Wednesday, February 11, 2026

4th Edition: Battle #017 Group Game of Dominate


Intro and Lists

Kenny and I were paired up for Northwoods Doubles 2026, fielding some Elemental-themed Forces of Nature and some Undead, respectively. You can read more about that right here.

The day had been a lot of fun, but going into the final game of the event, our record was decisively not great. We had two losses, and had scrapped a pitiful 2 out of 10 points for our consolation Attrition score. We were scrapping at the bottom table, surprisingly against Rob and his Halflings, and Joe and his Orcs. Their match-ups had not been kind, and astute readers may recall that Joe was actually running the event. We had some late attendance shuffles, necessitating he step up as the Ringer as well. Joe had the following:


It is a similar list to what we've seen before from Joe, but all painted up now, and just slimmed down to the essential combat pieces, with multiple regiments of Axes and Riftforged and a few characters to issue Green Rage.


Rob's list explored some other ground. He does not like where his army is at, and feels like Mama and her multiple Orders is a mandatory take. In addition to the legendary cook, we've got a Gunnery Sergeant, allowing for conscripted Trolls in Core, and two Grenadiers are around to make use of all the stacking, variable Brutal.

Table and Terrain

The event was in Reedsburg, WI, and we were throwing down at the neat, multifunctional community center. The Forests were Height 10, the two-layered rock outcroppings were blocking at Height 7, Hills 3, Obstacles Height 2, but just for cover purposes, and the rough terrain here was an overgrown field and is Height 1. Being a Northwoods event, one of the flat pieces of terrain was a third forest.

At some previous Northwoods events, we had used a veto and pick system for scenarios, but that was also apparently tossed, with the TO revealing the scenario for each round as team pairings and tables were announced.

Overview of the table.

For the third and final game of the day, we have Dominate. Coming off the exact center of the board is a 12” radius scoring zone. The most Unit Strength within that zone at the end of the game wins it.

We again lost the roll for sides, and they even forced us to switch sides! The blocking terrain plus forests was pretty rough over here… and we again went for team drops, with both players each placing a unit before passing the action back. 

We have living Trolls with the Stone, a Gunnery Sergeant backed up by Grenadiers, and the Trolls with the Brew of Sharpness, Mama, and more Grenadiers. The Orcs had Ax regiments in the front, with the Riftforger and Thonaar tucked in, and then three Riftforged regiments as reserve units.

With the outcropping really gumming things up for the scenario, I convinced Kenny to play things a little tighter, with my goal being to delay a bit in the center, and pile in from the left.

The Wights again ended up on the far left, with the intent being to order them up and pivot. Our opponents are back enough this shouldn’t threaten much next turn, but I’m hoping to pressure in the midgame with them. So we have Wights, Skeletons, and Zuinok, with angled Zombie Trolls, and then the Revenant horde continuing the line. The woods are an issue, but with the field opposite us, we shouldn’t be too badly boxed in, so the Water Elementals ended here, with Earth Elementals ready to move up and abuse the outcrop. The Intern Druid is behind the Water Elementals, Fire Elementals are back, the Gladewalker even further back, and the Air Elementals way way back in reserve. I think we could have stuck the Gladewalker and Air Elementals on the line and applied some better pressure, coming around the back of the outcropping, but that is not my section of the field to command!

After three Rounds of lost setup rolls, we finally get the chance to seize the initiative. Kenny is hesitant, but we’re taking this, and Team Compost starts things off against Team Horcs (their name).

Top of Round 1: Team Compost

The Wights are ordered to lose shambling, and move up and pivot. Depending on how far the Trolls move up, with a little more positioning, we should be able to do that again next turn, without needing to first pivot around the outcropping over there, and if not needed, we can easily hop the obstacle if we want. The Wights are again having an okay opening.

The Undead inch up, forming a concave battle line.

Skeleton Spears shamble up and pivot, and the angled Zombie Trolls shuffle ahead as well. Zuinok move ahead, but remains a bit behind the Revenants, who march up into the woods, along with the Water Elementals.

The Earth Elementals do pull up behind the outcropping, and fire Elementals awkwardly shuffle ahead, under the supervision of both Druids. The Air Elementals shuffle around too, a bit indecisive. 

Bottom of Round 1: Team Horcs

The Orcs were all pivoting and orienting and pushing ahead towards the center while copying the Elementals, looking to use the big outcrop to mess with charges and alignment.

The Orcs marching towards the center.

The Halflings also moved out, mostly into the fields, assuming a loose formation with the Trolls and the Sergeant in front, and Mama and Grenadiers in the back.

And the Halflings also heading into the midfield.

