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Thursday, May 22, 2025

Kings of War 3rd Edition: #123 Varangur vs Undead in Push


Intro and Lists

The next Escalation League for Kings of War Wisconsin is underway! We are in month two, meaning we're still in Ambush games, but up to 850 points. Opposing me this time was James and his very neat Undead force:


James is relatively new the game but using the escalation league as-intended, having already made adjustments from the previous month, like adding more Wights! I love a lot about a lot of this. First I am really digging the paint scheme - the evil greens are nicely muted and sinister looking, and the blue ground is just striking. He said he was going for a kind of "moonlight" look to things, and I really like it. Second, he's using a lot of units I think are neat, and I've used the Wight models before back when the Barrow Wights debuted in 2nd Edition, so they get a special call-out. One unique thing is the commitment to Lifeleech, picking Undead Rats for the Zombies and Spearmen, and a Hann’s Scripture for one group of Wights. Generally, I don’t go for this upgrade as it’s not a certainty that the units will even do the 2 damage needed to recoup the damage. Here in Ambush though, where every unit counts and things are really cramped, I can appreciate it. A clever choice for Ambush games! Overall, I like the list and am eager to watch the undead ranks swell in another collection in the coming months!

I brought the Varangur again, as I wanted some quick, low-stakes games to continue to explore and refamiliarize myself with the shooting options of the army. Up first was list May 1a(xes):

  • 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 Axes. The Night Raiders are a really interesting unit, and why I wanted to run the Varangur in these smaller games. Bows seem better default options, but I wanted to find a niche for axe-play. Anti-chaff seems like an ok role, but I think the axe raiders need to be really aggressive and supported in order to be effective, given the short range on the weapons.
  • Human Tribesmen. The Tribesmen are another really interesting unit. Cheap CS2 is attractive, but CS1 and Def5 is nice and durable, and what I’m trying out here. I don’t have any healing, but with the high Nerve, the hope is that they can cheaply grind against just about anything.
  • Horse Raiders with Axes. More Axes! On Horse Raiders, I think using the raiders as blocking chaff with a ranged attack could be viable, but probably not better than just taking Snow Foxes. The dream would be to nimble out of arc and throw repeatedly, but that seems unlikely as well since maneuvering will be a lot of work. Again, I am looking for a niche for axe-play, which is hard, so we’ll see what I can cobble together on the battlefield.
  • Magus Conclave. If I were more competitive, I’d leave this at home, since you want all or nothing with bringing war machines. But running and gunning with a war machine is a lot of fun, and I want to get some practice in.
  • Snow Troll Prime. Heroic scoring units are highly-valued for more competitive play, and we’ve seen a lot of the Prime in particular over the years. Now I’m running them! The Prime has a large Nerve band, so can be prone to wavering, but Regeneration can make him incredibly sticky and he is a great defensive pick. I am running only the one source of Inspiring though, so things could get tricky.

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, one which is far larger than their old place. 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. They also have a neat second-hand room, and now a bidding room, with new items monthly. 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. It was anticipated to be a busy day at the shop, so we added terrain to both halves of the board to consolidate our games if needed, and used fences and a big building as the dividing line, which I thought was fun so I'm pointing it out.

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. It's Ambush, so given the smaller table size, we have a lot of terrain all packed in.

Our half of the table.

We got Push for the scenario. There is a central loot token sitting there, and we rolled up 2 more apiece to deploy ourselves. At the end of the game, the tokens are worth 2 points if they can get across to our opponent’s starting side, or 1 if they are on our own side. We also played with the update that a unit could only score one token. Technically, a unit could hoover up more tokens to keep them away from the opponent, but this nuance was lost on us.

My opponent won the role for sides and kicked things off for us. On the left we have Skeleton Spears in front and the Wights with Hann’s in reserve. The Zombie Trolls were central and back, and supported by the ASB. On the right, we had both Zombie units, with the Necromancer and other Wight unit in reserve. The Skeletons and Zombies each got a token after deployment was finished.

Deployment. Everything in one shot, since it is Ambush.

I had axes, so did not need to worry too much about firing lanes. I wasn't going to be able to toss for a turn or two. I deployed right-to-left so that’s how we’ll cover it: both Night Raiders came down on the right, hoping to hop up into the forest. The Tribesmen were central, hoping to brawl for the token. The Maguc Conclave was central, grabbing the best firing lane to start. The Snow Troll Prime was nearby, with Draugr hiding behind the hill. The building was an issue, so I put my cavalry out here, hoping to use it as blocking terrain and threaten some flanks. After deployment the Draugr and the Night Raiders on the far right got my tokens.

