Intro and Lists
The New Year festivities were a lot of fun, but the year itself has been off to a rocky start with issues and concerns galore, including some car issues and lots of different things to do and places to be between my wife and I. I was immeasurably fortunate to sneak out with our working vehicle before my wife's dinner plans, to get a pair of very quick games in against Trevor from Data and Dice. Fear not, the quickness was due to chess clocks, and not due to lopsided games! We are gearing up for the inaugural Northwoods GT coming up, and wanted to get a guestimate of where we were at with the speed of our play these days, especially since we'd need to be dealing with Command Dice at the tournament. Trevor had settled on the Northern Alliance for the event and brought out the following for our practice game:
While he has run a lot of combined arms lists previously, his recent lists have been leaning into the durability and fighting prowess of the army, dropping the grinding Snow Trolls for the far more violent Hearthguard. Two regiments of Hearthguard are around to break stuff, with two regiments of Dwarf Clansmen to block and hold the line for the sturdy, Regenerating Naiad horde. Three regiments of Snow Foxes are around to interdict, as are three Snow Troll Primes, and a healing Ice Queen. Rounding out the list is a horde of versatile, flying Frostclaws.
I brought the Undead, but in a wildly different direction than my approach thus far with the army. I quite like the Skeleton Warriors and their smashy weapons, and think I’m going to bring them to the upcoming tournament, but Zuinok was disappointing me, and I was having trouble figuring out my sources of Inspiring and my spells and such. I have around 400-600 points that I’m still trying to figure out for the tournament, and rather than slot things in and out (I didn't think I'd have the time to make incremental tweaks), I opted to change gears bigly and run a bunch of new Undead weirdness all at once. Up now is a Ghoul-centric, largely non-Shambling list, with a lot of heroic options to evaluate:
- Skeleton Spearmen with Lifeleech 3. The wording got changed at some point, letting all these upgrades and abilities stack, so we’ll try out a Fearless, Lifeleech 3 Phalanx horde and see how that feels for holding the line.
- Ghouls galore! I hobbied up a bunch of reinforcements and have really wanted to get them on the table for a while now. Older tacticas and army reviews praised the heck out of Ghouls, but they seem to have fallen out of favor. I think a few troops could have relevance in scenario-play, so we’ll try a skew in that direction to start today.
- Wraiths. Along with the smashy Skeletons, I am for-sure taking a few Wraith troops to the tournament, so wanted to get a bit more use with them and push their limits a bit.
- Soul Reavers. I needed hammers, and wanting to try out some non-Shambling Undead as a list-theme leaves me with these Vampires since I don’t have any Werewolf units. I like the vampires, but do know that I need to protect them, and we’ll see if numerous throngs of Ghouls is enough to do just that.
- Ghoul Ghast. If I’m running Ghouls, it seems fitting to try out the Ghast, whose TC aura now comes standard! I wish I had two to spread the aura around more, but I only have the one model right now, so we’ll do our best. I am trying them out stock this game, just so that I have a game to check back in with as a baseline understanding for the unit.
- Liche King, with Heal and Scorched Earth. I think the Liche has a lot of potential with the ala carte spells, but I’ve struggled with good spell selection. I was considering these two spells for the tournament, so we’ll see how these actually feel, since I've never tried out Scorched Earth before.
- Mhorgoth the Faceless. He’s a potential contender to bring to the tournament, but he also seems like a risky pick with the Duelist change and a lot of Hex around these days. I have stubbornly refused to run him for the longest time, and am long overdue for testing him out, so here we go. We’ll see if Mhorgoth the Mandatory lives up to the hype!
- Lykanis. The idea for the lists today was to largely avoid Shambling units. I don’t have full units of Werewolves, but do have two Lykanis models, so it’s a weird pick we’re trying out in the hero slot. These Nimble 40 and 50 millimeter heroes tend to do well locally, but their price is a little steep, relative to something like the Thegn on Frostfang or Snow Troll Primes. I need to be using their speed if I take these. I want to mostly use them to just threaten things and keep my opponent honest a bit, so we’ll see what they get up to.
