Intro and ListsWe were able to fit in a surprise meetup for some Escalation League games in over the long holiday weekend. The third game was against Kenny of the Combat Phase podcast, who was the driving force behind this meetup. He brought his Halflings:

Kenny is making great use of the Escalation League format, still running a variety of units, and seeing what he likes and how he wants to run it. Everything is a one-of, and we've got regiments of basic Braves, sturdier Stalwarts, Poaches, and Juggers, with a Harvester, Muster Captain and Sauceror around to support. Try as I might, I can't reconstruct his list. I know the Juggers have a league boon to get Elite, and the Stalwarts have the Blessing of the Gods, and my notes have the rest of the other upgrades and items. His hard-copy was from April (which we played in Battle 119), but with a pink sticky for additions and changes. I'm coming up about 30ish points over the limit, which unfortunately could be an error, since we're dealing with a sticky note and an old list. It's Ambush; the meet-up was planned last-minute; and I was 30 points ahead last game due to my opponent purchasing Command Dice and us not using them. I'm not going to sweat this.

I did not have a third list to play around with, and decided that wanted more practice with the Varangur bows than the with the Ogres, so I swapped back over to them. We'll see how the bows do when they aren't up against Def6! Up to test is everything from before:- Draugr. They unlock, are cheap and slow, but can move at the double, and have Fearless and Iron Resolve so they can endure a bit more than one would think. I really want to try out hordes of them and take the Varangur in a trashier, more unusual direction, but we’re in Ambush, so we’re stuck at the regimental size. We already know regiments are great though, and they are wonderful at holding tokens or taking a charge, so we’ll see what they can get up to here.
- Night Raiders with Bows.
- Human Tribesmen. I like the Tribesmen. Their CS2 option is still begging me to explore more, and something I want to explore, but since I have a lot of shooting, we're still rolling with the sturdier loadout. The Def5/CS1 version has been a solid performer at this points level, able to hold its own despite no heals or support.
- Horse Raiders with Bows. My working assumption is that bows are the better default option for these, as the added range lets them contribute more, and makes your decisions easier when the enemy gets close, since they will likely do better on the charge then shooting. We'll see how they fare here.
- Magus Conclave. It's a very unique war machine, but not really competitive as a singleton. Even so, I want more experience with using the unit before running it in larger games again, so here we are! I've liked it so far, even though it's output has been erratic, as that is to be expected as a singleton war machine.
- Snow Troll Prime. He's my only source of Inspiring, so I need to be a little careful, but even after just a few games, he's really proven to be a defensive powerhouse. He's been run against me plenty over the years, and I'm enjoying him so far myself.
Table and Terrain
In addition to the Halflings, Kenny had brought along and a fancy neoprene mat with matching neoprene objective markers. His first game was Salt the Earth, and we settled on an approximation of normal Raze to make use of the markers. The mat was an atypical size, so things were a little imprecise.
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The table, with fancy neoprene objectives. |
I had brought some terrain, which had been put to use on this table. We were using our typical terrain rules, running the mausoleums as Height 9 blocking terrain, the forests as Height 6 Difficult Terrain, and Hills as Height 3, and the bogs as Height 0. For deployment, my opponent had scattered a number of spare bases, as he wasn't sure what could fit where. Ultimately, the Braves ended up on the left, with the Sauceror nearby. The Stalwarts and Poachers took the hill with the Muster Captain behind, and the nimble Juggers sat in the corner, with the Harvester in reserve.
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Deployment for both of us. |
The easiest firing lane was out on the right, and I put both Night Raider units out here to plink away and use Pathfinder to ideally eventually secure my objective out here. With shooting on the right, the Magus Conclave came down nearby. Draugr started behind the hill. I wanted to protect them from shooting, and march them into the center in the later game. The Horse Raiders held in reserve, ready to react, and the Tribesmen and Snow Troll Prime held the left. It's a tough scenario, given the small board. I figured fights were inevitable, so concentrating shooting on one side and the fighty units on the other made sense, with the weak Draugr on standby for the late game.
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Scout moves for the Halflings. |
The Poachers had Scout. They already had a nice view from the hill, so just moved up a few inches to have range immediately in Round 1. I happened to win the roll for deciding turn order, and took it.
