s General on Winged Beast, unless you are making use of Pathfinder and still hitting stuff on 3’s while in terrain. We’ll see how they do for me, and what lessons they can teach my opponent.
  • Hydra. They are working out ok as an aggressive tar pit, so I wanted to run them again and reinforce that thinking for myself. The titan also has a higher unit strength these days, and should be a challenge for my opponent to evaluate.
Overall, I figured the Herd list would provide some good pressure and aggression, while hoping it would keep things pretty friendly with just regiments. The Hydra and Beast might be tough to deal with, but neither should be overpowered, and there should be some good counter-play and interactions to cover.

Kenny is still working his way through the various scenarios, and we opted to play Invade for the scenario to keep it simple.

Table and Terrain

We were out at the great Noble Knight Games, and made use of their tables and terrain. We opted for a 4 foot by 4 foot play space, and followed the usual terrain rules, running the building as Height 9 blocking terrain, the forests as Height 6 Difficult Terrain, and Hills as Height 3. 

Kenny won the roll off for sides, picked the lazy gamer side, and got us going.

From left-to-right, the Abyssal Dwarfs have a troop of unusually speedy Halfbreeds, a Champion to lead them, the Dragon-fire team, which is a moving-and-shooting war machine, a troop of Blacksouls with a Throwing Mastiff, a Regiment of Decimators, and then Lesser Obsidian Golems with an Iron Caster to babysit.

Deployment, with everything in one picture!

Left-to-right for the Herd, we had the flying Beast of Nature, Lycan regiment, and then a block with the Hydra, Tribal Spears, Druid, Longhorns, and second regiment of Tribal Spears. 

While his dice have a history of abandoning him, Kenny wins the roll to decide the turn order, and he decides to stick me with it.

Top of Round 1: Herd

The Herd seems to do better when it is aggressive and applying pressure, and so things move up! The most aggressive is the Flying Beast, who can move 20" up and nimbly pivot, save from charges while threatening evil dwarven flanks next turn.

Movement for the Herd.

The rest of the line moves up about 8 inches. Generally, I want to try and be more aggressive with the Hydra, but I think it stays back slightly to prevent a possible charge from the Halfbreeds? Not sure why it's back, but it is.

The Lycans use the building to set a bit of a trap, and are ready and waiting if the dwarfs get feisty. With stuff ready to pounce, I should have been more daring with the Hydra for sure.

Bottom of Round 1: Abyssal Dwarfs

The Golems Shamble up slightly, but denying me charges. Kenny is still sourcing his multi-bases, so the Golems are a little disorganized, but we do our best.

A good opening volley for the Abyssal Dwarfs.

The Halfbreeds pull up and utilize the same building trick as the Lycans. We discuss overruns and individuals, and the Halfbreed Champion moves to the other side of the war machine to prevent me from possibly picking up both next turn.

Decimators get lucky and can just get into range, and manage to land 3 damage against the Tribal Spears, and secure a luck waver with a 10 on the Nerve check. Astute readers will know that the Longhorns give a Rallying, Herd aura, so, they should actually be buffed and steady here. Oops.

Top of Round 2: Herd

I don't think I have any charges here, so the Hydra moves up to instigate. Needing to preserve TC against the Golems, the Herd infantry decide to hold, knowing the dwarfs will need to move up for the scenario.

Movement for the Herd in Round 2.

The flying Beast has a few options, but elects to take the rear-charge into the Halfbreed regiment, destroying them.

After the Melee phase.

The Blacksouls have a Throwing Mastiff, and are only a troop, and so the Lycans charge in to disorder them. Unfortunately, just 1 damage is done, and the unit perseveres. I didn't think I'd break them in one go, but I thought the math was a little more favorable. I underperform for sure, but the "usual" expected damage is just over 2 in this situation. 

Bottom of Round 2: Abyssal Dwarfs

We had discussed individuals last turn, and how they can be good anti-flyer options. My opponent puts that knowledge to use here, with the Halfbreed Champ charging in and grounding the Flying Beast with a few damage. Despite not getting the charge, I think the Beast and its higher Nerve and attacks will let me grind the Champion out. 