The center of the field was already drawing many units in, and this was looking like it might be a very bloody game!

Top of Round 2: Team Compost

We are able to be sneaky. The Skeleton Spears move up, and Zuinok is able to tuck in behind them, though I think he needed to move at the double. He again order the Wights to lose Shambling, and we are able to run up, and just get out of arc of the Forest Trolls. The Wights aren’t really supported, but with only two things able to hit a facing now, I think the math is on our side to hold and just be a menace here.

The Zombie Trolls awkwardly clamber onto the hill, and the Revenants just adjust slightly. 

The Water Elementals get a Striding Order… but with no charges, I convince Kenny not to try another crazy Surge play with them. I think Thonaar alone has a charge into them next turn, so we’re trying to play things pretty safe. 

Wights get into a cozy spot, and the Undead constrict.

The Earth Elementals sidestep towards the outcrop, preventing any sneaky sliding down charges, and the Fire Elementals continue to stare ahead. The Air Elementals do sidestep to the right, now threatening a future move and pivot and rear charges should the Orcs advance too far. I think this is great, as this should slow down the march of the Orcs into the center.

Bottom of Round 2: Team Horcs

While not actively threatening charges, the Elemental wing is slowing things down and making the Orcs think. They opt to layer. Thonaar again mirrors the Earth Elementals, and moves in nearer the outcropping. Axes move up to protect him, more Axes pull up behind. Two regiments of Riftforge continue their march, but keep it slow, and the third regiment thinks the Halflings need help, and pivots and moves at the double, moving behind the field and looking to add some strength over here.

Charges from the Halflings, with the Orcs being patient.

The Trolls with the Brew of Sharpness pop their front facing out of the woods, and set up a bit of a kill-box with the Orc line, and the rest of the Halflings look to stuff up the Undead and delay them.

Grenadiers and a hindered Gunnery Sergeant hit the Wights, but as-hoped, the damage is low with just 3, and a Brutal +1 from the Order and +2 from the Grenadiers isn’t enough to move them.

The Undead endure the assaults.

The flying Grenadiers are hindered by Phalanx, and still land 2 damage into the Spears, plus a Brutal 5 from their abilities and orders. The Trolls are hindered as well, and thump 6 damage into the Spears, but the Skeletons do hold on 8 total damage. 

Top of Round 3: Team Compost

The Wights land 7 damage into the Gunnery Sergeant, and with Hann’s, get down to just 1 damage themselves.  I’ve got Brutal, but with 15 Nerve, we aren’t able to break her.

Kenny is trigger happy so the Revenants pivot and move, pushing more into the center, and ready to help the Elementals out with their push, and everything dangerous is kept in front arc of the decaying horde.

Charges from Team Compost.

Zuinok is able to land the covered +3 Lifeleech to get them up to Lifeleech 4. I opt to try and let the Spears grind here. With the Revenants moving ahead, the Spears can reform, and let the Zombie Trolls charge in against the Grenediers. The Trolls land 8, and injured and looking to Lifeleech things back before fighting the trolls, the Spears stab into the fliers as well, landing a hot 7 damage, and getting down to just 4 damage themselves. On 15 damage, the Grenadiers are devastated, but are Insane.

Kenny wants to multi-charge (he’s learning!) but can only fit multiple units into the relatively sturdy Forest Trolls with the Brew of Sharpness. He issues his commands, but we don’t catch him in time. The Intern Druid failed a Striding Command to the more potent Water Elementals, and the Gladewalker then lands one into the Earth Elementals, instead of trying again for the Water Elementals. Not great, but at least the stronger Earth Elementals are on the more dangerous side. And luckily, Kenny Math is in full swing. I miss the actual damage dealt, but improbably, but push works, and the Trolls and their Brew of Sharpness are picked up!

Most of the charges unfortunately bounce.

I step in to counsel some reforms, and point out that we just want the Earth Elementals to change facing. This gets all the orcs that can threaten them into front arc, and protects the flank of the Water Elementals. The Water Elementals can just hold, and be safe for a turn. With minimal movement we should be able to order and surge them around next turn if needed, and they are already threatening the flank of the reinforcing Riftforgers, and even have the arc to help my Wights next turn. They are right were we want them!

The Fire Elemental move up to block for the Druids, and the Air Elementals move around a bit to more convincingly threaten getting behind the Orcish line.

Bottom of Round 3: Team Horcs

The Wights are grounded, but still a threat. The Grenadiers want to withdraw, but there sia  big dead zone between them and the Riftforged unit that wants to relieve them. Rob is a very clever player though, and positions Mama between the units, and pivots such that corners are stretching out to cover the most space, minimizing the chance that the Grenadiers will simply stop and block up the Orcs. The Withdraw works, and the Grenadiers end up bouncing behind the Orcs, who then charge in against the Wights. 

