Friday, May 16, 2025

Kings of War 3rd Edition: #121 Undead vs Brothermark in Invade


 

Intro and Lists 

Schedules aligned briefly, and friend, forum-goer, and fellow blogger Cartwright and I were able to escape some worldly worries and play a pair of games. Opposing me was the same list as before in Battle 120, his newest take on combined-arms Brothermark:

He's back to focusing on infantry, with a quartet of Penitents to gum things up, and Ogre Palace Guard  hordes and Paladins to smash, Villein Bowmen and Arbalests to shoot, and two Phoenixes around to support. New to the list are Ogre Palace Guard Captains (with refreshed Mantic hordes too, curtesy of the offerings of the Vault), and a bevy of supporting individual heroes, notably a Dictator with wings, Paladin with Rally, Chaplain with Rally and a Fury aura for Villein units, and a War Wizard with Bane Chant, which is an odd pick from my opponent. Maybe we're winning him over on BC? Notably absent was High Chaplain Augustus, as he really wanted to explore the stacking Rally for the Penitents. 

I continued the day with another Undead MMU list. I ran similar lists at the Northwoods GT back in January (link to that stuff here), and have been wanting to get back and try out some new ideas for the playstyle. With less terrain on the table than at the GT, I had left the Striding Wyms and Wraiths at home, and had the following to play and test this time:

  • Skeleton Warriors with Two Handers. The idea for these was cribbed from Cartwright's own success with the Brothermark Penitents. They are cheap drops with good Nerve and CS1, so they can take a bit of a beating, but when they spike the dice they can actually land some damage. The Skeletons are Fearless and with better Nerve though, and have done well for me. 
  • Soul Reavers. I upped my count to three since I lacked Wyrms or other typical hammers. We'll see how the infantry do. As-expected, I took the usual waver mitigation items to help them stick around, as well as the Blood of the Old King, which no longer hurts you when you pop it. I haven't really used the item before, and this seemed like a great unit to test it on! 
  • Mhorgoth. Fly, double-casting and Dread all add up to a very mobile and potent unit. I can have a bit of a contrarian streak, but while you don't need to take him, I will readily admit that he has made things far easier for me in my Undead explorations, and unfortunately does essentially earn the "Must Have" moniker. If you aren't taking him, you can still win, but I think you want his absence to be a conscious choice.
  • Liche with BC and Drain Life. I quite like the Liche especially with the new(ish) a la carte spells. I don't really need Surge here, so I like having the choice of not taking it! Since the Soul Reavers are my hammers, and I top out at CS2 with them, Bane Chant was important, and I wanted to try Drain Life more, so that's his kit.
  • Mummy Troops. I've mentioned it before, but the Undead of a plethora of options around 115 points. The Wraiths (at 120) are nice, but we have Revenant Cavalry troops, Mummy troops, and Zombie Troll regiments here at 115, and I wanted to try out some of the other "chaff" options at this points level. While I call them chaff as I often want to use them to delay, this probably isn't accurate, as they are more expensive than the Skeleton Warriors! We'll try to revisit this idea more in this report and the next one. 
  • Undead Scoring Heroes. Our meta really highly values scoring hero units, and they are indeed strong options, letting you double and triple attacks when applicable, as well as giving you just a few more units to carry loot tokens or score objectives in the late game. The versatility they offer is great, so I wanted to take my MMU shell of smashy Skeletons and Soul Reavers and explore the heroic unit options for the Undead. 
  • Lykanis duo. We've seen the Lykanis before, and he's intriguing. He's a typical combat hero with 5 base attacks, but unlike the Snow Troll Prime (or even cheaper Ogre Palace Guard Captain opposing me!) we are paying a lot of points to get Speed 9. If I can make use of the speed (either outriding the enemy line, or dissuading the enemy from advancing by threatening delaying charges), I should do ok, but if I cannot make use of their great speed, I could be in trouble.
  • Pegasi Vampire duo. I like my models, but the unit is more expensive than my Kingdoms of Men General on Winged Beast, but has worse output since he lacks the TC of the human unit. He seems a little too expensive to be worth it, but it is a great time to try him out again. Fliers benefit from having other fliers, so two of him plus two speedy Lykanis units might be enough to overwhelm my opponent's defenses, letting some of the heroic units get around and do the grim work I need them too. We'll see how they all work together.

