Friday, January 31, 2025

Kings of War 3rd Edition: #114 Undead vs Northern Alliance in Seek and Destroy

Intro and Lists

For the very last game of the tournament, I drew into my friend and frequent practice partner, Trevor from Data and Dice. Unlike me, he had had a really strong tournament run, winning the first few games and hitting the top table before being knocked down into the upper-middle of the pack. Recent readers of the blog should not be surprised to see him with the Northern Alliance. Trevor had the following:


The core of the list remained the same the last few times we've seen it. A horde of Naiads are around to hold the line, supported by cheap Dwarf regiments. Two regiments of Hearthguard are around to kill things, and three units of Snow Foxes around to make sure the Hearthguard get to where they need to be. We've got a Cavern Dweller to chew through things as well, along with a horde of Frostclaw Raiders. For leadership we have three Primes, a flying Ice Blade to hunt characters, and an Ice Queen with Heal and Blizzard. 


I brought my Undead MMU, featuring Skeleton Warriors with two-handers, Wraiths, Soul Reaver, and a pair of Burrowing Wyrms. Rather than blabber again and again for these reports, you can read more about the my thinking and prep here, if you are so inclined.

Table and terrain

The "gimmick" for the tournament was leaning into Wisconsin's historic forests, and running an extra forest, often in place of a flat piece of terrain. Overall, we were using our typical terrain rules, running the building as Height 9 blocking terrain, all the forests as Height 6 Difficult Terrain, fences as Height 2 Obstacles, and Hills as Height 3, and the fields as Height 0. 

I was on the same table for the third game in a row. 

The tournament was also using a veto/pick system for scenarios. Each round has three possible scenarios. The first roll off of the game lets the loser veto one of the choices, and then the winner selects what will be played from the remaining two. The options were not public until the start of the tournament, so one couldn't plan too much, and had to bring a more generalized list. The choices each round were varied, and I really enjoyed this method. 

Overview of the table.

The scenarios for Round 5 were a little rough. We had Raze, Wrack and Ruin, and Seek and Destroy. I had not heard good things about Wrack and Ruin, and didn’t think my list could endure any progressive scoring, so losing the roll off, I vetoed that one. After some consideration, my opponent went with Seek and Destroy, hoping to spread things out over the board to the detriment of the usually layered and compact Undead.

View from the left.

Trevor won the roll for sides and got us going. On the left we have slightly angled Frostclaws screened by Snow Foxes, a Snow Troll Prime and the Ice Blade. A building broke up the line, with an angled Cavern Dweller starting in the woods, then a Snow Troll Prime and Hearthguard with screening Foxes in reserve, Dwarfs protecting the Ice Queen, another Prime, the Naiad horde, angled Hearthguard ready to take the hill, with uninspired Dwarfs and Snow Foxes out on the right.

View from the center.

Left-to-right for the Undead we have Skeletons, Wraiths in reserve due to not spacing nearly well enough, and then more Skeletons. The Bane Chant ASB is nearby, with Wraiths screening for Soul Reavers, and then more Soul Reavers, and the Burrowing Wyrm nearby with the Healing ASB around to support.

View from the right.

There was a bit of a gap followed by more Skeletons, the Liche, the other Wyrm, and Wraiths. And then the right has Mhorgoth, more Skeletons, with the Wraith Regiment on the far right.

As-usual, the Frostclaws were a late drop, but I expected them out on the right and scrambled a bit with my final drops as more came down on the left. Throughout the tournament is did pretty well at pairing the ASBs with the Wyrms to give me the longest charges. However, this often meant that the Wyrms were the only things able to charge, so I tried switching it up here. I’m not entirely pleased with my deployment, but there are a lot of Loot tokens to fight for, and I struggled conceptually. I want to favor the right but don’t feel I can ignore the left, and the Undead ended up rather spread out. In retrospect, I think with this army, in this situation, I should be ignoring and writing-off some tokens (like on the far left), and playing harder for fewer tokens, since I don’t have the speed to make late-game plays.

My opponent wins the roll for deciding turn order, and kicks things off for us.

Top of Round 1: Northern Alliance

My opponent rolls up 3 Swords for his Command Dice, spending them on rerolls.

The Snow Foxes zip up to block and screen for the Frostclaws, and the Snow Troll Prime pauses to pick up a token, while he and Ice Blade duelist keep pace. This is a very fast and dangerous flank. The Frostclaws shoot, and land 6 into a Skeleton Regiment.

The Frostclaws move out to menace the Undead.

Centrally, the Cavern Dweller meanders mostly through the Woods, with the Prime nearby. I don’t have any real shooting, so the Snow Foxes hop up to screen for the Huscarls and add a few more inches to the threat of their potential blocking charges. The nearby Dwarfs move up to support and grab a token. The Ice Queen attempts a Blizzard into something but misses.

The Northern Alliance moves up, with the wood blocking line of sight to and from a lot.

A Snow Troll Prime move up a bit, but stays out of the woods.

The Naiads hop up to guard the gap between the woods and the building, and also grab a token. The angled Huscarls hop forward to take the hill behind them.

The Dwarfs secure the fence, and dare a charge.

On the right, the Dwarfs grab a token while the Snow Foxes scamper up a bit as well, ready to protect the Dwarfs.

My opponent had already grabbed 3 tokens.

Bottom of Round 1: Undead

I roll up 8 Swords for my Command Dice, I manage to make use of most, but not all of them.

I use 4 Swords to ignore the Shambling on the regiment of Wraiths, marching them up at the double and pivoting. I think the Dwarfs have the arc but not the inches to charge.

Positioning on the right.

The Skeletons grab a token and inch forward. I had expected the Frostclaws to come down out here. With them (and the Ice Blade) coming down on the left instead, I think I need to try and take advantage of being spread out and try to bully the Dwarfs out here and make plays for these tokens. Mhorgoth tries a Mind Fog into the Foxes, but the spell doesn’t connect.

The centers keep their distance for now.

We have a bit of a standoff in the center. I shouldn’t have any charges, so start moving things up to play the game of inches. Wraiths hop up to use the building to block and project threat. With Mhorgoth not too far away, surge charges are also on the table.

