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Wednesday, October 22, 2025

Kings of War 3rd Edition: #145 Undead vs Halflings in Plunder


Intro and Lists

September was downright exhausting for me even before all the 4th Edition rumors started and reveals started happening. I've wanted to hobby and play and post but I just did not have the time to do any of those activities to the extents that I wanted to do them. Thankfully, the monthly meet-ups are pretty regular and so hard to budge on my calendar now, and the impending new edition has not yet dashed our drives to play! We had a good showing, and I got to throw down against Rob and his Halflings, who were fresh off a 1st place finish at the Michigan GT! Rob had the following:


Frequent readers will recognize everything in the list. We have an upgraded Horde of Stalwarts to hold ground, some troops of Stalwarts to block, two Harvesters and two units of Grenadiers to interdict, two regiments of Poachers and a Gunnery Sergeant to shoot, an upgraded Iron Beast to smash and support, three regiments of Juggers, and the enabling duo of the Muster Captain for Strider, and the Sauceror for her toolbox of Auras. The list has been fine tuned over the last two years, and is quite versatile and fearsome, as frequent readers will know!

The Halflings are hard, but thankfully, I was at least not running the Herd into them this time. With 4th Edition coming soon, and my Triple Brute tournament hopes probably dashed, I had changed gears from trying to fine-tune that list back into more generalized tomfoolery, and trying to knock out the last few list ideas I had for each of my armies before the new edition drops and changes everything. It may seem silly, or futile, but fun is fun and anytime is still a good time to be rolling dice! For this game, I had more Undead MMU, running the following:


I've really enjoyed my forays with Undead MMU. We're continuing on with my heavy scoring character approach, and up to test and evaluate are:

  • Skeleton Warriors with Two-handers. I really like the unit! The CS lets them stick a damage reliably, and otherwise it's a nice, cheap block of Fearless 15 that can take a turn or two to get through.
  • Wraiths. Def6 can catch people out, and Strider is fantastic to let them actually get in and instigate well. The Undead have some good options around this points-level (Mummy Troops, Revenant Cavalry Troops, and Zombie Troll Regiments all at 115), but the Wraiths have been my favorite pick.
  • Soul Reaver Infantry. I have three regiments, so we're taking all three to try and close out this idea for 3rd Edition. However, this makes points pretty tight, and since I don't want to stress about items and where they go, we're trying a "no toys" approach, spending 0 on artifacts and hoping the plain units can carry the day for us.
  • Deathpack. The debut! They seem like good chaff, if a little on the slow side. With so much of the Undead being Shambling units though, this won't usually be an issue, and they can still keep pace with the Soul Reavers, and use Nimble to get ahead to block as needed. Height 1 is also nice on them, letting units see over them... though they can waver, so we'll need to be pretty careful with them.
  • Mhorgoth the Faceless. He's brought a lot to the table previously, and is definitely a powerful pick for the army. The spell selection is very nice and provides a little something for any style of Undead list. We'll see what he can get done here.
  • Double Lykanises. Square-based scoring characters are strong, and speedy threat projection can be very nice to have. They are a bit of odd pick, but one I wanted to explore more, as Speedy Undead isn't that common to run into. 
  • Double Vampires on Undead Pegasi. Quadrupling down on the square-based scoring characters is a duo of Vampires on Pegasi. These are rather expensive for what you get, but will hit a little harder than the Lykanis units and fly can be nice to have for easier charges. 

It's regiments-max MMU, but is a very elite force. The Undead are actually at both a drop and unit deficit against the Halflings, so we'll have our work cut out for us! 

Table and Terrain

We were out at Gamer's Realm in New Berlin WI, making use of their tables and terrain. We were using our typical terrain rules, running the ruined 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 s as some Height 0 difficult terrain.

Overview of the table.

We used the Kings of War App from Data and Dice to help generate a table layout for us, and got Plunder for our scenario. For Plunder, we have 5 grabbable Loot tokens spread across the middle of the board between us. We each nominate a token to be worth 2 points if held at the end of the game, with the other three each worth 1 point if held. I won the early rolls, and was lazy for choosing sides, and also picked the far-right token for my two pointer, thinking the building might help me control it, while my opponent did the same with the far left token.