My opponent won the roll for turn order, and then seized the initiative.

Top of Round 1: Undead

The Undead shamble forth! Everything shuffled forward about 5 inches.

Both Zombies and the Wights balance precariously on the hill. The Zombie Trolls stayed slightly back, already wary of potential charges.

Opening moves for the Undead.

The Skeleton Spearmen pivot slightly, already pointing right at the Horse Raiders, and the Wights on the left also pivot and move, very eager to support.

Bottom of Round 1: Varangur

On the left, the Horsemen zip forward and hide behind the building. They are just barely hiding from the Wight’s line of sight, so we might be here for a bit.

The Draugr bumble onto the hill, and the Snow Troll Prime gets partially onto it. I don’t think I need the TC, but probably should have fully gotten on the hill anyways. Good habits and all that.

Moves from the Varangur.

The Tribesman move up a bit and the Magus Conclave shoots into the Skeleton Spearmen, landing 1 damage.

The Night Raiders are not going to have any shots this turn. They take advantage of Pathfinder to get pretty far ahead. I get their leader points out of the woods. I think this is an error, but we’ll discuss later.

Top of Round 2: Undead

Oh gosh, I apparently don’t take a picture here. Ambush games are harder to document as the turns go so quickly.

Basically, everything takes the same position, and the Undead all Shamble up again. The Zombies perched on the hill are now in charge range of the Raiders.

Bottom of Round 2: Varangur

Had the Raiders reined it in a bit, they’d be nestled in the woods, and could hold this turn, throwing without penalty. As it is, the forest edge was pretty flat, so not only are their leader points are out of the woods, but their full front flanks are, opening up unhindered charges for the Undead, which is not ideal.

I decide to play risky, embrace the error and throw axes instead of charging. The Raiders both hold, and throw into the Zombie Trolls. We bring them to 8 damage, but fall 1 shy of routing them.

A reckless charge from the sole leader of Varangur party.

The Tribesmen enter the bog, projecting threat. If I had removed the Trolls, they’d be a flanking threat next turn to any of the undead moves, unfortunately that trap did not pan out.

I decide to be risky with the Snow Troll Prime as well, and charge the Spearmen. This is definitely not advisable, but I wanted to push the limits of his survivability. The Prime lands 4 damage into the Spearmen, but they hold.

The Horsemen are wary of the Wraiths. I don’t want to give them a charge, and don’t have the inches to play facing games with the Prime to block a connection, so they hold.

Top of Round 3: Undead

The Undead offer their rebuttals.

The Spearmen and Wights multicharged the Prime, since the Wights can see over the Spears. I’m trusting in high defense, and only 4 damage lands, which is nice. The Nerve Check of 10 isn’t great though, and the Prime falters, wavered.

I think the Spearmen just deal 1 to just Lifeleech 1, so the Rats don’t look t have paid off this round.

Three bonkers wavers dealt to the Varangur.

The Zombie Trolls make a hindered charge into the Tribesmen, and will land just 2 damage. The Necromancer and his Vicious aura are here, but Hindered Undead is tough stuff. The Nerve band here is stellar for the Tribesmen, and they hold, unbothered.

Normal Zombies also benefit from the Necromancer’s aura, and as-discussed, one unit makes a unhindered charge into Night Raiders. Just two damage lands, which I am ok with, but a hot 11 on the Nerve wavers this unit.

The Zombies with the token held back, allowing the Wights to make a clean flying charge into the other Night Raider unit, thumping 5 damage. A hot 9 on the check wavers this unit too.

Bottom of Round 3: Varangur

Having about half my army wavering is going to be tough to come back from, but the Varangur are a punchy army, so I’m not counting them out just yet.

Moves for the Varangur.

Both wavering, both Night Raiders will disengage, backing off the inch to force hindered charges next turn, as that’s the best they can do.

The Tribesmen countercharge the Zombie Trolls, and will pick them up, and reform slightly.

A few victories for the Varangur.

The Draugr reposition slightly on the hill. With the Prime wavering, they have range but not the positioning to do much, and I don’t want them charging off the hill into Spears.

The wavering Prime backs up, regenerating 1 to get down to 3 damage.

I am able to be a little cheesy with the building. With the Prime backing up, the Horse Raiders are able to squeeze in behind, and the Wights won’t have space to land and connect, limiting their options next turn. The Raiders throw into the Skeletons, and the Conclave spikes again. The shooting brings the Skeleton Spears up to 10 damage, and they are routed, dropping their token.