Withdraws and charges.

The Riftforger moves back to attempt a Green Rage for the relieving Orcs, but the command fizzles, and the dice here are in my favor again. I think I should expect to land on 7 or 8 damage, which is tough, but not impossible, but the Orcs and Sergeant land a cool, combined 3 damage, to take the Wights up to just 4, and we hold. The Sergeant rolls a hot 4 for Regeneration though, getting down to just 3 damage.

The Undead hold.

Mama grants the Trolls a Brutal 1, and they thump their expected 7 damage onto the Spears, with the Grenadiers landing a very hot 3 off of what should be half attacks due to being devastated. I think they rolled their full attacks, but on 14 damage, we still hold. 

Overview of the battle.

A regiment each of Riftforged and Ax orcs charge the Earth Elementals, with the Riftforgers being hindered. Thonaar’s supped up Green Rage lands on the Orcs, and he joins with a flank charge. The  Earth Elementals are uninspired, and break. The other Ax regiment holds, content to sit and score, while the remaining Riftforged regiment in reserve pivots to protect the rear of the Orc’s line from the Air Elementals.

Top of Round 4: Team Compost

Kenny doesn’t want to commit the Air Elementals to a front-charge into a ready regiment, so delaying aside, he pivots and moves them beck towards the center. Even without a charge, I think we could have been a little sneakier here, just hopping the outcrop and threatening a charge instead of slowly positioning for one, but again that section of the battlefield is not mine to command, and the delay is working just fine!


Kenny still wants to fight though, though I believe the Intern fails a Striding Command onto the Fire Elementals. For kicks, I opt to join them with a hindered charge from the Revenant horde into Thonaar. We’re hindered, and the damage is ridiculously low, with the Revenants contributing 1, and the Elementals 3, taking the Warlord up to 4 damage. This is funky but ok, as Thonar being stuck here actually prevents anything from getting in against the Fire Elementals, as the warlord can’t reform and keep in base contact to allow any of the wider Orc units to get in. 

The Gladewalker is able to land a Striding Command onto the Water Elementals, and Kenny Math swings hard the other way, and what should be ~15 damage, ends up at just 8. Kenny insists he rolled the attacks twice for the flank attack, and while this is a suspicious break. his dice results really are something else, and I cannot say. I will note that we should also have slid the Water Elementals down more. I guess we were a little lazy with positioning.

Thinking the reinforcing Riftforgers were toast, the Wights threw their attacks into the Gunnery Sergeant, adding a pitiful 4 damage, also about half the damage expected. Kenny Math is rubbing off on me, but the Nerve checks are great, and I am still able to pick the Sergeant up, and before the Water Elemental’s rolled their combat.

A few Halfling units break, but we are still brawling hard in the center.

The Zombie Trolls are forced to throw into the Grenadiers, and are able to pick up the devastated unit this time. They hold. I am admittedly trying to be sneaky. I am threatening the flank of the living Trolls, and hoping if Rob prevails against the Skeletons (very likely, given the last turn), he forgets that my Trolls Shamble. 

Zuinok tries to get the Skeleton Spears to Lifeleech more, but all attempts fail. The Skeletons also fail pretty hard anyways, dealing just 1 damage to the living Trolls. 

It was a wild round for our dice.

Bottom of Round 4: Team Horcs

Grenadiers make a hindered flank charge into the Water Elementals, still and still manage to over-perform with 3 damage, and a total of Brutal 3, getting 1 from themselves and 2 from Mmama. The Orc regiment smacks 5 more damage into them, and the hindered Riftforger goes 4/4 as well, and thanks to Brutal the Water Elementals are broken. That’s a rough loss, as they really shouldn’t have bounced last turn, and this was some good dice from hindered charges.

Charges from the Horcs.

The Trolls got a Brutal 3 from Mama, and take the Skeletons up to 19 damage before breaking them. As I had hoped, Rob spends some time thinking, and spinning, until we agree that the living Trolls are indeed outside the arc of the Zombie Trolls. 

Thonaar Withdraws, clipping past the Orc lines, allowing a regiment of Ax into the Fire Elementals. I believe Green Rage fails but the dice are still good, with 5 damage making it through.

Reforms from the Horcs.

The other regiment of Ax, and both remaining regiments of Riftforgers jockey about, a bit gummed up, and wanting to help, but still contributing a ton to the scenario right now. 

Top of Round 5: Team Compost

A Forces of Nature Command and double Heal spell gives the Fire Elementals a clean bill of health, and they burn a few damage into the Axes.

