Saturday, April 12, 2025

Kings of War 3rd Edition: #117 Herd vs Brothermark in Control


Intro and Lists

It’s been an absolutely ridiculous year so far, and every time I try to catch my breath and unwind the insanity of the world seems to kick it up another notch or eight. I don’t know anyone that is having a good time, but taking those breaths are still important, and it is paramount to make time for a little escapism and relaxation. Thankfully, after many months, our schedules aligned briefly, and I was able to sneak in a game against Trevor and his Brothermark. He brought the following:


The “staples” of his approach are still here, with a horde of Bowmen, a cluster of Penitent regiments, and some Ogre Palace Guard as the heavy-hitters. Exploring some of the army’s other options, he had a small cavalry contingent (with some new knight models that came out great, but I failed to take a good picture of). He was also only running two Phoenixes, taking three Heavy Arbalists instead, and tweaking the hero kit a bit. In summary, he continued the Penitent Spam approach he’s been enjoying, but veered much more heavily into a combined arms approach here.


I brought the Herd, with a list harkening back to Keith Conroy’s 2020-2021 approaches to the army. I have a lot of thoughts on the older lists, but suffice it to say here, Mr. Conroy’s Herd 2021 list utilized two Lycan hordes, an extra speedy Spirit Walker Horde, and multiple Beasts of Nature to zip out and crush stuff. He attended US Masters in 2020, and won US Masters in 2021, and while the meta has changed with Clash updates and army refreshes, this playstyle still seems worth exploring. We’ll save detailed discussions of the approach for later posts, but will still discuss a little. Up to test and comment on are:

  • Lycan Hordes. Keith made use of two hordes with the same items in both the 2020 and 2021 versions of his lists. Since then, the Lycans have actually decreased in cost, so there are all sorts of reasons to explore them now. 
  • Lycan Regiments. I really want to double-down on speed right now, and stretch my skills. I don’t know if the regiments are worth it, but I hobbied them up as regiments for a reason, and we’re checking them out now!
  • Mounted Druids with Bane Chant. Boss_Salvage on the Forum describes Lycans as a bit “pillowy” on the damage they actually deal, and was advocating for one horde with something like the Brew of Strength. I am doing wide for now, and since normal BC Druids are a staple with my Tribal Spears, we’ll see if the mounted version has any play with Lycans.
  • Harpies and Gur Panthers. I need chaff! His lists both featured a trio of Harpy troops, but I can only run two troops myself. We’ll compare and contrast with the Panthers.
  • Beast of Nature. The Beasts were hammers in both versions of his lists, but I am only taking two of these myself, due to lack of models. With just CS2, they haven’t been as powerful as I would have liked previously, but I have often forgotten Vicious. We’ll try them out again here.
  • Avatar of the Father. I still quite like my model, and still really want to try and find a place for him, even if that’s a niche use. Fliers tend to get better the more of them you take, as it’s harder and harder for the opponent to effectively zone them all out. It’s not the first time I’ve run him alongside the Beasts, but hopefully all the extra speed the Lycans’ bring plays well with him.

Table and Terrain

Trevor was kind enough to be hosting us, and we made use of his home set-up. 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.

We got Control for our scenario, with the table split up into 2’ by 2’ squares. Each square is worth 1 Point, with the center zone of one’s opponent worth 2 Points.

Trevor won the roll for sides, and was technically a lazy gamer, though it was probably the better side for him, and he made great use of the terrain. On the far left, a Hunter character with Slayer lurked. A building anchored his line and protected the Bowmen, who started in the woods. The four regiments of Penitents came down on the line, supported by Augustus. Two ended up behind the hill, and were blocking for both Ogre Palace Guards. Both Phoenixes were down here, and the Knightly Order was screened by the Skirmishers, and both were in reserve behind the pond, which was held by the (presumably) damp Paladin on foot. All three of the Arbalists set up in the back corner. 

View from the left.

Alpha-strike lists need exceptional positioning, but I couldn’t find good reports on Keith’s games, so I had to just try my best with my own deployment, with the overall goal being to spread out the flying Beasts and Lycan hordes. 

On the left, I didn’t want to put anything behind the hill, so ignored it. Out here was a Beast, Lycans with the Chalice, a Druid, a regiment of Lycans, and Gur Panthers. My center had the second Beast, with the Spirit Walkers and Harpies in the forest. Another regiment of Lycans and Panthers nestled in the gap. Harpies started behind the building, and were soon joined by the Avatar of the Father, and the Druid with the Conjurer’s Staff. Lastly, the second horde of Lycans, with the Dwarven Ale sat on the far flank. 

