Wednesday, November 19, 2025

Kings of War 3rd Edition: #153 Kingdoms of Men vs Varangur in Compass Points


Intro and Lists

We pushed the November monthly meetup back a week to accommodate the exciting Northwoods Melee. Unfortunately, holiday conflicts are starting to creep in for folks and 4th Edition existing in this weird, mostly-revealed-but-not-actually here-yet state is killing for the third month now is also having an impact on attendance and interest. Fortunately, Joe answered the call, and was ready to throw down and see off a few of his armies in style. For our first game, he brought his Northern Alliance:


Yowza! The Northern Alliance are going for a very direct approach. The backbone of the list was two hordes of Human Tribesmen would and two regiments of super-killy Hearthguard, all with items. These were all very survivable units that could all also put out a lot of hurt on command. Supporting them was z`a strong three regiments of Pack Hunters to soften up targets from afar, three Snow Troll Primes to tank and assist, Hrimm the legendary Giant to inspire and fight monsters, and a Lord on a horse to zone things out and utilize Rampage to push combats over the top into his favor.

I brought the Kingdoms of Men out what will almost certainly be their last games of 3rd Edition. I still had some Chariot unit sizes to explore, and really wanted to try and remember the ASB's Lifeleech, if nothing else, just to prove to myself that I could run the correct size of chariot unit, and that I could remember Lifeleech in a game. Up to comment on is everything:

  • Pike Regiments. Even with just Def4, Pikes are certainly strong, and so we're taking a few regiments to hop up and get in the way of scary things and to play objectives. We did not take Indomitable Will here, as points were tight in this wacky build.
  • Foot Guard with Hammer of Measured Force. We're taking our meta's favorite item for anvils, the relatively cheap Hammer of Measured Force. The hope is that a Def5 horde can take a hit and use the Hammer to grind out anything scary.
  • Crossbow Horde. They are pet pick for me, and work well with many of my builds as they can unlock a lot as a horde. With 20 attacks they can occasionally spike dice and deliver good damage, but otherwise they are still a horde with good nerve and good unit strength, and can play many scenarios well, provided you deploy them smartly.
  • Chariot Legions with Bows. The legions have a massive footprint. There is virtually no way I am going to get any kind of flank charge with these. With the shortbows they have both an 18" charge range and an 18" shooting range, which is pretty darn good. The intent here is to pressure with them, and dissuade opposing stuff from moving up. If they aren't fighting fliers, we should be able to get a volley and then still get the charge, and hopefully that is enough to do some damage in this kind of combined-arms style.
  • Triple Ballistae. I still very much like the 4+ war machines, so we're taking all three, and will try to find a lane and focus-fire, ideally next to some other shooting, like the Crossbows. 
  • ASBs with Lute and Heal. I like my ASBs with items. The Lute is probably not the best choice here, given that the Horde has the Hammer, but it was reflex. Heal is a follow-up here, with the thinking being that if I remember Lifeleech 2 from the ASB, a nice Heal could really do wonders to keep a unit in fighting shape. We'll see how my memory is!
  • Wizard on Pegasus with Lightning Bolt. I am late to the party for these. A flying unit of Unit Strength can be great for scenario play, and with so much other shooting in the list, I wanted to take Lightning Bolt to hopefully land another damage or two in each ranged phase.
  • Triple Generals on Winged Beasts. We're taking all three of them because it's still 3rd Edition and we can! Fliers have always been better in multiples, and while they don't always deliver as-expected for damage, folks generally need to respect the stats, and they give a lot of pressure by just being around.

It is admittedly an odd build, but it was built with the Renegade GT in mind. I wanted to give Rob and his Halflings a practice game which never panned out due to adult schedules, and he had to miss this meetup as well as our last chance. The intent was to drop a Wizard from the existing list, and pick up an 85 point Renegade Goblin King with a Pendant and a Headstrong Aura to counter-act the lack of IW on the human units. Per the tournament pack your Renegade can grab tokens, and has a Unit Strength, so the Goblin King with his little bow seemed like a fun idea, and a great way to paint up a model I had sitting around for years.

That's right. Risk it, for King Biscuit.

