I was trying to have a do nothing weekend, but could not refuse an invitation from Trevor of Data and Dice for some games. For our rematch, Trevor continued to explore the Northern Alliance:
This is a return to a similar list from a few games ago, which he liked much better. We have Serakina, an Ice Queen, and a Thegn on Frostfang to lead things. A horde of Naiads, a regiment of Dwarf Warriors, two of Human Tribesmen, and two of the terrific Hearthguard to hold the line and brawl. The Ice Elementals are still around for shard flinging and a nod to combined arms, and lastly we have a Cavern Dweller to tear through enemy lines.
II continued with the Herd, dropping the Surge and Greater Air Elementals and swapping in a duo of Tree Herders, which I felt should do a comparable job of instigating and deterring for my list, while also being more independent and durable. We'll see! Up to evaluate is everything:
- Chieftain. Chieftain. I need the Chieftain to get my Guardian Brutes, so he’s a must-have for this tournament endeavor. He’s on foot but… honestly, has been doing ok for himself, with a wild 8 attacks that if they can hit, are usually wounding things on 2’s with his CS2 TC1 combo. The Wild Charge has been ok too, though more as a cushion, making it easier to get in, than as a playmaker, getting me into places I normally couldn’t. We’re adding the Torc for the extra range, as that seems like a decent item for the Warlord.
- Druid with BC. I want three sources of inspiring for the tournament, and we’ll peeling her back a bit and going bare-bones with just Bane Chant. The Druid Rallies Elementals which won’t help here, but having a spell still seems like a better fit for me than the Songweaver, as the Longhorns are Rallying the Herd already. The Songweaver looks great for supporting throngs of Warriors, but just isn’t working with my build here.
- Centaur Chieftain with Banner of Command. We’re continuing on with the trio, and giving the Centaur the Banner, putting him up to three command dice – on par with a warlord. The army has some good orders, with the heal caring about the number of successes, so hopefully the additional die lets me hit those orders more consistently.
- Longhorns. I really like their look and am excited to see the fighty version of the unit return to the roster! Pathfinder doesn’t work with charges anymore though, so we’ll need to be more careful with positioning, but they do seem like a nice unit to cave their way through mid-tier units, like your basic 4+ humans.
- Critters. Forces of Nature have lost both Harpies and Gur Panthers, and it sucks. I am not super speedy with this list, so I do need chaff, and unfortunately all we have are Critters. Thankfully, they got a decent points decrease, but are still just Speed 6 and a little hard to use. But use them I must, so we’ll do our best and see what we can learn.
- Guardian Brutes. They survived the edition shift. I liked throwing 30 dice at a problem, but unfortunately, they are no longer Berserkers. Fortunately they are more elite, with Def5, and CS2 TC1, making them pretty nice hammers, even if they are impacted by the changes to the number of attacks most Large Infantry get.
- Tree Herders. We swapped out GAEs for Herders, which felt like a much better idea to me. While not as speedy, Def6 can be hard to deal with. While Scout moves have shrunk, this should still let them get in front of my line to block and instigate, and they should be able to take a hit for me. Their Def6 plays nicely with the Heal command order, and their Radiance of Life should pay dividends among a list that wants to brawl. Lastly, they have conditional Inspiring, which thankfully works for themselves, since they have the Verdant Trait too. Inspiring coverage has always been hard for the Herd, since so little was Very Inspiring before, and coverage seems much harder to get nowadays with the increase to the cost of heroes. Having these inspire themselves takes some of the pressure off the other Herd heroes, which felt really good. The Herders have a lot going for them, and should slot in nicely with the rest of the list, but we’ll see how they actually do!
Table and Terrain
For the rematch we reset Trevor’s app, and got a new terrain arrangement and scenario. Again we made use of my cheat sheet for terrain, but again, little changed practically in the game. Woods and Buildings were Height 8. We played the Hills at Height 3, the obstacles at Height 1, and the pond and rocks as Height 0, though it looks like it is suggested to treat the rocks as Height 1.
