Intro and Lists
Kings of War Wisconsin is kicking off our 2025 Escalation League! The 2025 League is far less fiddly than its predecessor. No overarching map or zones of control, no upkeep costs, and no mercenaries. You can still accrue small veteran benefits for units, but those are slightly harder to achieve than in the previous year.
Unlike last year, where meet-ups were entirely ad hoc, we are having set, regular days for the League games, to encourage more regular meetups. I prefer larger games, but realize the need to grow the community and encourage new hobbying efforts, so am more formally committing to the league this year, and hopefully the set League day helps me get a mix of larger and smaller games. I’m looking forward to this for all sorts of reasons!
To kick things off for me, my opponent was Squirmin Vermin, our local Mantic Pathfinder, and the organizer of the League. He most often runs Ratkin, though I have seen him around, I have not seen him across the table since September, when he really started to perfect his swarm-style list. Unfortunately, I’ll have to face that list another time! For the new league here, he started painting up some Orcs, and brought the following:
I think Skulks are really neat and both they and their upgrade worth exploring, and having more units is good for these Ambush-level games, so I don’t mind the multiple Young Ax regiments instead of flashier units. For bonus style points, these also fit nicely into a narrative game, as they can “grow up” and be promoted to the other Orc units, so it’s a very fun and fluffy list to start out with. Overall, I like the list and still think Orcs look like a very fun army to play. I should also mention the models, which are eM4 Orcs, which had caught my own eye a few years back when I was dabbling with an Orcish contingent. They are mono-pose, but dirt cheap and have a great retro look to them, and I am loving what he’s done with them so far, particularly the lighter green skin tone.
While I would have liked to have started on a new army myself (Free Dwarf infantry was on my radar, and oddly enough eM4 have a nice selection of Dwarfs that I had been considering), but this might be a project for 2026 now. The drive to hobby up a new army isn't there, let alone the time. Instead, particularly in these early months, I decided that I wanted to revisit the Varangur. I brought the following list:
To start the league, I wanted to bring something easy and balanced. I think I managed that. …However, in messing around with the Companion App afterwards and brainstorming for my May additions, I discovered that I had built using the normal army construction rules. Normally, this is a legal list for the points limit we're playing at. However in Ambush, each and every hero, monster, war engine, titan, or irregular unit needs an unlocking troop or regiment. With irregular Snow Foxes, a Magus Conclave, and Snow Troll Prime, I need 3 unlocks, and only have 2 between the Tribesmen and Night Raiders. My sincere apologies to my opponents. I believe May and June are still using Ambush rules, and I’ll make sure those lists are built correctly on my end It’s a small game, so we’ll comment on and evaluate everything:
- Night Raiders with Axes. The big question I want to try and tackle in these ambush-level games are when to take axes and when to take bows, so I’ll be focusing on that this month and next, and seeing what I like. We’ll go alphabetically, and start with axes.
- Human Tribesmen. The basic Tribesmen get outshined by the Hearthguard. I can't take those in Ambush, so this is a great time to try the Tribesmen out! The regiments seem like they should be able to fight and hold without much babysitting.
- Snow Foxes. The Snow Foxes have been used to great effect against me, deploying behind hammers to start, and frolicking ahead to block. I want to get in better habits with them myself, so we’re taking a unit and will pair them up with the Tribesmen.
- Magus Conclaves. I ran these at least once before, and they were a lot of fun! It’s not often a war machine has Nimble or Steady Aim! Or hits on 4’s! I have a few larger build ideas for the Varangur that utilize these, so wanted to get in some early practice with them. We’ll see what we can re-learn.
- Snow Troll Prime. I liked how the green crystal turned out the best, so he gets to represent the Primes for their debut on my side of the table. He’s got some offensive power, but in these early months I want to lean into their defensiveness and see just how durable they can be.
- Reporting. I haven’t been playing a lot, and my reporting habits have suffered over the last few games. In the mid-game, I’ve been not diligent at taking pictures on my opponent’s turn, so despite this being a small game, I still wanted to report on it, and try and rebuild some better habits with my picture-taking.
My Varangur didn’t see the table much in 2024, but oddly enough did get to play against Russ’s Orcs later in the year in Battle #090. I really enjoyed that game as both armies are very “fighty,” and I've been looking forward to playing this match-up again. Now's the time!