View from the right.

Where to put the Spirit Walkers was a conundrum, as I didn’t want to be fighting through Penitents, but figured they should probably be more central. The Avatar and being out-deployed, I eventually settled on protecting the Avatar and putting him behind the building, which was crowded. Against lists with shooting, I think layering the chaff more would be a good idea in the future, especially since the Lycans can regenerate. I did fine at spreading things out, but could definitely have done better. However, this is a new playstyle for me, so for a first-attempt, this is ok.

Both of us were out of practice, but clearly realized the importance of turn order here. Herd at the top would be able to pen the Brothermark in and threaten a dozen possible charges; Brothermark at the top would let them shoot more while gaining some initial ground. The first roll off was a tie, but the Brothermark won on the reroll, and quickly seized the initiative. 

Top of Round 1: Brothermark

On the right, the Heavy Arbalests all shoot into the Lycan horde near the edge of the table, each one getting a hit, and landing 5 damage in total against the horde.

The Brothermark cautiously advances while the Arbalests shoot.

The Skirmishers and Order both move up as best they can, trudging through the pond. The Examplar Paladin hangs around, and the Phoenixes cautiously move up a few inches.

The Brothermark take the hill.

Centrally, the Penitents all move up. Two take the hill, and advance far enough that the taller Ogres can get their respective leader points onto the hill to see things. 

The other two Penitents advance as well, with Augustus tucked in between them.

The Bowmen Horde moves in the woods, but gets its leader point just outside of it. It’s shooting with a movement penalty, and can’t land any damage into Lycan regiment on the left.

The Brothermark left looks to deter and contain.

On the far left, the Exemplar Hunter moves up just a few inches, staying out of charge range of the Herd. I think this is the right call. At speed 8, he’s rather quick, but I am quicker. Had he advanced more, I could multi-charge him and remove him. By holding back and denying me a charge, he’s projecting a lot of threat. 

Bottom of Round 1: Herd

My goals this round are to move up and threaten stuff while denying the Exemplar Hunter out on my left any charges. Big-picture, I’d like to be smashing through stuff before the Exemplar can really contribute. With good stats and Slayer, the Hunters have often proven annoying. Now, having his little tricks but gained a mount, this one seems quite threatening, and has no shortage of targets since I've really invested into Lycans and such.

Movement on the left.

So, on the left, the Beast of Nature moves and pivots. I don’t know why I wasn’t more aggressive with it. I think my plan was to try and bait and juke the Exemplar Hunter here, which would let me charge or juke behind the building, but I don’t like that in retrospect, since I won’t be threatening anything if I do that. I should have been more aggressive with it and moved it up far more.

The Lycan Horde and regiment do move up quite a ways though, making good use of Nimble, and grab the center. Nothing can reach them for charges next turn, and they are threatening a lot. There are a lot of Penitents around, but CS1 is all I need against the rabble, and if my opponent isn’t careful, I should be able to grab a flank with something. 

I don’t know what to do with the Gur Panthers. I don’t need to chaff up anything scary yet, and given the scenario, I’d like to preserve them to the late game, if I can. So for now, they just come with, avoiding the Exemplar Hunter.

Movement in the center, with the Spirits against the world.

Centrally, the other Beast Nimbly moves along the deployment zone, looking for another angle. The Spirit Walkers move up out of the woods, with the Harpies close behind. The Gur Panthers hop up to screen for the Lycan regiment, hoping to bait a hindered charge from the Skirmisher troop. If my opponent does attack them, they are up far enough that the obstacles can be avoided. 

On the right, I’m scared of the war machines. Aside from the monsters, this list doesn’t have anything above Def4, so they, the Phoenixes and Bowmen could all be problematic if I don’t address them. Unfortunately, I’m stretched a little thin.

Positioning on the right.

From behind the building, the Harpies fly up 20 inches and pivot slightly. It’s a little dicey, but they are blocking any of the opposing cavalry from fitting between them and the table edge, which lets the Lycans zip up pretty far too, and be safe from enemy charges. Unfortunately, the Harpies can’t be everywhere at once. Protecting the Lycans is good, so the Avatar spends its Nimble pivot turning slightly towards the table edge and running up. The Lycans regenerate 3 damage from the war machiens and go down to just 2, which isn’t bad.

