Monday, February 16, 2026

4th Edition: Battle #021 FoN (Herd) vs Abyssals in Stockpile


Intro and Lists

Going into Game 4, we were somehow back near the top tables, and started the new day out in a silly 5th place against a familiar face. We were up against Jon and his Forces of the Abyss!

Jon has a wonderfully painted army with a creepy farm theme. They were Ogres last year, but embracing the minis-agnostic part of the game, he was running the same models as before, but they are now Forces of the Abyss. This is one of my armies, and I got to chat with him about the state of the army at the doubles game, at dinner, and again here. Essentially he doesn't like the Core options all that much, and feels they are a genuine tax to do what he want to be doing. His list is very unusual with only one source of Inspiring in the Bloody Cardinal, and no other real spellcasting, ranged, or buttressing units. We have two Succubi and two Lower Abyssal Regiments to take up space, four Gargoyles for positional play and chaff duties, three kitted Bersserker regiments, one Horsemen Regiment with the Boots (a trend I've been predicting but not seeing much yet) and one unit of Molochs. Of most interest to me personally were the additional Gargoyles, as there were a unit I identified wanting 1-2 more copies of in my own Abyssal ideas. They seem strong with the new movement rules, as so many other fliers have lost a little speed.


I had the Herd, and you can read more about my thinking here.

Going into the game, I was a little wary. While more manageable than their previous incarnations, the newer, fairer Berserkers are still very strong, and still outrange me by a few inches while keeping all 30 of their attacks. With no real Inspiring across from me, one good check is all I'd probably need most of the time, but I knew I'd need to close and find some quick, decisive fights, or be picked apart bit by bit by my opponent's longer charge ranges.

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 were actual sticks as Height 2, but just for cover purposes. Being a Northwoods event we had an extra hill or forest, getting the former in this case. It looks like we're missing a flat piece of terrain here, unless it is under my notes or something.

At some previous Northwoods events, we had used a nifty veto and pick system for scenarios here, but that was tossed this time. If players were playing different scenarios, scoring needed to distill things down to just Win / Loss / Draw, and led to a lot of ties, even with a separate attrition score. This time, we were using the Mantic Companion, the most okayest tournament program, and all playing the same scenario, which was revealed as the match-ups were announced.

Overview of the table, and tokens.

For Game 4, we have Stockpile. It is a Loot-token Scenario, and we have a central stack of 3 Loot Tokens, and then two additional stacks of 2 tokens that we place, all on the center line. A unit can grab one token a turn from a pile, but if multiple units are touching a pile, each unit can grab one. Each Loot Token is worth 1 point at the end of the game.


Jon wins the roll for sides, and chooses to commit very hard to the left, with a lot of angled units. In the far left, we have angled Berserkers with the Blessing, and some Lower Abyssals, screened by some Gargoyles. On the other side of the building, we have more screening Gargoyles with angled Abyssal Horsemen with the boots. The center has angled Lower Abyssals, eying the central pile, with Berserkers and the Brew of Sharpness behind. We then have a stack of two Gargoyles and the Berserkers with the Brew of Strength, then both Succubi regiments, the Cardinal, and Molochs in reserve.

Overview of deployment.

If it is not apparent, we are on the infamous phallus map! Which I am not liking here. I can't really make use of the left with the big building and obstacles, line of sight is problematic in the center, and I have obstacles on my right too. I do not have a good idea of what I want to do here. Ultimately, I want to aim for some token (heh) resistance on the left, and to try and play harder for the center and right.

The Herd has Tribal Warriors and Guardian Brutes on the line, with two units of Critters and the Unicorn Druid and the Shroud of the Saint supporting. A Tree Herder is on the line, starting down the central stack. We have Longhorns, then the Chieftain, then Brutes and more Longhorns on the line. A Tree Herder ends up on the obstacle in order to Scout up and avoid it, and we have Brutes, the Druid with the Banner, and some Critters on the far right.

Scout moves!

The Tree Herders scout up, and then I win the roll for turn order, and gladly take it. I’m still not sure what I want to do here, but we’ll grab some early ground at least!

Top of Round 1: Herd

On the left, the Warriors and Brutes move up, but should be safe from the Gargoyles. The Tree Herder moves up, seeing over the hill but is tucked in and protected.

The double balls forest really starts tripping me up. I can safely get into the closer one but not the further one, as the Berserkers outrange me, and if I pivot at all, the Succubi could get into me as well. I opt to hold in the closer woods, and the Chieftain hangs back as well.