Top of Round 1: Varangur
Needing to fight their way over to claim their objectives, the Varangur got to work. The Snow Troll Prime was reserved but grabbed ground, while the Tribesmen were more daring, moving closer to 8" ahead.
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Movement for the Varangur. |
The Draugr got close, but were still hiding behind the hill. I suppose technically I could be getting the leader point on the hill, but I really wanted to keep them protected. The Horse Raiders moved up, threatening charges next turn.The Magus Conclave shoots with a cover penalty into the Juggers, and both Night Raider units inch forward into range and then loose. With the penalties, only 3 damage lands, which gets Iron Resolved down to just 2.
Bottom of Round 1: Halflings
The Sauceror goes for Rally and gets 3 successes. She and the Muster Captain hide behind units or the hill and are either playing it extra safe or are finishing up some pastries. The Braves and Stalwarts tentatively advance. The Poachers hold, and loose into the Conclave, landing 6 damage and get a waver.
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Movement for the Halflings. |
The Harvester just moves its speed, looking to play defense.
The Juggers just go for it, taking a nimble pivot early on and running headlong towards the Varangur shooters. My opponent does not play the game of inches, pushing them into charge range of the Raiders.
Top of Round 2: Varangur
The Juggers have a lot going for them, but don't have the best Nerve for a cavalry regiment. The Night Raiders have Pathfinder, so I think I am ok here, and hope to bully them over a turn or two. Both units charge in, with one clipping the woods, but not caring, thanks to Pathfinder. The dice seem to care though, and only 4 new damage gets through (6 expected total), with the regiment touching the woods contributing nothing to the fight. The Nerve check sees the unit Iron Resolve down to just 5 damage.
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Movement for the Varangur. |
The wavering Conclave can't get away, but inches back as far as it can. If I eat another round of shooting, I think that's ok. This is a war machine, and not great as a singleton pick. If it flees so other stuff is untouched, so be it.The Horse Raiders hold, shooting into the Braves, but landing no hits. I wanted to disorder the Poachers, but wit the Harvester there, that didn't seem worth it. If they shoot again into the Conclave, that's fine, and I have zip out next turn, ideally as the Harvester leaves.
The Draugr take the hill. I want to use them conservatively, but feel like I might need the bodies to gum stuff up if the Halflings are going to be this aggressive.
The Tribesman get their leader point into the woods. I am within charge range and arc of both the Halflings and the Stalwarts, but thing I can endure some hindered charges and be in a good spot.
The Snow Troll Prime sees an opening. He needs to pivot to skirt around the woods, but with this objective contested, he enders the zone and razes this objective at the end of my turn. He is threatening a flank into the Braves as well. I don't expect the Braves to stay put, but it seemed like a good idea to incentivize them to move.
Bottom of Round 2: Halflings
I expected more Rally, since both the Braves and Stalwarts had charges, but the Sauceror goes for Wild Charge, getting two successes. This gets the inches needed for the Stalwarts to make a very unexpected but hindered charge out and into the Horse Raiders.
The Stalwarts seem winded though, and fighting the towering horses, only 1 damage makes it through. Still the Nerve check is hot, and the Horse Raiders are disordered and wavering...
The Braves simply turn a bit, now threatening the Prime. They move up to do so, and will get out of my own arc.
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More charges from the Halflings! |
The Poachers hold, and land another 5 into the Magus Conclave. The Nerve check is an overzealous boxcars, and the uninspired war machine is bested.
The Harvester putters ahead again, not in much of a hurry to do anything.The Juggers are disordered, and will countercharge the inner unit of Night Raiders and slide over. No matter which unit they fight, the other will be in the flank. Fortunately, the dice are still with my opponent, and 11 damage is done, with 9 on the Nerve check to see the unit off the field. In victory, they will pivot, and face the remaining unit of Night Raiders.
Top of Round 3: Varangur
The Night Raiders charge the Juggers. It's in the front, but this unit didn't get hit by the Juggers, so I still have Thunderous Charge and a prayer. Unfortunately, my dice are cool again, dealing just 2 damage to the Juggers, and they will Iron Resolve down to 6. Iron Resolve is great against chip damage, but even better when the chip damage is pitiful!