Table and Terrain
Trevor was kind enough to host our games, and had a table set up by the time I arrived. We were using our typical terrain rules, running the building as Height 9 blocking terrain, the forests as Height 6 Difficult Terrain, stone fences as Height 2 Obstacles, and Hills as Height 3, and the ponds as some Height 0 difficult terrain.
Quick overview of the field. |
We had planned on playing two quick games, and wanted to do one Loot-based scenario and one Objective-based scenario for our games. We got Push for our first scenario, and would need to distribute 3 Loot Tokens, ideally to units, and then fight to grab a central Loot token, and then try to get everything across the center line for the most points at the end of the game, since tokens held on our side are just worth 1 point while tokens we carry over to the opponent's side are worth 2 points. And lastly, it should be noted that Push has a tweak in that a unit can hold multiple Loot Tokens, but can only score one of them, encouraging folks to spread things out.
View from the left. |
On the left we have angled Frostclaws and Foxes. Hearthguard and the Cavern Dweller in the woods, with Foxes behind the infantry and the Hexing Snow Troll Prime behind the monster. The line continues with Dwarfs, a Prime, the Naiads carried a token with the Healing Ice Queen just behind, the flying Ice Blade tucked in, more Dwarfs with a token, the third Prime, and then more Hearthguard with a token and with Snow Fox escorts. We had a similar drop count, so the Frostclaws were late, but there was not much to do about it, and I think I planned well accordingly.
View from the center. |
I wanted to use the Lykanises to threaten long charges to block things up but not necessarily make them. Figuring the Frostclaws would come down on a flank, the werewolf heroes were on mine. Left-to-right we have an angled Lykanis looking to utilize the building, one troop of Ghouls with a second in reserve, which would get a token to haul. One troop of Wraiths were on the line, then the Ghast, Soul Reavers with Chalice and a token, a Ghoul regiment with Mhorgoth in support. The Skeleton Spearman horde held a token, with a second Ghoul regiment were next on the line, with a troop in reserve. Soul Reavers and the Liche continued the line here, with Wraiths, the second Lykanis and the last unit of Wraiths out on the right.
View from the right. |
For a debut with all the Ghouls, I was pretty happy with my unit deployment, as the line was long and varied, but my hero coverage felt like it could use some work. I don’t have a good plan for any of the individuals, and it seemed like there should be a better place for the Ghast, though I think I just really wanted two to spread the aura around and obviously could not with just the one hero.
I won the roll for turn order, and decided to seize the initiative.
Top of Round 1: Undead
I roll up 6 Swords for my Command Dice.
On the left, I tried to dissuade and delay the Frostclaws. The Ghouls and Lykanis should be within charge range of the fliers, but the Frostclaws only have the space to land and fight the Ghouls. The Wraiths should be threatened, but would be a very risky charge for the Frostclaws to make. I think the bait and risk is worth it, and they are threatening a large area themselves now.
Layers and layers and layers to deal with the fling unit. |
The Ghoul troop and Soul Reavers hold tokens, and hold back. The Reavers move up, but the Loot Token slows them down, allowing the Ghouls to get an inch ahead.
Mhorgoth is out here as well, and tries a Mind Fog into the Foxes. It takes me a few turns to better understand Mhorgoth, and I didn't remember that he could be double-casting. I use a Sword on an accurate reroll, but it is not needed. The spell lands but the unit sticks.
I thought I was fishing for boxcars, but actually, the spell has Shattering, so I really only need a 10 here on the check. I don't really like this use of the spell, but the Undead don't have much shooting to pair it with, and hoping for lucky checks against uninspired chaff isn't a bad use for the spell I suppose.
Centrally, a troop of Ghouls scampers up and get a majority of the unit onto the hill. With Speed 6 and a d3 Wild Charge, they are threatening blocking charges into a lot of things should my opponent start to move up.
Long threats coming from the Undead. |
Otherwise, the Skeleton Spears are holding my last token, and move up. With swords to spare, I use 4 on Master's Will to hop them up a few additional inches. Some other Ghouls peer around the hill.