It's my blog, so we'll all suffer a tangent here. This is King Biscuit, picked up a few years ago for a DND campaign that was run over Covid, which ran its course before we could meet in person. The DM was pretty new, and running a module I had played before, so I went with a heavily propagandized Ancestral Guardian Barbarian, trying to keep things moving while just tanking and enabling others to get the glory. Think "North Korea is Best Korea" and those jokes. I take notes, but Biscuit was spacey, and while I took a proficiency in History, the propaganda sprung forth with every check alluding to the work and lore of ancient goblinkind no matter how absurd or tenuous the in-game connection. He came from a "prestigious" line of goblin warmongers, whose spectral ancestors sprung up to assist him while he raged silently, so he could concentrate on swinging. We prevailed in the campaign, and along the way, cleanses an abandoned Dwarven hold, where my goblin got some nice armor and the former lord's crown. They say possession is nine tenths of the law, so... he ended the campaign as King Biscuit of that nameless hold, and had a good run. Alas, he will not see the table today, nor explore Pannithor after  somehow getting lost. But hey, the mini is painted, and it turned out very well by my standards.

Tangent aside, it was a daunting match-up, and not taking Indomitable Will on anything could potentially be rough. I should have a speed advantage here with the goofy chariots, so the plan was to delay, shoot, and try to position for good multi-charges. The Northern Alliance had an elite list, and had a lot of points tied up in items, so any unit I could take off early or trade evenly for should eventually swing the game into something favorable to me.

Table and Terrain

Our monthly meetup was back at Gamers Realm in New Berlin, which continued to tempt me with more used minis... For my wallet's sake I kept the purchases to a minimum. We were the only real wargame going on during the day, and made use of the shop's terrain and mat, and I'm finally playing on this trippy swamp-like one. We set up a quick table with the Kings of War App from Data and Dice and 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 fields as some Height 0 difficult terrain. 

The app gave us Compass Points for the game, and having played it very infrequently, we opted to just go with it. For the scenario there are four objective to fight over. The side objectives are each worth 1 point, our "home" objective is worth one to us, and the "away" objective is worth 2 points to us.

Overview of the table.

I won the roll for sides and considered swapping, but was ultimately a lazy wargamer. The building in the middle was going to be a pain no matter what, and I felt like keeping the obstacles on my side might help me out.

Overview with deployment.

My opponent went with several battle groups to fight over the board. On the left we have Hrimm, back a bit, along with Pack Hunters. The building broke up the line, with a Snow Troll Prime nearby, the Pack Hunters with Fire Oil next, and then the third unit of Pack Hunters. The horde nearby had the Brew of Strength and was supported by a Snow Troll Prime. The contingent out on the right hid behind the hill, and had the Lord on horse, horde with the Blessing of the Gods, the third Prime, and then a stack of Hearthguard, with the one on the line having Blood of the Old King, and the one in reserve with Brew of Sharpness.

View from the left.

The Kingdoms of Men were forced to spread out. On the left we have a flying General and Pikes, then a legion of chariots to zone out the hill ahead of us, then the Foot Guard with Bane Chanting ASB, and a second flying General nestled behind the forest. I goofed here, and am not a big fan of the ASB or the second General's position. With the former, this does not interact with the Hammer of Measured force, and with the latter, yes he can threaten the hill, but that's about it, and to get good use out of him, I need to get first turn so I can inch ahead to see more things. He was a late drop, so this is just a mistake from me, as is the ASB placement. 

View from the center, with the Ballistae using the trees.

The map had a forest spreading into the deployment zone on my side, and a hill on the other. I was able to get all the Ballistae into the forest hear, so did that. The central building was really bizarre, so I went with a General ready to exploit it, and two Pike regiments, one to hold the token, and the other to claim the woods.

View from the right.

On the right, we have a Pegasus Wizard, the Crossbowmen with Healing ASB in reserve, the second legion of Chariots, and second Pegasus Wizard. 

Luckily, I win the roll for deciding turns, and with oodles of shooting, decide to go first.

Top of Round 1: Kingdoms of Men

The general plan is to delay on the right and give that token up. Against double Hearthguard, and a horde of Tribesmen, I don't think I can hold that one. The Pikes can hopefully hold my home token since the building prevents a forward assault, and I hope to push through on the left, and secure the away token with the Footmen.

On the left, Hrimm is back far enough that a patented 20" fly and pivot still leaves me in arc of the giantess, so the General hangs back, out of range. The Pikes trudge into the field. 

