Monday, February 9, 2026

4th Edition: Battle #015 Group Game in Loot


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 our lists and such right here. I was elated for our first game as we were against Hari and Jon. I played both last year at the GT, and Jon once since. All the games against these two were tough but incredibly enjoyable, and this was a great way to start the day. Jon was running his army as some Abyssals, with the following:


I was able to pick his brain about the state of the army over the weekend, and he doesn't like the Orders much, nor the core options, which I think is a common take. He's been big on the Berserkers since the revamp a few years back now, and has generally been trying to skimp on Core and Warlords to run those Berserkers, like we see here with two darned Berserker regiments with items, Gargoyles to interdict, and Succubi and Lower Abyssals to loiter and pay the core tax. Leading the group was the Bloody Cardinal, which looks like a great Champion, providing some hitting power and utility with Dread, even if he isn't fighting in combat directly.


Hari is another very strong player, running the ever-popular Ogres this time, with an army I believe started by our own Michael Gonzales and raffled off at the last Northwoods GT. he potent but (somewhat) unreliable Grokakamok was leading the war band, reclassifying the Siege Breakers as Specialists, supported by Boomer troop chaff for core picks. 

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 tilled field and Height 0. 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.

The scenario for the first game was Loot, with three grabbable loot tokens on the center line to fight for and try to pick up. Each token held at the end of the game gives you one point.

Our opponent’s won the roll for sides, and for deployment, we went drop for drop, with a side placing a unit, and then passing the action back to the other side of the table.

View on the right.

Jon had to step away for a work call and would miss deployment and the first few turns. Hari dropped his Ogres pretty centrally and compactly, with Boomers screening the Siege Breakers, and Grokakamok central and protected. He then placed Jon’s army, on the right side, with Lowers (scarecrow guys) and Succubi (hooded figures) screening, the Cardinal central like Grokakamok, and the Berserkers behind. The Gargoyles ended up on the far flank, hoping to steal that token for free.

Kenny had made it out to a demo day, but this was his first “proper” game of 4E, running his own list and such. He was still getting organized, so I traded drop for drop with Hari, claiming our right side of the table. From right to left, we have Skeleton Spears in the woods, Zombie Trolls, Wights behind the hill, Zuinok behind the hill, and Revenants central. My plan was to commit each horde to one of the tokens.

View on the left.

Unfortunately, my list was very wide, and with all of Jon’s Abyssals coming down on my side, we have a bit of 2v1 situation going on… Kenny put the Water Elemental Regiment, Fire Elemental troop and Gladewalker on the far left, with the Earth Elemental regiment, intern Druid central, and Air Elemental Troop behind my Revenants. 

Some pairings were using team names, but I didn’t catch any of them. For the fun of reporting though, Kenny and I will be known as Team Compost, and our opponents here will be Team Implacable, with their sturdy deployments. The opposing side win the roll for turns (go Hari!), and opt to go first. 

Top of Round 1: Team Implacable (Them)

Things move up, cautiously. On the left, Gargoyles move up, but wisely stay out of charge range of the Water Elementals. 

The Gargoyles sneak around on the left.

Centrally, the Ogres keep their formation, with Boomers moving up a bit, one troop being stopped by the obstacle, and the rest of the formation opting to keep in formation, all halting when the first unit needs to stop.

The majority of Team Implacable moves ahead.

Under Hari’s commend, the Abyssals also move in formation. The Berserkers and Succubi are speedy, but let the slower Lower Abyssals set the pace, and they only move up 10 inches. 

Bottom of Round 1: Team Compost (Us)

On the right, the Skeletons shamble ahead, slowed by terrain. The Zombie Trolls end with a corner in the woods, though that should not be possible, as I only have one pivot as a Shambling unit, and started to the left of the woods. My bad, but it is to my overall disadvantage. 

The Undead move up. 

The Wights end up nearby, trying to peak around the hill. I haven’t run the Wights in a while, and forgot I can’t see over the hill. I would assume (it’s been a few days with 7 other intervening games) my illegal move was try to get the Wights more to see, but I could solve that by keeping them back.

Movement from Team Compost, before Surging.

Zuinok and the Revenants inch up, with Zuinok making use of the hill. The Air Elementals pull up, keeping behind the Revenants, and the Earth Elementals and intern Druid stay near.