As in the previous game, I had a deficiency in both drops and in Unit Strength, but an edge in speed, mostly thanks to my heroic units. A speed advantage is a very weird spot to be with playing the Undead., but it worked for me last time, so my overall plan this time would be the same: use speed to pressure and preserve it whenever possible. 

Table and Terrain

We rerolled a new table from the Epic Dwarf map pack for the rematch. We were using our typical terrain rules, running the buildings as Height 9 blocking terrain, the forests as Height 6 Difficult Terrain, fences as Height 2 Obstacles, and Hills as Height 3, and the ponds as some Height 0 difficult terrain.

Overview of the table.

The map app gave us Invade for the random scenario, and we gladly accepted it. After a positionally-intense first game coupled with (unfortunately) infrequent games, we were both a little crispy. For the rematch, we would just need to get more unit strength across the center line than our opponent.

View on the left.

Going left-to-right for the Brothermark we have the Dictator and two Heavy Arbalests in the corner. The third Arbalest was in the back field with Bowmen on the line and an Ogre Captain in reserve.

View from the center.

My opponent again favored the right, with two Phoenixes flying behind a hill, the Paladin horde alongside, and Penitents out towards the edge of the field. Both Ogre Palace Guard hordes sat in reserve behind the Penitents, along with the second Captain and all the infantry characters. 

View from the right.

I was again out-dropped, and had to guess at things, and again went mostly for “fast flanks” as a deployment strategy. On the left, I could eventually shoot the gap with Skeletons, so had a unit here to Shamble forth. I put a flying Vampire out here to help, and then ended up with a second out here too. The center had a Lykanis and two Soul Reaver units, looking to use the hill as cover to get across. Behind the hill was a regiment of Undead Trolls and Mhorgoth, and then the other Trolls, the Liche, and Skeletons. Seeing a lot of Penitents coming down on the right, I put Soul Reavers, Skeletons, and a Lykanis over here. The goal was to use a few units and the woods to hopefully force some hindered charges and stall out the Brothermark push.

Overview again. We'll grab and remove the purple token at some point.

After some ties and subsequent rerolls, I eventually won the roll for turn order, and chose to go first, as it would let me leverage my speed to set the pace of engagements, delay a round of war machine shooting, and is just generally a good idea given the scenario. Away we go!

Top of Round 1: Undead

On the left, the Skeletons shambled ahead. They had a long trek ahead of them, so they went the full amount, risking a charge from the Dictator. The flying Vampire nearby held back, wary of being grounded. 

The second flying Vampire sprung from the pond, landing safely with the building blocking line of sight from most things, most importantly the Dictator.

Using the blocking building terrain as intended!

I choose to be rather aggressive. The Lykanis angles slightly and scampers ahead, joined by Mhorgoth. Both Soul Reavers run forth as well, though they still won’t have a charge until something moves.

Taking the hill.

The Zombie Trolls take the hill, as they can’t go any further on their own. 

Mhorgoth will land a Mind Fog into one of the corner Arbelasts, but the crew will shake it off. The Trolls on the hill will be Surged forward 5 inches, ending up almost even with the rest of this little battle group.

And immediately getting Surged off. It's Invade! We gotta go!

The other Zombie Trolls move and pivot, as do the nearby Skeletons, with things peeling off to help delay the layered Brothermark over on the right.

The Undead position themselves around the forest.

I want to fight around and in the woods, but can’t get in to contest it. The Soul Reaveres angle slightly, with Skeletons in support nearby.

With the bid weird building, the Lykanis sprints ahead and changes facing, threatening the Brothermark advance.