The faster Kingdoms of Men units moves up on the left, looking to box Hrimm in. 

Since I pre-measured and such, the Chariots are able to gallop past the field. With the intervening hill, they have no shots is they just move, so they move ahead a bit more, to get their leader point on the hill and threatening lots of things while being safe from charges next turn.

Th Foot Guard are going to be messed up by all this terrain, so move as best they can. I was not as diligent with their positioning as I was with the Chariots, and they only move about 5 inches before their corner is stopped by the forest. Oops. The flying General at least is able to make it into the woods and see out though.

View from the center.

Centrally, I don't like my targets. Neither a regenerating Troll Prime nor Stealthy Pack Hunters are ideal targets. We opt to shoot all three into the Hunters with the Fire-Oil, and we'll land 2 damage on them, and then spike the check for a hot 11 and waver them! The nearby Pikes inch ahead, idly securing the objective.

The right moves up just far enough to pressure with their shooting.

The gray flying General stays close, but gets his leader point into the woods, projecting threat out into the corner, and hopefully slowing things down a bit. The Pikes take the woods, ready to interdict on behalf of the Crossbowmen.

The Wizards flap ahead, while the Crossbowmen shoulder up to touch the obstacle, and the Chariots move their 9 inches. All will fire at the Hearthguard, with each Wizard contributing 0, the Crossbowmen contribute 5 despite the movement penalty, and the legion contributes a ridiculous 6 damage on 5's and 5's. On an very lucky and very improbable 11 damage, I am able to pick the Hearthguard with the Blood of the Old King in Round 1.

Phew! One Hearthguard regiment gone already.

The central waver was lucky, but this was far luckier. The Chariots have no beneficial modifiers, and should kick out about 1 damage. Dice were dice though, and hot shooting to start the game was very beneficial to me.

Bottom of Round 1: Northern Alliance

On the right, the remaining Hearthguard shuffle sideways, hiding for now. The horde with the Brew of Strength hops onto the hill, as does the Snow Troll Prime, and the Prime should be hopping ahead just far enough to have charges into the Chariots and Pegasus Wizard near the hill. I believe this also might be as far as he can get without exposing a flank charge to the gray General in the woods.

The Northern Alliance advance only tentatively after the impressive volley from the opposing humans.

The center horde, with the Blessing of the Gods moves and pivots slightly, making sure to keep the gray flying General in front-arc. The Snow Troll Prime lazily joins them, supporting from behind, and another prime moves to protect the wavering Pack Hunters. 

Shuffling about in the center.

The other two regiments of Pack Hunters shoot into the Chariot Legion on the left, with Hrimm moving up to contribute a Frost Breath as well, which I had forgotten about. 

Hrimm moves ahead.

Frost Breath does 5, and the Hunters contribute a combined 7 damage, taking the legion to 12, and it falls just short of being wavered. Hrimm's move also limits the choices of the unwieldy legion next turn, which is wise.

Top of Round 2: Kingdoms of Men

Hrimm's move basically gives the Chariot Legion one option this turn, and the chariots do charge the giantess. The ASB will land a Bane Chant for them, but the rolling is abysmal, and just 5 damage slips in, and even remembering Brutal is not enough to come close to swinging this fight!

Technically, the tan General on the left can see past Hrimm and could front-charge the Pack Hunters, but opts to fly by this turn, threatening her rear and their flank next turn. The Pikes leave the field, ready to threaten Hrimm as well.

Delaying charges from the Kingdoms of Men.

From the woods, the orangey flying General makes a delaying front-charge into the Pack Hunters, and lands 1 against them, which is about on-par for the performance of my Generals when it comes to frontal charges! The Foot Guard inch up and pivot, keeping Hrimm in arc, and projecting threat out into the center. They'll end on the obstacle, but I think are also out of range of the Snow Troll Prime.

Pressure from the center.

The Ballistae battery will fire into the Snow Troll Prime, hooping for another staggering round. They'll land 4 damage in total, and the troll will be unbothered.

The Pikes lazily hold. I am wary of being grounded by the Lord on the right, so the Grey General uses the building to protect him and project threat back out onto the left.

The Kingdoms of Men buy time on the right.

On the right, the Pikes in the woods hold. It's a close call, so the Pegasi and Chariots all move back a few inches, in order to be well out of his charge range. 