The Wyrm stumbled over the fence, but moves up. Skeletons grab a token. The Liche tries a Scorched Earth into something, but I don’t record what, so it must have fizzled. The stronger contingent of Wyrm, both Soul Reavers, Wraiths, and the Bane Chant ASB all move up as well.

Position on the right, trying to contain the Frostclaws.

On the left, my Skeletons gets their leader points onto the hill. They are weak, but Fearless, and I need to delay things as long as possible. I used 2 Swords on Endurance, and the ASB lands a good 2/3 Heal into the damaged unit, improving their chances at holding. The Wraiths should be backing up to deny an easy charge from the Frostclaws.

Top of Round 2: Northern Alliance

My opponent rolls up 3 Swords for his Command Dice, using them on rerolls.

On the left, the Frostclaws and the Prime go into one regiment of Skeletons, while the Foxes go into another. Surprisingly, the Foxes deal a strong 3 damage to the Skeletons, though they hold on.

The Northern Alliance charge in.

Unsurprisingly, the Frostclaws and Prime trounce their regiment. Usually reforms are a bit of an issue, but not this time. The wide Frostclaws are able to change facing to spy my flanks while keeping the Wraiths in front arc. The Prime just holds. We measured while he was deciding his reforms, and it turns out, that if I charge the Frostclaws, the back 1-55mm of the Wraith troop would still in arc for a flank charge.

Reforms on the left.

The standoff largely continues in the center. The Cavern Dweller and Prime adjust, and the Huscarl and Snow Foxes should inch up slightly. The Dwarfs back up slightly with their token, and should be out of range of the Soul Reavers now. The Ice Queen uses an Accuracy Command reroll on Blizzard into my BC ASB. The dice are wild with the spell hitting twice, Blasting into 5, and then damaging just once.

More units positioning in the center, though the Ice Blade gets into the backfield of the Undead.

The Ice Blade is able to safely hop the line though, ready to hunt characters.

The Snow Troll Prime and the Naiad horde continue to pressure the woods and the gap between the woods and the building. The Naiads should hold, so the Hearthguard on the hill turn to face the right, to shut down my push out here.

The Northern Alliance adjusts to face the threat from the Wraith regiment.

The Dwarf regiment changes facing, keeping the Skeletons in front arc, but they don't advance, so the Wraiths should be safe. I think the idea is to take the token and just cautiously retreat. The Snow Foxes charge in, and do ground the Wraiths, landing a surprising 2 damage.

Bottom of Round 2: Undead

I roll up 3 Swords for my Command Dice. It’s feast or famine with the Command Dice, apparently.

I use 1 Sword for a reroll to hit with the Wraith Regiment, as they struggle against the Snow Foxes, because struggle they do, only landing 1 damage.

The regiment struggles against the Foxes.

The reform of the Huscarls as well as the facing of the Dwarfs limits where Mhorgoth can go, but he tries his best to find a landing spot to help out. He cannot reach the Snow Foxes for Drain Life, so is forced to cast it into the Dwarfs, landing 1 damage. No other spells are really useful here, so I think he fishes for a Mind Fog waver, but the spell fizzles.

The Skeletons with the token move up as far as they can without getting the Hearthguard into charge range.

The Wyrms try to threaten the center.

The Wraith troop hiding near the building moves up to plug the gap. With the Hearthguard reforming and the Snow Troll Prime not in the woods, only the Naiads can see them. A striding Burrowing Wyrm draws up behind, and the second enters the woods to protect a long threatening charge as well, and only the Snow Troll Prime outside the woods can threaten the second Wyrm, since the Northern Alliance line has been so cautious.

The Undead creep forward.

I don’t have a lot to block or chaff left-of-center. The Wraiths move up, with both units of Soul Reavers standing by. The Liche attempts Scorched Earth into the Hearthguard, but fails.

Fearing the Ice Blade, all my characters duck behind units to block line of sight or the ability of the Ice Blade to align, and the individuals all buy themselves a turn of safety.

The Wraiths are forced to go into the Frostclaws.

On the left, Heal from the ASB goes hard, I spend 2 for Endurance, and the Skeleton Warrior regiment Lifeleeches 1 back, heading down to 0 damage as they fight the Snow Foxes. Unfortunately, just 1 damage lands and I don’t budge the furry swarm. Fortunately, I do get a waver, but will still be gummed up next turn.

The positioning of the Skeletons should prevent the Frostclaws from hitting the Soul Reavers in the flank, but the option to charge the ASB and overrun into them is still there. I don’t like it, but the Wraiths charge the Frostclaws to ground them and delay, and I do deal 2 damage to hold them up for a turn. Unfortunately, with the Snow Troll Prime right there with a flank, this is likely all the time they are going to buy me.

Top of Round 3: Northern Alliance

My opponent rolls up 7 Swords for his Command Dice.

The Frostclaws and Prime fight the Wraiths. The Prime lands 4 damage, but the disordered Frostclaws land just 2. Still, while the damage rolls went my way, the nerve check breaks his way, and the Wraiths are bested.

Fighting on the left.

The wavering Snow Foxes do nothing, but are still engaged with my Skeleton regiment, meaning they are gummed up next turn.

Fighting in the center.

I thought I did on ok job blocking, and limiting charges, but it turns out I fall a bit short. The Snow Foxes are able to charge out and connect with the Wraiths, though no damage is done to ground them.

The Cavern Dweller gets the 2 needed on Wild Charge to reach the Soul Reavers, and is able to just connect with their far corner, align, and then slide down, letting the Hearthguard (untouched by Scorched Earth) charge in as well. With no individuals to hunt, the Ice Blade goes in to contribute a bit, and my hammer is neutralized.

Victorious reforms for the Northern Alliance.

Everything backs up in victory. The Ice Blade gets what is needed to get out of arc of the other Soul Reaver units. The Cavern Dweller gets what is needed to get them into front arc. And the Hearthguard get enough to get out of range, if memory serves. It’s some brutally lucky reforms.

The Dwarfs hold with their token, and the Ice Queen attempts a Blizzard into something, but fails to connect with the spell.

Positioning on the right.

With the woods, the Naiads charge the Wraith troop, getting pretty far up. One Wyrm is in the flank, so a Snow Troll Prime hops up to block. With facings and leader points, my Wyrms have no possible multi-charges next turn. It’s clever positioning, but really frustrating, and it feels like the game is already out of reach.

