I win the roll for sides. It is tempting to make the humans go first and have a bad round of shooting, but ultimately I decide that I probably need to be aggressive, and grab what early ground I can. The Varangur will seize the initiative.
Top of Round 1: Varangur
The Cavern Dweller has Strider, but not Pathfinder. It pivots and moves it's 6" up, staying in the woods to get the cover bonus. Kruufnir tentatively approaches, keeping the Dweller Inspired.
The Wolves just peak into the woods as well. I won't have charges, but they should actually be safe from the rifles, unless the shooters move. I was trying to give my opponent bad choices between a regenerating Kruufnir, a stealthy Cavern Dweller, and the Wolves.
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| The Varangur move up, but slow play the middle. |
The Draugr sidestep, using the woods to hide from shooting. We'll try to keep them here all game if we can to play the scenario.
On the right, the Foxes zip ahead to block and protect the Fallen from the Chariots. The Thegn pulls up alongside the Fallen, with the Snow Troll proxy a bit behind the Thegn. The Chariots should have a possible charge into the Thegn, but will need to use their Boots, and will be giving up a flank to the Fallen if they don't remove my character.
Bottom of Round 1: Kingdoms of Men
The Ballista shoots into the Fallen, but lands no damage. The Chariots pivot and flee, and the Wizard will eventually come out from behind the building.
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| M-dmovement from the Kingdoms of Men. The Wizard will move to the left of the building. |
The Riflemen move out, supported by the Giant, but take penalties for moving, and fail to damage anything. The Hero on Pegasus hides behind the hill.Top of Round 2: Varangur
The Varangur try to keep the pressure on. The Snow Foxes can't charge this turn, but run ahead to threaten the Ballista next turn. The Thegn with the sword hops ahead as well, peering behind the building to pressure the Chariots and encourage them to flee more.
The Fallen enter the woods, trying to use the terrain to their advantage, and the counts-as Snow Troll behind them will hang back and zone out the flier a bit.
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| Movement for the Varangur. |
The Cavern Dweller moves up, threatening a charge next turn, with Kruufnir supporting.The Tundra Wolves also move ahead to threaten charges from the woods, meaning all my important units (Wolves, Dweller and Fallen) are threatening multiple charges next turn. That fees good for pressure.
The Draugr hold, playing the scenario and holding this zone.
Bottom of Round 2: Kingdoms of Men
The Chariots continue to flee / reposition, getting past the building and out of line of sight of the pursuing Thegn. The Wizard flaps around the building, and shooting is exceptionally hot this turn, with . Alchemist Curse landing 6 damage onto the Thegn, and the rest going into the Cavern Dweller, taking him up to 16 damage, and routing the monster.
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| The Cavern Dweller is gunned down. |
The Hero on Pegasus is able to fly over, and get out of arc of the Tundra Wolves. I had honestly mixed up the fliers, thinking the Wizard was on the left. They are clearly modeled, I just goofed. With just 3 attacks from him, this isn't the biggest deal, but it is good positioning and pressure from him.
Top of Round 3: Varangur
I'm starting to crumble a little bit. I was hoping for more from the Cavern Dweller. The Snow Foxes will charge the Ballista and barely pick it up, landing the expected 6 damage but getting a good Nerve check.
The Thegn will hide behind the building now, wounded, but continuing to threaten things. The Fallen use the building to block. The Chariots should be in the flank, but not be able to align. Kruufnir repositions to tank.
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| Positioning for the Kingdoms of Men. |
The other Troll enters the woods. He's threatening the Wizard, and continuing to try and support as best he can.
The Wolves have charges, but nothing great. Their best charge is into the far Riflemen, but the Giant is there. Currently the Giant has no charges, so I opt to just reposition slightly. No reason to bring the Giant into the mix just yet.
The Draugr pivot, still using the trees to block.
Bottom of Round 3: Kingdoms of Men
The reposition of the Wolves is not great, as I put a majority of their base outside the woods. One of the hordes of Rifles hits them for 6 damage, but they do hold. The other Horde has been shooting through the weird but charming gap in the obstacles, but has no shots this turn.