Movement from the Herd.

On the right, Longhorns run up and touch a pile but don’t do anything, and are supported by the Druid. The Tree Herder Presses on, eyeing the flank of the Succubi, and the Guardian Brutes move up to offer support, with Critters in-tow.

Bottom of Round 1: Abyssals

There’s a while lotta measuring going on. We had agreed that the ball forests were two separate terrain pieces, and since there was a gap between the two hills while we were setting up, agreed to play there here, making it harder to hide for both of us.


About 10 minutes were spent planning out some very aggressive moves, before my opponent things better of it, walks it all back, and largely just shuffles to the left with everything.

Everything stays out of my maximum 13” charge range, since the Chieftain is nice and central and could support a push anywhere.

Top of Round 2: Herd

I am still floundering. I guess we continue pushing up? We want to try respect the charge ranges of the Berserkers and Horsemen, and they are all in the second line, so that makes it a little easier. I don’t think there is anything we can really do about the Gargoyles though, especially with four troops of them. The plan is to keep the Critters safe, and if Gargoyles come in with aggressive delaying charges, hopefully the Critters can fly up and over to get into some blocking positions themselves.

On the left, the Tribesman and Guardian Brutes just present front facings to the Gargoyles, with the Critters back a bit, and come to think of it, the Critters on the left might be chargeable. I do not recall.

Inching ahead again.

The Tree Herder hops atop the hill, and pivots, to get his edge even with the Longhorns, to prevent any flank charges into them. From the hill, I’m hoping we can pressure things.

The Chieftain and Guardian Brutes are able to dip corners into the further forest, now seeing out and threatening.

On the right, the Longhorns, Guardian Brutes and Tree Herder all stay safe, just out from the Succubi and Molochs, and well out from the reserve Berserkers. The reserve Berserkers make things really hard, for me, as they pretty far, and I am not comfortable with how far up I need to go with the Herder to get just a charge from the Molochs, who I am already scared of. The Druid pulls behind the Longhorns, and with both ending atop the pile, both grab a token. Had the Longhorns picked one up last turn, they could have dropped it this turn so the Druid has two tokens… that’ll be the plan next turn.

With no Gargoyles on the right, the Gritters move up with everything else, ready to flap up so we can try and push with some mitigation next round.

Bottom of Round 2: Abyssals

Most of the Abyssals continue to retreat, and my opponent is trying to whirlpool me again, making use of his greater speed.

While examining stuff, the central hills are bumped. They are cheap Styrofoam, and bowing a bit… the Tree Herder and Longhorns are both knocked over, with the Herder taking a full tumble. Setting back up, I am apparently a bit imprecise, and leave a millimeter edge for Gargoyles to hit Longhorns in the flank, as other Gargoyles hit the Herder in the flank.

Some Gargoyles charge, but the Abyssals are still holding back a bit.

This is frustrating, with small connection points and both units having been physically knocked out of their starting positions for the turn. I didn’t vocalize the situation here on my turn, and it was my bad for not getting it right when setting it all back up, but this is irksome. The Herder takes 1 and the Longhorns 6, but both hold. It’s definitely not the end of the world, and honestly, getting two Gargoyles for "free" is probably good for me. The hill is definitely a pain though, and we move two of the tokens out into the woods, so they stop falling over.

As mentioned, most of the Abyssals are still shuffling out towards the left, and trying to delay things. Abysasl Berserkers are slowly waking over to better positions though, and the Abyssals do look to want to start pushing my left…

The Horsemen on the hill get my far-left Critters into their flank, so I can’t align, and the other Critters here I believe are just out of range of the Horsemen, since the Critters aren’t all that speedy.

Gargoyles block for Berserkers, who start pushing towards my line. I will point out that there is a little bit of space between the Gargoyles and the Berserkers, and I think this is wise. 

All the while, I believe a Lower Abyssal and Abyssal Horsemen regiment are each able to touch the pile, and each pick up a token, tying things up currently.

Top of Round 3: Herd

The surprise flank charges from the Gargoyles is irksome, but I held and can deal and I feel ok. He could have been much more aggressive in following-up with these charges, and I do have a chance to push back in a few places now. The plan is to engage all three Gargoyles this round, complicate things, and then hopefully get into some piece trading.

Charges and pushback from the Herd.