The Air Elementals move and pivot, getting into the woods. They’ll very likely need Strider to help any fights next turn, but they are up enough to be scoring for the scenario, and could still threaten some strong charges as the came concludes.

Aftermath of Team Compost's Turn 5.

The Revenants sidestep and pivot past the combat, their flank secure, as they look to command the center. Ever-wary of the free Grenadiers, Zuinok protects his facing against them with the Revenant horde, and is able to surge the Zombie Trolls into the flank of the living Trolls, once my unit pivots.

The Zombie Trolls claw 12 damage onto their relatives, but it is not enough to pick them up when it is time to test. Nuts.

The Wights halt, still engaged with the Riftforgers. The Wights hit it, and things break out way here, with decent damage but a fine check against the Riftforged regiment (I think Mama is just out of range to offer Inspiring), we pick the unit up. The Wights Lifeleech down to just 2 damage, and overrun all the way to Mama, but can’t start a new combat against her, unfortunately.

Bottom of Round 5: Team Horcs

The lucky, living Trolls regenerate 3 and get down to 9 damage. They reform to right their rotting brethren, and Grenadiers leave the field, aiding with a hindered flank charge. Mama tries to Brutal the Trolls and fails, but gets a Brutal 1 onto the more important Grenadiers. The Zombie Trolls take 7 damage, but hold. 

Charges form the Horcs.

The remaining Riftforged regiments move into the center, trying to zone things out to score, with Thonaar and the Riftforger in the thick of it. Thonnar’s Rage lands to help the Axes against the Fire Elementals, and they are taken up to 7 damage, but hold on.

Top of Round 6: Team Compost

Zuinok gets a Lifeleech +1 onto the Zombie Trolls, and they again try to hit their living brethren, landing a fresh 6 damage, taking them up to 17 damage. They are not devastated, but also found to be Insanely Courageous. Boo.

Charges from Team Compost

I talk things out with Kenny, and convince him to help my Wights against a unit of Riftforged, as we need to try and pick up some unit strength from our opponents. My Wights hit the front, hindered, but the Air Elementals hit the flank after getting a Striding order, and we able to pick the regiment up and reform. 

My Revenants make a clean charge into the Riftforger, where 4 damage is expected, but just 1 damage connects.

And precious few Horc units break.

The Fire Elemental get some Heals, but not enough to be topped off this time. While they do take the Ax regiment up to 8 damage, we aren’t able to break them, unfortunately.

Bottom of Round 6: Team Horcs

The pressure is on! The Axes fight get Thonnar’s Rage against the Fire Elementals, and ridiculous dice, to land 12 new damage off their 12 base attacks thanks to the Rage and just amazingly hot dice. They overrun, threatening to pin down the Druids.

Final fights from the Horcs.

The other Ax unit gets a normal amount of Rage from the Riftforger, and they are able to pick the Air Elementals up with the help of a hindered charge from Thoonar.

The remaining Riftforger regiment makes a hindered charge into Wights, landing 3 damage and tying them up.

The Riftforger fights the Revenants, landing 2 damage, while Mama runs in, but is not charging, just to get the majority of her base in to score.

Oof, A significant amount of Team Compost falls.

While he fell for my trap, the insane living Trolls are able to fight their way out of it, regenerating down to 12 damage, before the duo of Halfling units brings my Zombies up to 12, plus Brutal 2 to pick them up. Unfortunately for Team Horc, the living Trolls and the Grenadiers can’t make their way into the zone to score with any reforms, and we do not roll up a Round 7.

Team Horc has the Champion Mama (1), the Champion Riftforger (1), a regiment of Riftforged (2), two regiments of Axes (2 each) and the Warlord Thonaar (2) for a total of 10 US within the Dominate circle.

Team Compost has a regiment of Wights (2), a horde of Revenants (4), A Warlord Gladewarden (2), a Warlord Zuinok (2), and a Champion Intern Druid (1) for a total of 11 US within the Dominate Circle.

A razor-close victory to Team Compost!

Game Conclusion

A third great game to close out the day, and we get to end things on a win! Dice were particularly wild here. I don't think we typically take this, but we were able to apply lessons learned earlier in the day, had good pressure from the Undead, Elementals working together, and managed to pull this out. This was a great game to close out on, as I feel like Kenny and I were each making strides to understand our armies more, and were rewarded with the win.