The Hero on Pegasus flaps to interdict, and the Wizard on Pegasus flaps behind my lines to cast Alchemist Curse on the Snow Troll Prime hiding in the woods, dealing 1 damage.
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| Positioning for the Kingdoms of men. |
The Chariots charge Kruufnir. I don't remember if my opponent uses the Boots. I would. With so many units surrounding them, this is probably going to be their only instigating charge. They'll deal 4 damage, and the legendary Troll will hold.
Top of Round 4: Varangur
The Snow Foxes go and hide behind the building, while the Thegn is able to get out of arc of the Giant to pressure things.
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| Overkill into the Chariots. |
Kruufnir will counter-charge the chariots, joined with a hindered charge from the Snow Troll Prime, and a clean charge in the flank by the Pathfinding Fallen.
In a snap decision, we discuss, and the Wolves should be able to Nimble charge around the Hero, pivoting one to get around, moving a big ahead, and then pivoting again so they can hit the other flank of the Chariots. In retrospect, I do not like this decision - it is overkill, and the Chariots are devastated before I can roll for the Wolves. I would have been better off charging the Hero and trying to bully him a bit. He's uninspired, and looking at expected damage, I should be able to waver him at least.
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| Reforms from the Varangur. |
The Giant is not Nimble, so will be a little gummed up next turn. The Snow Troll overruns, and the Fallen and Wolves change Facing. Kruufnir holds, as I want to baby him a bit, and hope that he can regenerate something next turn, as he did nothing this turn.In my backfield, the Draugr change facing to spy the Wizard, though they cannot reach him. It just seems sensible to not give him an open flank.
Bottom of Round 4: Kingdoms of Men
The Kingdoms of Men charge out! The Giant hits the Snow Troll Prime while some Riflemen make a hindered charge into the Fallen. Looking at the arrangements, I believe I had the proxy Troll slightly ahead, so the Riflemen are crammed over, allowing the Giant to sneak in his charge. I could have been a jerk, or adjusted things slightly better to prevent this, but the pressure is on with the time contraint, and fights are fun. Bring it on!
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| Positioning from the Kingdoms of Men. |
The Riflemen shoot into the Tundra Wolves again, landing a hot 10 damage, and will pick them up. The Wizard will land 3 more damage onto Kruufnir with Alchemist Curse, and the Troll barely holds, and is surprisingly unbothered. |
| The Wolves break, but everything else holds firm. |
The Giant rolls poorly overall, hitting the Snow Troll Prime for just 4 damage, and the Troll holds firm.The Riflemen are hindered, and deal no damage to the Fallen.
Top of Round 5: Varangur
We got Riflemen to charge, so I feel like we're doing ok! The Fallen counter-charge the Riflemen, landing 9 damage, but they are a horde of dudes, and hold on.
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| Positioning for the Varangur. |
The Thegn makes his way up a bit, threatening rear charges into the Giant and a flank charge into the Riflemen. Kruufnir hops ahead, regenerating a few damage to end at 5, and is pressuring the Riflemen as well. I am playing quickly and just trying to pressure and make him do mathFor the scenario, the Snow Foxes continue to cower behind the building, and the Draugr continue to hide in my deployment zone.
Bottom of Round 5: Kingdoms of Men
I miss a picture. The Riflemen counter-charge the Fallen, and will land 1 damage, which will be immediately Iron-Resolved back. I will admit, that does feel great, and it is nice to be on the other side of that for once!
The Giant thumps into the Snow Troll Prime again, taking him up to 7 damage, but the Prime holds on bravely.
The maximum pressure approach doesn't work on my opponent. Measuring, the Thegn is in range of the Hero, the Thegn is charged. Just 1 damage makes it through though, but the Thegn wavers.
The Rifles roll hot again into Kruufnir, and with Alchemist Curse adding a few as well, the legendary Troll will need Insane Courage to stay, and doesn't get it.
Top of Round 6: Varangur
If memory serves, Rob learned after our initial practice game that the tournament doesn't actually roll for Round 7, so this is it.
