Friday, April 25, 2025

Kings of War 3rd Edition: #119 Varangur vs Halflings in Invade


Intro and Lists

Kings of War Wisconsin has launched its 2025 escalation league! Featuring a slow-grow approach and set monthly meet-ups, I’m excited to lock this into my schedule going forward. For my second game of the day, I was up against Kenny Lull of Combat Phase fame, who is dallying in Kings of War. We’ve seen him before running his Abyssal Dwarfs, but for the league he was branching out, and wanting to explore his new Halflings. He brought the following:


I’d personally quibble with the items and upgrades, but I don’t think he’s got a definitive plan for the army yet, so this balanced approach with a variety of units, and just seeing what ideas grip him seems like a great starting point. 


I brought the Varangur, an existing army of mine that didn’t see a lot of play in 2024. Like my opponent, I brought a rather balanced list, and since it’s a smaller game, we’ll comment on and evaluate everything:

  • Night Raiders with Bows. 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. We did alphabetical Axes for game one , and will explore Bows in game two here and see what we can learn.
  • Human Tribesmen. The basic Tribesmen get outshined by the Hearthguard in larger games, but seem quite sturdy themselves, so I wanted to try them out more in these smaller games.
  • Snow Foxes. These have been used to great effect against me, often 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. Their first Ambush game was underwhelming, I have run these at least once before in a larger game, 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. The Snow Troll Primes are staples for both the Varangur and the Northern Alliance, and have similar units in other armies. 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. 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.

To start the league, I wanted to bring something easy and balanced, and not optimized or overbearing. I think I managed that. …However, in messing around with the Companion App afterwards and brainstorming for my May lists, I discovered that I had built using the normal army construction rules. Normally, this is a legal list for the points. 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, and I’ll get May squared up properly.

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, making use of their tables, mats, and terrain for our meet-up.

We were playing Ambush rules, with a small 3’x3’ table. The mat was 3’ deep this time, so we have a 6” deployment zone, and 24” between us.

For the Halflings, they ended up spread out, and trying to push from multiple angles. On the left were the Juggers, the center had the Poachers, the Muster Captain was in reserve, and the Stalwarts held the right, ready to take the hill.

Table and deployment of everything.

I believe my opponent had won the roll for sides, and had deployed the Poachers first. With the hill near the center of the field, and roughly in the center of the field, that looked like an error to me, so I deployed centrally, hiding behind the terrain. The Human Tribesmen came down on the left with Snow Foxes behind to support; the Magus Conclave came down centrally to shoot around the hill; the Night Raiders with bows came down next, hoping to pincushion the Stalwarts, and the Snow Troll Prime came down on the far right to just get him starting on the line. 

My opponent scouted up a bit, and then won the roll-off for turn order, giving it to the Varangur since he didn’t have any shots for the Poachers to capitalize on.

Top of Round 1: Varangur

The Varangur advanced, looking to hide behind the hill to protect the important units. 

The Snow Foxes scampered out onto the far left wing. They are Stealthy, in terrain, and the only thing the Poachers could shoot at without moving. I wanted to get them out here so they could interdict the Juggers and hopefully protect my Tribesmen.

Movement for the Varangur.

The Tribesmen hid behind the hill, and the Magus Conclave moved up to shoot at the Juggers, the only target they could really see. The magic lands 2 damage, and 1 is immediately Iron Resolved back.

The Night Raiders inch up, also mostly hiding behind the hill. They have no shots this turn, so I just want to get them in a position to dissuade or slow the Stalwart infantry in the coming turns.  

Bottom of Round 1: Halflings

The Poachers take the hill, hoping to block a Varangur advance and charge off of it. The Muster Captain gets nice and central to spread the Inspiring bubble, but is at his limit.

Movement for the Halflings.

The Poachers do not have great shots, and even end up moving to just set up for future turns. They shoot into the Foxes, take a boatload of penalties, and land no hits.

Scout is really hard to get a feel for, and the Poachers did not start in a great position, thanks to the hill. 

The Juggers move up, trying to zone things out. I don't recall for sure, but I feel like they must have a possible charge next turn.

Top of Round 2: Varangur

The Foxes scamper up to block for the Human Tribesmen, who are hiding behind the hill and cannot be seen by the Poachers unless the Halfling unit moves again.

The Snow Troll Prime moves up to reinforce the left. Should the Juggers take the bait, I have a multi-charge and should be able to prevent the Tribesmen from being hindered.

Movement for the Varangur.

The Magus Conclave repositions to fling magics into the Poachers on the hill, and the Night Raiders hold to loose into the halfling infantry as well. Just two damage lands from the Raiders, with the Conclave and its Elite upgrade failing to connect again.

Bottom of Round 2: Halflings

My opponent recognizes that charging the Snow Foxes is a trap. The Juggers nimble move around to try and change the angles while he bides for time. 

The Halflings try to close in. But they have little legs.

The Poachers hold, and again shoot into the Foxes. The Foxes are still stealthy, but the Halflings manage 2 damage against the unit, and get a very fortunate waver against my chaff.

The Stalwarts hold on the hill. They are isolated, and in a bit of a pickle. Against the Night Raiders, if the Stalwarts move in to charge, they'll get charged instead, and if they hold, they'll just get shot at.

Top of Round 3: Varangur

The Foxes being wavered is very unfortunate for me, and will prevent me from multi-charging the Juggers in any way since there is not a great way to get the Foxes out of the way to clear up frontage. If I charge the Juggers and don’t pick them up, I am exposing something to a potential flank charge from the Poachers. Fortunately, my opponent needed to step out for a moment, and I had time to think. 

Movement for the Varangur.