Movement in Round 2 for the Abyssal Dwarfs.

The Dragon Fire-Team nimbly hoofs it out of harm's way, while the Decimators enter the pond, and with penalties for shooting around the Golems, land two more damage into the Tribal Spears! The spears are found to be insanely courageous this time.

Combats in Round 2.

One unit of Golems takes a hindered charge into the Hydra, and manage 1 damage, though the Hydra is also found to be insane. The other Golems catch a Surge spell, and leave the hill.

Top of Round 3: Herd

Defense 6 is strong, so all the Herd infantry charge in against one unit. The Lesser Golems are on 50mm Monstrous Infantry bases, so all three Herd units are able to connect. Bane Chant fails to connect though, but the numerous Herd are still able to trounce them.

Charges in Round 3 for the Herd.

My victorious reforms were a mess. I had been putting in overtime at work, and it was a crazy week, and my brain just stopped working during this evening game. I start thinking that I can't pivot through my own units, so the outer Spears overrun, the Longhorns back up, and the inner Spears pivot to face things. Madness. I realize my errors after the moves are completed, but resolve to embrace the dumb and see what I can salvage.

Victory for the Herd! But some goofy reforms.

The Beast counter-charges the Halfbreed champion, lands 6 damage, but fails to best him when its time for the Nerve test.

The Lycans Regenerate 1 damage, and deal 3 to the Blacksouls this round.

The Hydra manages 1 damage against the Lesser Golems.

Bottom of Round 3: Abyssal Dwarfs

The Halfbreed Champion regenerates a few damage while landing 5 damage against the Beast of Nature, brining it to 8 damage and securing an unfortunate Waver! Lacking Fury, this could be the end of the flying Beast.

Charges and combats for the Abyssal Dwarfs.

The Blacksouls roll hot, landing 8 damage against the Lycans, and will best them. Victoriously, they will turn to face the Beast.

The Abyssal Dwarfs pick up a few units. 

The Dragon Fire-Team and Decimators will shoot into the Tribal Spears, and shoot them off.

The Golems will fight the tar-pit Hydra, landing 3 damage against it, and will bring it up to 4 damage.

Top of Round 4: Herd

The wavering Beast opts to do nothing. I can't really get away from an individual, though I suppose I could be disengaging and backing up to pull him away from the other fights. I definitely had a few Withdraw-Charge options these last few turns, but got some tunnel vision thinking I'd be able to grind the Champion out. With a Waver here, that is not likely anymore.

Combats for the Abyssal Dwarfs.

The Hydra regenerates nothing, and lands a few damage against the Golems in what looks to be a slow, grinding combat.

The Tribal Spears take the hill, ready to charge off it next turn. 

Due to the bad victorious reforms, the Longhorns have no charges, and so just move and pivot to see things for the coming turn.

Bottom of Round 4: Abyssal Dwarfs

The Blacksouls enter the pond and toss a Mastiff. The Decimaters hold and fire. And the Dragon Fire-Team shoots into the Longhorns, who are brought to 9 damage, but hold.

The Longhorns take a big hit from the Fire-Team!

The Golems roll hot on the damage and the inspired Nerve check, and are able to see the titan off. They'll reform to face and to keep and eye on the Longhorns.

The Halfbreed Champion lands another handful of damage onto the flying Beast, and secures another waver.

Top of Round 5: Herd

I am low on units, and the Longhorns charge the Decimators, making use of Pathfinder. I manage to land a good 8 damage, but with a 3 on the Nerve check, the Decimators are unbothered.

The Abyssal Dwarfs are pushing through.

The Spears charge off the hill and into the Fire-team, dealing 10 damage and prevailing against the evil crew. Victoriously they will turn to eye the flank of the nearby Decimators as well as the Blacksouls.