Top of Round 4: Undead

The Wights take their easiest charge into the Snow Troll Prime, landing 6 damage and bringing him to 9. The Nerve check this time is a 3, and I guess the Prime is thankfully etting used to fighting these armored flying spirits.

Charges from the Undead.

The Undead ASB hides in the woods, but the larger bubble means he’s still keeping the Wights Inspired.

The Zombies with the token pivot, since things are getting jammed up, and the Necromancer stays central with this cluster.

Aftermath of the Undead's onslaught.

The Zombies make a new, hindered charge into the Raiders this time, and actually do better, landing 3 damage and then get a 10 on the Nerve check to waver them again. Sheesh.

The Wights make a new, hindered charge into their Raiders this time, and also do better, landing 6 damage this time and get the rout, stealing the token. The Wights will reform, menacingly.

Bottom of Round 4: Varangur

If the Raiders aren’t issued a charge order, they don’t get the reform. Seeking to buy time, they disengage and withdraw from the Zombies. They then back up, and can get the Wights into front arc, which is the best I can come up with.

The Tribesman flank-charge the Zombies, and will bring them to 11 damage, and will thankfully pick them up.

Fights for the Varangur.

The Conclave shoots into the Wights in the woods, and despite cover, does slip two damage in.

The Draugr on the hill charge down into the Wights. They’re just chilly Zombies. I shouldn’t ever expect damage from them, but the thinking here is that I might be able to prevail with just a ton of Nerve and attacks. They slip 1-2 in though, thanks to the TC from the hill. The Snow Troll Prime regenerates just one, to get down to 8 damage, and now I am worried. He contributes some damage though, and the Wights are brought to 6 damage. I need 8’s twice, but I fall 1 short on the reroll and the Wights stick around.

Reforms for the Varangur.

The Horsemen are gummed up by terrain. I can’t join in against the Wights too, so they nimble away, onto the hill. From here, they should find something to do next turn. 

With these Ambush games, I've liked getting into 1:1 fights, and trusting in the good stats of the Varangur fights. We've ground the Undead down a bit, but the Wights are good, quality units, so things are still dangerous for me.

Top of Round 5: Undead

The Wights countercharge the maimed Prime, and will devastate and rout him this turn, as is proper. They have Hann’s, and will Lifeleech from 6 down to 4 damage. The shuffle down of the counter-charge puts the Drauger into a flanking position, so in victory, he shuffles back sideways, to get them into front-arc, just in case.

Charges for the Undead.

The Undead ASB is still in the woods, and still keeping the Wights Inspired.

The Undead then pull off an unexpected crisscross charge. The Zombies lurch ahead, making a hindered charge into the Night Raiders, while the Wights also fly ahead, making a hindered charge into the Tribesmen.

Reforms for the Undead.

The Wights thump the Tribesmen for 3, and thanks to the stellar Nerve band, the tanky humans hold. However, the Zombie charge pays dividends. One damage slips in, bringing the Raiders up to 6, and a spicy 11 on the Nerve will see the unit off, and the Zombies will reform.

Bottom of Round 5: Varangur

Hot Nerve checks have really done me in this game, but we are both running low on units, and shooting could still save the day for me.

The Magus Conclave shoots into the Zombies, slipping 3 damage in. This should have a cover penalty, but the single Conclave was pretty hot this game.

More charges for the Varangur.

The Tribesmen countercharge the their Wight unit, and deal the expected 4 damage to take them from 1 to 5 damage. I get an 8 on the Nerve, and Fearless comes into play a 3rd time.

More reforms for the Varangur.

The Draugr charge their Wights, and land a ridiculous 5 damage. The Horsemen come in off the hill, contributing a wimpy 2. This is enough to take them to 11 though, and I am able to get the rout. The Horse Raiders eye the token dropped by the Spearmen, but fall pretty far short on their overrun.

Top of Round 6: Undead

The Zombies are in the flank of the Tribesman, and eagerly take the charge, with the Wights counter-charging. The Zombies cannot claw through the armor, but the Wights land 3, and another 10 damage in total is more than enough to easily rout this uninspired Varangur unit.

Charges for the Undead.

For the scenario, the Wights and the Zombies each hold a token, and are on my side of the board.