Bottom of Round 1: Brothermark

The Penitents move out, leading the layered advance. I think the adventurous unit is just barely still keeping the Lykanis in front arc, but they might be exposing a flank as bait. The Ogre Palace Guards keep pace and position, and are definitely keeping the Lykanis in front arc.

The Brothermark advance, but are wary of the woods.

The Paladin horde moves up and pivots, looking to protect the flank of the slow push from being enveloped by the Zombie Trolls.

The Brothermark center adjusts, hoping to blunt the Undead advance.

The Ogre Captain here moves, trying to deny a landing zone, or possibly avenge the war machine, should a flying Vampire charge it.

The tentative left of the Brothermark. 

The Phoenixes hold, as do the Bowmen. The Heavy Arbalests shoot as well, but I don’t record the details. In total, 7 damage lands against the Soul Reavers, but I think there were missed shots against other units, and other units needed to be shot at due to bad line of sight.

The Dictator holds, trying to dissuade the remaining flying Vampire out here and not get picked off himself.

Top of Round 2: Undead

On the left, the Skeletons continue to trudge straight ahead.

With the Dictator holding, this flying Vampire does the same trick, flying over and using the building for cover. The first Vampire can’t reach the Ogre Captain, but had charges into the Bowmen or the lone Arbalest, and will charge and obliterate the war machine.

The flying Vampires are charging already!

A Lykanis charges the Bowmen for the disorder.

Mhorgoth flies ahead, and is able to get nice and central, spreading Dread and helping this strong central push. Drain Life hits the Bowmen for 4 to heal up the Soul Reavers, and both vampiric units move and pivot, along with the nearby Zombie Trolls. Drain Life and the Lykanis take the Bowmen to 8, which is good start against this unit. Mhorgoth’s second spell is Mind Fog, and with a lucky 11 plus Shattering, I am able to pick off a second war machine this turn! Only one contraption remains, and it's off in the corner.

The Undead continue to push hard, making use of their speed.

The other Zombie Trolls and Skeletons in the center move up, projecting threat.

Out on the right, the Soul Reavers and other Skeletons move up, angling towards the open space. The Brothermark have no terrain mitigation, so if they take the woods I think I am ok, as hindered Penitents won't be rushing out quickly, and hopefully I can stymie the advance and mess with the layered deployment of my opponent a bit.

The Undead apply pressure, hoping to slow down the layered Brothermark line.

With the Brothermark advancing, the Lykanis sidesteps towards my opponent’s deployment zone, getting out of arc and really threatening a lot of flanks now.

Bottom of Round 2: Brothermark

The pressure is on! Who knew the Undead could be so quick and aggressive. 

On the right, the Penitents continue on for the sake of the scenario, but will be slowed by the forest. Meanwhile, the Ogre Palace Guard is forced to linger, trying to box in the Lykanis. 

The Penitents keep an even line as they advance.

The other reserve unit Ogre Palace Guard starts to peel away towards the center, and the Paladin horde inches up. 

The Phoenixes panic and charge in. Will Regeneration be enough to hold on?

Feeling the pressure, my opponent sends both Phoenixes forth to disrupt the Undead’s central push, with each charging a Soul Reaver unit and hoping to tie them up until the Paladins or Ogres can assist.

The Ogre Captain does go in to avenge the war machine and ground my flier, and deals 2 damage to the Vampire on Pegasus.

The Bowmen fight back against the Lykanis, landing 3 damage, but the werewolf holds firm.

The Brothermark just have the war machine out here now, an

The Dictator abandons the flank and flies over the building, landing out of arc of the flying Vampire lurking behind the ruins. Mhorgoth is out this way, and that’s who the Dictator really wants to fight. 

The last Arbalest shoots and misses against the trudging Skeletons out on the far left.

Top of Round 3: Undead

On the left, the Skeletons continue their inexorable advance, and have crossed the center line to be scoring for the scenario.