Table and Terrain
We were out at Gamer’s Realm in New Berlin, WI, which is hosting our league games this year, and if you find yourself in the area, you should check them out. As mentioned in other reports, they moved into a new shop at the start of the year, which is far larger than their old one. It’s a bit of a labyrinth, with separate rooms for board games, card games, war games, role playing games, in addition to being a normal shop selling all that, hobbying supplies, and all sorts of things. All this to say, we were there, and making use of their tables, mats, and terrain for our meet-up.
We are playing with Ambush rules, and aiming for a 3’x3’ table. The mat we were using though was a typical 6’x4’ so for our game we cut it in half, and then have 6” of dead space, a 6” deployment zone, and then maintain the standard 24” between us.
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 field and marsh as some Height 0 difficult terrain. Given the smaller table size, we have a lot of terrain. I should have brought the Herd!
Table, terrain, deployment and Scout moves! All in one picture. |
For deployment, the Orcs had Skulks screening for some Young Ax on the left. The center had Young Ax with the ASB and Drum, and then finally the third unit of Young Ax on the right. The orcs were very compact to make use of the Rally from the Drum and ability of the ASB, which wants more units surrounding him.
Given the scenario, the Varangur still deployed on the line, but were more spread out. The Tribesmen were supported by the Prime nearby and the Snow Foxes behind. The Night Raiders and Magus Conclave were off on the right, hoping for some enfilade shots into the orc lines for style points.
The Skulks had scout, so moved up a bit through the marsh, and then the Orcs secured the first turn.
Top of Round 1: Orcs
The Orcs were cautions. Not wanting to incur penalties for shooting, the Skulks held, and then loosed into the Snow Troll Prime, as the Tribesmen were in cover in the woods. Still, no arrows landed.
Movement for the Orcs. |
The Young Ax contingents moved up, with two securing the hill. Given the scenario, this is a very strong position to take.
Bottom of Round 1: Varangur
The Varangur were equally cautious, advancing, but not haphazardly.
The Night Raiders moved up 7-8” , staying just out of charge range, but were not able to throw any axes this turn. The Conclave released Bloodbolts into the Orcs on the right on the hill, but even with Elite, couldn’t land any hits.
Movement for the Varangur. |
The Tribesmen existed the woods, wanting to get out of it and avoid a hindered charge should the Orcs advance further up. The Snow Foxes kept pace and remained behind in reserve while the Snow Troll Prime moved up to project threat.
Top of Round 2: Orcs
The Skulks moved up, but got their leader point out of the woods, incurring fewer penalties as they loosed into the Tribesmen, and would ultimately land 2 damage with their volley.
Movement for the Orcs. |
The one regiment of Young Ax moved up behind the Skulks, while the other two wisely remained on the hill, threatening some big charges should the Varangur dare to advance.
Bottom of Round 2: Varangur
I want to throw with the Night Raiders, but can’t move up and out of arc of the Young Ax regiment. So the Raiders just pivot and throw, landing 4 damage onto the Orcs while staying more than 10" away from the unit. The Maguc Conclave repositions and flings magic as well, but again lands no hits.
The Varangur hold. |
Most of the Orcs held, so on the left, my Tribesmen, Snow Foxes, and Snow Troll Prime all hold as well. This is a mistake, as the only Orcs that did move are out on the left, and my units are in danger.
Top of Round 3: Orcs
The Skulks make use of Pathfinder, and charge in against the Tribesmen. The ASB blesses them with a Bane Chant, and the Skulks land 2 damage against the humans. Their Nerve is pretty high though, and they hold, unbothered.
The Young Ax behind the Skulks moves up again, but cannot get out of the muck.
The Skulks charge. |
Given the scenario, and Orcs on the hill descend, seeking to fight rather than get shot at. The Drum and ASB adjust to support the Young Ax units pushing up, who just inch forward. They can't get out of arc of the Raiders, so choose to keep the Varangur unit in front-arc.
Bottom of Round 3: Varangur
Given my error, I am in a pickle. I was supposed to move the foxes up to block these kinds of charges! I am feeling the pressure and the need to delay. Above all, I need to prevent multi-charges from the numerically superior Orcs, and try to leverage my better unit quality.