Top of Round 2: Brothermark

The Heavy Arbalest battery fires again, this time targeting the towering Avatar of the Father, and landing just 2 damage. The Avatar isn’t in danger of routing, but my opponent rolls up Insane Courage anyways. 

The Villein Skirmishers make a hindered charge out into the blocking Harpies. The cavalry land 1 damage, and the Harpies are also found to be Insane. The Order of the Abyssal Hunt reposition slightly, I think moving back an inch or two, to zone out the Herd as best they can.

Aftermath on the right. Damaged, but insane.

The Avatar has a flank charge into the nearer Phoenix, so both back up, turning that into a frontal charge. I believe both still have range into the Gur Panther unit nearby, and will use their Firesparks to pick them up.

Having no charges, the Penitents shuffle about to block what they can, with priority given to blocking the flanks of the units around the hill. 

The Bowmen hold, and manage to land 2 damage into the Lycan regiment this time.

On the far left, the Exemplar Hunter does indeed gallop forth, getting close to the Beast of Nature to menace it.

Bottom of Round 2: Herd

We’re not using clocks, and we’re both a bit rusty, so I spend an inordinate amount of time trying to think things through. Having this much speed is fun, but I am definitely not used to it!

The Exemplar Hunter can catch anything that charges the Villein Bowmen, so I opt to ignore the Bowmen this turn. The Lycan horde instead charges the nearby Penitents in the front. It’s not ideal, but Inspired and with Regeneration, I think I can grind them out. The damage is low but the Nerve checks are good, and I happen to rout the unit. 

Charges in the center. Come cheekier than others.

In victory, I hold. I have a clear channel into the backfield of the Brothermark, and want to threaten to do that. If my opponent doesn’t block this, I will retain my Nimble pivot to then face the rear of units next turn. This seems like a better plan than pivoting now to face the Bowmen. 

The Exemplar Hunter is stalking, but has no charges.

The Exemplar Hunter did come up, but I have nothing meaningful for the Beast to do now. I could pivot and run towards my opponent’s deployment zone, but will be facing and threatening nothing. So I move him away at the double, evadeing the Exemplar Hunter again, and hoping I can put together a flying multicharged next turn. Also fearful of the Exemplar Hunter, the Gur Panther unit continues to scamper away.

The Brothermark gave priority to blocking the flanks of the units around the hill, and taking some measurements, it’s slim, but we agree my Spirit Walkers would have a flank charge into the other blocking Penitent unit on the left. I take it, and then later on add in a Lycan Regiment that had no other possible charges. In theory, this will let the Lycans overrun and block for the Spirits.

The Penitents take 41 damage but hold firm.

My opponent offers to fast forward this combat, but I do roll up Insane Courage for the crazies. The flanking Spirit Walkers deal 34 damage, with the Lycans rolling hot and contributing 7 to take them to 41 damage, which I think is a record for us…

There is a big stack on the hill, which I try to exploit, as there will not be much room for the Brothermark to shuffle down for any multi-charging. Harpies and a regiment of Lycans charge in, and will get a surprise rout against one of the Penitent units, with the Harpies landing 3 and the Lycan regiment contributing 5. The Harpies overrun, and will go far enough to prevent the Ogre Palace Guard from being able to charge around them, and the victorious Lycans will back up. 

Over on the right, the other Beast moves up a bit. I didn’t want to solo-charge a Phoenix with it. I am hanging back a bit, but am threatening a lot, so just pressuring things seemed ok. 

Charges on the right.

On the right, I do some measuring. The Order of the Abyssal Hunt can just reach past the Skirmishers with their charge range, so I want to charge in, beat the Skirmishers, and then back up, as any success on the dice will get me out of range. Unfortunately, things are a little goofy, and the Harpies cannot back up far enough to not end with their base overlapping the Lycans. They are stuck.

So, the Harpies and the Lycans go in, will best the Skirmishers, and will both back up, with the Harpies getting 1” and the Lycans getting more.

Aftermath on the right.

The Avatar of the Father could charge the knightly Order, but they have Slayer, and innate CS, so that seems foolish. Instead, he flies up, and Nimble pivots. The war machines do not have indirect fire, so he is in danger, but I’m hoping I can tank another volley and threaten Brothermark flanks next turn. If nothing else, he still has charges into two of the war machines next turn, and could spend some time taking those offline.

