Sunday, December 28, 2025

4th Edition: Battle #002 Varangur vs Basileans in Invade

Intro and Lists

During this busy holiday season I was fortunate enough to have a very brief alignment of precious free time with Trevor of Data and Dice, and we were able to get a quick series of 4th Edition games in to see how the new editions works for ourselves. For the second game, Trevor was continuing on with the strong Basileans, running the following for the rematch:


The smaller games were deliberate, trying to get us to run a variety of things and go wild with exploration, and this time Trevor had a very elite list, with Men-at-Arms and Paladins, and this infantry core supported by a titanic High Paladin on Dragon and an expensive regiment of Elohi.

I mixed things up entirely, fielding the Varangur, the theme list within the Northern Alliance. The army  generally and my collection specifically is in a bit of a rough spot with the edition change, but I still wanted to try them out a few times and see what the possibilities might be. Up to evaluate is everything:

  • Magnilde. She's a step down from her 3rd Edition self, losing the one time fly, but still retaining good stats and speed, making her a better (if more expensive) Lord-like option. As a full-blown Warlord though, she's a little expensive for a game this size, but I need to take her to have this be a legit Varangur list, so she's leading the charge here. We'll see how she performs, and if she is worth it, or more of a tax.
  • Human Tribesmen. We need a couple of units for the core tax, and while my collection's core options are rather limited, the Tribesmen are very solid. They've done well in all their demo games as well, and still seem like a great all-comers kind of unit with good Nerve, CS1 and Def5. 
  • Snow Foxes. A list still wants chaff, so we are taking the trusty Snow Foxes.
  • Hearthguard. The Sons of Korgaan have been great no matter what their actual name happens to be. As infantry, they've gotten a nice points reduction despite being as killy as ever, and I'm excited to see what they can do.
  • Fallen. The Fallen are one of two unique units the Varangur can currently field, if you run Magnilde as your warlord. The other unit is a generic Knight regiment, so the Fallen are by far the more interesting pick, as Strider is rather hard to come by for most armies. They only have CS1 though, so while I often take units stock to try them out and get a baseline, we're giving them the Brew of Strength to actually make them threatening.

Table and Terrain

Trevor was kindly hosting our games, and had set up a quick table with his Kings of War App. Terrain  heights and such actually shifted slightly. We did not shift over to using the new heights, though it didn't seem to matter here. After this first trio of games, I'll try to remember to adjust, but for now, we're still working from our old rules, running the buildings as Height 9 blocking terrain, the forests as Height 6 Difficult Terrain, fences as Height 2 Obstacles, and Hills as Height 3, and the ponds and fields as some Height 0 difficult terrain. 

At 1,000 points, a full table seemed a bit much. So we had set up a full table, and then randomly voided one of the outer thirds for the last game, so that we're playing on a 4'x4' space. Previously, we voided the left third, so we voided the right third this time, and will be playing on the left sections, which has the flat(ish) difficult terrain, with just the tips of the woods and obstacles 

Wanting to keep things relatively simple while we grappled with the new lists and new rules, we opted for Dominate for our scenario, where we will need to get more unit strength into a circular zone in the center of the board, than our opponents. We do not mark the center point of the zone, as the mat has nice lines splitting the board up. The zone originates in the woods though, which is kind of neat.

Overview of the table.

For deployment, the Basileans won the roll for sides, and were lazy again. They ignored half the table. The center had both Men-at-Arms regiments, and the Paladins, with the Dragon in reserve. The Elohi deployed straight-on out on the right.

Out on the left, the Varangur have some Tribesmen, and in the center, using the woods for cover, the other unit of Tribesmen. The Hearthguard and Magnilde ended up on the left, with the Fallen and Snow Foxes on the far right, with the Foxes back, in reserve. 

It looks weird, but I actually don't hate my deployment. I was expecting the fliers to be spread way out on either flank and aiming to pincer me, and had spread out accordingly, trying to force solo fights and prevent the important units from being enveloped. With the Basileans turtling up, there was a risk of being multi-charged by the fliers, but also now a chance that I could envelop the Basilean infantry.

I won the roll a second time for determining turn order, and wanting to gain ground against the fliers, opted to go first.

Top of Round 1: Varangur

With a wider line, the Varangur want to try to envelop the Basileans, and thankfully, because of the new pivots, I felt like we had a good chance to put the pressure on.

From the left, the Tribesmen moved ahead and pivoted. I could have been a little more aggressive here, pivoting earlier and keeping closer, but the idea was to get them around the woods next turn and be able to pivot at the end of that march, to have a better facing later on. 

Opening moves from the Varangur.

The Other Tribesmen are near the woods, but don't have the inches to get into it. I pivot them. It's awkward positioning, but enlightening. Previously, a unit in this position would be blind, with line of sight coming from the leader point. Now, with a corner open, they can still techically see around the woods, which is neat, and would be very useful if I was going second! It's hard to have "blind" units now, and the new line of sight rules are nice in this regard.

Layered defense from the Varangur to try and deal with the fliers.

The Hearthguard move up, but stays safe, as does Magnilde, and so do the Fallen. The Foxes scamper ahead, grabbing a few extra inches, and are threatening to tie something up next turn with a sticky combat.