The Snow Troll Prime can hit the center orcish unit without the regiment in the marsh being able to see him and support their fellows, so this central charge is a no brainer. In melee, the Prime will land 3 damage, but the Orc unit will be unbothered.
Mid movement while I consider what to do with the Foxes. |
On the right, I believe the Young Ax regiment can catch a sliver of the Prime after the charge. I could toss axes and magics, but think it’s better to tie them up in melee to prevent multi-charges in the coming turns. The Night Raiders go into the damaged unit with a frontal charge, and will bring the unit up to 7 damage, and will get a lucky waver against the Rallied unit.
The Magus Conclave repositions again, to fire into the Young Ax regiment out on the left, but only 1 damage slips in. At least they did something this game!
Due to my error, I’m gummed up on the left. The Snow Foxes can’t really escape, so after some thinking, the Snow Foxes back up, keeping their leader point in the woods in order to see out. They can charge or reposition next turn.
The Snow Foxes eventually backed up, and the victorious Tribesmen pivot. |
The Tribesmen counter-charge the Skulks, landing 6 damage, and picking the unit up as it was uninspired and unrallied. In victory, I could back up and get out of charge range of the unengaged Young Ax, but I’d need the full 3” to do so. That doesn’t seem likely, so instead I change facing, ready to just eat the hindered charge.
Top of Round 4: Orcs
The Young Ax on the left do go in against the Tribesmen, but are hindered. The ASB moves up behind them to get as central as he can, landing a Bane Chant into the charging orc unit to assist. The humans are at 4 damage, and only 1 more slips in, thanks to the hindered charge. The Nerve check is low, and my Tribesmen hold.
Centrally, the Young Ax fighting the Snow Troll Prime dish out 4 damage, but the troll holds.
All three regiments are committed to fights. Thankfully separate fights! |
On the hill, the War Drum can see things, but its leader point is to the left of the Young Axes fighting the Prime, and things cannot shuffle around to let it join any combat. It’s having a problem similar to my Foxes. Eventually, it pivots and moves, hoping to sidestep the existing combats and score for the scenario later.
On the right, the wavered Young Ax regiment cowers. This is probably the correct play, to prevent the Night Raiders from flanking the central unit.
Bottom of Round 4: Varangur
The Night Raiders go into the wavering Young Ax regiment again, deal another 4 damage to bring them up to 11, and will pick them up this time. In victory, they will pivot to spy the flank of the central Young Ax unit.
The Snow Troll Prime grinds against that central Young Ax regiment, landing 2 damage and bringing them up to 5. The Orcs hold and the Prime regenerates from 4 down to just 3 damage.
Charges for the Varangur. |
With the Tribesmen holding, they countercharge, and are joined by the Snow Foxes. The Foxes roll well, and the Orcs are brought up to 9 damage, but are Rallied and Inspired, and manage to hold firm.
Top of Round 5: Orcs
The Orcs are heavy infantry and unfortunately just slightly wider than the Snow Foxes. If the Orcs countercharge them, the shuffle down will still have the Orc base overhanging a bit, preventing them from overrunning to safety.
So, the Orcs countercharge the Tribesmen and catch a Bane Chant. The Humans are brought up to 9 damage as well, but just barely manage to hold unwavering, thanks to the Inspiring of the Snow Troll Prime nearby.
The Orcs fail to bust through. |
The central Young Ax cut against the Snow Troll Prime, bringing him up to 8 damage, and just barely failing to waver him too. With so few units and so few dice to toss around, Ambush games can be swingy, and everything broke my way here.
Bottom of Round 5: Varangur
The Human Tribesmen countercharge the Young Ax, and this time the Snow Foxes have a flank charge into this combat. The multi-charge prevails here, with the Snow Foxes pivoting in victory to protect the maimed humans.
The Snow Troll Prime regenerates down to just 4 damage, and counter-charges the central Young Ax regiment, which is hit in the flank by the Night Raiders, and even Rallied and Inspired, the unit is picked up as well. The Night Raiders are scoring already, and overrun 1 inch. The Snow Troll Prime changes facing, to bully the War Drum.