A very lopsided arrangement on the left.

As-ever, the Halflings saved the Juggers and Strider Captain for their late drops. For deployment, the Halflings had the three Jugger Regiments on the left, with Stalwarts to chaff and the Strider Captain nearby to support. The Iron Beast lurked, with the Poacher regiments and Troll ready to stalk the woods, with the Grenadiers in reserve. The Halfling center had the Stalwart troop, then the Heroic Stalwart horde flanked by Harvesters and supported by the Sauceror. The second unit of Grenadiers kept close to the battle line, in reserve.

The center.

The Undead were at a deficit for drops and Unit Strength, though things weren’t too bad, and with the tokens mirrored, my overall plan was to delay on the left and then fight for the right and play for a narrow win. I deployed a Lykanis way out on the far left, hoping to bully the Stalwarts and threaten that token, but the Juggers did arrive in force shortly thereafter. Fighting for the second token on the left would be the flying Vampire, striding Wraiths, and a regiment of Soul Reavers. I don't expect them to win with the Juggers nearby, but hopefully they could slow things down so I can grab the other three tokens for the win. 

The right.

The Undead center hoped to use the hill to block some incoming fire, and had both Deathpack units screening for the two remaining Soul Reavers, with Mhorgoth and some Skeletons between them. We then had Wraiths to threaten the woods, and the flying Vampire to do the same. Skeletons started in the pond since they Shamble, and the far right had the Lykanis and Wraiths to help claim my two-pointer. I haven’t played in a month, and this was a bit of a unique list, but overall I was happy with my deployment.

The Halflings had some scout moves from the Poachers, and then nabbed the first turn for themselves. Drat!

Top of Round 1: Halflings

On the left, the Stalwart Troop moves ahead, with the Grenadiers and a unit of Juggers supporting. The other two Jugger regiments and the Strider Captain shuffle about, looking to turn their attention towards the center. While the Lykanis does have a long charge range, nothing will be in range for me next turn.

The Juggers move out, though aren't as aggressive as they could be.

The Iron Beast moves into the woods, but doesn’t have yet any shots with its gun. Poachers hold and end up splitting fire. The first unit shoots into Wraiths, landing just 1 damage, as my opponent didn’t realize they were Defense 6. The second unit shoots into a unit of stealthy Deathpack, landing 3 damage, but both Undead units hold firm.

The Halfling Center is patient as well.

The Sauceror goes for Rally, getting Rally 1, and the Halfling center inches up, not eager to fight, with the Stalwart troop, both Harvesters and Stalwart horde keeping a tight line.

Looking for future angles, the Grenadiers hopped out and behind a building, projecting threat into the center.

Bottom of Round 1: Undead

On the right, the Lykanis sprints ahead, hoping to get around the terrain and be threatening in the coming turns. Wraiths moves up, and the Skeletons shamble out of the pond.

Pushing up on the right.

The flying Vampire also hides behind the building, projecting threat much like the Grenadiers, and the striding Wraiths enter the woods, ready to try and hold something up.

Against shooting I am on a bit of a clock, and with the Juggers on a flank, I think I need to get some decisive fights going against the Halfling’s center, so things start moving ahead, with the Deathpack screening. After some indecision, I decide to stay more than the Halfling’s maximum charge range away. I won’t have charges, but I also won’t be caught up on anything.

Two very different centers approach.

Mhorgoth keeps pace, trying to be patient. He Surges the Skeleton Warriors ahead a bit, getting three successes with the unit stopped by the angled Deathpack. He attempts a Mindfog into the Stalwart troop, but Spellward is in effect, and now needing 5’s, the spell fails to connect. It is not a big turn for spells.

The second flying Vampire repositions onto the hill, with the Wraiths screening for the Soul Reavers. This trio is going to need to keep the Halflings occupied in the woods for a turn or two.

Units trying to delay on the left.

Also on delaying duties is the lone Lykanis on the far left. I believe he makes sure he is safe from the Grenadiers and their slightly longer charge range, and then just pivots towards the center. As-mentioned, I don’t have any charges yet, and it’s a 3v1 fight here, so I am just looking to delay the Juggers from committing to the center.

