Tuesday, March 24, 2026

4th Edition: Battle #025 Undead vs Halflings in Push


Intro and Lists

We recently had the March meetup for Kings of War Wisconsin, but with Adepticon on the horizon, I wanted to try and sneak in another meetup. I am not attending the tournament, but wanted to help those that are get just a little more practice with their lists. First up was Rob and his halflings:


Lists were due by the time of our last throw-down, so things should look very similar. A unique, Inspiring Engineer and a normal non-Inspiring Engineer were around to keep machines in working order, and Mama Beata was around to sling double-helpings of orders. He's got two regiments and a horde of Rifles to pressure and plink away at range, a horde of Spearspikes to hold ground, a full four Grenadiers to interdict, and then two Harvesters, and two Iron Beasts around to do the heavy lifting.


I have so much testing to catch up on! I decided to bring the Undead. I am still bullish on them in the new edition, and figured multiple hordes would be good for folks to play against, and might lead to neat situations. Up to test and discuss is everything:

  • Vampires on Undead Pegasi. They lost true Nimble, but gained Dread, and managed to keep Speed 10. They are a little expensive for a lone-operator, but I do like my smaller flying monsters, as well as my models, so we’ll see what they can do together.
  • ASBs with Surge, and Heal. The initial version had Revenant Kings, but I am starting to think those are a bit too expensive to run in multiples. More testing will be forthcoming, but with two expensive Vampires on Pegasi in the list already, we are rocking two cheap ASBs to try and support the rest of the list. Despite the price hike and lack of Lute/BC, I think Undead ASBs are well-positioned to be common picks in 4E, and these items look promising. We'll see how the duo does for me!
  • Skeleton Spear Horde. I like Revenants, but points are tight, so we're going with Spears here, which are a bit of a pet unit of mine. I was originally bullish on Spears in 4E, but have softened on them. Phalanx now hinders fewer things, and only on the initial charge. Cavalry seem very hard to use well now, so aren't as numerous currently, so Spears might not be must-haves right now. We'll see.
  • Zombie Hordes x3. I want to get better at using large units, so we’re taking three Zombie hordes, in addition to the horde of pokey spears, and seeing what we can do with them. We should be able to cover a lot of space at least.
  • Zombie Trolls. They lost some attacks in transition to the new edition, but are one of the few units that get Crushing Strength in the army. Stuck firmly in the Specialist slot, they aren’t nearly as spammable as they were, but still seem like good generalists, so we’ll give them a try.
  • Wraiths. These were a favorite Undead unit of mine in 3E, and while juggling ideas around, I realized that I just had the points to run a troop, though their cost did increase by 20 points. That seems a bit prohibitive, but we’ll see how they do.  
  • Revenant Cavalry regiments. With Skeletons with two-handers going away, and that being one of my go-two units previously, while the Undead can easily fill up two battalions, personally, I am struggling a bit. It is probably not advisable, but we're taking two Revenant Cavalry regiments to play around with. They did get a few additional attacks, but still hit on 4's and are still stuck at TC2, so definitely are not hammers. Surge seems really hard to come by, but we'll try to be on the lookout for opportunities, and otherwise we are just lookiinng to pressure from afar with them, and see how difficult it is to get clean charges with multiple cavalry units on the field.
  • Soul Reaver Cavalry, with Boots. They are some of the few cavalry options these days that kept CS, and they gained Vicious, which is nice, though they also lost a few attacks in the edition change. Terrain is a huge issue for cavalry these days, but they seem like they could be powerful, so we'll take them for a spin and try them out, and we'll prioritize giving them the clean charge lanes if we can.

    Table and Terrain

    We were out at Gamers Realm in New Berlin, WI, and making use of their tables and terrain. We had some Height 10 Forests, the blocking Buildings with Height 7, and we were playing the structure and not the whole terrain footprint, Hills with Height 3, fields as Height 1, and the two "minefield" strips were our obstacles.

    Overview of the table.

    We got Push for the scenario, which has a loot token in the center, and three that we get to drop in our deployment zones, and can even give them to units to hold from the get-go, if we wish. Each token held is worth 1 point, but worth an additional point if the unit that holds it is completely on the opposing half of the table. And while a unit can hold multiple tokens, they can only score one.

