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Tuesday, May 27, 2025

Kings of War 3rd Edition: #124 Varangur vs Dwarfs in Kill


Intro and Lists

The holiday weekend was busy, but my only big commitment on Sunday was a dinner, and thus I was able to miraculously squeeze in three more league games over the afternoon. As a bonus, folks were coming to Madison, making the commute negligible. We were out at Pegasus Games, one of my old Warhammer Fantasy haunts, and where we were playing when the End Times occurred. We had run a big, rather messy campaign for the Times, and our old cork board (now quite devoid of troop movement pins and such) was hung up as art, which was neat to see. 

A nice map from back in the day.

The first game of the day was against Joe, who had brought his Imperial Dwarfs back to the table for a few games, since he had already gotten in a number of league games in for May:


Yowza. Those are some Dwarfs that mean serious business! Joe took 2nd in Adepticon's Ambush event, so he seems to be viewing these smaller games more ruthlessly. We have a few new players in the league, so I'm glad I'm catching this heat and not them. Three Def6 Ironguard regiments, a Def6 Dwarf Lord unit, and two supporting casters is a lot to deal with at this points-level, and with a lot of terrain on such a small board it's hard to get around the dwarf units for positional advantages.


After not materializing a second game last weekend, I brought the Varangur back out, looking to get in my second league game of the month and thus get in a game with my Varangur May 1b(ows) list and be able to more directly compare and contrast the axe and bow options some more. As-before, my approach with these Ambush games is to run some friendly things, which is why we are focusing on Varangur shooting. Up to test is:

  • DraugrThey 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. As mentioned previously, Bows seem like the better default option, since you can contribute from further away and have easier decisions once things get close. We've already tried the axes, so we'll see how Bows do.
  • Human Tribesmen. I like the Tribesmen. Their CS2 option is still attractive, 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. I've gotten a good feel with the Night Raider loadout, but am less sure about the Horse Raiders. Axes are ok, but that feels like a unit that is just trying to aggressively trade, and forcing the issue by getting in the way. There are cheaper chaff options, so I think Bows might be the way to go here, again, but I need to try it out before I form an opinion.
  • 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

Pegasus Games has table extenders and such, but is more inclined towards card games and smaller games, so while we used their extenders, we brought our own mats and terrain. Being an Ambush game, we had a pretty crowded table for terrain, as usual. This mat was 6x4 feet deep, so we halved the length, and then have a 6" dead zone, a 6" deployment zone, and then the 24" no man's land between the lines, in order to get the 3'x3' space. We were using our typical terrain rules, running the cabin and tower and bone bits as a ton of Height 9 blocking terrain, the single forests as Height 6 Difficult Terrain, and Hills as Height 3, and the neoprene pond as Height 0. The fences marked the edge of the play area, not actual obstacles. 

The board. 

It was going to be crowded indeed! While I really like the bone terrain aesthetically, and like it as blocking terrain since you can't really balance stuff on it, it always feels weird on the table. This would have been a great time to make it Height 3 blocking or something more interesting. Alas, we did not do this. I'll need to keep this idea in mind for the future. As much as I like having the standardized Epic Dwarf maps, it would be fun to experiment more with terrain, running big hills, building on hills, changing heights of stuff and so on. 

We rolled for scenario, and got Kill. List-wise, we have competing build philosophies at play, and I with bow shooting vs Def6, I know am already in for a very tough game. The scenario exacerbates this even further, but we'll give it the old college try.

My opponent won the roll for sides, and actually swapped with me. This put the shop windows and overhead light behind me, so we'll struggle in a few pictures, but we should be able to get the gist across.

With the cabin blocking things up, the Dwarfs deployed centrally. On the left was a unit of Ironguard with Lord angled out to the left. The other two Ironguard units continued the line, with the Flame Priest between the units, and the Stone Priest behind the inner one.

We already have some big shadows and fuzziness. Deployment.

We're fighting over several lanes. Seeing the Lord come down angled and facing the left, I placed the Horse Raiders out here, along with the Draugr. The hope is to just occupy the Lord, and prevent him from getting behind my line on such a small table. The nearby building split my line, but continuing on, we have the Tribesmen, Prime, Night Raiders peeking around the hill, Magus Conclave sitting behind the hill for now, and angled Night Raiders out on the right. The overall plan is to shoot as long as possible since it is one of my only advantages, and try to use the lanes to prevent the Dwarfs from multi-charging.

I won the roll for turn order, and took it.

Top of Round 1: Varangur

On the left, the Horse Raiders took the hill. I really want to make sure I have this, as charging off of hills is fun, but I also need all the help I can get given the high defense of the Dwarfs. They loose into the Ironguard on the left, and do slip 1 damage in. The Draugr come up behind. The Dwarfs don't need Bane Chant to do a number on the low-defense Draugr, so I want to keep them out of fights unless necessary.

Opening moves for the Varangur.

Centrally, the Tribesmen and Prime inch up, trying to cover the lanes.

The Night Raiders need to move to get into shooting range this turn, so take a penalty. I don't move them far because I want to shoot as long as possible. Combined, they deal 1 damage with their Bows, but the Conclave does land 2 more, taking the Ironguard unit on the right up to 3 damage.