The Critters on the far left charge out into the rear of the Gargoyles fighting the Tree Herder, and drawing line of sight between the Warriors and Brutes, the other unit is able to join the Tribal Warriors with a charge into the screening Gargoyles. We land a combined 6 damage, which feels low, but is actually about as-expected. There is no Inspiring over here, but a wimpy 3 on the Nerve check does me in, and I fail to break this unit.

Only a few reforms, but some Gargoyles are gone. It is not nothing.

The Critters aiding the Tree Herder land 7 damage, and the Herder is able to hold position, add some more to pick the unit up, and the Critters will spin around to be annoying. Radiance of Life gets the Herder down to nothing, while aiding the Longhorns.

Radiance and a Command gets the Longhorns down to 4 damage, and a nice Heal washes off the rest. They hold, as I do not want to reform, let the Gargoyles be found to be Insane. They throw all their attacks into the spooky things in their flank, will pick them up and reform ever-so-slightly, with the Tree Herder covering their flank for real now, and I expressly point this out.

With the Abyssal right wing backing up again and again, I'm having difficulty effectively closing. I can’t get the Critters into a nice blocking position like I was hoping, so they just hop my own line for now. My opponent doesn't have shooting, so I hope to try this again next turn with my Critters having just a few more inches to utilize. Everything staying just over 12” away from the Molochs and Succubi. The Longhorns drop their token and inch ahead, and the Druid inches up and picks it up.

My opponent notices that the phrase “non-scoring units” is used in the passage covering Loot Counters … and we pause to investigate. We look up Yielding, and several other rules, but can’t find anything. that prevents my Druids from picking things up, as my presumption is with a US and such now, the design goal was to get individuals playing scenarios now. That passage about non-scoring units is the same language as 3E, and my assumption would be they just copied and pasted over the old stuff, and never tidied up the language. 

Bottom of Round 3: Abyssals

The Gargoyles on the left regenerate 1, and attempt to withdraw, fail, and are routed! Horsemen drop a token, and it is picked up by the Lower Abyssals, now holding 2 tokens.

Charges from the Abyssals.

The Berserkers with Blessing of the Gods slam into the Tribal Warriors; Horsemen go into Critters, and a unit of Succubi go into more Critters. The Berserkers overrun for the full 6 inches, blocking up the Guardian Brutes, and the Horsemen sidestep or otherwise victorious arrange themselves to just be out of arc of the Tree Herder. The Succubi reposition slightly too, though I don’t know exactly what each unit does. The massive overrun is the big reform this turn, and very troublesome for me, my chaff here is gone and my options dwindling.

A string of victories, and great reforms.

Elsewhere, the Abyssals continue to retreat. The Molochs and the right wing of the Abyssal line continues to sidestep and backpedal.

Top of Round 4: Herd

We return the 3-stack to the central pile, where it teeters on the hill.

The Guardian Brutes are fresh, and charge the Berserkers with the Blessing. We roll just a little low with 9 damage, and have Brutal… but the Berserkers are tough with an 18 Nerve. We roll a three, and don’t break them. Shucks, I really needed to luck out here.

The Herd make a lot of solo charges.

I don’t have the units or inches to do this methodically. The Tree Herder can’t charge the Horsemen, and with them 7-8 inches away, I only get one pivot. I don’t like it, but we just move the towering Herder in front, and double dog dare the Cavalry to make a clean front charge…

…it’s not my best plan, but with Def6 still, the maths feels like it is slightly on my side to tank this? I still don't like it, and the Herder should be helping the Longhorns against the Succubi instead. They are Ensnaring, but I’m still wounding on 2’s and could get lucky… I underperform with 7 damage, and deliver another 3 on the Nerve check, my third for the game. I am growing to respect the Succubi more though, for my own future Abyssals games. The buff to 17 Nerve is nice, and they are very hard to shift without committing multiple units to fighting them.

We’re stalled out on the left, and engaging on the right is hard with the retreating Abyssal line. I already have the tokens from the right, but can’t really cut my losses here. I don't have the speed to reposition.

The Critters hop up, keeping the Molochs in front arc, and protecting the front facing of the Tree Herder. The Guarding Brutes are pressuring as well, and while the Succubi could charge them, that is probably a bad plan for them. The Longhorns and Guardian Brutes in the woods stay just 12” away, hoping the issue gets forced next turn.