    The condensed Halfling line of battle.

    Rob won the roll for sides, and after some consideration, was ultimately lazy. Left to right we have Grenadiers on the flank, both Harvesters with more Grenadiers in reserve, the non-inspiring Engineer with the Harvester in reserve, a Rifle regiment with Grenadiers in reserve again, the Rifle horde with Mama supporting, more Rifles peeking into the woods, the Inspiring Engineer, then the Spearspikes with a Harvester and final unit of Grenadiers in reserve.

    The Halflings aren't as domineering as they used to be. They used to be able to be everywhere all the time, but with no Striding aura, the Juggers in a bad spot, and slower Grenadiers, my previous suggestion was to play hard for 2/3s of the board, and he looked to be trying that out here, using buildings to his advantage, and looking to push (heh) hard through the center. Both Iron Beasts received a token, as did the Spears.

    Surprise surprise, but bouncing from army to army and list to list, I wasn't quite sure what to do with my new Undead arrangement. With so many hordes, I opted to embrace it and go wide. 

    Undead contingent on the left.

    On the left the building split things up, so we have a rather isolated contingent with Revenant Cavalry, a Vampire on Pegasus, with the Surging ASB and Zombies with a token over here. 

    Undead in the center.

    My center had the Soul Reaver cavalry, Wraiths, and then the Skeleton Spears with their token in reserve. It looks like I could have jammed the Spears up a bit more, but figured a little extra space would be good for any necessary pivots. The new FAQ lets you ignore a lot, but you still need to end your pivots clear of friendly units. Both Trolls ended up nearby, on the line, with the Healing ASB supporting. The line continued with more Zombies, and the Revenant Cavalry in another open lane. 

    Undead on the right.

    The second Vampire Lord on Pegasus ended up way out there, along with more Zombies, holding my final token. With deployment finished, my general plan was to use Command Orders to zip the Zombies on the right up for easy points, try and brawl in the center, and then pressure and delay on the left. 

    Rob wins the roll for turn order, and despite having a lot of 18" shooting, chooses to go first and gain the ground to set up future plays and pressure. Off we go!

    Top of Round 1: Halflings

    I apparently was waiting for clean picture opportunities (no dice rolling, pointing, or hands moving units), and failed to actually take anything to document the Top of Round 1. We'll catch up soon.

    The Halflings on the left move out, rather aggressively. An Engineer pops the undead flier for 1, and confident in Def6, both Iron Beasts move up, daring charges from the flying Vampire why the weaker Grenadiers keep their distance. The Harvester hangs back, ready to try and support.

    In the center, the Rifle units move up. Mama is able to command the horde to run an extra 2 inches, allowing them to fire a volley in Round 1 against some Zombie Trolls, landing two, with a third pip of damage coming from the unique engineer. A regiment is also ordered to run, but they are still just shy of being able to shoot, though it occurs to me that since we’re measuring distance from any part of the front, if they pivot, he could get these shooting, if he wanted to be that cutthroat about it.

    To the right of center, the Spearspikes used the building to protect their flank, and Grenadiers on the far right started moving around the building and through his deployment zone.

    Bottom of Round 1: Undead

    On the right, Zombies shamble up. I’d like to get them moving ahead faster, but am feeling a bit light on my coverage with orders and Inspiring. The price hikes for champions and such are dinging the Undead pretty hard. The flying Vampire orders the Revenant Cavalry to ignore Shambling instead, and join him up on the hill, threatening things. Threatening and hopefully boxing the Halflng center in seems like a better approach than getting the Zombies further up early on here.

    Undead on the left, with surprisingly speedy Revenant Cavalry.

    Zombies in the woods move up, as do the Trolls, getting slightly further ahead since they have a slightly greater Speed. With the Halfling Rifle horde running 7” last turn thanks to the order, and the Spearspike horde pivoting, I actually have some potential charges next turn. The Healing ASB mostly keeps up with the slightly speediers Trolls, and we get a Heal 1 to get them down to 2 damage.

    Soul Reavers and the Undead center move up.

    Wraiths move up to threaten the Rifle units, and the Skeleton Spears start trudging through the terrain. With the Iron Beasts moving up pretty aggressively, the Soul Reaver Cavalry are under some pressure though. The Beasts could be Wild Charged in, and I don’t want to risk that. He’s pushing into the left with both Beasts, so I ‘d like to push the center. The Reavers get out of arc of the Beast, and are threatening the center as well.