Victories for the Varangur. |
With combats erupting, the Magus Conclave advances well into my opponent’s half of the board. It doesn’t have a unit strength, so this doesn’t really matter. I’m just trying to practice with a mobile war machine, and wanting to get them away and safe, so they could spin and pepper any scoring Orcs as the game concludes, though everything is already breaking my way.
Top of Round 6: Orcs
The War Drum charges the Tribesmen, landing 1 damage and bringing them up to 10 damage, and again, the Nerve check falls just short of wavering my unit.
The Orc support units fight on, as Orcs do. |
Likewise, the ASB charges the Snow Foxes, manages to connect with his one swing, but doesn’t move or remove the unit.
Bottom of Round 6: Varangur
No other pairing is done yet, and I like symmetry, so I take my full Round 6 turn, in spite of my commanding position.
The Snow Foxes claw at the ASB, but land no damage.
The War Drum is silenced. |
The Human Tribesmen disengage, allowing the scoring Night Raiders to get into position to score and still throw, and the Axes are joined by the Bloodbolts of the Magus Conclave. I don’t record how much damage is done, and don’t recall if the Magus Conclave actually finally connected with gusto, but the Drum is indeed routed, removing the last Unit Strength from the Orcs.
The ASB continues swinging the flag pole. |
The Orc ASB defiantly remains, but it’s nearly a complete tabling against the Orcs, and thus a strong victory for the Varangur.
Game Conclusions
I liked his approach, list, and models, and can’t wait to see more of the Orcs in the coming months.
I played just an alright game, and it was more the dice that helped me out. As with so many Ambush games, any little advantage gained tends to quickly snowball, and all the Nerve checks broke my way, wavering his units and keeping mine around and unbothered. With that change in momentum, it just took a few multi-charges from to catapult the Varangur to a strong victory.
Testing Conclusions
- Night Raiders with Axes. I was having flashbacks to my old Salamanders games, and was quickly relearning some old lessons. For Night Raiders, the Axe regiments have really only shined against infantry for me, and so I lucked out facing a full infantry list here, where I was able to actually use the axes. More testing is needed, but I should have some personal use mantras here by the end of the May league games.
- Human Tribesmen. The innate CS is great. They are a little expensive, but they are a nice generalist unit that doesn’t need a lot of support. I am still intrigued by the CS2 version, but the sword and board version seems like a strong default choice, or when you need to do a little bit of everything in a given list.
- Snow Foxes. I goofed and they were not used as intended, but it all worked out! Starting them behind the unit I want to pamper and protect is a good call, but I should be giving myself some space in the future. Good lessons to learn early on.
- Magus Conclaves. Against all that Def4 they should have shined, but they struggled greatly to hit and did what, 1ish Damage this game? So this was a prime example of needing to triple-down and really invest in war machines if you want to take any at all. Still, running and gunning was a lot of fun with them, and they seem worth checking out in the larger lists.
- Snow Troll Prime. It’s neat having him on my side of the table now. He was able to make use of his slightly quicker speed and grind well. The Prime is just such a steal for the points that it’ll be really hard not not to take all three all the time.
- Reporting. I was able to get into more of a rhythm on my opponent’s turn. To orient myself quickly when writing the reports, I take pictures of the turn tracker dice. Even when my picture-taking has stumbled, I usually manage to still somehow take those. I tried to start snap a picture just before that, and I think as long as I at least get that for my opponent’s turn, my reporting should be better and feel more complete. Good steps here.
As mentioned a few times recently in other blog post, one thing I want to explore more in 2025 is Master / Theme lists. I’ve encountered a ton of Northern Alliance players over the last year, but essentially no Varangur players, and wanted to give that some thought. Is it rules? Models? Fluff? Or something else driving that popularity divide? …Well, kicking off the 2025 League, we had 7 players at the first meetup, and 3 of us were running Varangur. I might need to rethink the popularity questions now! We already each had a different approach to the army, so it will be neat to compare notes as the League progresses.
And a big thank you to Squirmin Vermin for the game, and all he’s doing to keep fosterer and growing the local community. In addition to all the coordinating and organizing he does, he is also a bit of a blogger, helming the Nerd’s Tale. Give him a read and a thank you if you see him around!
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