Top of Round 2: Halflings

On the left, the trio of Halfing units box the Lykanis in. The other two Regiments of Juggers and the Strider Captain shuffle towards the center again.

The Halflings isolate the Lykanis.

The Iron Beast lands another point of damage against the Wraiths to bring them up to 2, but the phantasms hold. The Poachers and Gunnery Sergeant shoot into the nearest Deathpack, will land 7 damage against the stealthy undead swarm, and rout it.

Aftermath of the Halfling shooting phase.

The long alternating line of Stalwarts and Harvesters reposition slightly, and the Sauceror goes for Rally, getting Rally 2 for the battle line. 

Out on the right.

The Grenadiers to the right of the long line hold behind the building, still patiently looking to support in the coming turns.

Bottom of Round 2: Undead

On the right, the Lykanis does swing around the obstacle, and get behind the Halfling lines. Hopefully he can do some heavy lifting in Round 3!

The shambling Wraiths and Skeleton Warriors both shuffle ahead towards the token. I don't like this over-commitment, but it's hard to reposition with Shambling, and the Wraiths aren't going to have the speed to swing around the building like the Lykis. . 

The Undead press in on the right.

The Wraiths leave the woods, keeping things in front arc, and the flying Vampire does the same. The flying Vampire will be protected from the Grenadiers, and hopefully have a pretty free hand next turn.

The Soul Reavers can’t move any further ahead without being seen by the Harvester on the far right and simultaneously exposing their flank, so they rein it in slightly, but should still have a charge into something next turn.

The centers meet, and the Soul Reavers should have charges next turn.

The Halfings want a straight battle line, to prevent any corner flank charges, so maimed but surviving Deathpack has choices. They go into the Harvester on the left, as it should box in the contraption, the Stalwart horde and the Stalwart troop. They will land no hits.

One of my last movement decisions is to send the flying Vampire out into the Stalwart troop. In retrospect, I probably should have sent the Deathpack here too, just to increase my chances of breaking them, if only slightly. Mhorgoth hops ahead, bringing Dread, and lands a Bane Chant for the Vampire, but lands no hits with a Drain Life into the Spellwarded Stalwart troop. The Troop takes 4 damage, and wavers. This isn’t ideal, but my main goal is to shepherd the Soul Reavers into combat, so I think that plan is still going ok as the Halfling center is gummed up nicely.

The Skeletons move ahead as well, taking up space, as the other unit of Soul Reavers pushes towards the Halfling line, eying up future charges.

The Lykanis dips out.

On the hill, I am still looking to delay, and the Wraiths post up to protect the Soul Reavers.

It’s a game of inches and angles out on the far left, and the Halflings were just the right amount of aggressive. I can’t reach the Juggers with my pivots; can’t back up to mitigate any incoming charges; and can’t be tricky and move up as the Juggers and Grenadiers are still going to be able to charge me no matter where I end up. I know I’m not going to get close to picking up even the Grenadiers, so instead of a hopeless charge, the Lykanis cuts and runs, putting as much distance between him and the Halflings as possible for now, and getting safe for a turn.

Top of Round 3: Halflings

On the left, the Grenadiers pursue the Lykanis, and the Stalwarts claim the 2-Point token.

The Muster Captain brings his strider aura, allowing a slick multi-charge into my blocking Wraiths by Juggers and the Iron Beast, which ends the phase atop a token, and will pick it up. The Wraiths are dealt 10 new damage and scattered. The Iron Beast tries to overrun, but lurches just 1 inch ahead in victory. The Juggers go much further, and are essentially touching the front of the Soul Reavers, and will prevent the Vampires from charging anything else next turn, since they cannot pivot away.

Charges from the Halflings.

Another unit other Juggers queues up behind the fight, and the third unit enters the woods to see out of it, and line up a striding charge of their own next turn.

Reforms for the Halflings.

A unit of Poachers loose into some Soul Reavers, landing 2 damage. The Gunnery Sergeant charges the Skeletons to delay them, and is hindered, but still thumps 4 damage in against them.