We got a few bluff scenarios, and rejected them, going with the more simple Dominate to wrap up the day. A bit oddly, the scenario doesn’t reference the new unit center point for scoring, requiring the still somewhat vague “majority of their footprint” within the zone to score. Thankfully, our play mat has the center zone detailed, so this should be a bit easier for us.
| The Northern Alliance is poised to overwhelm the center. |
For deployment, the Northern Alliance committed pretty hard to the center. Out on the far left we have a unit of Pathfinding Snow Foxes alone, then the bulk of their line, with a line of Tribesmen, Thegn on Frostfang, more Tribesmen, both Ice Elementals, and Serakina looking right at the center, with Hearthguard backing up the Thegn.
Continuing, we have the Naiad horde, Ice Queen and Cavern Dweller on the lin,e with Hearthguard supporting the Naiads and Dwarfs supporting the Dweller. A building anchored the right flank, and the final unit of Snow Foxes were coming in from the far right.
I am the Herd, and lacking hordes, didn’t want to blitz into the center to grind. Expecting the Ice Elementals more central, and seeing them come down pretty early only reinforces this aversion for me, and I opt to deploy out on the wings, and hope to pincer my way into the center in the late game.
| The Herd on the Left. |
The left got a little crowded, and ended up with Brutes, two units of Longhorns, screening Critters, the Chieftain, a Tree Herder, a second unit of Brutes, and the Druid. Most of the time, I try not to put like units next to each other, but it’s ok here. The Longhorns are maxed out at the regimental size, and will rally each other, so while spreading units around is still my style, this’s isn’t that bad.
| The Herd on the right. |
The right was a little sparse. With the building, and even split of my forces didn’t seem possible, and it also seemed like a good idea to overload one wing for it have good chances to break through. So on the right we had a pretty contained battle group with a Tree Herder, Longhorns, the quicker Centaur Chieftain, Brutes, and two units of Critters in reserve, and almost everything was at an angle, ready to push up and fight between those two buildings.
The Foxes were the last drops from my opponent, saved to try and slow my down, and I think this was wise. Overall, I’m happy with my deployment though.
| Scout moves, eventually, with both Tree Herders moving up their maximum. |
We clashed several times for determining the turn order. I eventually won, but only then remembered my scout moves. With scouting less crazy, my opponent graciously let me scout and then kick things off for us, and both Herders sauntered up their maximum 6 inches.
Top of Round 1: Herd
I want to pincer things, but the Foxes are making that a little difficult. On the left, Guardian Brutes move ahead at the double, facing dead-ahead, and baiting a delaying charge from the Foxes. I probably should be pivoting, but do not.
| Herd on the left, stretched a bit by the Foxes. |
The Longhorns both move ahead and pivot, out of range of both the Foxes and the Thegn on the hill.
The Tree Herder moves ahead, but also stays out of range of the Thegn. I probably should be baiting a charge here too, as I could arrange it that Thegn is the only thing that reach, and I don't think my opponent would take this. It would be helpful to squeeze a few more inches of threat out whenever possible.
The Critters and the Brutes are in the woods, supported by the Chieftain and Druid. With nothing injured or charging, the commanders are not issuing any orders just yet.
| Herd on the right, also a little delayed. |
On the right, the Tree Herded advances, wary of the Cavern Dweller. The Longhorns and Centaur Chief move up, but both stay out of range of the Foxes. The Brutes get their front facing on the hill to see things, but are safe from the Foxes as well, as I don't want to get tagged by them and be forced to worry about the Cavern Dweller just yet. Both Critters hang back, ready to run up and fight the chaff war.
Bottom of Round 1: Northern Alliance
On the right, the Foxes hold. They don't have charges here, so opt to wait for potential flank charges. The Cavern Dweller inches backwards, as does the Ice Queen, allowing the Dwarfs to hop ahead, while the Naiads enter the woods. Only the Tree Herder (and the Centaur Chief) have the inches to charge anything next turn, and my opponent sets up the Hearthguard to punish me if I do try to charge anything.
| Positioning on the right. |
From the middle Serakina tries a Lightning Bolt into the Guardian Brutes in the woods, landing 1 damage. The Ice Elementals from the center start pivoting and shuffling out towards my left, which is a little scarier.
| Positioning on the left from the Northern Alliance. |
Hearthguard take the hill, ready to avenge, while Human Tribesmen and the Thegn on Frostfang inch up.