On the left, the building is splitting the Elemental line, and we have Water Elementals moving up to fight for the token, with Fire Elementals and the Gladewalker around to assist. Unfortunately for us, it is a lot of points tied up out here, and Gargoyles can be hard to pin down. Being his first game and trying to form good initial habits, Kenny issues a Striding Command Order to the Fire Elementals, and then Surges them ahead .

Top of Round 2: Team Implacable (Them)

With the Surge, the Gargoyles can easily hop our line, and will threaten to be a nuisance.

The Gargoyles, swinging around.

Centrally, the Ogres inch up into range, and the Boomers fire into the Revenants, with hot hits, but the armor holds, and only 5 damage lands. One of the Boomers will pick up the central token, and Smoke Bombs will be deployed, marked by a red d6.

The majority of Team Implacable pushes up again.

Trying to force some issues, the Abyssals advance again, with Berserkers grabbing a token. The move forces some tough angles for me. The Wights can see, but can’t fit for any flank charges, so my options are not great next turn.

Bottom of Round 2: Team Compost (Us)

Initially, I make hindered chages with both the Skeletons Spears into the Succubi (ouch!) and Trolls into Lowers, however, before we are done with the movement phase, I realize that I can just move the Trolls out of the woods and then Surge them, avoiding the Hindered charge, so that’s what I do. Unfortunately, the Spears are in the flank of the Lowers and cannot fit, so multi-charges are not really possible.

I opt not to commit the Wights, as with my wide line, I can’t get Wights, and Trolls and Spears all into the fight. We’ll keep the hammer back, and wait a bit longer. They sidestep, allowing Zuinok to get line of sight to the Trolls. 

Some arguably bad charges from the Undead.

The Skeleton Spears are hindered, going from 5’s to 6’s, and the Succubi are Ensnaring. I manage 1 damage, but with the Aegis, the hooded gals will Iron-Resolve that right off, and be ready for a pretty ideal fight. The Zombie Trolls manage their expected 7 damage, but with 8’s twice needed, we can’t budge them.

The Siege Breakers are scary, but with Boomers in front, I think we can force some tough decisions out of Hari and his Ogres. I want to play it slow, moving the Revenants up to threaten a charge into the Boomers, and forcing a decision, while being safe from the Breakers in Melee. 

Being the first “real” game, Kenny wants to fight though, so we try that. I will concede that fighting is more fun! The Earth Elementals charge out into the Boomers on the left, holding the token, but the Striding Order is failed. Only 3 damage lands, and the Boomers hold. Looking at the stats, Elementals are all over the place now, with Earth Elemental Regiments only having 14 attacks now. They are definitely more of an anvil unit.

...and the Gargoyles are in the backfield.

The Revenants take the hill, trying to support the Earth Elemental push. The Air Elementals have Leaper, so should just be around still, but we want to try and get Kenny some Surging experience, so they peel off towards the left, the idea being that with their one Shambling-pivot, they can fly up, pivot, and then be surged into the flank of something. 

On the left, since the Fire Elementals were surged ahead last turn, they can’t reform and be surged to fight Gargoyles now, so they lurch up, getting around the building. The expensive Water Elementals can claim the token, and do, with the Gladewalker sticking nearby to support.

Top of Round 3: Team Implacable (Them)

The Gargoyles fly 10 into the field. I think there is probably a better play here for them, as fliers are now hindered when charging out of terrain, but I think the thinking is just positional, and their role would be to tag and tie down something next round, not necessarily contribute to a fight.

Gargoyles fly into the field.

On 3 damage, the Boomers drop the token, and then attempt to Withdraw. They get it, land atop the Siege Breakers, and pop out behind the sturdy Ogres. The Siege Breakers have a hindered front charge, which they take, landing atop the dropped token to reclaim it, and the other unit of siege Breakers makes a clean flank charge into the isolated Earth Elementals, and this unfolds as one would suspect, with the Earth Elementals routing, though I don’t think they were quite devastated, thanks to Def6. 

The Earth Elementals are sandwiched by Siege Breakers.

Grokakamok makes a charge into the Revenants, but rolls cold, landing just 4 damage thanks to the army of the Revenants. 

Boomers take the hill to shoot down into the Wights, landing 2 damage. Again, the angle is really rough here, and the Boomers are giving the Wights a flank, but I cannot align, and pinched between the Revenants and Trolls, I cannot even fit to make a Surging charge into the front. 

Reforms from the Siege Breakers.