Testing Conclusions

  • Zuinok Iceblood. I don't think he ever missed a Spell or a Command Order, which is pretty good! He's the only big Surge caster for Undead, and access to the Arcane Library does make him appealing. The Fireball is neat, but the only times it hit, I forgot it had a 12" heal range and not 6", so didn't get much use out of it. If you want an Arcane spell, he seems like a fine pick.
  • Revenants Horde. They are sturdy indeed! I would have loved to have given them an item, but they did just fine holding the line each game. 
  • Skeleton Spear Horde. They were a bit of a hedge, as I was expecting single regiments of cavalry plus the J Boots, but that did not materialize. I guess we hindered some Grenadiers, but the Spears didn't really come into play. With the rule changing and not stripping all Thunderous, they are little more niche, it seems, and normal Skeletons would have been just as good in the team games today.
  • Zombie Trolls. They can still hold the line pretty well for cheap, but losing a few attacks has been noticeable, as they are just not punching through anything. The few attacks is probably good for balance, and this still feels like a large infantry unit. They are still a good budget option to fill space up with some Def5, but not the powerhouse all-comers statistical outlier it was before. 
  • Wights, Hanns. Positioning is important, and it seems keeping them nearer the front line (where they can actually make use of their greater speed) would have been the better call throughout the day, and having them on a flank was they better call, so that they can make use of the order.

Event Round-Up

  • Get paired with a new face. Well, we got a new army out of him, but we've definitely played Kenny before, so the first goal is technically a flub. Still, spending the day with him was a lot of fun and his temperament was just what I wanted to manifest for this event. Kenny was a wonderful partner and I had a blast here!
  • Play one new player. Game 2 had two new players for me, and strong ones at that! It was nice to chat and learn, so goal completed and then some here!
  • Enjoy all three games. I definitely did! Each had their moments, and a lot was learned throughout the day. It's great getting out and seeing what other people are doing and thinking about the game, especially since the Minnesota guys are consistently operating at higher level than us. Big losses just mean big things to learn, and I was learning stuff all day while having fun.
  • Win one game. It looked like we might flub on this one too! Warlords and Undead throngs, the Intern and no Round 7 all had to conspire to help us close the event out with our singular win. Goal completed!
A massive thanks to Joe for running the tournament. The Companion flopped for Doubles, so this was done by paper, and he had to be a ringer as well due to some attendance things. So a big thanks to him, and our opponents! The Doubles event was a great way to kick off the weekend, and we were all excited for the GT to start the following morning. Those reports will be up soon!

Tuesday, February 10, 2026

4th Edition: Battle #016 Group Game of Hold the Line

Intro and Lists

Kenny and I were paired up for Northwoods Doubles 2026, with some Elemental-themed Forces of Nature and some Undead, respectively, and more about our lists can be found here.

Our opponents for the second game of the day have been around, but this was my first time actually playing them. Up against us were Kyle Pietsch and Conner Murphy, organizers of the Renegade GT and the upcoming US Masters for 2026, hosted in the Twin Cities later this year. Kyle was running a blog-first with the new hotness that is the Xirkaali:


I admittedly have yet to even crack open the Invasion book, but even second-hand the Xirkaali seem quite strong, getting abundant Speed 7, abundant Strider, and lots of lots of powerful units. Being my first encounter, I don't have a baseline, but the list seemed strong with a Slayer Aura from the Kaiju-Slayer Warlord, core units with an ungodly amalgam of Phalanx, Def5, Strider, CS1 and Speed 7, and then some high-attack berserker-like units to round things out. While lacking Pathfinder, this list in particular and the army in general seems really aggressive.


Connor was running the perpetual Twin Cities Favorite of Ogres, but with basic Warrior blocks, Boomers to shoot and screen again, and two neat heroes, with the Matriarch for a cheap Rally and Very Inspiring, and Arokamorra, a unique Hunter-themed Hero, to apparently do a bit of everything except Inspire.

Table and Terrain

The event was in Reedsburg, WI, and we were throwing down at the neat, multifunctional community center. The Forests were Height 10, the Buildings Height 7, Hills 3, Obstacles Height 2, but just for cover purposes, and the rough terrain here was a full, sprouting field and played as Height 1. Being a Northwoods event, one of the flat pieces of terrain was a third forest.

At some previous Northwoods events, we had used a veto and pick system for scenarios here, but that was tossed, with the TO revealing the scenario for each round as team pairings and tables were announced.

Overview of the table. Ignore the spare, blank base.

The second game was Hold the Line. There is a 12” band running down the center of the board, split into thirds, and controlled by Unit Strength. The left and right are each worth 2 Points, and the center worth 3 Points, if controlled at the end of the game. A team will typically need to control two zones to win, unless the battle is particularly bloody.

We gain lost the roll for sides, and our opponents wanted team drops, with each pair dropping something every rotation to speed things up. The tournament is loose, and didn’t specify, so fine by us! They picked their side and got to it.