Top of Round 2: Herd
On the left, the Brutes move up, into the terrain, but keep the Foxes in front arc. The nearby Longhorns move up, and pivot, putting the Foxes into their flank, but there isn't space for the Foxes to get in. The Chieftain moves up, ready to assist, but doesn't charge anything.
| Fighting on the left. |
The other Longhorns and the Tree Herder charge the outer unit of Tribesmen, looking to start collapsing the line. The Druid will land a Bane Chant onto the Longhorns, who will deal 9, and the Herder contributes 5, and we will pick the Tribesmen up. It's all sketchy here, so in victory, we just hold, as the Herder is out of arc of the other Tribesmen unit, and I don't want to risk giving up any flanks.
In the woods, the Brutes and Druid and Critters all inch up, out from the Ice Elementals, but looking to charge out if they get too close next turn.
| The Critters brace out on the right. |
On the right, the Critters move up, ready to die. One unit hops ahead, blocking for the Tree Herder and Longhorns, since the neither Dwarfs nor the Cavern Dweller can get past them.
The Centaur Chief stays central, and the other unit of Critters hops ahead, blocking for the Guardian Brutes.
Bottom of Round 2: Northern Alliance
On the right, Foxes charge out in to Critters, to square up and determine which is cuter. The Foxes snarl and bite for 2 damage, but the Critters flap around and hold.
| Charges from the Northern Alliance. |
After some consideration, the Dwarfs and Naiads go into the other unit of Critters. The Naiads will be ordered to become vicious, and the duo will devastate and rout the Critters. The Hearthguard and Cavern Dweller remain behind, menacingly. In victory, the Dwarfs will overrun for 6, stopping as the bump the Longhorns, and the Naiads will change facing, offering a front for the Tree Herder, but threatening him with Hearthguard and a flank from the Cavern Dweller.
| And reforms from the Northern Alliance. |
Centrally, the Ice Elementals shuffle around and fling shards. One tosses into the Tree Herder and spikes the dice for a ridiculous 6 damage, and the other flings into the Critters in cover, landing 4, and wavering them, which is unfortunate, as I wanted them charging out and delaying stuff next turn.
| The Herd take some hits. |
Also unfortunate for me, is not remembering Wild Charge. The Brutes in the woods are just in against the Tribesmen, who will charge out. They are hindered, but don't care, thumping a strong 5 damage onto the Brutes and tying them up.
| Aftermath of Round 2. We're off to a bloody start! |
The Thegn and Hearthguard charge some Longhorns. The Thegn goes 5/5 and the Hearthguard contribute 13. I'm Rallied and Inspired, but will indeed break here.
The Foxes out here want to gum things up, and after some discussion, I suggest they just get even with the Thegn's frontage. Both the Brutes and Longhorns are in his flank, but can't get past the Foxes. My opponent likes this suggestion, and holds the line nicely.
Top of Round 3: Herd
On the left, things are looking ugly, and my brain is melting. While multi-charging was the go-to in the previous edition, with sticky combats, solo charges and pinning things down definitely seem to have a place. I think I have the math on my side here, and seek to test that theory.
| Fights for the Herd, with some solo combats. |
The Brutes make a hindered flank charge into the Foxes. I don't think it is worth it to cast the order, and am proven right, with the Brutes easily prevailing. They will victoriously pivot, threatening to charge around the Thegn next turn.
The Chieftain charges the Thegn. I have more attacks and a small heal from the Herder, and thing I can just pin him down for now. The Chiftain is on 3's and 2's with 8 attacks, but the dice flub, with only 2 damage making it in to start.
| Just one victory so far, and one reform from the Brutes on the left. |
The Chieftain heals the Tree Herder for 2 with the command, and the Herder's Radiance of Life picks up another point of damage, taking him down to 3, as he charges the Hearthguard. Just 4 damage lands, and the Hearthguard are found to be insane.
The big-brained play from me is running Longhorns up. I am vulnerable to shooting, but this will occupy the Ice Elementals for a turn, I think.