The other unit of Poachers flank-charge the flying Vampire, dealing 5, while the wavering Stalwarts back up. The Vampire holds, but barely, as was nearly wavered with the checks.

View of the center.

The Sauceror goes for Rally again, though I don’t note the successes.

The Harvester will counter-charge the injured and intrepid Deathpack, with the Stalwarts flank-charging them. The Harvester will devastate the unit, and we speed through and don’t roll the Stalwarts. The flank-charge creates a lot of space, and both the Harvester and horde are able to reform nicely.

The right, with Wraiths holding strong for the Undead.

The other Harvester and Grenadiers go into the Wraiths, but they prove to be quite sticky. The Harvester is hindered, and just 2 damage in total sneaks in, and these spirits hold fast.

Bottom of Round 3: Undead

On the right, Wraiths grab my token to tie the game up, while the Skeletons can just see and then reach the Grenadiers, and they’ll deal the 1 damage I need to ground them.

Charges on the right.

The Wraiths will grab the token beneath them and then countercharge the Harvester, with the Lykanis joining in the flank. The Harvester takes 5 damage, and shrugs off the Nerve check, holding firm.

The Soul Reavers make a hindered charge into the Stalwart horde, joined in by the flying Vampire with a clean charge. 10 damage lands, but the horde holds strong.

Charges on the left and in the center.

Mhorgoth flits about, landing a Bane Chant into the flying Vampire, and sticking 1 from Drain Life into the Stalwart Troop to further aid the Vampire, which will excuse itself from the Poachers and continue pursuing the Stalwarts. This time, the Vampire is able to best the troop, but only barely, thanks to Mhorgoth’s Dread. The Vampire is able to reform to get out of arc of the Harvester, and thanks to Drain Life and Lifeleech, will end the round on just 2 damage.

Soul Reavers will flank the Poachers that are threatening the flying Vampire, and will absolutely shred the unit, devastating and routing it, as is proper. The vampires will struggle a bit to reform though, and I think opt to back up, but only go 1 inch.

The Skeletons will fight against the Gunnery Sergeant, but will only land 1 damage. Still, they are holding ground, and will Lifeleech down to 3 damage total. They're doing what I want the unit to be doing and just gumming things up.

Reforms for the Undead. 

On the left, the Soul Reavers take their only charge into the Juggers, while the Lykanis tries to find a way to help. Had I not run so far away, I might have had better options for him this turn. Instead, the Lykanis will eventually choose set up to avenge any flank charge against the vampires. With a clean charge, the Soul Reavers will butcher the Juggers. Unfortunately, they cannot pivot to get both the Grenadiers and Iron Beast into front arc. 

Top of Round 4: Halflings

On the left, the Stalwart troop stays put, firmly grasping their loot.

The Grenadiers hit the flank of the Soul Reavers, with the Iron Beast rolling into the front, adding 5 additional attacks. The damage is kept to “just” 10, but the Grenadiers get Brutal 3. A mere 3 on the Nerve check means the Soul Reavers are just wavered, though since I am running them without toys, this is just a bump for my opponent. Their fate is essentially written now.

Pictured: many doomed Vampires... 

Another unit of Soul Reavers takes Juggers in the flank and a Harvester in the front. It’s incredibly close, but since I didn’t back up enough, the Harvester can just spy a corner of my unit, and is just able to finagle a path to hit their corner too. The Juggers in the flank are rough enough, but the multi-charge easily breaks this unit.

Supported by the Muster Captain, the Juggers from left make a long, nimble, striding charge around several units and into the flying Vampire. They’ll land just 7 damage, but this brings him up to 9, and the Halflings will get the rout against him.

Aftermath of the Halfling's turn on the left.

Poachers move and shoot into Mhorgoth, needing 7’s, and thankfully failing to wound.

The Sauceror goes for Brutal, getting Brutal 1.

The Gunnery Sergeant counter-charges the Skeleton Warriors, but only lands 1 damage this time, bringing them back up to 4 damage.