On the right, the Hearthguard on the hill hold, as do the Dwarfs. My skeletons aren’t in charge range, so he doesn’t want to get closer. The Snow Foxes go into the regiment of Wraiths again, and will ground them again.

Bottom of Round 3: Undead

I roll up 7 Swords for my Command Dice.

On the right, my Wraith regiment is able to best the Snow Foxes and overrun slightly. Better late than never, and I’ve finally routed something this game.

The Wraiths finally prevail over the Snow Foxes.

I need to get Mhorgoth doing stuff, and he flits over, past the Dwarfs. Isolated, Drain Life is the only really viable spell, and the hits the Dwarfs for 3, bringing them up to 4 damage.

I was hoping the Wraiths would survive a hindered charge, and they do. They disengage and withdraw, and with Mhorgoth coming around, I hope to Surge them into something next turn.

Lots of blocking charges for the Undead.

The positioning for the Wyrms is terrible. I cannot multi-charge anything, so we’re stuck with a bunch of single charges to block things up. One Wyrm goes into the Naiads, and it lands a strong 6 damage despite being Ensnared.

Skeletons make a hindered charge into the Prime to try and protect the Wyrm fighting the Naiads.

The Wyrms make their separate charges.

The other Burrowing Wyrm decides to go for the nearby Dwarfs instead of the flank of the Prime. The Wyrm lands 6 and I get a lucky waver against the Dwarfs. The Liche hops up to attempt Scorched Earth into the scary Hearthguard with a Command reroll, but the spell fails to connect.

The Soul Reavers are in a spot. I could charge the Foxes and reform, out of arc of the Cavern Dweller and the Hearthguard, but the Frostclaws on the left are free, and this would give them a clean rear charge into the vampires. The least-bad option is into the Cavern Dweller, though I need to rout and then sidestep 2” to get out of range and deny the Frostclaws a flank into the vampires.

It’s a desperate play but it’s the only one. Fortunately the Soul Reavers deliver! I believe they got a Bane Chant from the ASB, and will land 11 damage, best the inspired monster, and then sidestep to be as safe as they can be. Unfortunately, the move is just 1”, so I am barely in range for the flank. Drat.

The Undead Left tries to hold.

Since the Snow Foxes failed to disorder them, the Wraiths fly up to hit the Snow Troll Prime in the flank. I land 3 damage, but do get a surprise waver here.

On the left, I have no hope of grounding the Frostclaws. I go into the Snow Foxes, landing 3, bringing them to 4 damage, butI fail to rout them, and give the Snow Troll Prime another easy flank charge.

Top of Round 4: Northern Alliance

My opponent rolls up 6 Swords for his Command Dice.

On the left, the Foxes and Prime rip through my Skeletons and reform.

The wavering Snow Troll Prime flanked by the Wraiths does nothing. And by doing nothing, his Height 3 body blocks line of sight to greatly hamper their efforts to do anything besides charge him again next turn.

The Northern Alliance sweeps over the Undead's left.

The untouched Hearthguard go into the Soul Reavers in the front, with the Frostclaws hitting from the flank, and the second unit of Vampires is obliterated.

The Dwarfs fighting the Wyrm get Regeneration from the Command Dice, rolling hot and getting 4 of their 6 damage cleanses. The Ice Queen gets a reroll to heal, but very little, if anything connects to further aid the Dwarf regiment. They have Fury and fight back, but nothing makes it through the Wyrm’s thick skin.

Fighting in the center.

In the woods, the Prime lands 4 damage into the Skeletons, and the Naiads regenerate from 6 down to 5 while dishing out 6 to the Wyrm, but both units hold.

The Ice Blade goes into the Bane Chanting ASB, but Def5 does work, and even with Duelist and a ton of attacks, only 1 damage lands. The ASB holds, but is still disordered.


On the right, the Dwarfs can't easily back up out of danger, so they position so the Hearthguard can more easily see around them. The latter leave the hill, looking to support the Dwarfs as we fight for these tokens.

Bottom of Round 4: Undead

I roll up 4 Swords for my Command Dice.

On the right, the Wraiths can nimble move to threaten Dwarfs and things while avoiding the Hearthguard. The Skeletons move up to threaten flank charges, though these will be hindered. Having drawn the attention of the Hearthguard, I don’t think I can bully the Dwarfs and win this token. The new goal out here is to draw the Hearthguard away and hope the Wyrms and such can do something? I donno. It’s all desperate plays here this game.

Movement for the Undead on the right.

I blank on how fly works, but my opponent helps me, and the Wraiths are able to hop over the Naiads to face their rear. I use all 4 Swords to cast a Drain Life for 4 into them, healing the Wyrm from 6 down to 2 damage. Mhorgoth surges the Wraiths into the rear of the horde, and then bane Chants them. The Wraiths hit from the rear and the Wyrm from the front, and the Naiads are brought from 4 damage up to 19, and routed. The Wyrm Grabs the token and Lifeleeches down to 1, then victoriously spins. With its Leader Point in the woods, it will do what it can. The Wraiths Lifeleech from 3 down to 2, and will pivot to face the rear of the Hearthguard unit out on my right. Maybe I can eventually wrest control of the token from the Dwarfs.

Movement and charges for the Undead in the center.

The Skeletons in the woods disengage. With just 5 attacks, I want to try and minimize his output, and he should be stuck fighting the Skeletons next round, and unable to fight the Wyrm.

The second Wyrm goes back into the Dwarfs, brining them to a commendable 9 damage, but they are just wavered again. The Liche does his best to protect the Wyrm, but Scorched Earth into the Hearth Guard fails again.

The Wraiths charge the wavering Prime since they can hop over him safely, and that is all they can really do. I land 1 damage, which isn’t great, and the Prime is steady this time.

The ASB hides, for now.

On the left, I hide my ASB with Heal. While there aren’t units to support, I want him around to try Drain Life into Snow Foxes with tokens in the coming turns, as that seems like my only path to victory left.

Top of Round 5: Northern Alliance

I don’t record what my opponent gets for his Command Dice.

On the left, the Prime drops a token and moves over to help finish fights. The token is picked up by some Snow Foxes.