Our opponents chose to mix up their lines. We have a Xirkaali Wildfang troop on the left to keep me honest, a building, Arokamorra, a Warrior Regiment, the Matriarch, both Boomers in the terrain screening for the Regiment of Xirkalli Wildfangs, the second Ogre Warrior regiment out on the right, with the Khulan Luke the Kaiju-slayer and both Spearwarden Regiments on the far right.

The Wights were my list drop, and unfortunately, wouldn’t fit in the slim corridor on the left, so they ended up just a bit behind the starting line, and the intent was to give them the Non-Shambling Order so they could start making progress towards the center of the field.

So they are there, with Skeleton Spears ready to sit and hold down this zone, Zuinok nice and central, the Revenant horde ready to commit to hold the center, and Zombie Trolls to help block and support that push.

After the first game, Kenny was recalibrating. The Undead are wide with the infantry hordes, but I think the Elementals need to be more compact. The Fire Elemental Troop and Earth Elementals ended up in the woods with the Intern Druid. The Water Elementals ended up on the line, supported by the Gladewalker Druid, with the Air Elementals angled behind.

Seeing the table, my suggested plan is to play for the narrow win. If I can force a fight, the left should be mine, and we should be able to bring a lot of weight into the center. If the Elementals can delay the right and assist in the center, I think we got this.

However, Team Compost again loses the roll for turn order, and our opponents, who will be known as Team Xogres, start things off.

Top of Round 1: Team Xogres (Them)

On the right, the Spearwardens move as quickly as they can while keeping a sensible line, with one stopping to pivot and see around the woods, and one putting their front facing into the woods to see out of it. With innate Strider, the pack won’t have a tough time with the woods and are applying a lot of pressure. The Kaiju-slayer lurks nearby, but I believe is outside of the woods.

The Xirkalli push out, with the exception of all the stuff stuck in the field.

The Ogre Warriors move up, keeping a general line, and seeing past the woods on the left, projecting threat into the center.

The Boomers move up, but are stymied by the terrain, and have no shots yet. Their delay slows the Xirkalli Wildfang regiment as well.

A Wildfang troop looks to harass the Undead line.

The Matriarch lingers nearby, with the Ogre Warriors and Arokamorra lurking as well.

On the left, the Wildfang troop repositions, looking to zone out the Wights and keep them honest, threatening flanks or even rears should I get too greedy moving them towards the middle too soon.

Bottom of Round 1: Team Compost (Us)

Without moving, Zuinok does have the range to command the Wights to lose their Shambling. We have no charges, but move up as far was we can, and pivot. We should be keeping the Wildfangs in front arc, and threatening a fly into the center next turn should they decline to fight. I think they need two pivots to get to the left of the Wights, and the table edge will prevent them from really getting around me. I should be able to pivot, Surge, and pick them up if they decline to fight.

The Wights try to forge the issue.

The Spears shamble up their 5 inches. The eventual goal is to get them pretty even with the building opposite me, and just sit and hold this zone. We’re off to a good start there. Zuinok inches up as well. I think I am wary, and don’t Surge anything up, though probably could have been bold and tried it with the Skeletons. Oh well.

The center of Team Compost inches up.

The Revenants inch ahead, but don’t even more their Speed if memory serves. Delaying is the plan, and I don’t want them in danger until later in the game, if I can help it. The Trolls do move up their Speed though, looking to add some muscle and Nerve to any fight that does break out in the center.

The right for Team Compost goes a little crazy...

The Fire Elementals shamble up as well, as do the Earth Elementals. The Gladewalker sits in the woods… and then Kenny gets an idea…

The Water Elementals can move, and get their front into the woods. He needs 6 more inches to reach Khulan Kaiju-slayer, but can chain both the Gladewalker Druid and the Intern’s spells to attempt it. The Intern fails his striding Command but the Gladewalker steps in, and then he is able to chain the Surges for 7 success to get into combat. The Water Elementals land the expected 7 damage, but we do fail to move the legendary Slayer, as should probably be expected. This isn’t really delaying things wisely, but Kenny assures me that he’s just setting up for an Insanely Courageous hold and a noble last stand for the splashy elementals…

A long surge charge with large infantry into the Kaiju-slayer.

The Air Elementals shuffle, more wisely maintaining a threat range while staying safe themselves.

Top of Round 2: Team Xogres (Them)

The Spearwardens are both wary of the Air Elementals, with both pivoting, moving, and pivoting again to just get around things and into better future positions.

Khulan holds, with a regiment of Ogre Warriors coming to aid him in the front (cleanly, I think), with the Warriors commanded to be Elite, and a Boomer troop hitting the Water Elementals in the flank, hindered. A rough 16 damage lands, but as-called by Kenny, the Water Elementals are indeed found to be Insane!