Bottom of Round 6: Varangur

The Conclave and Horse Raiders throw into the Wights, but only 3 damage lands. They are on 6 damage, but I roll a 7, making it 13 total, and Fearless saves the Undead a 4th time.

Positioning for the Varangur.

Shooting fails, but the Horse Raiders are able to pick up the Spearmen’s token, and the game is tied. We each have two tokens on the opponent’s side of the field.

However, I do roll up a Round 7 for us.

Top of Round 7: Undead

The Wights charge and clobber the Horse Raiders, and Lifeleech down to 5 damage. At the time, I missed that they had a token, and thus dropped to Speed 5 and lost Fly. This should be hindered, but they are probably still in range. Oops. Had I kept this in mind, I could have been out of range for the throws.

Positioning for the Undead.

I think technically the victorious Wights need to pick the token up, but can only score one of the two. Since it cannot be scored, we instead just drop the token, playing a bit sloppily.

Bottom of Round 7: Varangur

The Draugr have a charge into the Wights, but I don’t think this will move them, especially since they are still Inspired.

The Conclave crumbles under pressure.

I think my best bet is to shoot the Wights, as while they are the most armored, they also have the lowest Nerve and the most damage already. Bloodbolts fly, but no hits land.

Shooting fails the Varangur, and the Undead take it 3:2!

Game Conclusions

I played recklessly this game, and hot Nerve checks did me in! I could have tidied up some aspects of play, but this was more of a learning game than anything cutthroat, and was a good time.

James is a good guy, and already making leaps and bounds in his Undead play. This really played out like a textbook Undead game, utilizing a lot of Nerve and units and Fearless to endure and then push back. Surge is not a beginner friendly concept, but with a little practice, those Wights could do some work and are units to watch. I really like a lot about his Undead already, and look forward to seeing more of it!

Testing Conclusions

  • Draugr. I haven’t run them in a while, and definitely forgot they are just chilly Zombies. I counted on them a little too much, and charging with them probably isn’t advised most of the time, but it ultimately paid off here. They survived with a token, and showcased (along with the Undead Zombies) why having an extra block or two of Nerve and Unit Strength around can be a good idea, even if they are not great fighters.
  • Night Raiders with axes. I did not set them up for success, but a series of spicy Nerve checks did them in more than the actual damage taken. Their original move, getting out of the woods would have been fine had I charged with them. That was the loose original plan, but I changed my mind on the following turn and opted to focus on the ranged attacks instead, putting them in an awkward spot. Then with Axes and Night Raiders, assuming that I am facing infantry and can set the terms of engagement (that is, I move into range at 11-12” away on my turn), at best I get two turns of throwing and are then get charged. I think troops of aggressive Night Raiders and axes is the way, and pathfinding Tundra Wolves could be good accompanying pieces. Regiments and axes don’t seem like a good fit.
  • Human Tribesmen. I was impressed by their Nerve again, and for a regiment, they really held their own. Hearthguard obviously surpass them, but in a pinch, as a generalist, I do like the Tribesmen.
  • Horse Raiders with axes. The skirmishing light cavalry unit has been a pet unit of mine across armies. The basic KoM version, with no real bonuses is rough, and I posited that a unit like this needs a special sauce (4+ Range; TC; or Piercing) to be viable, and give them a nice to fill besides expensive mounted chaff. The Horse Raiders have TC, which is nice, but 5+ Ranged is rough with so few attacks. I don’t actually mind axes on the Horse Raiders, as you can chaff and get a little damage out of them still, but think Bows is a better for the Horse Raiders too, since Snow Foxes are better chaff.
  • Magus Conclave. The single unit is not a wise pick, but I lucked out and the Conclave overperformed for me throughout, even if they choked at the very end. Running and gunning was certainly fun!
  • Snow Troll Prime. Wavering is still holding things up, and in a punchier list, this is something I could have capitalized on. I was intentionally reckless with him, but he still lasted 3 combats, so I’m impressed with him still.

Alas, I became the odd man out this time at the meet-up, and only got the one game in, so no Varangur May 1b(ows) to report on. Speaking of second games though… James, it occurred to me while writing this that while you were using a token to mark the center of the field for your second game, you were playing Dominate, which uses a bubble and not a strict objective token. The bubble to fight over is way bigger than 3 inches (12 inch radius, normally), and even if we adjust the scenario for Ambush and trim it down to 6” or something silly, your Skeletons would be still scoring since they were just out of 3” originally. So hey, fyi, you definitely tied that one. You had a strong day, and I look forward to seeing you and your Undead again soon!

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