Bottom of Round 1: Dwarfs

The Dwarfs move up, at the double, but no dogs can be thrown. Radiance of Life aids the Ironguard out on the right, and they go from 3 down to 2 damage.

Aggressive moves from the Dwarfs.

I was not expecting the Dwarfs to zip up this quickly. My opponent deployed wisely and was able to march things right up the field. Thankfully, my own advance was minimal, so they have no entered the 10" charge range just yet, and I get at least one more round of shooting.

Top of Round 2: Varangur

I look to have missed a picture, but not much happens.

On the left, the Horse Raiders inch back slightly, getting out of range of the Dwarf Lord, and their bows again slip 1 into the same Ironguard unit again, brining them to 2 damage.

The rest of the Varangur line holds. Nothing is in range for infantry charges, and I don't want to have the Prime charge out all on his own.

All of the shooting does into the Ironguard on the right, but nothing hits.

Bottom of Round 2: Dwarfs

The Dwarfs move up again, getting into charge range now. The Ironguard on the left are just barely out of range for throwing their dog, so they hold onto it for now. The Lord reins it in, using the nearby unit and skull terrain to prevent me from charging him with anything substantial, though in retrospect the Prime could still get in.

The Dwarfs move up, and throw some dogs.

The Stone Priest aids the Ironguard on the right again, bringing them from 2 down to just 1 damage. Both units toss into the Snow Troll Prime, landing a merciful 4 damage only, and the Fireball contributes just 2 more. Further going my way, the Nerve check finds the Troll to be quite insane.

Top of Round 3: Varangur

With the Dwarfs in charge range now, I feel the pressure to do something. Up against Def6 and Radiance of Life, my shooting isn't working all that well, but I don't want to lose out it,so on the right, I shoot, and the Prime gets in the way. As it turns out, I don't have the inches to prevent a charge into the Raiders on the right, but if they are charged and do hold, the Prime will be in the flank, so I am ok with this.

The bows of the Raiders do nothing, but the Conclave lands 2 damage to bring them back to 3 damage... where they were back in Round 1.

Moves for the Varangur.

Since the Lord can't see much, the Tribesmen to in against the central Ironguard unit, alone. Only 2 damage gets carved into the dwarfs during the melee though. 

On the left, the Horse Raiders leave the hill, but don't charge. Hindered into the Ironguard would be bad, and I can't align and get into the Lord. I want to block both units up, but don't think I can. My opponent points out that the horses are nimble, and if I use the second pivot to swing my right towards the Lord, I can pull this off, so that's what I do. Thanks Joe! The horses aren't moving at the double, so I am able to shoot into the Ironguard again, but no damage lands this time, which tracks. I got lucky the last two turns out here.

Bottom of Round 3: Dwarfs

On the left, the Ironguard and Lord charge the Horse Raiders. The Ironguard are hindered, but will land a strong 6, and the Lord will contribute 4 damage. It's a troop, and the Horse Raiders scatter. The Lord will overrun 5 inches smacking right into the building, and the Ironguard regiment will reposition just slightly, in order to zone out the hill.

Reforms for the Dwarfs.

The Ironguard countercharge the Tribesmen, and with a Bane Chant, will land 3 damage in. Radiance of Life takes them from 2 down to 1 damage, and I am already losing the race here.

The Flame Priest hurls a fireball into the Prime, but lands just 1 damage, taking him to 4, and the Prime hangs around, unbothered.

The Ironguard on the right do make a charge into the Night Raiders, and will roll well and 6 damage, just slightly above expected damage. With the Prime around though, this is kept to just a waver when we go to test their mettle.

Top of Round 4: Varangur

Given the skull terrain, I cannot shuffle the Tribesmen down to let the Prime help out here, so the humans soldier on by themselves. This is relatively fine though, as no other dwarf unit can assist, and it turns out is the humans' turn to roll hot, and they will land 6 damage and bring the implacable dwarf unit up to 7 damage.

Charges from the Varangur.

The wavering Raiders do nothing, but the other raiders and the Prime will hit the Ironguard in the flank, with the Raiders coming off the hill. I take them up to 15 damage, and do get the rout. Since the wavering unit didn't get a charge order, they don't get a reform, and hold fast, just tending to their wounds. The flanking Night Raiders spin around 180 to cover my backfield, and the Prime pivots 90 degrees "north" to spy the flank of the central Ironguard unit.

One Ironguard regiment down.

The Magus Conclave gets out of arc of the Dwarf Lord, and flings down into the Ironguard on the left, I believe with cover penalties from the Dwarf Lord, and one damage does slip in.

Bottom of Round 4: Dwarfs

The Flame Priest on the hill tosses a Fireball into the untouched Night Raiders, and the third Ironguard unit is just able to get in range to throw a mastiff too. A combined 6 damage lands here, but the unit is still just wavering after the barrage.

The dwarfs issues rebuttals across the battlefield.

The Lord doesn't have a charge this turn, so nimbly gets around the building to threaten the Night Raiders.