Ultimately, I pivot the Foxes, and send the Snow Troll Prime in against the cavalry with a Hindered Charge. The Prime is my only source of Inspiring, so it feels risky. The Juggers have a lot of attacks, but if I can strip Thunderous Charge, I think the Prime can hold, even if the Poachers join in too. This should be a good test for the Prime, and preserves my Tribesmen for the time being. The Snow Troll Prime lands 3 damage to bring the Juggers up to 4, but they then Iron Resolve down to just 3 damage.

The Magus Conclave and the Night Raiders hold again, and again shoot into the Stalwarts. The Varangur's ranged units have done a great job delaying, and the Conclave finally connects with a strong volley, dealing a fantastic 4 damage, with the bows spiking and landing a splendid additional 4 as well to take the Stalwarts up to 10 damage. The Muster Captain is out of range, and I am able to rout the Stalwarts with a good check.

Bottom of Round 3: Halflings

The Juggers countercharge the Snow Troll Prime, and we smart charge this to let the Poachers join in as well. The Juggers land 3, and the Poachers contribute 4 (basically expected damage), but the Nerve check is low and the Prime holds strong. Unfortunately, we forgot that the Juggers have Relentless, which could have been enough to swing this.

Charges from the Halflings! The Poachers spring their trap.

The Muster Captain runs to the other side of the Juggers, trying to be safe while keeping the remaining Halfling units Inspired.

Top of Round 4: Varangur

With the Stalwarts gone, the Night Raiders advance to score for the scenario. The Snow Foxes scamper up to do the same and get out of the way.

The Magus Conclave takes the hill, using the extra height to shoot into the Muster Captain with a small penalty due to his individuality. Nothing connects.

Movement for the Varangur.

The Snow Troll Prime regenerates down to 5 damage, and then countercharges the Juggers to strip Thunderous Charge again. The monstrous hero lands 3 more damage, bringing them to 6, and they then Iron Resolve down to 5 as well.

Victorious reforms for the Varangur.

With the Foxes departing, the Human Tribesmen flank charge the stalled out Poachers, landing 15 damage, and routing them. In victory, they turn to face the Juggers and close out the game.

Bottom of Round 4: Halflings

Out of options, the Juggers are forced countercharge the Snow Troll Prime. They land a fresh 4 to bring him to 9 damage, but the Prime holds firm with an unfortunately low check. Also unfortunately, we again forget the Juggers have Relentless, which should have been enough to swing this fight.

A counter-charge from the beleaguered Juggers.

Positioned behind the Juggers, the Muster Captain can’t see anything to help out, so repositions again this turn.

Top of Round 5: Varangur

The Snow Troll Prime countercharges the Juggers, with the Tribesmen joining in. The multi-charge brings them up to 14 damage, and the unit is routed.

The Snow Foxes frolic in the back field, and the Night Raiders join the Magus Conclave on the hill, just in case.

Charges for the Varangur.

The Conclave shoots with an individual penalty into the Muster Captain again, and again lands no hits.

Bottom of Round 5: Halflings

The Halflings have no Unit Strength, but the Muster Captain preservers. He charges the Snow Troll Prime to land a few more damage, and again fails by 1 to waver the monstrous hero.

The Muster Captain valiantly fights on.

In Top of Round 6, I fail to rout the Muster Captain, and in Bottom of 6, the Captain is finally able to best the Snow Troll Prime. Still, the Halflings are out of Unit Strength, and it’s an overwhelming victory for the Varangur!

Game Conclusions

I have played against the Halflings a lot over the last year, so I have some opinions. Generally, I like the list, but not the upgrades. Playing the game, I thought the Muster Captain’s Strider Aura was a unique upgrade (and thus banned for Ambush), but looking at the roster and writing up the report, it is not! With Juggers in the list and a Mounted Captain, my opponent should be picking that up for sure.

Around Round 2 my opponent fully realized his deployment error with the Poachers. He agreed that they should have been swapped with the Stalwarts. Deploying those shooters early and poorly gave me an advantage from the start, and it doesn’t take much to start snowballing a small Ambush game. With a bunch of Nerve checks against the Snow Troll Prime going my way, the Varangur endured and secured another strong victory.

Testing Conclusions

  • Night Raiders with Bows. A little more testing is needed, but so far, the bows seem like the better default pick, which I think is where I landed at a few years back. Getting in position to use the axes will put you in danger more often than not, so the bows are much better at threatening a zone. I think there is a spot for axe play, but it is more of a niche role.
  • Human Tribesmen. I was able to protect them this game, and they were able to rout two units and end the game with 0 damage too. The CS makes them a good generalist unit, letting them reliably land a few damage into just about anything.
  • Snow Foxes. They wavered, but did their job and even survived the game. 
  • Magus Conclaves. It had one real good round over two full games. A fun unit, but a prime example of needing to triple down on war machines if you want to get reliable output out of them.
  • Snow Troll Prime. The Prime can really be a pain without even trying too hard. With Inspiring, he's going to stick around a little more reliably, and it doesn't take much to really gum up the works for an opponent, particularly when he's fighting stuff without CS. Two games in and I'm just scratching the surface for him. A very strong pick for sure!
  • Reporting. Again I did ok, and making sure I at least got one picture as I shifted over into my turn was helpful. Again, good steps towards better habits here.
Kenny is indomitable and our group is lucky to have him around. He's got the longest drive to the shop (beating me by a few miles), so I'm hoping we can turn the tables and organize some more Madison-centric meetups for the club in the coming months, or even just connect for some one-off games for us two. My schedule needs to calm down a bit more first, but hey, one can hope and dream. Thanks for the game and hopefully we see him across the table again soon!

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