Everything shoots into the troll, with the Wizards each contributing 2, the Crossbows 0 (absolutely no hits, and I do forget about Fire Oil), and the Chariots 0 as well, making up for some of the wild dice last turn. Like his comrade out on the left, this Troll is also unbothered on just 4 damage.

Bottom of Round 2: Northern Alliance

Not much moves for the Northern Alliance, and I fail to take many pictures. On the right, the Hearthguard take the hill and the horde moves up a bit to hold the objective. The Troll regenerates 2, getting down to 2 damage and then moves ahead again, keeping the Chariots in front arc, and angles-wise will prevent the legion from hitting the horde of Tribesmen in the flank, since I will need more pivots than I have.

The central horde of Tribesmen shuffle, and the two unengaged Pack Hunters will move up and loose into a Ballista in the woods, taking oodles of penalties. They'll landing 3 damage and then spike the check to pick up the uninspired war machine.

The first legion of chariots crumble.

On the left, the Pack Hunters fight the flying General, but it's a tickle-fight, and they land just one damage as well. He is found to be insanely courageous, though he is still disordered. The Snow Troll Prime will regenerate a hot 3 to get down to 1 damage, and then flank charge the Chariots, with Hrimm joining in the front with a counter charge. The legion is devastated and routed, as is proper.

Reforms are not as tough as I'd like. Hrimm spins to face the tan flying General in the corner as the pikes are too far away to charge her, and the Snow Troll Prime spins to face the Foot Guard.

Top of Round 3: Kingdoms of Men

On the left, I want to pick up units, but don't want to get multiple fliers bogged down for multiple turns, as the building is anchoring things and will prevent good reforms to pressure the center. The tan general from the corner flies away. 

Combats on the left.

Pikes move to take the hill, joined by the ASB, before I remember that he has Bane Chant, and he can't really help anything this turn. The Foot Guard with the Hammer of Measured Force will charge the Snow Troll Prime.

The orangey General heard me talking smack, and lands 6 additional damage onto the Pack Hunters, and we then roll hot for the nerve to pick them up in another lucky break. Now he will spin to threaten Hrimm's rear facing.

Reforms on the left.

The second combat is against the Snow Troll Prime. We're hindered, and the damage is as-expected with just 6, but the Nerve Checks are hot here too, and the unit is picked up. With multiple units already looking at a damaged Hrimm, the Footies spin, staying clear of the obstacle, to face the away token and the Northern Alliance center.

View of the center.

The remaining Ballistae shoot back into the stealthy but injured Pack Hunters, and will land 1 damage against them, and get a second lucky waver against them.

The gray General has a few possible charges into the Pack Hunters, but can't get a safe charge against anything, as the angle of the center horde of Tribesmen will be threatening them, even if I manage to miraculously break one of the shooting regiments. Instead, I choose to hop the line. I'm not threatening anything with them, but delaying a turn seems better than just tossing them away, and better than leaving him exposed.

Pike regiments continue to lazily hold my home token, and the woods. 

A suicidal, delaying charge from the second legion of chariots.

On the right, the Chariots could charge the Hearthguard, but that seems risky as the Prime should have a charge into the Crossbows next turn. So the Chariots charge the Prime, land the expected 6 damage to bring him up to 8, and will waver the Prime.

Shooting is a mess over here though. The height 3 Chariots and Prime are still giving cover to the Hearthguard. The Lighting Bolts don't have the cover penalty, but still only deal a combined 1 damage into them. The Crossbowmen can get clean shots into the Tribesmen though, and do land 2 damage in against them. Neither unit cares about the shooting.

Bottom of Round 3: Northern Alliance

It's close quarters on the right, and we rule that if the Lord joins in against the Chariots, the Hearthguard aren't going to be able to connect, as their pivot will take them right past. So the Lord gallops out towards the center, and the Tribesmen with the Brew of Strength and Hearthguard with the Brew of Sharpness slam into the Chariots, seal 13 and 15 respectively, and will devastate and rout the legion, as is proper. The Tribesmen will overrun 1 inch, and the Hearthguard 2. 

The Northern Alliance smash through the second chariot horde.

The wavering Snow Troll Prime regenerates a few damage, getting down to 5 damage. The other troll out here makes a hindered charge into an ensnaring unit of Pikes, landing no damage.