Foxes camper about on the left.

The Prime lands 2 into the Wraith troop, and then gets an 11 to best them. He will also reform and help finish fights, though the center is pretty clearly won now.

The Dwarfs countercharge the Wyrm with Hearthguard in the flank. I take 20 damage, and devastated and routed, as is proper. The Dwarfs get another Regeneration Order plus a heal from the Ice Queen to end at 5 damage.

The losses for the Undead continue to mount.

Frostclaws will make a hindered charge into the flank of my Skeletons, and the Prime will make a hindered charge into their front. I am devastated and routed here as well.

The Ice Blade finally gathers his wits, and will devastate and rout my ASB.

The Hearthguard swivel to find bigger threats to fight.

On the right, my opponent tries maneuvering the Hearthguard, and I finally get some measurement luck for the tournament. They have no charges, and cannot at the double to safety, so they spin to face the Wraith troop.

The Dwarfs charge the Wraith Regiment and will ground them, protecting the Hearthguard.

Bottom of Round 5: Undead

Having lost an ASB, I lose one of my extra reds, and I roll up 6 Swords for my Command Dice.

On the right, the Wraith regiment battles the Dwarfs. Neither of us are Inspired, I have a better quality unit, and the Dwarfs are injured already, so I hope I can grind them out and steal their token with the Wraiths. I land just 2 damage to take them to 2, and they are steady this turn. I am, however, forgetting to Lifeleech my damage off.

The Wraiths continue to try and grind.

The Skeletons get closer, and should just be in range of the Dwarfs now. But I am tentative, and don’t want to goof it and draw the Hearthguard back in.

The Wraith Troop nimbly swivels, and moves to try and protect Mhorgoth. Over a week later, I don’t remember the exact thinking. I should be safe from a rear charge from the Hearthguard, and hindered front charges from everything.

Mhorgoth tries surging the Wraiths into the Prime in the woods. I don't recall what the other spell would have been, or if it was successful. The Wraiths disorder the Prime, but don't really budge him.

The Wyrm goes into the Dwarfs again. Another reasonable amount of damage lands, and with Mhorgoth’s Dread, I do pick the unit up. Being Seek and Destroy, I choose to destroy the token rather than claim it.

The Liche tries to get in the way to complicate things, and fails to connect with Scorched Earth.

The Wyrm fights for another token while the ASB springs the trap.

On the left, I spring my trap. The ASB hops up, and using 4 Swords, I try a Command Order Drain Life into some wounded Foxes, but I get no hits with the spell, and now the plans here are known.

Top of Round 6: Northern Alliance

My opponent rolls up 4 Swords.

Now wise to my schemes on the left, the Snow Troll Prime about-faces and runs back to be ready to aid the Foxes. The Range on Drain Life is low, and even with tokens, the Foxes are able to get just over 11” away, to be safe from the spell on my turn.

Movement on the left.

A Snow Troll Prime moves nimbly to spy the flank of the remaining Wyrm. The Wyrm gets charged by the Hearthguard, with the Liche actually preventing them from sliding down into the woods to be hindered. The Wyrm should take a fresh 8 damage, but holds.


The Frostclaws makes a hindered charge into the Wraith troop, trying to help the beleigered Prime, but only bring them to 6 damage, and the troop holds.

The Hearthguard move up, ready to join in any Round 7 Brawls.

My opponent spends the Swords on a Regeneration for the Dwarfs on the right, and the regiment will ground the Wraith Troop again.

Bottom of Round 6: Undead

I roll up 4 Swords for my Command Dice. I decide to save it all for a possible Round 7.

On the right, my Skeletons make a hindered flank charge into the Dwarfs, with the Wraiths clawing from the front. I bring them to 10 damage… and they are found to be Insane, and they will keep their token for now, and I'll need a Round 7 to help me out here.

Positioning for the Undead units.

Centrally, the Wraiths will counter-charge the Frostclaws to ground them. They are tall and blocking the Ice Blade’s line of sight.

Mhorgoth flies behind the Frostclaws and tries a Drain Life into them. I don’t think I can rout the unit, but I can help the Wyrm, and Mhorgoth will actually land a Drain Life 4. The Liche attempts a Heal into the Wyrm, but I get no successes.

The Healing ASB runs 10” towards the Snow Foxes, but I can't get close enough to use the Drain Life Command Order this turn. They are nimble, but slowed by carrying tokens. Given the table edge, and that they can’t use all their speed, and are going to need to turn, and so the ASB will be able to catch one, and Mhorgoth should be able to catch the other. The Snow Troll Prime won’t be able to pick up either since the Northern Alliance would be going first in the order, and with the Dread aura, hopefully I can knock both token from the Foxes.

....Unfortunately, I don’t manifest a Round 7 to help me out here either, and with the Dwarfs being insane this turn, I can’t even tie it up. Trevor and his Northern Alliance wins this one 4:2!


Game Conclusions

As-ever, Trevor played a tight game with a solid list, and this game and match-up was a pretty fitting end to this tournament. Trevor and I had bounced ideas off each other leading up the event, and it was neat to see both lists in action at the end of the event. Unfortunately, it was a pretty rough game for me, with nothing really breaking my way in the early game. Still, I was able to persevere and came really close to making this an actual game, which basically summed up my performance the entire weekend!

Testing Conclusions

I’m still pretty new to the Undead, but I think I came into the event with a decent list and a decent plan. When the list worked, it worked well! Skeletons and Wraiths proved they could hold things up nicely, Scorched Earth could definitely hamper enemy hammers (especially Giants!), and my Burrowing Wyrms and Soul Reavers could really dish out damage when I could find the angles to multi-charge and keep the hammers relatively protected.

I’m obviously biased, but I rarely felt like the dice were bouncing my way though. Even with Command Order rerolls, Scorched Earth wasn’t hitting as often as I would have thought, and even between doubling up on Drain Life between Mhorgoth and the Command Order (effectively Drain Life 12), often trying to target the same unit, and more-wisely targeting lower-defense units, the output of the spell just still seemed pitiful most of the time in defiance of the statistics. Spells in general were just not as consistent as I was hoping for all weekend.