The wavering Critters unfortunately do nothing. The Druid command heals the Brutes for 2, and then sticks a Bane Chant on them as they fight back against the Tribesmen. A total of 9 damage lands, and I have Brutal, but a measly 4 on the check keeps the uninspired unit around.
| Chargers on the right. |
Out on the right, I don't want to get flanked by the Cavern Dweller. The Tree Herder pivots and moves and pivots, to get out of arc of the Naiads, threatening their flank in turn.
After some discussion, we agree that the Brutes should be able to get in against the Dwarfs, and so the Herd piles in with Longhorns in front and Brutes in the flank. The Longhorns have a clean charge but flub, landing just 5 damage, but the Brutes are able to deal 14 on their own, and we are able to devastate the rout the unit.
| Besting the Dwarf Warriors and Snow Foxes, the Herd reform on the right. |
The Centaur Chief gets out of the way to let this all happen, and heals the Critters for 2, as they peck 5 damage onto the Foxes, best them, and then reform to face the Northern Alliance.
The Critters turn to face the center, and the Brutes and Longhorns try to form a concave line for mutual protection.
Bottom of Round 3: Northern Alliance
On the right, my opponent opts to be a bit greedy, hoping for a little luck and a quick victory out here, so he can turn to play the scenario. The Naiads make a hindered charge into the Longhorns, and are joined by the Cavern Dweller. Then the Hearthguard make a charge into the Guardian Brutes, and catch a Bane Chant from the nearby Ice Queen, though her vicious command will fail.
Wounding on 2's the Hearthguard will thump 13 damage into the Brutes. They are Rallied and Inspired, but crushed, and the Hearthguard will reform.
| Some good, some bad for the Northern Alliance. |
The Cavern Dweller and hindered Naiads fail to punch through the Longhorns though, only dealing 6 damage, and leaving the Naiads rather exposed.
More centrally, the Ice Elementals will shoot into the upstart Longhorns. One halts and one moves and they'll land a stunning 15 damage, but still can only waver the Longhorns. Serakina needs a Surge 2 to connect with one of the Elementals, and just manages to get it thanks to cold dice but a lot of reroll rules. The Elementals will savage the Longhorns.
| The Ice Elementals claim the second unit of Longhorns on the left. We're down to "just" Brutes! |
The Tribesmen cool off, and will land 3 damage into the Brutes in the woods, taking them up to 6 damage, but the Brutes are Rallied and Inspired and will hold.
The Hearthguard are ordered to be Vicious by Serakina, and roll well, landing 7 new damage onto the Def6 Tree Herder, and taking him up to 10, but the Herder holds.
The Thegn rolls well too, thumping 4 damage into the Herd Chieftain, who holds despite a hot initial roll on the check.
Top of Round 4: Herd
On the left, my faith is still in the sticky solo combats. The Chieftain fights back against the Thegn, landing 6 to take him to 8 damage, but the Thegn holds. I'm winning this race, and think I've got the Thegn on the ropes.
The Guardian Brutes make a hindered charge into the Hearthguard, looking to remove the scary unit pinned down by the Tree Herder. Radiance of Life heals the Herder (down to 9), Chieftain (down to 3) and Critters (down the 3), and a command order from the Chieftain will then get the Herder back down to 6 damage.
| Charges from the Herd. |
The Hearthguard are devastated and routed, as is proper. The Brutes overrun for just 1, while the Tree Herder changes facing, to see the Ice Elementals.
With the delaying charge, the Critters manage to land 1 into the Ice Elementals, though they don't care.
The Guardian Brutes are healed for 1 by the Druid's command, and then knock out the Tribesmen, victoriously overrunning for 2, and are still stuck in the woods.
| And the Herd breaks through! |
On the right, the Longhorns halt, reading to fight the Ensnaring Naiads, as a Def5, Lifeleech 3 Cavern Dweller doesn't seem wise. Having failed to break through, the Naiads are in danger, and flanked by the Tree Herder. The Longhorns are healed for 1 at the command of the Centaur Chief, and for another 1 from the radiance of the Tree Herder.
| Fighting on the right. |
The Longhorns are still engaged by the Cavern Dweller so cannot reform, and the Tree Herder overruns. As the die left my hand I regretted this, as any success will bring my front facing out of the woods. I should be holding here.