Centrally, the horde of Tribesmen with the Blessing of the Gods spin around to face the Generals in the backfield. One of the remaining Pack Hunters is wavering and does nothing. The other looses into another Ballista, landing 3 damage into the second target, and another good check will rout this one as well. Good shooting results on both sides this game!

Hrimm turns around, but is outnumbered.

Angles are tight, and Hrimm is going to get flanked by something. She spins, giving the flank to the Pikes, and getting the General into front arc. She blasts the general with a Frost Breath, landing 3 damage, but thankfully, the General holds.

Top of Round 4: Kingdoms of Men

On the left, I'm still not sure I have good odds to route Hrimm, but we need to try. The General hits the front, and the Pikes come off the hill and get a Bane Chant to help out too. It's as good as it is going to get for my odds. Hrimm is on 5, the Pikes land 9 damage, and the General contributes a solid 5, and we will, in fact, fell the giantess!

Charges from the Kingdoms of Men.

In victory, the Pikes will about-face, to double-back to grab the objective out here, and the General will pivot. The Foot Guard are wary, and move up as far as they can, while keeping out of arc of the  horde of blessed Tribesmen.

And then several victorious reforms for the Kingdoms of Men.

The tan flying General makes a read charge into the twice-wavered Pack Hunters, and will land 10 new damage, and will pick them up. He'll pivot to get the blessed Tribesmen into front arc. 

I do some measuring, and the grey flying General can get out of range of the blessed Tribesmen and the prowling Lord on horseback by moving far into back field, so he does so, threatening the away token for me, along with both other flying Generals. 

Fights on the right.

The Pikes holding my home token take a slight move to better protect it, and the Pikes in the woods counter charge the Prime. I would rather back up and delay, but this would open the Crossbowmen up to a flank charge from the Prime, which I'd like to avoid. We poke the Troll for 4, but he holds.

We're trying to mitigate shots with penalties, and get the most out of our shooting. From the far right, a Wizard zaps 1 damage into the Hearthguard, taking them up to 2. The Crossbowmen and the other Wizard will shoot into the Snow Troll Prime. I realize that I have the Fire Oil on the Crossbowmen, and the shooting will land a combined 6 to take him up to 11, and we will get the rout here.

Bottom of Round 4: Northern Alliance

I did not think the Hearthguard were in range, but perhaps I didn't factor in Wild Charge, or was thinking of the positioning before the overrun. They definitely look in from the pictures. They charge the Crossbowmen, and are hindered, but with the Brew of Sharpness, they still land 9 damage to maim the horde, but do not waver it.

The Kingdoms of Men start to buckle.

The Troll counter-charges the Pikes, but is still ensnared. The horde with Brew of Strength make a hindered and Ensnared charge into the Pikes, and the Lord on horse joins as well. A combined 10 damage lands, and I am elated to keep it low, but the Nerve check is good, and the horde is broken. I did not position the ASB well this game. I don't think he's moved in several turns.

The General face tanks the horde... and survives!

The Pack Hunters move ahead, take penalties for moving, and for shooting into the last Ballista hiding in the terrain. Just 1 damage lands, and the Ballista holds.

With that move, some space is created, and the flying General takes a hit from the blessed Tribesmen, and the expected 9 damage makes it through, and the general is wavered, which is very bad news for the isolated and uninspired Tribesmen.

Top of Round 5: Kingdoms of Men

The Tribesmen take clean flank charges from a General and the Foot Guard with the Hammer. And they are picked up, with the Foot Guard and General overrunning towards the away token, with the infantry greatly outpacing the General.

Instead of also fighting the Tribesmen, I make a greedy rear charge into the Pack Hunters, and will pick that unit up as well, spinning to spy the token on the right.

Reforms for the Kingdoms of Men. 

The Ballista has no shots, and pivots, looking for late game pot shots at the remaining Northern Alliance units. The Pikes can't zone out the token, but are able to get out of arc of the Tribesmen, and end their move on the token, daring the Alliance to come and get it. 

The Kingdoms of Men continue to delay admirably on the right.

The ASB lands a Heal 2 into the Crossbowmen, and they will land 1 damage onto the Hearthguard, taking them up to 3 damage. I Lifeleech, but only get 1 from it.

The Wizards turn and fly, staying wary of the Lord on horse. One flies away, facing the table edge, and the other hops the line, staying safe, and zaps 2 damage onto the horde of Tribesmen with the Brew of Strength. A spicy boxcar result will waver the unit.