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The Varangur try to fight back, but aren't making much progress. |
The Horse Raiders can't do much, and I opt to do nothing with them. The Tribesmen make a hindered charge into the Braves. I am feeling the pressure, but might be able to bully them. They deal 5 damage to start here, and get a luck waver, which is very welcome news. The Prime has no charge this turn, but pivots and gets closer, threatening a flank into them or into the Poachers next turn.
Bottom of Round 3: Halflings
The Saucer Goes for Rally, and gets 1 success, and sticks around the back lines to help out.
The cowed Braves withdraw, and then back up, seeking to force another hindered charge. The back-up also gets the Prime into front arc.
The Poachers have no shots, so pivot to then shoot into the Tribesmen. Armor proves its worth, and only 1 slips through.
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Aftermath of Round 3. |
The Muster Captain and Harvester move into the midfield to better assist the Stalwarts, who roll out of their little minds and thump 8 damage into the shocked Horse Raiders, who will rout. Not wanting to take a charge off the hill, even from Draugr, the Stalwarts overrun, and will make it to the zombies.
The Juggers countercharge the Night Raiders, landing 10 hits but only 5 damage, and the Night Raiders are able to stick around and hold fast.
Top of Round 4: Varangur
The wavering Braves were hoping for a charge, but I don't want to deal with them. They moved back so much that the Warriors can charger around them, and get into the Poachers, albeit hindered. The Snow Troll can nimble-charge around the Braves as well to help out. The Prime does 3 but the Tribesmen stumble, landing only 2 damage themselves, and the Poachers hold on, unbothered thanks to Rally.
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Charges from the Varangur. |
The Draugr charge the Stalwarts, and the zombies are able to claw 1 damage through.The Night Raiders countercharge the Juggers, and luck runs out for the knights. A hot 4 damage lands, and the Raiders are able to best the halflings and overrun, getting 5 inches and getting into the second objective circle. At the end of the turn, I will burn it, making this 2:0 in my favor.
Bottom of Round 4: Halflings
The Sauceror goes for Rally again, getting Rally 1, and my opponent starts to get worried about the scenario and the objectives. He's holding the center, but claiming both of his tokens seems like a tall order at the moment.
The Poachers opt to charge the Snow Troll Prime, trying to keep the attention of as many use as they can. Given their facing, the Tribesmen will likely need to commit to this fight next turn, so if the Poachers can keep the Prime around too, that would be great. They slide down, and thump him for 2 damage.
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Movement for the Halflings. |
The Harvester is just able to able to pivot and move to just get within range to claim the one on the right, and will burn it at the end of the turn.The Stalwarts fight the Draugr, and roll out of their minds, landing 7 damage, and the Nerve check is hot to rout the zombies. A quick measurement and the halflings could just get their corner onto the mat to claim this objective as well, but the fully 3" victorious sidestep is needed. My opponent dutifully roll up the result he needs, and suddenly it is a tie game! Sheesh. So much for being worried.
Top of Round 5: Varangur
With a tie game, I need to get as much to the center as possible. Fortunately, both the Harvester and Stalwarts are facing the wrong way, meaning that I do have a chance.
The Poachers stalk around the woods, trying to zone out the center, and make use of Thunderous charge as the game concludes. They moved, and shoot into the Braves, who are mostly in the bog, and nothing hits. Double penalties are rough for shooters.
The Snow Troll Prime disengages and withdraws, then nimble-pivots twice to face away from the Poachers, and start making his way towards the center. The terrain is going to be an issue, but I don't think there is a was I can avoid it, so he dips his toes into the bog to get as close as possible.
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Movement for the Varangur. |
Since they shuffled down to fight the Prime, the Poachers have exposed their flank to the Tribesmen, who charge in. I should be able to pick them up, stay on the hill with the victorious reform, and then threaten the center next turn. On 1 damage, I should be able to reach the center and hopefully survive the game. The Poachers are on 5 damage, and the flank charge deals 12 to devastate them, but they are found to be insane.Bottom of Round 5: Halflings
The Halflings are out for blood. The Sauceror goes for Brutal, and gets a very concerning Brutal 3.
Well, the Poachers are devastated, but are on the hill, with a clean rear charge into the Snow Troll Prime. They take it, halve their attacks for being devastated, then triple their attacks for being in the rear. It's 18 attacks, and they roll bonkers, landing 8 damage to bring the Prime up to 9 total, and with Brutal 3 now, the Prime is ignobly trampled, and the Poachers overrun 1 inch.