The picture was very blurry, but out on the right, the Soul Reavers are keeping pace, supported by the Liche. The Lykanis and two units of Wraiths are hopping up here. And on the far right, the Ghoul troop hurtles itself forward.Bottom of Round 1: Northern Alliance
My opponent rolls up 4 Swords for his Command Dice.
On the right, the Northern Alliance ignores the outflanking Ghouls. Foxes scamper up to screen for the Hearthguard taking the hill. A Snow Troll Prime hangs close.
Snow Foxes assume the position. |
The center and left are largely standoffs. The Cavern Dweller should be able to get into things if I don't move. Conversely, my Ghouls and Wraiths should be able to get into things, but the all the main units, like Skeleton Spears and Soul Reavers are out of range, as are the Dwarfs, Naiads, and Hearthguard for the Northern Alliance. It's a cautious approach from both of us.
The Undead have an edge with the charge ranges... but the Alliance stays away. |
Out on the right, the Frostclaws shoot into the Ghouls, landing 5 damage. The troop is Inspired by the Lykanis though, and holds on, but is wavered.
Top of Round 2: Undead
I roll up 6 Swords for my command dice, and a surprising amount of things charge this turn.
Out on the left, the wavering Ghouls, the building and the obstacle are mucking things up for the Lykanis. I need to spend 5 Swords to unwaver them. They cannot charge, but I can move them up and out of the way to let the Lykanis charge the Snow Foxes. Looking at the picture, the Frostclaws do look to have an open corner... I don't recall if they were just out of range, or I didn't see it, or we gentlemanly agreed that they were safe to save clock time.
The Undead make some charges. |
The Lykanis charges in. He's just a 5 attack hero, and just 3 damage connects, wavering the Foxes. The nearby Wraiths had a flank into the other pack, and I take it, routing that unit and changing facing to get the Frostclaws and Prime into front arc. The phantasmal unit is safe from the Hearthguard, and keeping the Wraiths around and minimizing incoming damage seems the best bet for them.
Mhorgoth and the loot-carrying Ghouls and Soul Reavers hang back, out of range of the Frostclaws and Hearthguard.
Centrally, the standoff continues. The Ghoul regiment inches up, safe against everything against the Cavern Dweller. The Skeleton Spears inch up as well, in against the Dwarfs, but our of their range. The Ghoul Ghast runs over at the double to get behind the Spears, bringing her aura to some charges on the right. Getting TC on units seems better than her charging out against anything.
More charges from the Undead. |
Coming off the hill, the Ghoul troop smashes into the Dwarfs, joined by the Ghoul Regiment, and both activated after the Ghast to benefit from her aura. This feels good, as it was a fair amount of work to orchestrate, but the total damage is only 7, which felt low, but looks to be about on the money, thanks to the high defense of the Dwarf unit. The Dwarfs are wavered, but do have Fury.
The Soul Reavers and a unit of Wraiths hang back in reserve. The Liche is able to draw line of sight into the Huscarls and land a Scorched Earth on them, making a charge from them next turn be hindered. They have Crushing Strength 2, but making them hit on 4's still seems worth it.
The Lykanis and Wraiths go into the Foxes. The goal is to overrun with the Wraiths and protect the Lykanis once it backs up. This Lykanis does another 3, and the Wraiths fail, landing some pitiful hits and then just 2 damage, and a low roll sees the foxes hang around, Wavered. The Ghouls on the far right pivot and move, looking for flanks in the coming turn.
Bottom of Round 2: Northern Alliance
My opponent rolls up 5 Swords for his Command Dice.
All 5 swords are spent to unwaver the Foxes, who disengage and then back up. Speed 8 is certainly speedy, but backing up is still only done half speed. Four inches is about the depth of the Hearthguard, so looking at the picture, they backed up way too far, but we unfortunately didn't catch this.