The Stalwart horde decide to countercharge the flying Vampire in hopes of grounding him, and will land a good 8 damage, and them rout him too with some good Nerve checks. Nuts.

And the aftermath on the right.

The Harvester fights against the delaying Wraiths. I’m Def6 as well, but the Harvester manages to roll up the maximum attacks, and land 5 damage and then rout the phantasms. For better of for worse, the Harvester is a Chariot though, and can’t really reform, and so the Lykanis will have another chance in the flank next turn. The Wraiths had a token, and the Harvester will pick it up.

The Grenadiers also roll well, landing 4 damage onto the Skeleton Warriors, though they hold.

Bottom of Round 4: Undead

I lost both flying Vampires, and one Soul Reaver regiment, and have another wavered and on the proverbial ropes. That's 800+ points of undead taken stuff out of the fight in one turn, and this is likely decisive and crippling, but we press on, hoping to luck out with some clever scenario play.

On the right, the Grenadiers have a wider base than my Skeletons, and the Wraiths have lost Nimble and flying by carrying the token, but can see them, so I will multi-charge. They’ll each land 3 damage to bring the Grenadiers to 7, and waver them.

The Lykanis has another try at the Harvester, but flubs it, dealing just 4 damage in the flank, and just wavers the contraption too.

Just about everything left for the Undead charges out.

The Soul Reavers again charge the Stalwart Horde, but are again hindered since the halflings charged the flying Vampire last turn. The Vampires are angry though, and manage to land 9 damage, and pick the unit up.

Mhorgoth does something, but I can’t remember what, and don’t note any successes. I think I tried a Bane Chant into the Skeletons and Drain Life into something? But yeah, Spellward has mostly shut him down this game, netting just 1 DL damage so far.

The Skeletons thump a few more damage onto the Gunnery Sergeant, and will waver her too.

On the left, my wavering Soul Reavers hold. I know I am toast, but I probably should have been cagier here and disengaged and backed up, hiding behind the hill. The Iron Beast will probably still run me over, but you never know.

....and we get 4 wavers. Which is not going to be enough.

The Lykanis takes his flank charge into the stalled Grenadiers, lands 5 damage, and only wavers them.

I’ve made some progress, but the Undead started out outnumbered. The striding Juggers are breaking through to the center, and four wavers here feels nice, but isn’t going to be enough to keep me in the game long-term, and I am short on units to capitalize on any of the stuns here.

Top of Round 5: Halflings

On the left, the wavering Grenadiers disengage and back up, allowing the Iron Beast to charge in against the Lykanis. The extra attacks are low, and undead hero will take just 3 damage, but still wavers with a hot Nerve check.

A Harvester makes a long charge into the cowering Soul Reavers, and will mop them up. Had I moved off the hill, I could have prevented this and forced some tougher decisions.

Charges for the Halflings.

The Sauceror goes for Brutal, getting Brutal 1.

Poachers charge Mhorgoth and land a wild 4 damage, and then spike the dice to waver him.

The wavering Gunnery Sergeant backs up, and a regiment of striding Juggers will smack through the Skeleton Warriors, and then overrun a mighty 6 inches to land atop a token and claim it.

Aftermath of the combats.

More Juggers will make a clean charge into my last unit of Soul Reavers, but their armor proves to be too much, and crazily only 3 damage slips in here too, a smidge less than half the expected damage.

The wavering Grenadiers and Harvester will only hold, hoping for help soon.

Bottom of Round 5: Undead

Wraiths and Skeletons will charge the Grenadiers again, and best them this time, reforming as best they can. The Skeletons will grab this 1-point token now.

The Lykanis gets a third attempt into the flank of the Harvester, and finally rolls hot, brining the contraption to 17 damage… and then the driver is found to be insane.

The Undead claim some units, and do hold some tokens.

The lone Soul Reavers counter-charge the Juggers, landing 9 damage. Mhorgoth is wavering, but regenerates 1 and withdraws, bringing Dread to help break the Juggers.

The other Lykanis is wavering. I can't back up out of arc of the Grenadiers, but I really should have backed up and pivoted to get both the Iron Beast and the Grenadiers in front arc.