The Skeletons make is across the line. 

The flying vampire in the backfield is grounded, and countercharges the Captain, landing a just 2 damage but Lifeleeches back to 0 damage themselves.

Multi-charges into both of the flaming birds.

After some consideration, I decide that I need to commit hard to picking up the Phoenixes. The flying vampire by the building flank-charges a Phoenix while the Soul Reavers countercharge. The units deal 11 damage apiece, and rout this bird with minor positional reforms.

Victorious reforms for the Undead, with both Soul Reaver regiments ending the round at 0 damage.

Mhorgoth flies over, hiding from the Dictator, and casts a Drain Life into the other Phoenix, healing them up nicely again. The Soul Reavers countercharge the Phoenix, with Zombie Trolls in the flank, and this Phoenix should be routed as well. The Zombie Trolls spin to reform, and will be an excellent roadblock, preventing the Paladins from reaching any Soul Reavers next turn.

Setting up for a Surge charge.

Nearby, the other Zombie Trolls move up and pivot to face the flank of the Penitents on the edge. Mhorgoth’s second spell is a Surge to push them into that flank. The Trolls will deal 7 damage, but the Penitents should be double-rallied, and waver.

The Undead right continues to just threaten the woods.

It’s a little cheesy, but I need to delay and try to squeeze some extra value out of my individuals. The Liche steps up, and prevents the Skeletons from sliding down into the woods as they align against another unit of Penitents. Drain Life is cast into this unit, but these Penitents easily hold.

On the left, the Soul Reavers and Skeletons realign to eye up the woods.

The Lykanis is threatened by the Ogre Palace Guard, and I believe is just shy of reaching the other unit, but still has a lot of options. We have a delaying front charge into the nearby Ogres; a clean flank into some Penitents; or a possible clean chain charge through individuals, starting with the Chaplain. The latter is tempting, but with just 5 attacks, doesn’t seem likely. My opponent has left a gap, and since I can maintain the one-inch buffer, I opt to zip the Lykanis around and out of arc of the Ogres threatening him. I am not threatening anything with him, but preserving him seems wise.

Bottom of Round 3: Brothermark

On the right, the two Penitent regiments near the table edge have no charges, but inch through the woods to threaten them on the coming turn. With the Lykanis juking around, the Ogres pivot and move, getting their leader point into the woods to continue pushing on for the scenario. 

The Brothermark continue to trudge forward.

The third regiment of Penitents counter-charge the Skeletons, and they’ll land some damage. Still, we’re fighting on the center line, so the delaying action over here is going decently.

The other unit of Ogre Palace Guard charge the Zombie Trolls, ending up in their front. Positioning is a mess since we have individuals, but while the flanked unit of Penitents cannot align, they can countercharge whomever they wish, counter-charging the Trolls as well. The Zombie Trolls are bested with the Ogres overrunning. The Penitents continue to face the Skeletons.

The Penitents are boxed in.

The other unit of Zombie Trolls takes a multi-charge from the Paladins and an Ogre Captain, and the trolls are obliterated. The Paladins sidestep towards my deployment zone, trying to make way for the victorious Ogres nearby. The victorious Captain sprints 6” ahead. The overrun takes him within 1" of the Soul Reavers who have the Blood of the Old King, successfully railroading their efforts next turn.

Reforms for the Brothermark, with a huge overrun from the Captain.

The Bowmen furiously strike back at the Lykanis, bringing him up to 5 damage and getting a waver for their efforts. 

The Ogre Captain is joined by the Dictator against the flying Vampire, but only 3 damage is done, and the vampire seems eager for more.

The last Heavy Arbalest contributes what it can.

The Heavy Arbalest shoots at the (slowly) incoming Skeletons, landing 3 damage, but doesn’t move them.

