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.
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!
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!
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