Bottom of Round 4: Abyssals

The Molochs do charge the Critters, and will pick them up. Succubi will charge the Guardian Brutes, landing an above-average 6 damage, and the final Gargoyles, are able to use just 10 inches to get into the woods and chaff up both the Longhorns and Brutes there. Nuts.

It is a complicated turn for movement in the center. Behind the Gargoyles, the Berserkers with the Brew of Strength then flank charge the Longhorns, with the Succubi withdrawing.

Much better charges, and moves, from the Abyssals...

Once this is done, the Lower Abyssals here pivot and march away, creating enough space for the Berserkers with the Brew of Sharpness to get in against my Tree Herder with a smart charge, with the Abyssal Horsemen connecting and then sliding down.

The Berserkers on the left regenerate 2 damage, getting down to 7, and fight back against the Brutes. They land a strong 9 damage, and get back-to-back 10’s on the Inspired Nerve check to pick them up…

The Tree Herder takes 10 from Horsemen and 10 from the first batch of Berserker attacks, and is devasted and routed, as it proper.

Roughly a third of the Herd flees the field... having accomplished nothing.

The flanking Berserkers land 28 damage into the Longhorns, picking them up to. I was trying to make things messy, and just got swept by clever movement. The game is clearly over, but unfortunately I still have stuff on the field, and need to try and play it out.

Top of Round 5: Herd

The Herder charges the Molochs, landing 5 damage, but we not going to shift them given their 19 Nerve. The Best I can hope for is to finally pin them down for a turn.

Yuck. What else can we really do?

The Brutes fight against the Succubi, land a hot 10 damage, and we are actually able to pick them up. Command Heals and spell Heal from the Druid only net 2 off, bringing the Brutes down to 4 damage.

Fortunately, we do pick up a few units.

The Longhorns and Brutes are forced to fight Gargoyles, and thankfully, we pick them up too, but reforms are dire.

Bottom of Round 5: Abyssals

With Wild Charge, two units of Berserkers are able to get into the Guardian Brutes. The Cardinal gets close enough to bring Dread. Both charges are Hindered, but with 60 attacks, with Strength and Sharpness involved, I’m devastated and routed here and it's not even close despite being Hindered. 

The Abyssals finally commit, and press their advantages.

The Cardinal, Horsemen, and Berserkers are all able to arrange themselves to juust touch the central pile, each picking up a token, and skyrocketing the Abyssals to a 5-2 lead for the scenario.

More big overruns and tough angles from the Abyssals.

The Molochs regenerate down to 3, and fighting the Herder gets them down to 2 from Hann’s Sanguinary Scripture, while unit carves 10 damage into the bark.

Top of Round 6: Herd

We can't really stop the bleeding. The Herder goes back into the Molochs, with Guardian Brutes joining them, and we are able to pop them.

Longhorns charge Lower Abyssals and amazing pick them up, but mostly because we land a lot of damage. The Abyssals only have one source of Inspiring, but my Nerve checks have been ice cold all game.

Small victories for the Herd.

Charges done, I try to move my characters, and realize I cannot really get the Druid with my tokens to safety. I should have moved her over before the Longhorns charged and kept her better protected. With these being the last moves, and me starting about 4" away form the Berserkers, there's nothing I can do now to save her.

The Unicorn Druid and Chieftain just run away, trying to preserve points in the attrition score.

Bottom of Round 6: Abyssals

The Druid is bested by some Berserkers, and her tokens stolen, as I was pretty resigned to the loss here, though there was probably a way to tuck her in between the Brutes and Longhorns. 

The Horsemen pop their boots, and along with Berserkers, multi-charge the Longhorns, who accrue 33 damage, and are bested.

I was not as cagey in the end here, and could have finagled a living Druid and some Scenario Points, but do not. 

Thankfully, we do not roll up a Round 7. I routed some Gargoyles, the Molochs, and one unit of Lower Abyssals. Not much. I lose the scenario, hard, but keep about a third of my points alive to staunch the attrition scores.

Game Conclusions

It was both an awkward scenario and map for us. The Herd wants to be moving around aggressively and fighting quickly, and the double forests made things difficult. My opponent had to rein it several times in in the early rounds. Had he pulled the trigger and been more aggressive, I think things probably go better for us.

I knew uniform Speed 6 was a weakness of my list going in, and this highlighted that, as both his chaff and hammers outranged us. With the backing-up, we struggled to start fights, and then just got multi-charged (and routed) after a few turns of smarter positioning. A tough game, a neat list, a beautiful army, and a good time. Thanks Jon!

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