Top of Round 3: Brothermark

The war machines shoot into the Avatar of the Father, landing 4 damage, to take him up to 6 damage total, but with very high nerve, the monster holds firm. 

The Order of the Abyssal Hunt make a hindered charge into the Lycan regiment near the mess surrounding the hill, and will land 8 damage, but this regiment is found to be Insane as well. Apparently the dice are happy to be rolled again, and don’t want the game to end too soon!

Charges for the Brothermark on the right.

The Phoenixes charge out, looking to take out the Gur Panthers. They land some damage, but with just 3 attacks apiece, fail to do enough to remove the chaff unit.

Charges in the center.

The hill is a mess. The overrunning Harpies are accidently blocking amazingly for the Spirit Walkers, so the Penitents and the Ogre Palace Guard are forced to charge them. The other Ogre Palace Guard is gummed up and delayed, unable to fight this turn.

Charges in the center/left.

The devastated Penitents counter-charge the Lycan regiment in their front, and lands a strong 3 Damage. (We may not have halved their attacks, or they may have rolled great.)

Aftermath of the Brothermark turn.

Augustus knows that Lycans behind the Brothermark Lines will be devastating, so he defiantly charges in, looking to hold them up. With not a lot of shooting options, the Bowmen make a hindered flank charge into the Lycans. They deal 1, Augustus lands 3 damage, and my opponent secures a lucky Waver against the Lycan horde, though this unit has the Chalice of Wrath.

The Exemplar Hunter had no charges this turn, so gallops up again, trying to get to the center of the field, so he can finally contribute in the late game.

Bottom of Round 3: Herd

The wavering Lycan Horde chooses to countercharge the Bowmen, thanks to the Chalice of Wrath. I’m more fearful of the heroes, but want to carve away at the horde and focus on removing enemy unit strength. They claw 11 damage into the horde, but find the Bowmen to be Insane.

Charges in the center.

The Lycan regiment charges the insane Penitents, deals 4, and picks them up. After some discussions, the Spirit Walkers simply chance facing this turn. The hill is still gummed up, and the Ogres in reserve will have a tough time reaching the Spirits, and the regiment will help prevent multi-charges into them.

One Beast flies into the front other Ogre Palace Guard, who have a freer path towards the Spirit Walkers. I’m not going to best them, but I want to gum them up. The flying monster flubs and lands just 1 damage, with is immediately Iron Resolved back. It's unfortunate, but the unit is still occupied.

Another view of the violence.

The Gur Panthers countercharge one of the Phoenixes and slide down, and I do land the damage needed to ground the fiery titan.

The Order of the Abyssal Hunt take a counter-charge in the front from the insane Lycan regiment, a frontal charge from the other Beast, and a flank charge from the Avatar of the Father, and the unit is devastated and routed, as is proper. The Avatar sidesteps towards my opponent’s deployment zone, angling to see around the hill. The Lycan regiment pivots slightly, and the Beast pivots more

View of the right. 

On the right, I had measured a lot last turn, but apparently not enough. The Harpies had backed up an inch, and so are 20.5 inches away from the nearest war machine… The Lycan horde is much further away. I should have overrun with the Harpies at least. Right now, they fly up as best the can, though they won’t be able to block for the Height 5 Avatar of the Father. Still, we’ll force a choice next turn, which seems like the best I can do here.

The Lycan horde moves up, threatening some of the war machines too.

Top of Round 4: Brothermark

I apparently take no pictures this round. The Heavy Arbalests ignore the flappying Harpies directly in front of them, and focus their fire at the Avatar of the Father again, landing 5 damage and brining him up to 11 damage, and will get the Waver against him!

The Phoenixes again multi-charge the Gur Panther troop, and will pick it up this time. They reform, stacking up to face the center.

The Ogre Palace Guard on the hill fights the flying beast in their front, but their dice are cold as well, and only 5 damage lands. 

The final unit of Penitents charge the Spirit Walkers, landing 4 damage, and the Ogre Palace Guard thumps the plucky Lycan regiment, chasing them off and then holds in victory.

On the left, the Bowmen fight back against the Lycan horde, with Augustus hitting them on one flank, and the Exemplar Hunter hitting them from the other. The horde is brought to 11 damage and wavered again, but thankfully this is still the unit with the Chalice of Wrath.  