The Lykanis falls. |
The Foxes backing up lets the Ice Blade and Hearthguard multi-charge the Lykanis. Without Duelist, the Ice Blade is only able to contribute 1 damage. Hindered thanks to Scorched Earth, the Hearthguard struggle a bit as well, only contributing 5, but a pair of high Nerve checks will still see my werewolf hero routed.
Pushback in the center. |
The Northern Alliance continues pushing back down the battle line. The Dwarfs get healed down to 4 damage, and counter-charge the Ghoul regiment, and are joined by the Snow Troll Prime. The damage is low with just 5 total, and the Ghouls manage to hold firm.Angles being what they are, the Naiads are just in on the flank of the Ghoul troop, which is devastated and routed by the horde, as is proper. The Naiads will then reform to face the Undead lines again.
The center-left holds. The Prime and Dwarfs do not have charges this turn, and my opponent is hesitant to send in the Cavern Dweller alone where it can be multi-charged in return.
On the left, the last Prime goes in against the Wraiths, but he's a 5-attack hero in the front, and Def6 proves to be too much, and the Wraiths emerge unscathed and not disordered.
The wavering Foxes just hold against the Lykanis, and the Frostclaws remain in place and shoot into the Ghouls again, landing another 5 and will pick that unit up.
Top of Round 3: Undead
The Lykanises are generating my two Red Command Die, and losing one of them, I am working with just one additional Red now. I generate a whopping 2 Swords for my Command Dice this turn, which is not what I need going into in the mid-game.
On the left, the Wraiths politely extricate themselves, and since they weren't grounded, fly up and over the Prime to hit the Frostclaws, dealing 4 damage and will safely ground them.
The Wraiths hop over to better targets, while the Lykanis struggles. |
The Lykanis will land a solitary point of damage into the Foxes, and will waver them again this turn. Thankfully, both the Wraiths and the Lykanis are out of arc of other Northern Alliance units, so I have a little time to grind still.
The loot tokens start to move. The Ghouls move and pivot, looking to run towards the back corner towards the Frostclaws next turn, and the Soul Reavers and their 12" charge range move up to threaten the Hearthguard while still being out of their 11" charge range.
Big charges in the center! |
Centrally, I am looking to grind. The very speedy Ghouls can charge a few things, and I ultimately send them into some Dwarfs. This is my last charge. I was hoping they'd be blocked from sliding down too much, but they will actually align nicely. I still think this ok, as I am just looking to gum up the works.
I realize this turn the Mhorgoth can cast two spells a turn. We try a boxcar Mindfog on something (I think the Cavern Dweller) and a Bane Chant into the charging Skeleton Spearmen.
I make a triple charge into the Naiad horde. I don't expect to break them, but I do want to try and rack up the damage here so I can try in earnest next turn. Unfortunately, I forget about Ensnare, and my units are not well-suited for any grind. The Skeletons are on 6's, and land 2 hits into 1 damage. The Reavers are on 4's and have 6 hits into 5 damage, and the Wraiths, being fliers against Phalanx, need 6's and hit once, into no damage. Six damage total against a regenerating horde is not a great start.
More charges from the Undead. |
On the right, the Ice Blade is nearby, but still just human-sized, and thankfully can't spy the Liche for an assassination run next round. The Liche casts another Scorched Earth into the Hearthguard and the Wights fly in to occupy them for a turn.
The Ghouls attack the Prime, and land a surprising 4 damage. This isn't a great fight, as the Prime has Regeneration and the healing Ice Queen is right there, but I needed to create the space for the triple charge.
The sight-seeing Ghouls charge the Snow Foxes, and will rout them this turn. The hill complicate reforms, and I opt to swivel to face the left-side, hoping to peer around the hill to see something (like the Ice Queen or a rear) next turn.
Bottom of Round 3: Northern Alliance
My opponent rolls up 4 Swords for his Command Dice, spending them on rerolls and Endurance.
On the right, the Hearthguard land just 5 damage into the Wraiths, and they actually hold! Up against Hearthguard I was expecting them to rout, but this looks to be the expected damage, thanks to Scorched Earth.