The Lower Abyssals rudely regenerate 4 of their 7 damage, and then crazily land 5 back onto the Trolls, and the Succubi savage 7 into the Skeleton Spears, though both units hold, things continue to go poorly for the Wights, as they cannot reach or align to any unit for any legal charge anywhere against the Abyssals either.

Bottom of Round 3: Team Compost (Us)

The Ensnared Skeletons roll well, landing the expected 3 back onto the Succubi, who will Iron Resolve down to 2. The Succubi are still in a weird spot for me, losing the Lurker upgrade for Wild Charge and Pathfinder is rough, but they did get bumped up to 17 Nerve, which is actually a really nice buff considering the lack of Regeneration and Def3. They might be worthwhile, as a counter to junky core regiments? They hold, and the Skeletons go down to 6 damage.

Zuinok Gives the Zombie Trolls extra Lifeleech, and they thump some more damge onto the Lower Abyssals, taking them up to double-digits, and will get the rout this time around. With two Berserker regiments looming, the Trolls lake no reforms, looking to maintain the tight line.

Only a few victories for Team Compost...

I believe Zuinok tries a Wither and Perish into Grokakamok, which lands, and even deals a damage. The Revenants land just 3 back into Grokakamok, for a Lifeleech 1 to end the round on 8 damage. 

The Air Elementals can get into the injured Boomers, and charge, taking the Boomers from 3 up to 8 damage. Grokakamok is Very Inspiring though, and I believe the Boomers are still under his watchful eye, and most unfortunately, this doesn’t break our way. 

In the center, the intern Druid retreats, and the Fire Elementals enter the field. I can’t remember if any Surge attempts happened here.

A tough situation out on the left.

On the left, the intricacies of tokens trip up the Water Elementals. They are forced to drop the token and then start slowly Shambling back towards the center, while the Gladewalker Druid runs at the double over to pick the token up. We have the token, but it’s cost us a lot of time out here.

Top of Round 4: Team Implacable (Them)

Team Implacable is playing for the narrow win, and is wisely ignoring the left token, and pressing their overwhelming advantages elsewhere.

The Boomers fight the Air Elementals but don’t move them, but simply holding gives out opponents a pretty free hand. 

Charges from Team Implacable.

Siege Breakers with the token make a hindered charge the Revenants, and will contribute 9 damage. The Gargoyles will make a hindered rear-charge, and contribute a  few as well. They are both joining a weakened Grokakamok, whose Blast attacks work better this time, and the Revenants are broken, though also not quite devastated if memory serves.

Other Siege Breakers move to clean up the Air Elementals next turn, as does a unit of Abyssal Berserkers.

Reforms, with the very important Revenants falling.

The Boomers on the hill again shoot the Wights, adding 3 more damage to take them up to a total of 5. It’s not been a good game for the Wights!

Out on the right, Berserkers charge Zombie Trolls, taking them from 2 up to 10, but the hulks hold. Meanwhile, the Succubi are joined by the Cardinal, adding 9 more onto the Spears, who do still hold. We’re still wishy-washy on the Succubi. This is a pretty ideal fight for them, but the Undead hordes are proving their worth with the extra Nerve.

Bottom of Round 4: Team Compost (Us)

Things are dire, but I see an opening to at least try something, and get us some attrition points. The Zombie Trolls withdraw, rolling hot and clear the Wights, opening up a small line to see the rear of some Siege Breakers. We’ll take a rear charge, and break the unit, and spin around to face the oncoming Abyssal Berserkers.

The Wights take a rear charge.

I want to reform with the Spears, but we are all still a bit hazy on how this happens. Initially I think I go to align against my intended target, the Bloody Cardinal, but this is wrong, and we do catch it. Instead, I align to split frontage and overhang as much as possible. In practice, if you are multi-charged, a Reform isn’t going to change much, and while I will shuffle a bit, it is not enough to put my edge in front of the Berserkers to block them up like I was hoping. We don’t have great options here, so the Spears will poke 4 damage onto the Cardinal, which is a slight underperformance, but we’re Skeletons.

Zuinok halts, and tosses a Fireball into the Boomers, but even with Elite, the dice are cold. A meager 2 damage makes it through, and the Boomers laugh it off, and while the Zombie Trolls are within 12”, I forget to heal them with my warlord’s Whispers in the Utterdark rule. 

Elsewhere, the Air Elementals pick up the injured Boomers and reform.

The Fire Elementals should catch a Striding Command, but smack into the tougher Siege Breaker Regiment, which is ready for them. Only 4 damage lands against the Breakers, and they hold. 