Tournament Conclusions

My record was 1 win, 3 losses and a tie, putting me at 12th place, out of 16 original attendees. One of them did drop, so 12/15 isn’t a great personal showing. I definitely missed my wins goal, but with average dice, an occasional Round 7, or even just less Insane Courage results, I think we could have flipped a few of these, so I am happy with my play overall. The Undead were fun to play, and I think I learned a lot about the army.

The more important goals of enjoying all 5 games, and playing 3 new players were overwhelming successes though. I played against four new players, against 3(ish) new armies, and had things to takeaway and learn from after every game. I’m a bit biased, but checking-in with folks in between games, it seemed like I was having the best, the closest, and the most enjoyable games, even if the final record was a losing one.

It was crazy cold, but the Northwood GT was a great success in my book. A massive thank you to the attendees, and to Brian and Rebecca for organizing it. Be excellent to each other, and hopefully I’ll have more tournament reports coming later this year!

Thursday, January 30, 2025

Kings of War 3rd Edition: #113 Undead vs Goblins in Invade

Intro and Lists

Sunday saw the overnight temps drop to 0 degrees Fahrenheit, with a -21 degree wind chill, and the temps and wind did not really improve throughout the day. I sat down to breakfast and then the chair leg snapped beneath me, and my ice scrapper broke as I tried to dust off the car. Thankfully, the car started, so we'll take the wins where we can get them! I made it to the venue, and got matched up with Neil and his awesome Goblin army for the first game of day two.


We technically have a Goblin player locally, though I have yet to play them. She is often around, but rarely plays at the meet-ups, preferring to just hang out and bask in the general scene. So this was a fourth new player and another completely new army for me thanks to this event, which I was excited about. 

List-wise, I know the Goblin infantry are pretty low-tier. It's all the special stuff one needs to be wary of. I hear typically that is stuff like war trombones and war machines, of which Neil didn't bring. Instead we have flying, shooting Wingits, exploding chariots, a bunch of Bruisers, Troll Hordes, and a Giant. It was a fighty-Goblin list, which seemed a little more unique, and probably more interesting to play with and play against.

Model-wise, his army is extra awesome due to its age and incredible longevity. While some things are new and nodern, the infantry blocks are all metal, cast by a friend of his way back in the early 80's, and are all painted brown, from a Tolkien description, as the army predates green goblins were the norm. The minis-agnostic approach Kings of War takes makes this all possoble, and we are better for it. This was a cool army.

Neil had attended the Interstate Doubles Tournament back in June, and we had chatted briefly as attendees filed in, but did not get to play that day, or talk in any great depth. Even then he struck me then as a kind and joyful person. A constant, boyish grin clearly showed that he was here looking for a good time and not wins.

I brought my Undead MMU, featuring Skeleton Warriors with two-handers, Wraiths, Soul Reaver, and a pair of Burrowing Wyrms. Rather than blabber again and again for these reports, you can read more about the my thinking and prep here, if you are so inclined.

Table and terrain

The "gimmick" for the tournament was leaning into Wisconsin's historic forests, and running an extra forest, often in place of a flat piece of terrain. Overall, we were using our typical terrain rules, running the building as Height 9 blocking, all the forests as Height 6 Difficult Terrain, fences as Height 2 Obstacles, and Hills as Height 3, and the fields as Height 0. If the table looks familiar, it's because it is. I drew into the same table for Games 3 and 4, even getting the same side.

Overview of the table.

The tournament was using a veto/pick system for scenarios. Each round has three possible scenarios. The first roll off of the game lets the loser veto one of the choices, and then the winner selects what will be played from the remaining two. The options were not public until the start of the tournament, so one couldn't plan too much, and had to bring a more generalized list. The choices each round were varied, and I really enjoyed this method. 

View on the left.

The Goblins deployed in several groups. On the left we have a Sharpstick Horde blocking for Luggits, a Troll Bruiser, and a horde of Trolls with a Goblin Blaster in reserve. The center had a slayer Giant and two stacked Sharpstick Hordes, supported by another Troll Horde and another Troll Bruiser. Center-right had a very speedy contingent with all three Wingits, a Goblin Blaster and the legendary Magwa & Jo’os. The far-right had a Rabble regiment, Goblin Blaster and Troll Bruiser, hoping to draw some Undead out to face them, or otherwise just sneak past and put the Goblins way ahead for the scenario.

View from the center.

The Sharpsticks came down early, so I tried to match-up the Soul Reavers and Wyrms across, hopefully letting my flying Wraitjhs charge things without Phalanx. 

View from the right.

The Undead line was a little more continuous, and left-to-right we have Skeletons and Soul Reavers with Wraiths peeking through them. A Burrowing Wyrm towered over the hill, with the BC ASB nearby. I hoped this was enough to deal with the left group, so the line continued with Soul Reavers, hoping to make use of the blocking building in the midfield. The center had second Burrowing Wyrm and the Liche with eyes on the Giant. Skeletons supported them, with the BS ASB nearby. Wraiths peered around the central woods, with two more Skeleton regiments looking to occupy the terrain. More Wraiths and Mhorgoth were opposite the Wingits, and I deployed the Wraith regiment out on the far right to try and deal with the sneaky contingent.

I should note that our table did not have a chess clock; the event organizers had asked folks to bring extras, and I guess we were apparently short one clock. Neil was happy about this, and honestly, I was ok with it too. I was happy with my clock usage so far (hadn't clocked out yet!), and it seemed like we should be fine. I think they are good for tournaments, as one person can't slow play and stall their way out of a bad position. I think the official stance (dice down) is probably the correct one, but did like that it was not strictly enforced, especially on these lower tables.

My opponent won the roll-off and since this was Invade, he wisely chose to go first.

Top of Round 1: Goblins

My opponent rolls up 3 Swords for Command Dice, but has little to spend them on.

On the left, the Sharpsticks move up. To avoid any “gotchas” I stressed the ASB Wild Charge interaction with the Burrowing Wyrm, and the Sharpsticks stopped out of charge range, with the Luggits, Troll Bruiser and Trolls waiting in reserve.

The Goblins move up, gaining a lot of early ground.

Centrally, the Giant trudged through the woods. He had deployed smartly enough to give the titan a gap to get past the building. The Sharpstick horde moved up, keeping even with the Troll horde, who stopped short of the woods so they could still see a bit into the center. The second Sharpstick horde lagged behind, so that they’d have a little maneuvering room in the future.