Bane Chant lands again, and Radiance of Life brings the central Ironguard down to 6 damage. The rolls are poor though, and the Tribesmen end on the turn on 6 damage as well.

Top of Round 5: Varangur

The Draugr take the hill, spying the flank of the Ironguard on the left. The zombies are definitely not a fighting unit, but if they can come off the hill, and get support from any other unit, and are still in the flank, I might be able to pick the unit up as the game concludes. That's a lot of "ifs" but against such a tough list I need everything helping out.

Charges for the Varangur.

The Tribesmen continue on, with the Snow Troll Prime assisting with another flank charge. The Ironguard are brought to 12 damage, and routed. The Tribesmen are safe from the Lord, and will change facing to spy the final unit of Ironguard. The Prime pivots to the "south" now, to spy the Dwarf Lord.

The unwavering Night Raiders charge into the Flame Priest, but land just 4 damage and will fail to pick him up. Thankfully they are out of arc of the Dwarf Lord.

Reforms for the Varangur.

The Magus Conclave can't get away. It keeps 10" away from the unengaged Ironguard on the left. It flings with a cover penalty into them, slipping 1 in and bringing them up to 4 damage. Since it cannot evade the Lord, it inches forward to give the Lord some choices next turn, and hopefully the Prime can punish whatever the Lord chooses to do.

Bottom of Round 5: Dwarfs

The remaining Ironguard charge the Tribesmen. Bane Chant fails, but they land 2 damage and bring them humans up to 8 damage total. The Stone Priest gets central to keep things Inspired, and Radiance of Life helps the Flame Priest get down to just 3 damage. He takes a swing at the Night Raiders, but misses.

Charges for the Dwarfs.

The Lord chooses to charge the maimed Night Raiders, and lands 3 damage to take them to 9 total. The unit is inspired though, and with the reroll is able to hold on, wavering.

Top of Round 6: Varangur

The wavering Night Raiders hold, with the Snow Troll Prime assaulting the Dwarf Lord in the flank, landing 6 damage on him.

The Night Raiders fighting the Flame Priest will land 4  damage and pick the spellcaster up this time, and will reform. In a potential Round 7, I can either be coming off the hill into the Lord or the Ironguard, either of which seems nice.

Fighting from the Varangur.

The Draugr have the inches into the rear of the remaining Ironguard, but actually can't align, due to the building. I will note that if I had positioned the Tribesmen differently last turn, I would be fine. I didn't foresee a spacing issues, so this is unfortunately an error from me. The zombies move up a bit, staying on the hill to be as threatening as possible for a Round 7.

The Tribesmen land 3 onto the Ironguard. They are just at 7, and the unit sticks around.

Bottom of Round 6: Dwarfs

The Dwarfs kick it into gear. The Ironguard countercharge the Tribesman, hitting with all their attacks. Bane Chant lands, and the Tribesmen are brought up to 15 damage and bested. More concerned with the Night Raiders on the hill over the Draugr on the hill behind them, they overrun towards the Raiders, but only get 1 inch.

Reforms for the Imperial Dwarfs.

The Dwarf Lord connects with all his attacks as well, and the Raiders are routed, with the Lord wheeling about to face down the Prime, who has regenerated down to 2 damage by this point.

Angles, at the end of Round 6.

I think I've fought my way to a good positioning for a Round 7, but we do not roll one up. Tallying things up for Kill, the Dwarfs have bested 405 points worth of stuff, while the Varangur have picked up 415! The differential is unfortunately not enough for an actual win, but given the match-up, scenario, and map, I will gladly take the tie!

Game Conclusions

For Ambush, it was a difficult scenario for an already difficult list match-up, and I think I did well! 

Testing Conclusions

  • Draugr. I didn't have anything speedy to punish "stuck" units, so I think I used these well enough, keeping them back and playing conservatively. Not getting the rear-charge was a bummer, but it happens.
  • Night Raiders with Bows. The decisions were in-game were definitely easier, but the bows definitely had a very tough job here. Keeping them Inspired proved to be the best decision of the game, letting them stick around wavering, so other units could do stuff.
  • Human Tribesmen. Again, playing a little conservatively and only committing to a 1v1 combat did wonders for their effectiveness, and they were a good generalist unit here.
  • Horse Raiders with Bows. The bows here had a tough job too. I still think bows are the better default option for them too, since you can be more cagey with them, but need more testing is needed, and I need to get onto larger tables where I can make better use of their mobility before I have a firm opinion.
  • Magus Conclave. As a singleton, it did fine, though it too struggled to land damage through the armor and radiant heals. Still, it survived to the end, and given the scenario, that's a big plus.
  • Snow Troll Prime. It was a risk, but not a play play for my opponent to try and focus down the Prime. Sure, he has Regeneration, but it was my only source of Inspiring, and if he got lucky there, it would have made the rest of the game easier for him. But dice were on my side a bit, he survived the barrage, regenerated, and then found some nice flank charges to keep me in the game, and again and again the Prime proves his worth.
A tough game, but a good one to kick off the meetup. Thanks Joe!

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