Top of Round 4: Undead

On the left, the Skeletons continue their march onward, now seeking retribution against the war machine. I could try to nestle them behind the building for safety, but that would take a few turns, and in that same amount of time I will be able to charge the war machine. Any shots into the Skeletons I think is good for me, as it will protect my more potent pieces, so this is a conscious choice from me, and I do want to be aggressive with them.

The Skeletons are obedient and march on.

The flying Vampire continues fighting the Ogre Captain, and continues to underperform, landing just 2 more damage this round, though he does Lifeleech himself down some more.

The wavering Lykanis changes facing, but stays engaged, as I am trying to hide from the Ogre horde using the hill. Fortunately, Soul Reavers with the Chalice of Wrath go in and will finish off the Bowmen, and then reform, and they are safe from a charge.

Charges from the Soul Reavers.

Measuring things, the Ogre Palace Guard can’t see the Lykanis, but can see and reach the central Soul Reavers, who are going to be stuck fighting the Ogre Captain. I want to preserve them, so send the flying Vampire into the flank of the Paladin horde. I am not going to break them, but am trying to make things messy, and this should prevent the Ogres from joining in next turn.

The Soul Reavers imbibe the Blood of the Old King and charge the Ogre Captain. I roll a little under the expected results, dealing just 10 damage, and get Insane Courage for the result too. Oof.

The flying Vampire hits the flank of the Paladins, who get hit with both Drain Life spells and are brought up to 11 damage, but hold.

Delaying charges from the Undead.

Mhorgoth flies over the Paladins, looking to mess with things over here. The Skeletons fight the Penitents on their right, with the Liche again precenting them from sliding over, thus keeping both Penitents in front arc. The Liche then strides to the other side of the unit, to help with the Drain Life casts into the Paladins. 

In retrospect, the math is too tight against the Ogre Captain, even with the Blood. Bringing Mhorgoth here and tucking him safely behind the flying Vampire would have been a much better call, as bringing Bane Chant or Dread to this pivotal fight would have almost certainly swung it in my favor, and having both would have all but assured it. Still, insanity was the result of the Nerve check anyways, so this is me harping on it in the hopes that future me remembers to bring Dread where I really need it.

Out on the right, the wily Lykanis passes the Brothermark lines, and then pivots back, looking for some rear charges in the coming turns. With stuff happening near the center, that's where I want him pointed.

The Skeletons make  hindered charge into the woods.

The Soul Reavers hold, but the Skeletons do make a hindered charge into the nearby Penitents. I was looking to delay, but this is a mistake. Simply moving them and getting stuff into front arc would have been much smarter, and limited what could hit them next turn. 

Bottom of Round 4: Brothermark

I had two errors last turn, not using Mhorgoth wisely, and making a hindered charge with the Skeleton regiment. The Brothermark is eager to capitalize on their good luck.

The Penitents counter-charge the Skeletons, with the Ogres joining in the front, and the other Penitents joining in the rear. With Def3, the Skeletons are swiftly devastated and routed, and a lot of Brothermark unit strength is suddenly freed up out here...

Reforms for the Brothermark, who have suddenly broken the Undead line.

The Penitents fighting the Skeletons spike some dice and best my regiment with some hot Nerve checks.

The other Ogre Palace Guard hits the flank of the flying Vampire, obliterating him as well.

Two expensive Undead units fall in the center.

With the Ogre Captain being found insane, the Paladins are actually far enough over to be in the flank of the Soul Reavers, so they take that charge, and obliterate this unit as well. 

The other Captain and Dictator continue their fight, bringing the remaining flying Vampire to 5 damage to ground him again. Unfortunately for him, the Nerve check is good, and he is also found to be wavering at the end of the round.

The Skeletons catch a bolt, and are ready for more, but not much more.

The Arbalest lands 2 more damage against the Skeletons on the left, bringing them to 5 damage, but mercifully rolls low for the Nerve check. Still, this is a huge momentum shift in favor of the Brothermark.

Top of Round 5: Undead

The Skeletons can’t stop now, and so continue their march towards the Heavy Arbalest. They start ~13 inches away, and will finally be in charge range next turn, assuming they aren’t shot off.