The double stack of Sharpsticks advance.

I would have thought that stacking the hordes would be bad, but I guess these are poor quality hordes, just looking to take up space, and my opponent wants the second to be ready to step up immediately once the first one falls.

The Wingits take the hill.

Magwa & Jo’os is peculiarly sized, but counts are an individual, so scampers up, using the building as cover. The Goblin Blaster hangs back in reserve, and the Wingits all take the hill to see better.

The sneaky contingent on the right moves up with a little more caution.

Out on the right, the Rabble moves at the double to gain ground, while the Bruiser gets caught up on terrain. The Goblin Blaster hangs back. We were walking through our respective armies and I cannot believe how I’d never heard of these before. It’s a fun and fluffy one-use unit, but my opponent is hoping to use its unit strength rather than explode it.

Bottom of Round 1: Undead

I roll up 4 Swords on my Command Dice.

On the right I actually back up and nimble pivot to create more space between my flying Wraiths and the Goblins. I will probably lose this flank, but if I play it smart, I think the Def6 regiment can hopefully whittle this down to just 1 or 2 Unit Strength.

The Undead try to delay and dissuade things.

A regiment of Skeletons takes the woods, threatening blocking charges next turn. I read through his list, and know that the Wingits can be melee or ranged, and that he chose the ranged options, but still screen Mhorgoth with a Wraith troop. If anything takes the bait into the Skeletons, the Wraiths might be able to have some fun with surge.

The center lunches forward to meet the Goblins.

Mhorgoth risks a Surge into the bait skeletons, and I thankfully roll low, with just 3 successes, propelling them further into the woods. Normally I have learned to not do these charges, but since the goal is to bait a hindered charge, lose the unit, and pull the Goblin line apart a bit, I am ok if the Skeletons got too much juice. That they did not is lucky! I notice the Nerve on the Wingits, and Mhorgoth’s second spell is a Mind Fog, which doesn’t land.

Skeletons Surge forward a bit.

The weaker Undead center inches up. We should be out of range here, and I am just looking to gain a little ground before the coming fights. My note is “No Scorched Earth,” but I don’t think the Giant is in range, and this was choosing to not cast the spell rather than a failed spell.

Left-of-center the Wyrm and the Soul Reavers move up as far as they safely can.

Tricky balancing on the hill.

On the left, I use the 4 Swords to ignore shambling and march the nimble Wraiths up to block, and they pivot as well. The Skeletons move up to add bulk in the coming turns, and the Soul Reavers and Wyrm get leader points onto the hill to see and threaten.

Top of Round 2: Goblins

My opponent gets another 3 Swords for his Command Dice.

On the left, the Goblins rush in. The Luggits charge the Wraith Troop, and are joined by the Sharpstick horde. Poor rolls plus Goblin stats plus Def6 means that only 2 damage lands, and inspired by the Healing ASB, the Wraiths easily hold.

The Wraith troop hold things up.

Centrally, the Sharpsticks are there to die, so they move up to ready themselves. The Giant slides in behind, and the other horde sidesteps to allow this. When the first horde falls, both should be ready to plug the gap and push back.

The first horde of Sharpsticks offer themselves up.

The Troll horde near the woods does not take the bait. Hindered, my opponent doesn’t think his damage output will be enough to bust the regiment of Skeletons.

Goblin pressure on the right.

The Wingits move up a few inches and leave the hill, which the Goblin Blaster occupies. The Wingits have Ignore Obscured, and poke Mhorgoth, even though he is an individual and they’ll still take a bit of a penalty. They land 4 hits with blast into 11, and eventually 4 damage makes it through against the Unholy Levitating Arch-Liche. The Nerve check is a lucky 10, and Mhorgoth is unfortunately wavered.

Goblin pressure on the right.

On the right, the Goblins move up again. The Troll Bruiser secures the field and the Rabble move and pivot to force a landing into the field as well. The Blaster repositions.

Bottom of Round 2: Undead

I roll up 5 Swords for my Command dice.

On the right, I go into the Rabble with the Wraith regiment. My opponent forgot the Wraiths have Strider, so clever as the positioning was, my phantasms just don’t care. Unfortunately, this is still a regiment-on-regiment fight, and just the 4 expected damage lands against the Rabble, and they hold.


More delaying moves from the Undead.

The Wingits landed with no uniformity. On his turn, I had asked if that was the intent, and indeed it was, since it will greatly complicate alignment of any charging units. And indeed it does! He wasn't seeking to prioritize the protection of any particular Wingit, and the angles are a mess. I can only get a single unit of mine in, and opt to send the more-expendable Skeletons in, hindered. They unfortunately land no damage, and so that Wingit is free to fly next turn.

I spend 4 Swords on a Drain Life from the Wraiths into a another Wingit, and the spell lands 3, though the Nerve check is low and the unit sticks around. I think Mhorgoth is just out of range, or I forget about the healing aspect of the spell, and I think it is the latter. He regenerates 2 though.

Aftermath of the charge.

Centrally, we make a triple charge into the Sharpsticks with some Skeleton Warriors (4 damage), Burrowing Wyrm (3 damage) and Soul Reavers (11 damage) – none of whom care about Phalanx, and all of whom has some Crushing Strength to contribute. The horde is brought to 18 damage and popped in one combat. The Wyrm backs up, the Skeletons launch themselves forward, and the Soul Reavers advance as well, since I could not sidestep to protect the Wyrm.

I spend a Sword to reroll Scorched Earth into the Giant, and get it! My opponent initially questions this as the Giant is CS4… but then soon realizes that a hindered charge means the Giant is now hitting on 5’s which is bad news for a giant.


Aftermath of this charge. Two hordes in one turn feels great.

On the left, the Wraith troop gets a heal against the Luggits. They only deal 1, but do end the turn undamaged. They shuffle down, allowing things to get into the Sharpstick horde.

A regiment of Soul Reavers and a Wyrm go in the front, with the Reavers doing another 11, and the Wyrm doing 6, and this horde will be picked up as well. It’s jammed up, so the Soul Reaver need to overrun, and roll high, going a little too far. The Wyrm then just swivels.