Bottom of Round 1: Basileans

The Basileans opt to ignore the Tribesman. Neither have charges next turn, so they push out towards the right, hoping to take advantage of their speed to win some early fights, and then grind out the slower Tribesmen in the center.

The Men-at-Arms move ahead, hiding behind the forest, and they stay out of the Wild Charge range of the Hearthguard.

Movement, plus a flame breath from the Basileans.

From the right the Elohi inch ahead, save from the speedy Fallen. The Paladins move up, and the Paladin on Dragon pulls in behind. The Dragon did not move at the double, and unlike many heavy fliers, it actually kept its breath attack, and is just in range to reach the Foxes. I did not factor this in! Mercifully, only 1 damage lands, and the Foxes are Inspired, but a hot 11 will still waver them! Shucks.

Top of Round 2: Varangur

The wavering Foxes really gum things up for me. Against two heavy-hitting fliers, I need to be decisive, but I've lost my interdicting chaff for the turn. After much hemming and hawing, we agree that I'm on a bit of a clock against these fliers, and I decide to fight what I can anyways.

The Snow Foxes need to back up, but they can't go too far back due to the table edge being the right-third of the big board here. Still, they get far enough back to be safe from the Paladins, and could be annoying next turn if they aren't dealt with.

Already a pretty desperate charge from the Varangur.

Magnilde is mostly just a Lord now, but she still has a bit of extra speed, and she and the Fallen are able to connect against a regiment of Men-at-Arms. Both have the inches into either regiment, but the regiment on the end is a little ways back, and I can't physically fit both of my units against it. So, we're unfortunately charging the middle unit...

The Hearthguard get the everything in front arc, while the Tribesmen are able to continue on. One moves ahead and then pivots in the forest, getting out of arc of the Men-at-Arms on the end, while the other regiment of Tribesmen move at the double towards the fighting, seeing around the forest as intended. 

Fortunately, the Varangur are eager and the risky fight goes well! Magnilde slams all 6 damage down thanks to Elite, and the Fallen contribute 9 damage, and the unit is obliterated. The Fallen reform, to face the fliers, but I am at a loss with what to do with Magnilde. 

Reforms from the Varangur.

I choose to sidestep, getting an awkward 3 inches. The Elohi can't fit, and she's out of arc of the Dragon, but it's not great. The hope was to get 1-2 and prevent the Men-at-Arms from being able to pivot past her and then rear-charge the Fallen, turning their only legal charge into one against Magnilde and into her front, but the dice were not having it.

Bottom of Round 2: Basileans

The Basileans collapse in against the Fallen, with the Elohi and Paladins in the front, and the Men-at-Arms able to pivot past, connect with a rear-charge.

A triple charge into the Fallen!

The Glory for the Hegemon command order for Elite is attempted and failed by the Basileans. The rear-charge contributes 1, the Paladins 6, and double-digits from the Elohi will devastate and then rout the Varangur's fun and unique unit, as is proper.

Reforms from two victorious combats.

The Paladin on Dragon opts to force harder angles, and charges the Snow Foxes to remove a unit this turn, and does so, turning around and safe from most charges this turn.

Top of Round 3: Varangur

Things are looking a little dire again! 

The Tribesmen coming from the left are unfortunately just out of range of the Men-at-Arms. They will move ahead and then pivot, getting out of arc of the opposing infantry.

The other regiment does have a charge, but that looks... foolish. I'm going to be hindered, and definitely won't remove them, so I opt to inch ahead and while getting everything into front-arc.

Charges from the Varangur.

The other units have some hard choices. I go greedy, trying to make use of sticky combats. Magnilde has a tough angle, but as an individual gets a free face-anywhere pivot at the start of the movement phase, and using the new line of sight rules, can see around the Paladins and charge them to gum them up, landing 5 damage, which will then Iron Resolve down to just 4. 

And a lucky break! The Hearthguard still got it.

She'll successfully issue a For Talanaar order to give the Hearthguard Vicious, and the Hearthguard deliver, landing a silly 13 damage against the angelic horde, and we will pick the angels up, and then turn to face the Paladin on Dragon.

Bottom of Round 3: Basileans

The reform was just enough to protect Magnilde's flank from a reform and smart charge. The Dragon just barely can't get in against her, and I luck out here.

The Paladins retaliate, landing a super-hot 9 damage into Magnilde, and will pick her up, and then reform to be extra threatening.

Fights from the Basileans.

The Men-at-Arms decline to spring the trap, and just chance facing, to get both of the Tribesmen into front-arc.

The High Paladin and his Dragon charge the Hearthguard, will land 6 damage, but the now uninspired Hearthguard will hold.

Top of Round 4: Varangur

We are still on the back foot, but scrapping as hard as we can! No command orders for us though, now that Magnilde has actually fallen.

The Tribesmen from the left finally get into combat, charging the Men-at-Arms. We'll land 6 damage, and get a hot check to rout them. I can't remember if they were a bit out of Inspiring range of I got really lucky here, but they are gone nonetheless.

Charges from the Varangur.