The Skeletons have just one more round of shooting to endure.

The grounded flying Vampire holds tight, unable to do much.

Positioning for the Undead.

Centrally, the maimed Lykanis doesn’t have a charge as it cannot see around the hill either. It moves up as a sacrifice to block up the insane Ogre Captain. In retrospect, I don’t know if that’s the best move, as it gives him something to do net turn.

The Soul Reavers charge the Ogre Palace Guard, with the wily Lykanis joining in with a rear charge. Mhorgoth grants a Bane Chant to the vampires. They deal 12 damage and the Lykanis brings it, adding 11, and the Ogres are devastated and routed. In victory, the Soul Reavers spin about in order to face the Paladins, and the Lykanis pivots to face my right, hoping to find some Penitent flanks and whittle away some Brothermark unit strength as the game concludes.

A very lucky waver!

Mhorgoth’s second spell is Drain Life into the Paladins again, and this is doubled up by the Liche. The damage is frustratingly low, with just 3 more sneaking in (I believe the Liche contributed nothing), but with Dread, I am able to waver the unit. 

A great fight and reform from the Soul Reavers.

On the right, the Soul Reavers are outnumbered, and just need to grind out whatever they can. They cannot reach the Ogres, but the Brothermark heroes are elsewhere, and a clean charge into a unit of Penitents results in a rout, and only the Ogres can reach the vampires next turn. With a hindered charge, I may be able to hold on a little longer.

Bottom of Round 5: Brothermark

On the right, a hindered charge from the Ogres isn't likely to break the Soul Reavers, and would let the vimpires counter-charge on my turn, fighting at with full prowess and increasing the odds the Ogres are taken off. The Ogres are scoring, and the Soul Reavers are not, so instead of fighting, the Ogres adjust to force a hindered charge from my Soul Reavers next turn, turning the tables. 

The nearby Penitents move ahead, continuing on, and do get out of arc from the delaying Reavers. 

The Brothermark units are all scoring.

The Brothermark heroes do what they can, disbursing to keep things Rallied and Inspired as best they can. 

The more central Penitents on 7 damage look at what they can do, and some measurements are taken, but they can’t escape the Lykanis. They are scoring though, and so turn to face and mitigate the incoming damage.

The Ogre Captain tries to block.

The Ogre Captain doesn’t take the Lykanis bait. The werewolf is wounded, but its not a certainty that the Ogre could best him. Instead the Captain runs up to block this unit of Soul Reavers, as they are the more powerful unit, and he wants to protect the Paladins, who are already scoring.

The fight in the backfield with the flying Vampire continues, and the Chaplain runs up to heal the Ogre Captain. Some damage is dealt to the Vampire, but the Nerve Check is low this time, and while my flier is grounded, 

The Heavy Arbalest fires into the Skeletons, again landing 2 damage, and bringing the unit up to 7 damage total. The odds are slightly in my favor, and the Skeletons do hold, and will actually make it into combat next turn.

Top of Round 6: Undead

After a long trek, the Skeletons charge the Heavy Arbalest, and deal a strong 9 damage to the war machine, scattering the pieces.

The Skeletons made it!

The grounded Vampire is apparently out for revenge, and kicks it into high gear, landing great damage and then routs the Ogre Captain! There are other heroes here, but the Ogre Captain (with Brutal) is the scariest.


The Soul Reavers make a hindered charge into the Ogres, with the wily Lykanis making a hindered rear charge. Both units overperform, with the Lykanis going hardest. Each lands 9 damage, enough to devastate and rout the uninspired Ogres. 

The central Lykanis makes a front charge into the Paladins. I believe both Drain Life spells are again pointed here as well, and I am able to land enough total damage to rout the unit. The Lykanis then gets all 3” for the back-up move, getting back onto my side of the field to score for the end of the scenario.

Mhorgoth points a Mind Fog at the injured Penitent regiment that spun around, and gets a waver.