Top of Round 3: Goblins

My opponent rolls up 5 Swords for his Command Dice, spending them on Endurance and rerolls.

On the left, the Luggits roll well and land 4 into the Wraiths, though the phantasms hold firm.

Charges into the Soul Reavers.

With the Soul Reavers overrunning a little too far, the Troll Bruiser gets into their flank, with the Trolls in the front. Luckily, all the Trolls roll poorly, and just 10 total damage lands. The Soul Reavers are found to be wavering in their resolve, but do have Headstrong from the Dwarven Ale.

Hindered by Scorched Earth, Giant tries his luck against the Skeletons.

In the center, things are still jumbled, but given another long overrun, the Giant has a flank into the Soul Reavers. Scorched Earth will make him hindered though, and with Slayer, my opponent doesn’t think he’ll do enough to best them, and if he doesn’t my Wyrm has an easy flank charge.

So instead, the Giant flanks the overrunning Skeletons, with the Troll Bruiser and reserve Sharpstick horde joining in. The Giant does 4, the Bruiser does 4 and the Spears do 11, and will break the Skeletons and reform. The Sharpsticks sidestep, allowing the Giant to swivel hard enough to get out of arc of the Soul Reavers.

Triple charges into the Skeletons.

Magwa hits the flank of the other sacrificial Skeleton unit, with the Trolls making a hindered charge into the other flank. Since the character is an individual and the Trolls are hindered, my opponent commits the Goblin Blaster as well, to make sure the unit is picked up. The Blaster does a strong 7, the character lands 5, and the Trolls will do enough to devastate the Skeletons, and dutifully pick them up. The Blaster is removed from play, and the Trolls reform.

Wingits hop over and shoot into Mhorgoth again. It's less effective this time.

The trio of Wingits hop over the Wraiths, and try to shot into Mhorgoth again. The Blasts are less big this time, and just 2 damage is done, bringing him back to 4 damage, and the Nerve check is just average this time, meaning Mhorgoth is safe, steady, and back online next turn.

A double-charge into the Wraiths.

On the right, the Rabble countercharge the Wraiths, doing 3, while the Bruiser makes a hindered charge into their flank, contributing 4 damage. The unit is grounded, and uninspired, but thankfully holds. Endurance was spent on the Rabble, putting them at 3 damage.

The Goblin Blaster out here adjusts, waiting to see how the fight unfolds.

Bottom of Round 3: Undead

I roll up 4 Swords for my Command Dice.

On the right, the Wraiths countercharge the Rabble, landing a ridiculous 7 to take them to 10, and I will rout the unit. With the Blaster repositioning last turn, I unfortunately need to give something a flank if I swivel, so I opt to back up after Lifeleeching down to 6 damage. Thankfully, I continue to luck out, and back up 3 inches to get both units into front arc.

Fight on the right. I'll back up to get stuff in front-arc.

With weak Skeletons, I need to try and shut the Wingets down. I’ve lucked out in that they were hunting Mhorgoth the last few turns instead of obliterating my support units. Mhorgoth sets up to bring Dread to the trio. Skeletons turn and move. Mhorgoth attempts a Drain Life 7 into the wounded unit, but nothing hits. I use my Swords on the Skeletons to cast Drain Life 5 into the wounded unit, and look to land 2. Mhorgoth’s second spell is surging the Skeletons into the center unit. I think I need 5 inches and get 4. I think it was 5 inches needed to get into either unit, and so I went for the middle and didn’t get it. Thankfully, the wounded unit does rout, so I made a little progress on dealing with these Wingets.

The Surge falls short, but Drain Life routs a Wingit.

The Liche tosses a Scorched Earth into the Trolls on the right, hoping to slow their progress.

The Wyrm charges the remaining Sharpsticks alone. I’m not going to break them, but the Wyrm is holding them up, and might be able to grind them out, since the titan doesn’t care about Phalanx. As-ever 4’s are swingy, and just 4 damage lands, but I still like my position here.

Fighting in the center.

The Soul Reavers hold for a moment, allowing the Wraiths to charge the Giant, but not slide down too far. I’m tying to limit the Giant’s options. With the Wraiths aligning as best they can, the Soul Reavers them move and pivot to get out of the Giant’s arc while threatening a flank charge next turn. The BC ASB tosses a Surge into the Wraiths, who carve 3 damage into the Giant.

Fighting on the left.

On the left, the Soul Reavers do pass their Headstrong roll. Phew! The counter charge the Trolls with the Wyrm joining in the front. The Soul Reavers do a reliable 8 damage, but the Wyrm goes crazy landing 9 damage, and we pick the Troll horde up before it can regenerate.

The Soul Reavers catch 2 from Heal and Lifeleech 2 back to get down to 6 damage. In victory they back up to get the Bruiser into front arc, and the Wyrm swivels.

Victorious reforms on the left.

The Wraiths pick up the pace a bit, and land 4 to bring the Luggits up to 5 damage.

Losses so far! Pretty good for Round 3.

Ending the round… I’ve lost just two regiments of Skeletons. The Wraiths have been underperforming and magic rolls haven’t been great, but I’ve have been doing great so far otherwise.

Top of Round 4: Goblins

My opponent rolls up something for his Command Dice. I don’t record what, but most of the Orders have been for heals and rerolls.

Charges into the Soul Reavers again.

On the left, the Luggits got back in, landing 3 damage to bring the Wraiths up to 6. They are inspired, but good checks see the troop off.

Reforms for the Goblins.

The Troll Bruiser and Goblin Blaster hits the Soul Reavers. The Bruiser rolls well, and the exploding chariot seals the deal, routing the vampires. The chariot is removed though, and the Bruiser looks awfully lonely facing down the Wyrm.

Fighting in the center.

Centrally, a Bruiser is just able to see the Soul Reavers, and charges in to try and save the Giant, which also happens to prevent the Bruiser from sliding down too far. The Bruiser does 3 damage.

The Giant fights the Wraiths, but my unit is infantry-sized, and Slayer does not trigger. The Giant lands 6, but this troop manages to hold on. The Sharpstick horde pokes the Wyrm for 4 damage, but the Wyrm is unbothered.