Bottom of Round 5: Abyssal Dwarfs

The Abyssal Dwarfs move to clean things up and play the scenario.

The Halfbreed Champ will prevail against the Beast.

A big, final push from the Abyssal Dwarfs!

The Decimators and Blacksouls will charge the Longhorns, with the former hindered. The Golems will make a hindered flank charge into the Longhorns. The Decimators and Blacksouls will struggle, but the flanking Golems and their CS2 will land enough damage to see the Longhorns off.

Playing the scenario, the Golems and the Blacksouls will turn to face my deployment zone. The Decimators will spin around to delay the last of the Herd. I can't quite juke around this regiment.

Top of Round 6: Herd

The Tribal Spears charge the Decimators, landing 5 damage and bringing them to 13, and will rout them. They will overrun, looking to play for a possible Round 7 upset. The Abyssal Dwarf units can't actually get too far, given the terrain.

Bottom of Round 6: Abyssal Dwarfs

The Abyssal Dwarfs move as quickly as they can. The Blacksouls started in the pond, and can't quite escape it. Still, the vast majority is over the center line (marked by the pen). 

The Halfbreed gets partially through his movement as we discuss what he should be doing to win. 

The Golems will shamble forward, to make it across the line as well. 

We discuss the potential Round 7, and how best to utilize the remaining Abyssal Heroes.

With the Dwarfs just over the line, my Tribal Spears really want that rear charge, and then the victorious backwards scoot. With 12" and a charging pivot, I can reach either of the scoring Abyssal Dwarf units, and any amount on roll to inch back should result in a victory to me. So, the mighty Halfbreed Champion should be getting up in the face of the Spears, even maybe charging them, to prevent the Herd unit from charging around him. The Iron-Caster should try to Surge the Golems out of my charge range.

The Champion will move up, and we opt to call it here, with a tie.

Game Conclusion

His list was throwing stuff at a wall to explore things more, and my list did what I hoped it would do, doing alright while generating some good interactions. We ended up having a great back and forth game with a lot of discussions in between the moves.

My victorious reforms in Round 3 were obviously nonsense. Not sure why I thought I’d need to overrun and such to create space, but at the time, I thought I did, and my brain caught up to me after 30 seconds too late. Oh well. It was a “teachable moment” as they say, and we all make mistakes! While not exactly a mistake, I was too greedy with the flying Beast, thinking I could grind the Champion out before moving on to a new target. I had plenty of opportunities for a withdraw penalty into another unit, but didn't, due to overconfidence. As with all of these smaller games, with so few units, every decision is that much more impactful. Lots to learn from and consider!

Testing Conclusion
  • Tribal Spear Regiments. In an Ambush-level game, they did ok, but just because of Thunderous Charge. Hitting on 4’s and what not, these kinds of middling units really want to be a horde as soon as they can.
  • Longhorns. I’m not quite sure how best to use them. Rally covers the Tribal units as well as the Guardian Brutes, so you’d think the Longhorns would want to be a second-line or supporting unit. However, they are one of the few non-monsters in the army with Def5, hypothetically making it a decent anvil. However, since it tops out at the regimental size, I think second-line is still the way to go with the Longhorns, running them off-set and behind other units (like a brick wall) to help with line of sight, since they are just infantry height.
  • Lycans. I was hoping the regiment would be able to tank and regenerate and hold things up, but their Nerve isn’t quite there, and they can waver, so they need luck to hold against just about anything. These could maybe work as an outriding unit, but that’s a test for another day.
  • Flying Beast. He got a rear-charge, which was fun! I thought I’d be able to power through, but the Halfbreed Champion was able to take him to town, and that was a great learning experience for my opponent.
  • Hydra. The Hydra unfortunately fell to some hot dice, but was doing fine overall. I could have been even more aggressive with it, but the aggressive tar pit role seems like a good one for it.
There was a lot to learn from and discuss, and I was lucky to squeak by with a tie! A big thank you to Kenny for fitting in not one, but two games into his busy schedule. The second report should be up soon!

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