    The Undead left only slightly inches up.

    On the left, I need to delay, so the Revenant Cavalry move up, staying safe from the Grenadiers, and the flying Vampire stays safe while projecting threat with his longer charge range. The ASB and Zombies inch up slightly. I think I’d like to try and get both Beasts back behind the building here, and just take them out of the game, even if there are scoring for the scenario, but since we’re simultaneously threatening them and trying to draw them in, I’m being a bit scatter-brained here. We’ll see what prevails.

    Top of Round 2: Halflings

    The Grenadiers can’t charge, but realize that they can greatly complicate my life. They move up as far as they can, to box in the Revenant Cavalry, while the other Grenadiers, Harvester, and Engineer all back up, respecting the range of the Vampire Lord.

    Lots and lots of pressure from the left.

    One Iron Beast moves up and rolls ridiculously well to land 5 damage with the Steamcannon into the flying Vampire. The other does even better, landing 6 with some very hot dice. I’m on 12 damage, but luck out and am found to be Insane.

    Grenadiers to a great job interdicting.

    I had been trying to use the hill to hide my Soul Reaver Cavalry, but was more concerned with negating the flank charge potential from the Iron Beast. A smidge of my corner is in sight of the Grenadiers since we’re drawing from anywhere these days, and I am just with charge range of them too, so they’ll go in to pin them down.

    This is obviously a big old error from me. Drawing line of sight from the center-point I’d be completely safe without a doubt, but I blanked on 4E now drawing it from anywhere. Additionally, I don’t need to be where I am at. The Spears could be back and I could be adjusted a bit, even sitting in the field and just acknowledging that I’ll need to pop the boots. Plenty could have been done to avoid this.

    Bear Traps are ordered onto the Rifle Horde, Rifle Regiment, and Spearspikes, with Mama’s double-commands doing well to protect the shooters. The Engineer of the left can also just catch a glimpse of them around the hill, and so he, the unique Engineer, and all three Rifle units will shoot into the Wraiths, landing 10 damage total, but the spirits are Fearless, and hang on.

    Grenadiers try to pressure on the right.

    With the Halfing center bracing, the Grenadiers continue sweeping around on the right, leaving the blocking safety of the building and projecting threat out on the far right to force some decisions from me.

    Bottom of Round 2: Undead

    On the right, the Zombies inch up, and 16 inches from the Grenadiers would put them right in the middle of my throng here, somewhat limiting their options next turn.

    I was actually hoping to jump the line with my Vampire on Pegasus, and with things bracing and the Grenadiers moving to threaten things, I actually can! The flying Vampire is able to jump the building and be very scary.

    The flying Vampire makes it behind enemy lines.

    It feels dumb, but I do want to charge the Spearspikes and try to lock them in as I think I can break them and steal their token over time. Bear Traps are going to hurt, but the Warlord’s command to boost Lifeleech lands … nothing to help. The cavalry are hindered going over the obstacle, and am going into Phalanx as well. I take 5 damage from the Traps, and I believe still deal 3, eventually going down to 4 damage myself thanks to my innate Lifeleech.

    Positioning for the Undead in the center. The Zombie Trolls decline to charge.

    With Beartraps on them, I don’t want to charge the Rifles, though Lifeleech could mitigate that damage, and it may have been worth the risk to get a little more ground and tie up more units. If he withdraws to shoot, the Vampire Lord would get even more options and potentially some nice clean charges, if they hop back far enough. Instead, the Trolls just move up, with one stopping in the center to pick up the token. Between them and the flying Vampire in the backfield, I should have options next turn.

    The injured Wraiths do go into the un-trapped Rifles, and they claw a nice 5 damage into the regiment, and will Lifeleech down to 9. They are likely done for though.

    I do some measuring, and there isn’t a good way to get the Soul Reavers out of arc of the Iron Beast, assuming they do trounce the Grenadiers. I’ll need a giant overrun or be giving up a flank, or will just need to turn and accept my fate and get them into front-arc. I try and claw my way into a better position, with the Reavers reforming and Skeleton Spears joining with a hindered charge. The Reavers land 5, the Skeletons do 3, and despite the poor showing, we will break the Grenadiers. The Soul Reavers sidestep, and the Spears change facing, getting themselves out of the field.