The Fallen fight and best the Riflemen. I don't think they do anything, given this is the last turn.
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| Final positioning for the Varangur. |
The Thegn does nothing, and not knowing we were only playing to Round 6, the Foxes have been a little too patient. The hope was to leave them here, and throw the Fallen into my opponent's left corner in a possible Round 7. Oh well.
The Snow Troll Prime bravely fights the Giant. We've taken far more than we've dealt, but are still holding on.
Bottom of Round 6: Kingdoms of Men
The Rifles move and shoot into the Fallen, but land no damage. I believe the Fallen were getting a cover benefit, making this really hard on the shooters.
Looking to save time on the clock, the Hero doesn't roll attacks against the Thegn.
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| Final positioning for the Kingdoms of Men. |
The Giant does thump 4 more damage into the Snow Troll Prime to bring him to 10 damage, but again, the Snow Troll Prime is a glutton for punishment.
The Wizard flies over into my left corner to score it for the humans. The Riflemen, Hero, and Giant all score his left corner. Fallen and Foxes hold my opponent's right, and Draugr hold my right.With a hard cap after Round 6, it is a tie game!
Game Conclusions
Against Rob, I am always happy with a tie. And heck, if the speed tournament only goes to Round 6, then the previous practice game for this would have also been a tie! Great news for me, especially considering all my misplays in both games, but less so for him. I still think his approach has merit though. It’s a small event, and the list is sure to catch someone off guard, and it doesn’t take much for all of that shooting to start doing work against an elite list.
This game was also quite helpful for me. Still coming away with a tie despite losing the Cavern Dweller before it could contribute anything felt great. I didn’t have much time to really reflect on my tactics in detail, but this game validated my list and general approach for the Northwoods Melee coming up the next day, and was a big confidence boost.
Testing Conclusions
- Draugr. They hid and simply played the scenario. I might have been able to eek a little more value out of them moving them up and zoning out and threatening the Wizard and such, but these already did great this game, doing just what I needed them to do.
- Fallen. They are relatively quick and relatively durable, and can apply some great pressure with smart positioning. They were used well enough this game, and were certainly a fun unit to have around!
- Tundra Wolves. I should have been more mindful with them, and was pressuring when I should be cautious, and cautious when I should have been pressuring harder. They were definitely not used well here, but they were definitely fun to use! I can see squeezing them into more lists, as without shooting to scare them away they can really get into nasty positions thanks to Nimble and their good speed.
- Snow Foxes. Had I known we were stopping at 6 earlier, I maybe could have gotten a little more use out of them, but they killed a war machine and played the scenario and they had a very good game.
- Cavern Dweller. Like the Wolves, the Cavern Dweller was also not used particularly well, and the monster didn’t get to contribute at all to the violence, but the dice against them were pretty hot. My opponent took his chance to deal with the monster, and it worked out for him this time.
- Thegn on Frostfang. The extra speed was good and it was fun to see him zipping around the table being a menace. Strider didn’t come into play here, but it can be very strong.
- Snow Troll Prime. The game was a nice showcase of the durability of the Snow Troll Prime. The Giant was getting his Slayer d6, but the results just weren’t there and the Nerve checks kept swinging low on the Inspired rerolls.
- Kruufnir. Not regenerating anything really damped what the legendary Troll could accomplish, btu he still took the charge from the Chariots like a champ, and enabled that strong (if overzealous) pushback into the center. He did fine.
I was really hoping to get one more practice game in for the speed tournament, trying the 15 minute timer and running yolo Abyssal Berserker spam, or Lycans or some kind of flying circus... just something more elite and in-line with exactly what Rob was expecting to see at the event, just to better gauge how his plan was, as well as tie these reports off neatly, having played at every time limit. Alas, this was it for the secret games for Rob.
I tidied up our first practice game and posted it last night once the tournament was officially underway. Tidying this second report up the morning after, I read that Bob not only won the speed event, but won it decisively, being the only one to go 3-0! The attack on the meta worked out. Congrats Rob!