Aftermath of the Goblins

Losing a Wingit, my opponent re-evaluates the remaining units. Blast is unreliable, and he got lucky with the early waver against Mhorgoth. The Wingits nimbly fly over the Skeletons,. And shoot into the rear, blasting into 9 damage, though the Fearless Skeletons hold.

Magwa and the Trolls hit the Wraiths, and will best the unit and both reform.

On the right, the Bruiser goes into the Wraiths, and brings them to 8 damage, but they hold.

Bottom of Round 4: Undead

I roll up 5 Swords for my Command Dice.

On the right, I countercharge the Bruiser, landing 4 damage and will waver him.

Mhorgoth flies over, seeking revenge against the Wingits, and brining his aura of Dread. Each has a Unit Strength of 1, so it seems worthwhile to try and pick them up still. My Skeletons aren’t going to delay the Trolls at all, so they spend their movement turning around. They’ve still got the inches for a Command Order Drain Life, which does 1 into a WingIt unit. Mhorgoth’s Drain Life contributes 2 more. Thanks to Dread, I am just able to pick the uninspired Wingit up, and we’re down to 1 Wingit to deal with. 

Movement for the Undead.

Mhorgoth's second spell is a long-shot Surge to try and deal with the last Wingit. I need a Surge 6 to get the Skeletons into them, but only get the average result of 5 successes.

After the ranged phase.

The Wyrm continues against the Sharpsticks, rolling hot and landing 8 damage to bring them to 12.

The Wraiths get another Bane Chant from the ASB, and carve another 3 into the Giant to bring him to 6 damage. With stuff fighting, the Liche tries a heal into the Wraiths, landing 2 of 6. With the Heal and Lifeleech, the Wraiths are brought down to 3 damage, and should hold the Giant up for another turn.

Fighting on the left.

The Soul Reavers countercharge the delaying Bruiser, and will land just 6 damage.

On the left, the Skeletons charge off the hill into the Bruiser, with the Burrowing Wyrm joining in as well. Combined, they bring the Troll Bruiser to 10 damage, and will rout him. The Skeletons will side-step to block up the advance of the Luggits, and the Wyrm will swivel.

Top of Round 5: Goblins

My opponent rolls up 4 Swords for his Command Dice.

On the left, the Luggits can only really get into the Skeleton Warriors, so take the charge. Honestly, given the profiles, it’s not a bad fight, and even goes pretty well, with the Luggits dishing out 9 damage. But the Fearless Skeletons are Inspired, and hold.

The Luggits grind against a pretty ideal target for them.

The Bruiser counters the Soul Reavers, landing 1. It looks like I forgot to LL2 back on the Soul Reavers though, so they end on 3 damage.

The Giants gets “Tooth and Nail” for Lifeleech 2, and with smush the Wraiths this turn. It’s down to 4 damage, and will turn to face the Soul Reavers.

The Wyrm falls, unexpectedly!

The Sharpsticks counter charge the Wyrm, with the individual Magwa hindered and in the flank. The Wyrm is brought up to 8 damage, and Inspired, but two very hot Nerve checks seal his doom.

The last Wingit flies hard out towards the right, and the Troll Horde easily picks up the maimed Skeletons.

The exploding chariot runs in.

On the right, the wavered Bruiser disengages and backs away Nimbly, allowing the Goblin Blaster to go in against the Wraiths, and blast will claim the phantasms as the cost of the goblin chariot.

This was quite the turn! I wasn’t expecting to lose the Wyrm, and the Goblins are clawing their way back.

Bottom of Round 5: Undead

I roll up 7 Swords now, and do what I can.

The right is lost, but the Wraith Regiment did whittle that down to just the Bruiser (and the newly arrived Wingit). I'm happy with their performance.

Movement from the Undead.

I need to deal with Unit Strength. The ASB with Bane chant advances on the remaining Sharpstick horde, who started the turn on 12 damage. I spend 4 Swords on a Drain Life for damage into them, landing some while Mhorgoth lands behind them, doing the same, and finally spiking a Drain Life roll, and the Sharpsticks fall. Mhorgoth’s second spell should be a Bane Chant into the Soul Reavers, but I don’t recall if it actually lands.

The Soul Reavers fight the Troll Bruiser, and will now best him, and LL2 from 4 down to 2 damage. They swivel to threaten the Giant, while the lich moves up and is able to land a Scorched Earth thanks to a Command Order reroll.

Aftermath. 

On the left, the Skeletons fight on against the Luggits. Heal fails entirely, but they LL1 back. The Wyrm in the flank routs the Luggits, and ends the threat.

Top of Round 6: Goblins

My opponent rolls up another 4 Swords.

Magwa makes a hindered charge into the Soul Reavers to occupy them, landing a few damage and getting the disorder. Magwa is mighty, so I am not going to be able to catch the Giant now.

The Giant turns and runs, making it over to my side to score for the scenario.

The Goblins have the Giant (2), the Troll Horde (3), the Bruiser (1) and a Wingit (1) out on the right.

Bottom of Round 6: Undead

I roll up another 7 Swords for my Command Dice.

I’m scoring with the Skeletons (2) and Wyrm (2) out on the left, and the Soul Reavers (3) in the center. It’s a tie game.

The Soul Reavers cut Magwa down and overrun 1”, trying to catch the Giant if there is a Round 7.

The Liche steps up, but can’t block movement. I spend 4 Swords on Drain Life into the Giant, landing 3 damage. Mhorgoth flies up to bring Dread, and lands 3 with his own Drain Life too, bringing the titan to 10 damage. A lucky check sees the titan wavered at range. We’re scoring with majority footprint rules, and the titan is just over, so the Soul Reavers should be able to catch him and still score next turn, without needing to do any fancy or tricky reforms.

Unfortunately, I fail again to manifest the Round 7 that I need, and this game ends in a tie!

Game Conclusions

Another awesome game, but yet another heartbreaker for me. The last two games were great games and great showings for the Undead, but I wasn’t able to seal the deal for either.

Neil is a fantastic human, and ultimately ended up wresting my sportsmanship vote away from Game 1’s Hari. We had a new player, a new army and a hard-fought game resulting in a tie, and this is too hard to beat in my book! We were talkative throughout, and his grin and enthusiasm was infectious, and I just thoroughly enjoyed everything about this game. Hopefully we'll see Neil again soon!


On to Game 5!