..and Kenny called it! The Water Elementals are insane!

The other troop of Boomers move up and out of the field, taking shots into the Zombie Trolls, and land 3 damage. The Matriarch keeps pace, as does the second regiment of Warriors, and Arokamorra.

The Wildfang troop declines to fight. 

On the left, the Wildfangs do opt to be sly, taking their two pivots and tucking in out of arc of the Wights.

Bottom of Round 2: Team Compost (Us)

I was not measuring things carefully, but I am thankfully able to get into casting range of the Wights, who are then able to pivot and be surged into the Wildfangs. Furthermore, the rolls are kind enough, and on 8 damage, we are able to pick the Wildfangs up in one-go, and then spin around for our victorious reform.

The Wights make it in, despite no double-checking of my ranges. Phew!

The Skeletons again shamble out, and are blocking off this zone and third of the board nicely.

The Fire Elementals make a hindered charge into the Boomers, which I am not a big fan of, as they are unlikely to remove them, and don’t, landing just 3 damage, and leaving the Fire Elementals very exposed.

Most of the Elementals are already heavily committed, but not the one you'd most expect...

The patented feast-or-famine “Kenny-Math” is in full effect this turn. Engaged on two facings, the Water Elementals cannot reform, so throw their attacks into Khulan, and struggle against the Def6, landing just 2 more damage, and taking him up to 9 total. Regen, a Heal Command and two Heal Spells take the Water Elementals down to just 6 damage.

Greatly outnumbered, the Elementals struggle to reform.

The Earth Elementals get Strider, and roll up 28 hits into the flank of the Boomers flanking the Water Elementals, but on 2’s this amazingly only translates into 8 damage.

Again the Air Elementals shuffle about.

Top of Round 3: Team Xogres (Them)

The right has seen some daring plays and statistically ridiculous dice, but with almost everything already committed, it all starts to come crashing down for the Elementals this turn.

Spearwardens in the woods are able to connect and charge the yielding Intern Druid, hiding in another woods. They will land 7, break the Intern and overrun into the Gladewalker, who will take 5 damage but ultimately hold.

Just the charges on the right so far... 

The Wildfangs in the field are able to make a Striding charge into the flank of the Earth Elementals, with the Spearwardens from the far right joining in the front.

Three Elementals and the intern all fall this turn.

Khulan halts again, and since the Water Elementals could not reform, the Ogre Warriors are able to wrap-around with a reform of their own on this turn, and get the Elite order again. The Water Elementals will be devastated and routed this time.

The injured Boomers successfully Withdraw, ending up back in the field, with the Matriarch and Ogre Warriors hitting the Fire Elementals in the flank, landing 15 damage and routing them too.

Arokamorra moves up to toss a Snapper into the Zombie Trolls, and lands a damage at range to take them up to 4 damage total.

Bottom of Round 3: Team Compost (Us)

Well…. I am liking my personal position, but with the Elementals essentially gone with what, a Boomer Troop to show for it, I am not liking the outlook for Team Compost anymore.

On the right, the Air Elementals are able to get a clean flank into some Spearwardens, but the dice are not with us, and the Elementals slightly underperform, landing just 7 damage, and it’s too tall an order to best them. We’re hitting in the flank and avoiding Phalanx, but Nerve 17 and Def5 means these are incredibly hard to move.

The Air Elementals go in.

I feel the need to toss the Trolls at something, and pick Arokamorra, as it will not be hindered. She is Ensnaring though, but is also a smidge more likely to be moved with a lower Nerve. The Dice say absolutely not though, and only two damage makes it in, and the hero easily holds. In retrospect, I was wary of having the Revenants piled into, forgetting only two units can hit a facing now. There is definitely an argument to hold the Zombie Trolls back and try to counter-punch here.

The Revenants move up and take the hill with a pivot, and are holding the center zone for me, for now.

Both the Trolls and the Air Elementals bounce.

Zuinok commands the Wights to lose Shambling, and they fly up at the double, looking to help in the center. My warlord then moves as far as he can towards the fights, to try and keep things Inspired.

The Skeleton Spears are holding down the left zone, as-intended, but things are looking grim for Team Compost.

Top of Round 4: Team Xogres (Them)

With Arokamorra holding, the Ogre Warriors are able to flank the Trolls, getting Elite. I’m on 3 damage, the Character will land 4 more, and the Warriors thump 17 more, devastating and routing the Trolls. The Troll’s charge was a long-shot play, but this is scary.

Able to spy my right corner, and with a hot Wild charge, the Wildfang regiment is able to get in against the Revenants, landing 6 damage.