The Hearthguard hold and fight the Dragon, joined by Tribesmen emerging from the woods to harry the towering Basilean commander in the flank. The dice are poor. The flank does 3 damage (6 expected, even hindered), but the Hearthguard do contribute their expected 9. There's a chance, but with Inspiring, the Paladin and Dragon hold.

Bottom of Round 4: Basileans

The Paladins are free, and choose to rear-charge the Hearthguard. Statistically, they should devastate the Hearthguard, and these being quick, friendly games, I offer to fast-forward this combat so we can improve our chances of getting a third game in. That was sporting of me, but we should have slow-played this, as we got this situation wrong with the new rules. Neither of us has a hard-copy of the rules yet.

The Dragon wants to face the flanking unit, since the Hearthguard are likely going to die. Previously, he could do so, and simply countercharge that unit. However in 4th, this would be a reform, and engaged on two facings, the Dragon cannot actually reform. 

Reforms from the Basileans.

While the Hearthguard are routed, and the Paladins should get a victorious reform as they are unengaged now, but the Dragons a) cannot reform in the movement phase, and b) is engaged, so cannot victoriously reform, and so should still be flanked by these Tribesmen. Oops.

Top of Round 5: Varangur

The Varangur fight on, with both Tribesmen piling into the Paladin and his Dragon. The injured unit will deal 5, while the flanker deals 7, and we will pick the titan up!

More charges from the Varangur.

Both Tribesmen will victoriously swivel, getting the haughty Paladins into front arc. The Paladins can't really run, and are outnumbered. If they don't rout their target, the Paladins will be flanked.

Reforms from the Varangur.

It's a small game, and we're down to the wire now! Still, the Varangur have done a fine job scrapping back and getting us to this spot.

Bottom of Round 5: Basileans

The Paladins wisely choose to charge the injured Tribesmen, and will take them up to 12 damage, and will then get the rout. The Paladins will reform, spinning to face the remaining Tribesmen.

Reforms from the Basileans.

The scenario is Dominate, with the center point of our little table in the woods. The 12" radius ends just between the two opposing units, with the Paladins fully within and scoring, and the Tribesmen completely out of the zone.

Top of Round 6: Varangur

Given the state of the game with the scenario, I can't really fight. Charging won't get the majority of my footprint into the zone, so I would need to rout the Paladins and then overrun a few inches. Hypothetically doable, but not very likely.

Movement from the Varangur.

I can however, make use of the extra pivot. We pivot, move and pivot, getting past the Paladins, threatening their flank, and are scoring for the scenario. 

I will also note that we don't need to respect the 1" rule anymore, though I look to have done so out of habit. 

Bottom of Round 6: Basileans

The Paladins reform, spinning to face the Tribesmen. They can't pull the same maneuver, as it will take them out of the scoring zone.

A standoff in the bottom of Round 6.

So, both of our respective units are scoring, and both have the new regimental unit strength of 2. We are talking things through, and I believe we decide to just call it here and not roll for a possible Round 7. There is obviously a chance something spikes, but a a tie is always welcome in my book, and we'd rather get a third learning game in than quibble over the result of a learning game like this.

The game is a tie!

Game Conclusions

Going first helped me out here, even if I donked up the positioning of the Foxes a bit. With the extra pivot, fliers and speedier units do seem very strong, and able to project a lot of threat. I think with the extra pivot it will be a little harder to contain them in 4th, but with sticky combats they might be easier to take down once they are engaged. Fliers seem like they need a lot of finesse in order to avoid sticky combats, and needing finesse on strong units seems good in a game like this!

As in the previous game, dice can be a bit more impactful than tactics in these smaller games, but we both had some lucky breaks, and while things were swingy, it was a see-saw and everything felt even overall. A tie feels great here.

Testing Conclusions

  • Magnilde. Combat heroes are in a weird spot on paper. With only two units able to be engaged on a given front, you want them in combat to do their thing, but it will almost always be better to send in another unit. She is about as good a combat character on foot as you can get, but still struggled against a competent combat unit. Still, she had her uses, and the speed played very nicely with the speedy Fallen. I think she's got a place, but I think I need to be sending combat heroes into chaff and tar pits, not trying to brawl with real units.
  • Human Tribesmen. I have these two regiments, and should have a horde around from my old WHFB transitions, and I think both will see a lot of use in future 4th Edition games for the Varangur. With both CS and Def5, they are pretty elite, but just great generalist units, and if you can pay your core tax with more potent units, you should be in a great spot.
  • Snow Foxes. They were a little unlucky, but even wavering and not getting to charge and chaff things up, still did an ok job drawing out the Basilean list. 
  • Hearthguard. They are one of the few infantry blenders that survived the transition, and with CS2, they can still really carve through things. They should be very popular in 4th.
  • Fallen. I really liked them with the item as the additional CS makes them a much more threatening unit to really make use of Strider. The Mounted Sons / Hearthguard Thunderers would have actually been both better and cheaper here, since I didn't get to make use of Strider, but that feels good from a balance perspective. 

It was another great game, with a lot to learn from and consider. A big thanks to Trevor from Data and Dice for playing and hosting! Very glad we were able to get these in, and we still have one more report to come!

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