The fliers for Team Compost get some routs, but it seems a little too late to matter.

On the left, the Water Elementals continue a slow shamble towards the center of the field, but are just now making their way into the center third of the board… The Gladewarlker Druid is lugging a token, and should be Surging them if they can, but it’s not making a difference enough to be mentioned in my notes.

Top of Round 5: Team Implacable (Them)

We managed a fun rear charged, but at the cost of everything. The 2v1 is claims the remainder of the Undead units this round. The Cardinal Lands 2 and the Succubi another handful onto the Skeleton Spears, who are devastated and routed at last. They fell, but didn’t have a great match-up and still did fine. The Cardinal will sidestep for 3, and the Succubi will change facing in victory.

I wasn’t able to block them up, so some Berserkers charge my withdrawing Zombie Trolls and pick them up too, and then victoriously spin around.

Boomers charge Zuinok, landing 2 damage, but my warlord holds.

In victory over the Revenants, Grokakamok changed facing, and can just spy the front edge of the victorious Wights. He’ll hit their flank, though only land 7 damage, and the Berserkers will also roll well, landing 9, which is enough to pop them.

More and more victories for Team Implacable.

The Siege Breakers get Elite, which I think has happened repeatedly this battle, which is unfortunately an illegal order, since they lack the Tribal Warrior Trait. They pick up the Fire Elementals, and will turn to face the Air Elementals in the backfield. 

The Gargoyles will stay outside the charge range of the Water Elementals, and I think the splashy unit is also just out of range of the Siege Breakers, unfortunately. It’s been a rough game for inches and positioning for us.

Bottom of Round 5: Team Compost (Us)

The Undead lasted decently despite the 2v1, but I am down to just Zuinok now. I defer to my opponents. Disordered is not a thing anymore, but I still need to obey casting rules. I cannot cast Fireball, but what about Wither and Perish? Being a close-combat spell, they think I can, so I do, landing 1 damage onto the unit Zuinok is fighting, taking them to 3, and his hits in the melee, taking them up to 4 damage, but despite the heroics, we do not claim the unit.

Team Compost is stalling out.

Additionally, I think we got this wrong. Rereading the rules, I think being engaged against a unit beats the other exceptions, and I should not be able to cast the spell.

The Air Elementals charge the weaker Berserkers, land 6 damage, and fail to remove the unit.

The Water Elementals have no charge, so continue Shambling ahead, finally nearing the center of the board.

The Gladewalker and the Intern don’t do much here.

Top of Round 6: Team Implacable (Them)

Gargoyles sly up to delay the Water Elementals even more, and Siege Breakers set up to finish them off in a Round 7. 

Grokakamok makes a hindered charge into the Intern Druid, landing 4 damage in the front, but the Intern holds.

Zuinok Falls, with the Air Elementals following soon.

Berserkers make a multi-charge into the Air Elementals, take them up to a staggering 25 damage, and will pick them up. 

Bottom of Round 6: Team Compost (Us)

I believe the Water Elementals do charge the Gargoyles and will pick them up, and the Gladewalker does hold a token for us, but that’s it for moves.

Berserkers and Siege Breakers hold the other two tokens, securing the win for our opponents, and with the Undead portion entirely tabled and the Elementals mostly scattered, it is a strong win for Team Implacable!

Game Conclusions

First steps in anything is always a little rough, and Kenny's first "real" game of 4E here was no exception! I enjoyed it though, and think he and I learned a lot. 

Deployment definitely did us in here. The Undead mostly going 2v1 while the a little over half the Forces of Nature were durdling out on the left and the other half solo-charging Siege Breakers didn't  really help our cause. The Elementals are neat, and I really like that they are mixing up unit profiles more and more with them, but they really need to be operating closer together.

For the Undead, I evidently didn't deploy very wisely, and struggled to make use of the Wights. I figured deploying them more centrally might be a good call, in order to aid my ally, but I think with our abundance of Shambling, they need to be on the flank, with Skeletons, and then have the Revenants more central. I think the aim should be to hold in the center and start constricting and pushing in with the Wights. Still, against some tough odds, the Undead were holding on, and that felt good.

As-anticipated, most of the pairings at the event were pre-picked, and looked to be very strong, with nice, complimentary lists. While Jon and Hari's lists didn't have any synergies with traits or anything, they approached things in a similar manner, and tough but enjoyable first game. Thanks, gents!

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