One triple charge from the Northern Alliance. |
The Dwarfs and Prime have another go at the Ghoul Regiment, with the Ice Blade joining in the flank and the trio will pick them up this turn, and the Prime Regenerates 2, to get down to 2 damage.
The Naiads start the turn at 6, then regenerate 1 and are then healed for 4, and end the turn at 1 damage. They counter-charge the Wraiths, and with the Hammer of Measured Force, bring them up to 8 damage and will best them.
A second triple charge from the Northern Alliance! |
Another Prime, and another unit of Dwarfs charge another regiment of Ghouls, with the Cavern Dweller hitting them in the flank, and this trio will pick up their unit as well.
While the Soul Reavers with the token are safe from the Hearthguard, I forgot about the Wild Charge from the Prime, and he is able to get in against the vampires, allowing the Hearthguard to safely move up into charge range themselves.
The wavering Snow Foxes do nothing, while the Frostclaws, disordered and stripped of Thunderous Charge, struggle to get through the Def6 of the Wraiths.
Top of Round 4: Undead
I roll up 6 Swords for my Command Dice.
On the left, the Ghouls and their token rush up, out of the path of the Hearthguard. The third attempt does it, and the Lykanis finally bests the Snow Foxes. In victory, I turn just slightly, keeping the Frostclaws in arc. In retrospect, I should have pivoted harder. The Ghouls are right there to continue the fight if needed.
Charges on the left. |
The Ghast runs up to delay the Hearthguard from fighting the Soul Reavers. This would work.. if she was mighty, but she is not. I still should be about to prevent alignment though, if I was a bit closer to the Snow Troll Prime. It's messy, but I run out of time about now.
The Lykanis finally makes it through the foxes. |
Mhorgoth tentatively flies up, casts a Drain Life into the Prime fighting the Soul Reavers, and casts Bane Chant into the Reavers as well. I think a solid 3 damage is done from the spell, and then the Reavers land 13 more in the melee to devastate and rout the unit. They pivot, since we wrongly think the Ghast is mighty. That's 100% my error here.
The Wraiths land another 2 damage into the Frostclaws, but they are just at 6 damage total, and the Wraiths will fail to rout them.
More scrums in the center. |
The positioning in the center is still a mess thanks to the hills. The Spears go into the Prime landing 5 damage to bring him to 7, but it is not enough.
I want to squeek past the Naiads and into the Dwarfs, but don't have the angles. The only charge is back into the 1-damage Naiads. The Reavers do overperform this time, landing 12 damage to take the horde up to 13, but they are inspired and well-supported, and will stick around.
The Liche attempts one last spell. |
The sight-seeing Ghouls take the hill, attempting Drain Life into something to heal the Dwarfs. I don't think anything hits. The Liche is a gonner next turn against the Ice Blade, and moves closer to the swordsman, to prevent any overruns or better positioning in victory. Heal goes off, and brining the Wraiths down to 2, and they'll Lifeleech down to 1 as they lands a few damage into the Hearthguard.
Bottom of Round 4: Northern Alliance
My opponent rolls up 5 Swords for his Command Dice.
On the right, the Hearthguard countercharge the Wraiths, dealing 8 to bring them to 9, and the Snow Troll Prime joins in, contributing 3 to take them to 12. The Wraiths are bested, and both reform.
The Hearthguard finally defeat the Wraiths, with a little help. |
The Ice Blade lands 7 damage onto the Liche, but the Nerve Check is low, and the Fearless Spellcaster hangs on by a thread.
With the Hammer, the Naiads land a solid 10 into the Reavers, and even though they are Inspired, the vampires are routed, and are unable to make use of their Ale. Through Regeneration and more heals from the babysitting Queen, the Naiad horde ends the round on 5 damage, and eyeing the flank of my spear horde.
The Naiads leverage a surprisingly quick victory. |
A Prime and Dwarfs go into the Skeleton Spearmen, rolling hot with the Prime contributing all his 5, and the Dwarfs doing 7. Thankfully Mhorgoth is there, and the Spearmen hold thanks to Inspiring.