Bottom of Round 5: Northern Alliance

The last remaining Snow Troll Prime will charge out of the woods, into the Pikes guarding my home token, and even hindered and Ensnared, he'll slip 2 damage in. The Pikes hold. 

The Northern Alliance scramble for something.

Now counter-charging, the Hearthguard are on 2's and 2's, and will easily Butcher the horde, adding 19 damage onto them, and then reform, ending atop the obstacle. The reform points them at the token on the right, but against both Pegasi-riding wizards, reaching it seems dubious. The obstacle will prevent them from moving at the double, and with two Pegasi Wizards and multiple flying Generals ready to get over here, the Kingdoms of Men should be able to chaff the Hearthguard up easily to secure this token.

The waver against the horde seems to have won me the game. They change facing, but can't gain ground due to the waver. They are out of range for a charge against the Pikes in a Round 6. 

Over the Bottom of 5, we're also noodling out what he and I might be able to do in a round 6. Going second, it seems unlikely that he can score either of the tokens he's playing for, as the Pikes should be able to hold my home token, and the Wizards chaff up Hearthguard while scoring the right token. With the Tribesmen horde unable to fight, he needs a lot of luck and then a Round 7 to even hope of tying the game, so he concedes, so that we can get in a second game.

Game Conclusions

I very much lucked out getting the win here. Even just getting first turn was huge for me, and then most of my dice were warm right from the start. Most Nerve checks did break my way, which is trouble for any elite list. I was greedy throughout, and the dice kept rewarding me, and there's not much else to say there. Decent decisions with a lot of luck gave me the win. 

Testing Conclusions

  • Pike Regiments. They were a little exposed without IW, but they handled themselves well on all fronts! Ensnare continues to be quite strong with them.
  • Foot Guard with Hammer of Measured Force. The unit is still strong and reliable. I don’t mind the item, but did not play or build things optimally here, since the horde was supported by the Bane Chanting ASB. 
  • Crossbow Horde. Fire-Oil saw was clutch in that one turn, and is just what you want from a 5 point niche item! The unit did well over all, and did a fine job of delaying, which is just what I needed them to do here.
  • Chariot Legions with Bows. I’ve messed around with Chariots a fair bit now. It would be weird, but I wish they could grab/carry Loot tokens without reducing their speed; I feel like that could have been a neat buff and a reason to squeeze a unit or two in for some armies. They are neat in that they dodge both Rampage and Slayer, but overall, due to middling stats, the unit still tends to struggle on all fronts on the table itself, and two big units of them is probably too much. The Shortbows can seem like throwing good points after bad, but were clutch here, and I still think the upgrade can be worth exploring if you have other strong ranged units in your army. While the Shortbows aren’t going to carry the day, in conjunction with other shooters, a little extra damage (or a lot from hot dice) can indeed swing things, as we saw here in Round 1.
  • Triple Ballistae. They have some poor targets this game, but I am still a big fan of the unit generally, and they did very well for me this game. Lucky wavers at range are always good for tempo, but they did also occupy the Pack Hunters in the subsequent rounds, sparing my other units, and thus  let me preserve a lot of my unit strength for the scenario as the game went on. 
  • ASB with Lute. Arguably they were positioned poorly by landing near the Foot Guard, but I still got good use out of them, getting lucky enough to land the spell to help in a few fights, most notably against Hrimm.
  • ASB with Heal. Probably better with the Foot Guard, and probably better to give a Boomstick to the ASB with the Crossbowmen. Both ASBs got some value, I remembered Lifeleech a bit, and the spells got some use. Neither ASB was used particularly well, but it did feel like they pulled their weight for me.
  • Wizard on Pegasus with Lightning Bolt. Lightning Bolt 3 was very swingy, but these were a good choice given the rest of the list. It took me a long time to warm up to them, but they are indeed very potent. 
  • Triple Generals on Winged Beasts. The Lord on Horse was a powerful deterrent opposing me, but he struggled to effectively zone them out due to being on the flank. The Lord can’t be everywhere at once, and the Generals had a great game pressuring from odd angles. A great showing for them, and dice were actually on their side more than not.
A big thanks to my opponent for making the time to continue on with a few more games of 3rd Edition!

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