Some Wildfangs make a surprise charge into the Revenants.

The Spearwardens are able to slay the Gladewalker, who did not do anything last turn as I recall, and Spearwardens plus Khulan are able to thump the Air Elementals and rout them, removing the last of the Elementals from the field.

Bottom of Round 4: Team Compost (Us)

The Wights can’t fit or align to get into the Ogre Warriors, so charge the Ensnaring Arokamorra. They underperform slightly as well, landing just 5 damage, and the character holds with a very low Nerve check from me.

The Undead try to hold the line.

Zuinok gives +2 Lifeleech to the Revenants, and hits the Wildfangs with a damage Wither and Perish, but the Revenants underperform as well, landing just 4 damage, taking the Wildfangs to 7 while Lifeleeching down to 3 damage.

We’re on the backfoot, and with everything underperforming in combat this turn, we’re circling the drain.

Top of Round 5: Team Xogres (Them)

The Wights take a charge from the Ogre Warriors, who land 8, Arokamorra lands a nice 4 damage thanks to Slayer, and the Brutal +1 Aura is enough to pick the Wights up without issue.

More charges into the Revenants.

The Weakened Wildfangs land their expected 4 damage, taking the Revenants to 7, but Ogre Warriors with an Elite Command land their expected 7 as well, taking the horde up to 14 damage, but we do hold.

Bottom of Round 5: Team Compost (Us)

Zuinok tries to boost the Lifeleech again, but only gets 1 success for a total of Lifeleech 2. He lands 1 from Wither and Perish into the Wildfangs again, and the Revenants deal their expected 6 to take them up to 14 damage… but the Wildfangs are Insane.

The Revenants hold the line as best they can.

The Undead have been wonderfully tenacious, but it is not enough.

Top of Round 6: Team Xogres (Them)

An injured unit of Spearwardens lingers, holding the right zone.

Boomers now join in with a flank charge against the Revenants, and as is proper, we’ll be brought up to 28 damage before we’re devastated and routed. Team Xogres own the center as well.

The Revenants fall at the top of Round 6.

The speedy Arokamorra has a charge into the Skeleton Spears, and she rolls well, landing 5 damage off her 6 attacks, but we’re still technically holding the left zone.

Bottom of Round 6: Team Compost (Us)

The Spears poke back, landing a few damage into Arokamorra, and I learn she is not Inspiring, and will fall. We cannot escape the Ogre Warriors, so just hold. Zuinok is in range to order a boosted Lifeleech, with two successes, and the Spears end on 3 damage.

The Spears best Arokamorra!

Zuinok halts, and lobs a Fireball up at the insane Wildfangs, rolls well, and lands 5 damage, and we’ll pick the devastated unit up with a shooting attack. If I am in range to Command, I am in range for Whispers in the Utterdark, but I keep thinking it is a 6” range on the ability, and don’t heal up the Spears.

We’re still holding the left zone, and still losing, but I roll up a Round 7 to just exacerbate the loss.

Top of Round 7: Team Xogres (Them)

Guided by the Matriarch commands the nearby Ogre Warriors deftly (slightly) overperform, landing 8 damage into Zuinok, and will pick him up.

The other Ogre Warriors, who are on their own, greatly overperform, landing 13 damage into the Skeletons (8 expected), taking them up to 16 damage since I forgot to heal them. Still, the Spears hold!

Bottom of Round 7: Team Compost (Us)

For fun, we poke back at the Ogres Warriors, I think land a pitiful 1 damage, and that’s the game.

Controlling all three zones, and just about tabling both of us, this is a very strong win for Team Xogres!

Game Conclusions

There was a apparently a few questions thread on the event page that Kenny and I missed. This game we learned that Inspiring Sources can cover your partner's units (assuming no traits are required), so we could be spreading things out a little better. I believe Spells worked too, though I think Commands were verbotten since not everything has Keywords and things are a little messy on that front. The point being, that we could be helping each other a bit more! Oops.

This game was our favorite of the event. Our opponents have been to several of our Northwoods events, but I've never gotten to play them, so it was great to finally play them. It was a very tough game, spirits were high on both sides, and Kenny calling an Insane Courage result was just ridiculous. 

As an army, the Undead continued to hold pretty well, but I lacked the punch to get things done once the Forces of Nature fled the field. Speaking of, I think the Elementals were deployed a bit better here, and we just need to get them multi-charging and supporting each other a little bit more. They keep charging out and dying, and we're not making use of the Heals or Rally on the Druids to help out. With a little more patience, the Elementals look like they could set some clever traps.

A great game again some great dudes. Onto the final game of the day!