The Ghast falls, as she definitely should.. |
The Dweller rolls up a paltry number of extra attacks, and only sticks the Soul Reavers for 5 damage, and they hold. The Hearthguard take their charge into the Ghast and best her. They attempt an overrun but fall short of joining that combat, but still get out of arc of the Lykanis.
The Frostclaws land 3 into the Wraiths this time, but the troop is Inspired by the Lykanis, and holds.
Top of Round 5: Undead
I roll up 4 Swords for my Command Dice.
The Lykanis can only charge the Frostclaws, and I don't want to do that. They are uninspired, so the Wraiths go back in, joined by the Ghouls. The Frostclaws got a few Endurance heals throughout the game. They start the round on 5 damage, the Wraiths do 3 more, and the Ghouls contribute just 1 damage, to bring the unit to 9, and the Nerve check is so low they do not care.
A double charge into the Frostclaws falls short. |
The Undead struggle on. |
The Soul Reavers do catch a Bane chant from Mhorgath, will land 11 onto the Cavern Dweller, and will rout the unit, thanks to Dread from Mhorgath. They Lifeleech down to 3 damage, and reform to get the Hearthguard into front arc.
A rear charge from the Ghouls! |
The Skeleton Spears countercharge the Dwarfs, but my horde is not a good fighting unit in terms of damage output. The decaying spears do pierce the Dwarfs 4 times, and will Lifeleech themselves down to 9, which is neat, but the Dwarfs are only on 6 damage, and hold.
Bottom of Round 5: Northern Alliance
My opponent rolls up 3 Swords for his Command Dice, spending it on rerolls and maybe Endurance.
The Ice Blade tries to skewer the Liche again, landing 8 more damage to devastate the spellcaster and take him to 15 damage... but the Liche is found to be insane.
The Dwarfs are fully on my side of the board, and turn about, to see what they might be able to do. I didn't think you could move through a combat, but try to look it up and can't find it quickly, and the Hearthguard advance past the duel, eyeing the flank of the Skeleton Spearmen.
The sight-seeing Ghouls were just within 13 inches of the Prime, and thanks to Wild Charge, the hero will make a rear charge, and best the Ghouls, reclaiming that token for the Northern Alliance.
The Snow Troll Prime shows the Ghouls what for. |
The Dwarfs and the Prime go into the Skeleton Spears again, but the damage results skew the other way this time, and just 3 damage is done to bring the horde back up to 12.
The Hearthguard fight the Soul Reavers, dealing 8 damage, and brining them to 11. The Soul Reavers are Inspired, and are found to be Insane along with the Liche this turn.
Final positioning for the Frostclaws. |
The Frostclaws gladly counter-charge the Ghouls instead of the Wraiths. The Ghouls are weaker and uninspired, and are indeed bested. After some waffling, my opponent opts to not pick up the token. I'm in his front, and he wants to try and make me charge him, need to win, and then back up to reach the token to reclaim it.
Top of Round 6: Undead
I roll up 5 Swords for my Command Dice.
The Wraiths charge the Frostclaws. They only backed up 1 inch, so my charge has the Wraiths end on the token, and pick it up. They land 3 on the Frostclaws to bring them to 12 damage, and I do finally rout the uninspired unit.
Mhorgath is pretty centrally positioned, trying to bring Dread to these final combats. He his a drain Life into the Hearthguard for 1, healing the Spears, and casts Bane Chant into the Soul Reavers.
The Soul Reavers counter-charge the Hearthguard, dealing 13 damage, and will rout their enemies, and overrun, but don't go far.
Positioning for the Undead. |
The Lykanis flank charges the Dwarfs, with the Skeleton Spearmen joining in after getting a heal from Endurance. The Dwarfs start on 3, the Spears do 3 (just enough to Lifeleech things back), and the Lykanis in the flank does 7, brining them to 13, and the Dwarf unit is indeed bested, and the Spearmen able to reform, and end the turn on 7 damage.
The Liche gloats, but mechanically does nothing.
Bottom of Round 6: Northern Alliance
My opponent rolls up 6 for his Command Dice.