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A wild rear charge! |
The Braves leave the pond, and are able to secure the center, albeit barely.
The Muster Captain rides out, trying to block line of sight from the Night Raiders to the Braves. He's an individual, mounted hero. With the 360 degree vision, I think he probably could have charged had my opponent sequenced the movements right, but the effect is the essentially same. I can see the unit a bit, and can shoot, but the Captain prevents alignment, and the Sauceror complicates things, since they will align to me, if I can even get in.
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End of Round 5. |
The Harvester and Stalwarts both spin about to fight for the middle. Top of Round 6: Varangur
Things are dire! The dice have not been kind this game.
The Tribesman take another flank charge into the Poachers. Since they are already devastated, we fast forward the combat, and don't get another insane result. They reform, not entirely on the hill now since the Poachers had fought adjusted a bit, but still facing the center to see what can be done in a Round 7.
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Positioning for the Varangur. Basically playing for a Round 7 now. |
I don't like my chances at charging/besting the Muster Captain with the Raiders, and if I fail, not only am I not scoring, but I'm giving a flank to the Harvester. I also don't want to charge the Sauceror, since to hit her I'll be going around the Captain, so won't be able to overrun into the Braves since the individual is aligning to me.
So they shoot with cover into the Braves, landing 1 damage and bringing them to... 1 damage? I think a damage die got absorbed by the Poachers. They should be at 6, but I still luck out with a boxcars to waver the unit.Bottom of Round 6: Halflings
With a lot of units still left on the table, the Halflings are easily able to bring it home. The Sauceror goes for Brutal, and gets 1 success.
The Braves change facing, and the Stalwarts assist, both now strongly claiming the central objective.
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The Halflings delay, masterfully. |
The Harvester can't see the night Raiders, but they can see and reach the Tribesmen. I overlooked this, and the contraption will charge out, land 3 damage, and bring them to 4 total. I hold, but am fighting a fresh Harvester in the front, which does not bode well for me.
The Muster Captain charges the Night Raiders now, thumping 4 new damage, and brining them to 9 total, with Brutal in play. the Night Raiders waver. And with that, I concede. A victory to the Halflings!
Game Conclusions
As I've said repeatedly in the reports the last two months, I don't put a lot of emphasis in Ambush games. Quick games are fun, but with so few units on the table, dice matter a lot, and any outlier can really swing the game. If that occurs early, the game can get one-sided very quickly. For most of these league games, the dice were bouncing my way, but that was was not the case here! I had a decent plan to start off, but it did not pan out, and on the back of some good dice rolls, Kenny was able to leverage good tactics too and secure the win.
Testing Conclusions
- Draugr. I had a decent plan with them, but the regiment couldn't survive the hot dice. Regiments are nice, cheap and useful, but I too want to play around with some hordes in the larger game, and really make use of their unlocks. I know I like regiments already, so I'll try to branch out into the hordes in the future.
- Night Raiders with Bows. Fighting the Juggers while unsupported / uninspired probably wasn't wise, but options were limited, and they did still come out on top. As in the game against the Dwarfs, chip damage was mitigated by Iron Resolve, but the bows did feel nicer to use on the table, and I'd assume they'll feel even better once we get onto larger tables.
- Human Tribesmen. Well, the unit did survive the full game, doing the sturdier loadout proud, but they did not accomplish much otherwise! This is just dice though, and they still got three charges in while surviving, and I've liked them overall.
- Horse Raiders with Bows. I think holding them back was the right call, I just got unlucky with Wild Charge. The bows still seem like a good default pick, but I do want to pick these up again once we get into games on larger tables, where I can hopefully make use of their mobility for some better testing.
- Magus Conclave. The counter-fire from the Poachers was unexpected, but smart I think. War machines don't deal consistent damage, so shutting the singleton down early and then committing again to rout it worked well for my opponent.
- Snow Troll Prime. He got unlucky here, but that will happen. Like the Tribesmen, the Snow Troll Prime has done really well in the other games for me, and I am quite happy with them.
It was wonderful to not only fit in a surprise day of wargaming, but also able to three games in, even if they were just Ambush games. The results covered the spectrum of possible outcomes, and this was a fun one to end on. Kenny was the driving force behind the meetup, so a thank you to him for getting the ball rolling for the meetup, and for sticking around to get this last game in!