Top of Round 6: Halflings

The Iron Beast will thump the Lykanis and the Grenadiers will his the flank, and the lycanthrope is devastated and routed.

The Lykanis falls.

Poachers charge Mhorgoth again, will land 1 damage, to again bring him to 4 damage, and we’ll see another unbecoming waver for the Arch-Liche.

The Muster Captain goes in with a delaying charge against the Soul Reavers, and will land the 1 damage to fully tie them up. He’s Mighty anyways, so we’re stuck no matter what, but a boxcars on the Nerve check will stun the Soul Reavers and take them out of the game.

And everything is wavering... for the Undead.

The insane Harvester will countercharge the Lykanis, roll hot to deal 4 damage, and then spike the Nerve check a third time this round to stun this unit as well.

The remaining unit of Juggers will stride in and catch a corner of the Skeleton Warrior unit, and pick them up and steal their token.

Bottom of Round 6: Undead

While I am holding a 2-Point token, my opponent holds all of the other tokens. The Wraiths are around, but with everything else of mine wavering on the table, I concede.

Game Conclusions

The club is all living a bit vicariously through Rob and his tournament travels, as he's the only one making those trips out and about. And it's been great to see him do well. Paraphrasing one of our clubmates, it is nice to have a tested, hard-as-nails list  floating around the group, so we can throw stuff against it and see what sticks. Running unique lists for multiple armies, the fine-tuned Halflings are always a hard match-up for me, but it's always a fun time, and indeed neat to see how different approaches fare against them.

My last game was at the last meetup, so after a full month away from the game I was a bit rusty, so there are plenty of minor errors of mine to pick apart, but generally, I think I engaged well early on. The Soul Reavers were protected, and got into their initial fights well enough. After the Soul Reavers got into those initial fights though, I did not have enough other other units around to help them out, and started to struggle with reforms. My downfall here was list building. While the double-duo was successful before, against such a wide and quick list, they were outmatched and could not accomplish much. While one Lykanis did make it around to flank, clearly the ~700 points of scoring characters just did not deliver the pressure or the kills they needed to here. 

Testing Conclusions

  • Skeleton Warriors with Two-handers. I didn't take as many units of these as I have done before, and that may have been a bad call. These continue to be nice, unique picks for me, taking up space for cheap, and landing a damage or two every turn.
  • Wraiths. These continue to be marvelous takes for the Undead, as Fly, Strider, Def6 and hitting on 4's are all very welcome abilities in the army! 
  • Soul Reaver Infantry. Lesson learned: if I run them without items, I need more units. They are a nice hammer unit, but I did not support them well, and they got isolated and picked apart. The game was a prime example of why things like Chalice of Wrath and Dwarven Ale are such popular items for so many players.
  • Deathpack. They worked well screening for the Soul Reavers, so overall, this was a good debut for them! With cheap frontline units and lots of tar pit units at their command, the Undead don't often seem like they need dedicated chaff, but these served that roll well. 
  • Mhorgoth the Faceless. Dread helped in a few instances, but was countered a fair amount by the Sauceror's Rally. Still, there is something to be said keeping her on that mode for so long instead of switching to something like Brutal. My dice trended a bit towards the cold side, and that in conjunction Spellward really shut him down hard, so while he didn't have the greatest game here, begrudgingly, he's still a very strong pick for the Undead, especially for this style.
  • Lykanises. In the right circumstances, they can pressure and do stuff, but against so much opposing speed, there was not much they could do. Even with one flanking, his performance was no where near where I needed it to be.
  • Vampires on Undead Pegasi. The other duo did not fare much better here. They did get into  their fights easier, but unfortunately they also didn't have the output or straying power to hard-carry the rest of the list. Lifeleech is ok to recoup a few wounds against early shooting as you bounce from combat to combat, but it wasn't enough to keep them in the fight here. 

The Halflings are a fine-tuned buzz-saw. I'd like to sneak a win in here and there, but it's unlikely, and I've made my peace with that, especially since I don't want to be stressing over millimeters with line of sight and such. The army is splendidly painted, and always a pleasure to try my ideas against. Congrats on the Michigan GT performance, and thanks for the game here!