A Prime zips out to grab the center token while being fully on my side of the field. The other Prime runs up to protect the rear.
The Northern Alliance take a strong position in the center, |
The Hearthguard gladly charge the front of the Spears, landing a crazy 15 damage to bring them to 22 damage, and the Skeletons are broken and scattered, with the Hearthguard taking their token to prevent me from having it.
At end of Round 6, the Undead have 3 (Wraiths with a token worth 2 points, and Reavers with a token on my side of the field worth 1) and the Northern Alliance have 7 (Hearthguard have 2 tokens but can only score 1, worth 1 point since it is on his side, two Primes each with 2 pointers, and Dwarfs with a two-pointer.
It's a commanding lead for the Northern Alliance, but we do roll up a round 7.
Top of Round 7: Undead
Command Points roll over in a Round 7, and I don't remember if I had any, or what they might have been spent on.
The Soul Reavers can get out of arc of the Hearthguard, and book it, to do so, getting across the line and making this 4:7.
The back-to-back Primes was a nice play. Lykanis had a front into the Hearthguard or a front into the Prime, so we take that. Mhorgoth comes in, and lands 2 with his Drain Life, and the Lykanis contributes 4 damage in Melee. It's decent output, but even with Dread, the odds aren't with me, the the Prime does hold.
Bottom of Round 7: Northern Alliance
The Hearthguard don't have the inches to get fully across the line.
Positioning in the center at the end of the game. |
Nothing else really matters for the outcome here, and the score remains 7:4 in favor of the Northern Alliance!
- Skeleton Spearmen with Lifeleech 3. It was a fun horde, but it is definitely not a fighty horde. I am too used to hitting on 4’s or doing wild things with the Tribal Spears of the Herd. They did fine holding smaller things up this game, but the damaged horde did fold to the Hearthguard, as should be expected! I don’t know if Hann’s or the Rats are worth it since their damage output is usually pretty low, but do like the idea in the abstract.
- Ghoul troops. Previous tacticas and army reviews highlighted these in particular as must-haves, and I can see the appeal, even if they are less common picks nowadays. They are exceptionally quick compared to more typical undead units.
- Ghoul regiments. While just as quick as the troops, the regiments were a little underwhelming. They just don’t have an edge in any stat other than their charge range. They aren’t likely to kill or endure much that a troop couldn’t deal with, so feel a little awkward in their debut.
- Wraiths. Hindered charges into Def6 even kept the Hearthguard tied up for multiple turns. I liked these, and they held out longer than expected! The other troop really lucked out in getting into the Frostclaws and eventually dragging them down too.
- Soul Reavers. I did ok at protecting them, and they did ok, all things considered. The Naiads proved to be too tough to handle though without another hammer unit helping out.
- Ghoul Ghast. Unfortunately, they are not mighty, which was an oversight on my part. Having the aura built-in now makes them a more interesting pick though, and with so many Ghoul units, a second Ghast would have been very welcome in the list. If you want to play around with Ghouls, a Ghast seems mandatory to give them at least a little killing power.
- Liche King, with Heal and Scorched Earth. The upcoming tournament has an extra forest for thematic reasons, so while I am not well-versed in spells, my thinking was that Scorched Earth’s utility starts to increase. It worked nicely with the Wraiths here, doubly-so as they have Striding charges and could be quite annoying. I was worried that I might miss infantry targets without the Periscope, but was able to mitigate that. It’s still very nice to have, but I can probably squeak by without it if I am tight on points.
- Mhorgoth the Faceless. It took a couple of rounds to start to get the hang of him. I believe he was formerly a big bad of the setting (no idea where he fits in now fluff-wise), and he definitely has some ridiculous utility to go with that old reputation. I like forging my own path with list-building, but flying around and double-casting spells is no joke! He’s a very strong pick.
- Lykanis. Since these Inspired and were generating command dice for me today, I wanted to hold these back and mostly project threat. I did ok at that, though unfortunately both struggled to deal with the opposing chaff, as 5-attack heroes can sometimes do.
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