Bottom of Round 4: Herd

The wavering horde regenerates nothing, which is very concerning. However, the Chalice of Wrath again negates the waver to let them chaw into the Bowmen, and they land another 11 damage to bring them to 22, and am able to grind that horde out. In victory they do nothing. I think my hope was that they somehow survive next turn and are able to zip out into a corner to play the scenario, but regenerating nothing this turn, that doesn’t seem likely. Fighting individuals, facing doesn't matter, so we'll still threaten to overrun, and force a choice upon my opponent.

A weird charge for the Spirit Walkers.

It's awkward, but the disordered Spirit Walkers can just pivot to connect with the Ogres, and do have the space to be picked up and plopped down to align, so I take that charge instead, as getting damage on that unit seems more important than fighting Penitents. I believe Bane Chant lands, and the Walkers land 8 damage onto the Ogres. It's a weird situation, but I felt chipping away at the Ogres was better than fighting the Penitents. Not sure if that was the right call. 

Overview of the center.

The Beast and the Lycan regiment take a frontal charge into the Ogres on the hill, with the other Beast joining in the flank. We land 16 damage, and pick the Ogres up. The injured Beast pivots 90 degrees to spy the remaining combats, and the other beast overruns, towards the same combats on the left. The Lycan regiment regenerates 2 down to 6, and faces off against the Phoenixes. 

The wavering Avatar unfortunately does nothing, and just holds. If I luck out, and he survives, he still has a lot of possible charges next turn.

View on the right.

The Lycan horde from the right zips into the backfield of the Brothermark, threatening charges next turn. That seems better than fighting a war machine.

The Harpies do descent upon one of the contraptions though, and do manage to scatter the crew. Unfortunately, due to positioning errors, this is a turn late, and two are still operational.

Top of Round 5: Brothermark

The remaining Heavy Arbalests land 6 damage into the maimed Avatar of the Father, and drop him from the skies.

The Phoenixes spread out to claim zones for the scenario, and spray into the Lycan regiment, landing 7 new damage between them, and seeing the unit off the field.

The Avatar and Lycans are shot off, and the Beast grounded by two heroes.

The Paladin and Chaplain fight the maimed beast of Nature, landing 2 and 1 damage respectively, and taking the bird up to 8 damage. The Beast holds, but is grounded. The other Beast is untouched.

Luckily, the Spirit Walkers are insane at just the right moment.

The Ogres finally connect against the Spirit Walkers with a counter-charge, and the Penitents join in with a flank charge. The horde is brought to 19 damage, but found to be Insane. 

Bottom of Round 5: Herd

If memory serves, the Lycans in the backfield are an inch shy of reaching the Ogre Palace Guard, and cannot see the Penitents, so they zip forward to claim my opponent’s center zone, and then pivot to threaten some of the remaining Brothermark units. 

Aftermath of the Herd's turn 5.

The maimed beast is stuck up against the heroes of the Brothermark, and I choose to flail against
the Paladin. The Paladin seems more dangerous, so the thinking is, if I can best him, I might be able to survive another round with the Chaplain, and then contribute somehow to the scenario. I land some damage, but am not able to best the Paladin. Individuals can be surprisingly resolute against monster.

The Harpies best another war machine.

The other Beast flies into the flank of the Ogres, with the insane Spirits assailing the Guards from the front. The Orges are brought up to 19 damage, and devastated and routed, as is proper. 

The Harpies land another 8, and will best a second war machine.

Top of Round 6: Brothermark

The final Heavy Arbalest fires into the threatening Harpy unit, landing 3, but failing to scatter the vicious flying ladies, who are actually scoring this zone.

One Phoenix is holding my right zone, the other my center zone, and both will spray into the nearby Druid, landing just 2 damage though. Together, the Phoenixes are scoring 3 points for the Brothermark.

Brothermark turn six.

The Exemplar Hunter will charge in against the previously untouched Beast with a strong 5 damage, and will ground it.

The final regiment of Penitents will charge in against the Spirit Walkers, and will drag them down, then turn to face my opponent’s deployment zone, with a Beast and the Lycan horde. All this is happening in my opponent’s center zone, which I am controlling, making it 3:3 as we move to finish Round 6.

Bottom of Round 6: Herd

It’s a tie game, and the Herd has speed, but the positioning is not ideal.

The Harpies charge the final war machine, skimp a bit on damage, but still manage to scatter the third contraption. They are still claiming this zone. 

Both Beasts are unfortunately grounded, and being fliers, lose Nimble. Instead of flying out and claiming other zones, they are stuck contesting my opponent’s center zone.