A powerful charge to best the Ogres.

Over on the right, the wily Lykanis makes another rear charge, this time into the Ogre Palace Guard Horde, and the horde is also hit by the Soul Reavers in the front. Both units overperform, each contributing 9 damage, which is enough to devastate and rout the uninspired Ogres. 

Bottom of Round 6: Brothermark

My opponent concedes. I have Skeletons (2) Vampire on Pegasus (1), Lykanis (1), Soul Reavers (3), and the other Lykanis (1) for a total of 8. His Dictator and such might be able to best the Vampire, but that is about it, and all he has are two units of Penitents at 2 apiece. There's no real avenue for a comeback, so we call it here.

A victory for the Undead!

Game Conclusions

I recognized that the fight against the Ogre Captain was important, but didn’t know the math enough to realize how close it would likely be, and that I should have committed more there (Mhorgoth for Dread, BC, etc). The Paladins were just barely in the flank of the Soul Reavers here, so if I win this fight and can reform in just about  any way, I am taking a front charge and in a much stronger position as the game goes on. As discussed in the report, Round 4 had some significant mistakes from me and was a huge tempo shift, but the Undead had a decent lead by that point, and were still able to hold on for a surprisingly strong win despite the errors on my part.

Testing Conclusions

  • Skeleton Warriors with Two Handers. Despite the misplay, these did well overall for me, and I still really like my unit, and enjoyed facing off against their inspiration. The more numerous Penitents were troublesome, but I think I did a good job evening out the fights and holding my own. 
  • Soul Reavers. Again holding back and threatening with them proved to be the right call for the scenario overall. They had more combats this game and more routs too! Overall, solid performances from the Soul Reavers.
  • Mhorgoth the Mandatory. Despite the misplays from me, he’s still clearly a strong pick for this playstyle. I’ll try to experiment with other options for other styles of Undead play, but for MMU he’s sticking around for the foreseeable future.
  • Liche with BC and Drain Life. I’m not messing around too much with Surge, so did not really miss having access to the spell. I again ignored the Conjurer’s Staff for the benefit of my mental load. It would have helped, but he still did fine, and I still like the kit overall for this playstyle. 
  • Zombie Trolls. Unlike the Mummies last game, I tried to use these Zombies more as threats and not chaff, and I liked the results. I think I’ve tossed the idea of “anti-chaff” around before: paying a small premium for a unit to beat opposing chaff and then hold things up as long as it can. Essentially, that is just drastically overcomplicating a chaff war, but it might be handy lens to consider. Point being, these worked a little better as threats, but I think a list focusing on Surge will do better with this kind of unit than my MMU. 
  • Lykanis Duo. Both survived, and I even got in some rear charges! They had a great showing and a great time. I’m experienced now to know that these aren’t going to break anything on their own. I had a few opportunities early game for wild plays, but chose to prioritize keeping them alive over all else. This is was what kept me in the game after my missteps. 
  • Pegasi Vampire Duo. These ended up mostly being distractions in both games. I’m ok with that. Because my opponent had to devote so much to dealing with these, the rest of my list was a little more free and successful. 
  • Undead Scoring Heroes. Prioritizing the survival of all of these in the early game was crucial, as the later the game goes the better these particular units become. Again, I think the double duo was key to my success, with a ton of independent and speedy threats that was just a little too hard to deal with. 
  • Undead MMU. Again, I had a blast with Undead MMU and really enjoyed these lists and the games. It’s definitely a unique way to play the army, but can still be fluffy with its focus on the vampiric subfaction.
  • Reporting. Again, there were some holes, but I am getting the gist for both notes and pictures and I’m trending in the direction I’d like for my reporting. 

As-ever, this was a thoroughly enjoyable afternoon, and a big thank you goes out to Cartwright for fitting this in and for hosting our games! The summer will probably be busy, as they Summers so often are, but hopefully we’ll have more throw-downs soon!

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