The Centaur Chief is safe, and he hops around. With the scenario being Dominate, I hope to use him to delay here, since the fights are going good elsewhere.
| And the Naiads fall. |
I opt to not charge the Hearthguard with the Critters, looking to use them to delay things next turn. In retrospect this is a mistake as it lets the Hearthguard fight whatever they want. If I could keep the Dweller and Longhorn fight more solo next, I can probably tank another turn here.
Bottom of Round 4: Northern Alliance
On the right, I miss the picture, the Critters fall victim to the classic late-game blunder of a rather expendable spellcaster. The Ice Queen charges the Critters, but misses with her staff. Still, my chaff is engaged. Yielding is weirdly worded, but we're reading the combat as still being sticky, so I can't do much now.
The Dwellers and Hearthguard go into the injured Longhorns. The Dweller land 6, and the Hearthguard deliver another strong 13 to pick the unit up. Both will turn to face the Tree Herder.
On the left, at Serakina's command, the air freezes around one of the Ice Elementals, catching the Herder and Brutes and slowing them down, hopefully delaying the push into the center. Both Elementals will collapse into the delaying Critters, with one hitting them in the flank, and the Critters will fall. In victory they'll both reform to face the incoming Herd, seeking to delay me more.
Serakina just has the inches and will make the sacrifice play, charging the Guardian Brutes in the woods to delay them again.
| Aftermath of Round 4. |
The Then slams 3 more damage onto the Chieftain, taking him up to 6, and despite some hot dice, I am just shy of routing on the second check. My poor heart!
Top of Round 5: Herd
On the left, the Chieftain lands 4 more damage, taking the Thegn to 11, delivering a killing blow, and then victoriously changing facing to spy the Ice Elementals and the middle.
| More solo combats for the Herd. Risky in the late game. |
I'm being boxed out by the Ice Elementals and Serakina, but have two turns, and just hope it is enough, and I again opt for solo charges, as this at least get the Herder into the center zone. The Brutes deal 9 and have Brutal, but their regiment Holds. The Herder lands just 5, but is scoring, and its unit holds. The Brutes fighting Serakina are Ensnared, but land 7 damage, and roll up a 4 when it is time to test. Hopefully Round 6 comes through for me.
The Chieftain's order heals the Tree Herder for 1, as does the Druids order to the Brutes.
| The Tree Herder fights, trying to delay the remaining Northern Alliance on the right. |
On the right, things are looking dicey, and the Tree Herder is outnumbered now, and my mistake with the Critters fully realized. I don't have options, and need to delay, and can only charge the Hearthguard, but will only deal 4 damage. Meanwhile, the Critters are Ensnared, but peck 2 into the Ice Queen.
Bottom of Round 5: Northern Alliance
Both armies are trying to fight their way back to the middle. On the right, the Hearthguard reform as they fight, allowing the Cavern Dweller to join in. The Dweller does 4, but the Hearthguard land 14 damage, and the Herder will be felled. Overruns are both strong with 4 inches, with both of them barely being out of the middle.
| The Tree Herder is charged, and will be felled. |
The Ice Queen swings and misses against the Critters.
On the left, Serakina also swings and misses against the Brutes.
The Ice Elementals land 3 into the Tree Herder, and 2 into the Brutes, but both Herd units hold firm.
| The Ice Elementals continue fighting, adding a little damage on the left. |
Racing towards the center, the Northern Alliance have an Ice Elemental regiment scoring, as well as the Warlord Serakina, for a total of 4. The Herd have the Tree Herder for 2, a Druid for 1, and Centaur Chief for another 1, also making 4.
Top of Round 6: Herd
On the left, the fights continue. The Brutes devastate and the rout the Ice Elementals. In victory, they overrun, but can't quite get in.
| Continuing fights. |
The Tree Herder reforms, and the Chieftain charges in against the second unit of Ice Elementals, and we'll take the unit 16 damage and get the rout. Both will overrun into the center.
The Brutes fighting Serakina will pick her up on the second attempt, and overrun into the middle to score.
| Very timely breakthroughs from the Herd! |
In the center, the Centaur Chief utilized his speed and Pathfinder, and runs up but stops just short of the Hearthguard, trying to prevent them from reaching the middle. They'll need to make a hindered charge and then overrun to get in.