End of Round 6.

Both the Exemplar and Augustus are mighty, and the distance between them is about 110mm – there isn’t room for the Lycans to zip through on that side, nor is there room on the other side to zip around and connect against the Penitents in another way. The Lycans are apparently stuck here too, and as a result, I’m stuck overcommitting here, with 5 US against the meager 2 of the Penitents.

The Beast of Nature grounded by the Exemplar excuses itself to try and rout the Penitents for fun, but will fail to do so.

The Lycans will charge the Examplar, land 8 damage, and get a waver against the hero.

At the end of Round 6, it’s still a tie game, and we do not roll up a Round 7.

Game Conclusions

In chatting afterwards, apparently my opponent forgot that the Phoenixes are titans, and thus US2. He had a chance to fly out to surpass the Harpies in that zone, and did not, so I will happily take a lucky draw here, as well as all of the seemingly innumerable Insane Courage results that helped me get this far!

First turn seems extra important for an alpha strike kind of list, and unfortunately, I was not able to seize the initiative and go first to gain ground early and mitigate the Brothermark’s shooting. Knowing how to deploy and when to pressure and when to hide is something that will come in time. As-ever, I had a few mistakes, but nothing crippling, and again I’ll gladly take an undeserving tie here!

The combined arms approach for the Brothermark was very strong this game. The Heavy Arbalests proved to be invaluable, drawing Herd units away to fight them while they relentlessly shot up my units, eventually bringing down the Avatar of the Father. Additionally, while the special religious Orders for the Exemplars on foot are fun and fluffy, just giving him a mount to make him more threatening seemed like the correct call. I didn’t have anything to really deal effectively with this hero, and he was a concern of mine throughout the game. For a pittance, he really pushed that entire flank of mine around since I was trying to avoid him. Some very effective additions for the Brothermark this game!

Testing Conclusions

  • Lycan Hordes. In particular, the Chalice proved invaluable, and I do think you will want some kind of waver mitigation on them if you can, since the longer you are on the table, the more likely Regeneration can come into play for you. I want to run the duo some more, and will very likely continue to default to internet wisdom and just take the mitigation items myself here.
  • Lycan Regiments. I feel like I did not deploy them well, but don't have a clear vision of how to use them. They would make great war machine hunters, but that flank was messy. Maybe one should have committed to fighting and slowing down the Exemplar? These weren’t terrible, and would be worth trying out again in a similar list. 
  • Mounted Druids with Bane Chant. They did work ok alongside the Lycans, and their Speed 9 Mounts is very nice to have. Without Command Dice and the rerolls, Bane Chant was not as reliable, though the one with the Staff did land all her casts, thanks to the item.
  • Harpies and Gur Panthers. My chaff use felt a little weird this game. Especially against shooting I think I should have deployed with them layered up and behind the Lycan hordes, so will try that next time. The Harpies are a slightly better then the Panthers (fly, plus two additional attacks), but they seemed mostly inter-changeable here. If you have the points, Harpies do have an edge, but either should do well enough as chaff to block and die. 
  • Beast of Nature. I treated the Avatar like a 3rd Beast, and I think deploying them around the field like I did was the way to go. I was always threatening something with them, which is my mantra for fliers, and I did get a few good charges in, but these were not used nearly as effectively as they needed to be. I think being a little move aggressive with their opening moves should help in the future games.
  • Avatar of the Father. He was my last drop and lost a few inches since the Harpies were already in his hiding spot. He got a flank charge and worked well as a distraction carnifex, though he’s expensive, and that is probably not the best use of points. A speedy list did seem a good place for him though, so we’ll for sure try him again in a similar list sometime in the future.

As-ever, my opponent brought a good list and played a good game, despite several months away. Be sure to check out his analytical blog at DataandDice.com, and hopefully he settles into his new job swiftly, and we get to see him across the table again soon.

The Herd’s approach here was decent, for a first attempt. Overall, I think I needed to be more aggressive with my movements, grabbing as many inches as safely possible whenever possible, in order to really leverage my greater speed. This is especially true with the flying Beasts. Like so many of my Herd games, it felt like the wheels were rattling and threatening to come off the whole time, but having such a speedy list was a lot of fun. We unfortunately only played the one game, but I have a few other lists sketched out, so we’ll revisit the Herd this playstyle again another time. Hopefully soon!

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