On the right, the Critters will claw another 1 into the Ice Queen, but she'll hold.
At the top of 6, the Herd swing things their way with the Chieftain (2), Centaur Chief (1), Tree Herder (2), Brutes (2), and Druid (1), for 8 Unit Strength within the circle, and another unit of Brutes on the way, if this does got to Round 7.
Bottom of Round 6: Northern Alliance
The Hearthguard and Cavern Dweller make hindered charges into the Centaur Chief, but will take him to double digits of damage, and break him. Both get great overruns of 4”, and are both scoring, making this Herd 8, Alliance 4.
| A coordinated multi-charge from what is left of the Northern Alliance. |
We do roll up a Round 7, but it is getting close to dinner time. My opponent is measuring, wondering if Round 7 even helps him. Things are looking good for the Herd.
| And a strong and synchronous overrun at the bottom of Round 6! |
I have a unit strength advantage going into 7, and can bring another unit of Brutes in too. With shorter change ranges from the Alliance, I can actually back up a bit, and deny charges and just win. I also have some charges into the Alliance, to potentially remove some unit strength and increase the scoring disparity. Even if I fail, and he picks them up in the Bottom of Round 7, I'd still be winning. Instead of playing things out, we just call it.
A victory to the Herd!
Game Conclusions
This scenario hasn't really changed, so I think I had a good plan going into the game, and was playing to the strengths of my army and list. There are plenty of areas to improve on in my play, but overall, things went to plan, and I was able to come away with the win.
I think the biggest thing to focus on here were charges. On the left,, I had a few solo charges, just looking to pin down units, which worked, allowing flankers to come in later, and help me break through the line. On the right, in Round 4 I declined to do something similar with the Critters into the flank of the Hearthguard, but I definitely should have, as that probably would have let me win that whole flank as well. With sticky combats, delaying charges have proved to be really strong these last couple of games. Having good chaff, or extra units around is super handy this edition, as you have some extra tools to force trades and control the tempo. The new edition is different, but some very fun and tactical games so far!
Testing Conclusions
- Chieftain. I'm pleasantly surprised, but the foot character is definitely earning his keep. With sticky combats, I am becoming a big fan of delaying charges in the new edition, and he does these rather well, with good offense, Def5, and Inspiring.
- Druid with BC. Bare-bones she did fine. With heroes being more rare, I probably want to give her a little more to do though, likely a second spell or something.
- Centaur Chieftain with Banner of Command. The speed was great, and the Banner did ok for me. He’s not a combat character, but is doing ok anyways.
- Longhorns. They weren’t used the best, and none survived the game, but they still did just fine here. I still much prefer their 20-attack profile, and am very glad it’s back.
- Critters. I’m using them ok. Layering up and protecting chaff was important previously, but with less shooting around, generally just having them on the line seem ok, especially since these are the same speed as the rest of the list. There is plenty left to learn and improve on with them though! I should have charged them out on the right when I had the chance, as a sticky combat would have prevented a multi-charge into the Longhorns, and probably won me that flank. A list still needs chaff this edition!
- Guardian Brutes. These are doing really well for me. Having fewer attacks is noticeable, and I miss the berserker form, but being able to punch through most armor on a clean charge feels really good, and having usable units with Def5 as the Herd is a welcome change!
- Tree Herders. I think I think I chose their engagements well, that is, not front-charging the tar-pit Naiads and getting flanked by the Cavern Dweller! I think the Herders worked well alongside the rest of the list! I’m locking them in now.
With the Herd models remaining and on-hand, I had three general paths to explore for my tournament build. The first was Forest Shamblers as supplementary Core, which was abandoned after a FoN test game in Battle 005. Greater Air Elementals were tested immediately previously in Battle 007, and did well, but I think the Herder approach is going to do better here. The essentials of the list are taking shape, and is largely this list here. I want to try and tweak the heroes, and might have to demote one regiment of Longhorns to continue to explore things, but I’m feeling good with my approach so far.
It's always a great time rolling dice and escaping a bit to just stress about miniatures and tactics over everything else going on in the world right now. A very big thank you to Trevor for hosting, and for fitting these games in!
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