    Charges on the left for the Undead.

    On the left, the Zombies shuffle, the ABS adjusts, and I send the Revenant Cavalry into the Grenadiers and the insane Vampire lord into the nearest Iron Beast. The Zombies can’t fit in with a multi-charge.

    The Revenant Cavalry overrun, barely.

    I don’t have a good feel for the Revenant Cavalry, and want to protect them, hence the Lord charging the nearer Beast. We are able to pick up the Grenadiers (though checking the math, I am right, and that  pickup is not close to being guaranteed), and overrun for 1 inch, and the Lord lands just 1 damage to the Iron Beast.

    My plan worked, but I don’t think it’s a great plan. I probably should have been greedier here, and sent the Vampire into the further Beast, to try and protect the more important Soul Reavers. But I don't quite have a feel for the Undead of a plan for them yet, bouncing from army to army like I tend to do.

    Top of Round 3: Halflings

    The Iron Beast grinds back against the flying Vampire, and will mince him good and change facing. Noodling things out, with moving and Surging, I still can’t get around the Beast’s final position for a flank charge. Alas.

    Charges from the Halflings.

    Some of the reserve Grenadiers move up to support the Beast if needed, and an Engineer keeps close, landing a shot into the Revenant Cavalry.

    The other Iron Beast slams into the Soul Reavers. The Engineer commands the contraption to be Brutal, and while just 5 damage lands, the Reavers are actually not inspired, and a singular hot Nerve check will break them.

    Two vampiric units fall...

    From the back, a Harvester can just spy the Wraiths, and will get in to help the Rifles push back against the specters. I think the Harvester backs up, and the Rifles will pivot 90 degrees in victory.

    Bear Traps are deployed by the Rifle Horde again, who shoot into the Zombie Trolls with the token, landing a hot 9 damage. Trying to evade the flying Vampire, the nearby Regiment leaves the woods, moving up in front of those Trolls as well, and shooting too, though contributing nothing. The Engineer contributes 1, taking them to 10 damage. It’s hot dice form the horde again, but the Trolls are Fearless, and handing around still.

    The Harvester in the woods pivots, getting the flying Vampire into front arc, and protecting the rear of the Spearspikes, who poke back against the Revenant Cavalry, but on 5’s and 5’s, land no damage.

    The Halflings react on the left.

    The Grenadiers on the far right change tactics again, and pivot and move behind the building again, where they avoid getting their picture taken, but they are facing the center, also protecting the rear of the Spearspikes with a retaliatory charge.

    Bottom of Round 3: Undead

    The Zombies on the right continue trudging ahead. I haven’t been able to speed them up with Command Orders at all, but they are over the line and getting me the extra scenario point now. Slow and steady id just fine with them, and boosting the Revenant Cavalry does seem to have been the better call.

    A withdraw move.

    It’s a messy fight for the center. I don’t want to rear-charge the Spearspikes and have my remaining warlord dogpiled, but thankfully he can see the flank of the Rifle regiment around the woods, and get get in there. However, with that charge, Zombie Trolls can’t quite get in to help against the Spearspikes then, and my normal Zombies don’t have the inches there either. Still, we don’t want to rear-charge with the Vampire and lose him, so that becomes the guiding goal over here.

    In the spirit of experimentation, the Zombies move up a bit, and the Revanant Cavalry withdraw, looking to get back and try another thunderous charge as the game progresses. The roll is low, and the cavalry do teleport through the Zombie horde. The Spearspikes are balanced on the lip of the woods and the lip of the building terrain. We should be parallel with our facings, but don't quite look to be as we are (I am) bumping things in the middle of the table. 

    The Vampire Lord makes he way to the center of the field, still threatening a lot.

    The Zombie Trolls slam into the Spearspikes, hindered, and land 3 damage, taking them up to 6. This isn’t great, but I’d rather have them grind against the horde than the cavalry long-term.

    The injured trolls hit the front of the Rifles, with the Vampire Lord hitting the Halflings cleanly in the flank, and commanding the Trolls up to Lifeleech 3. We get another Heal 1 from the ASB, going down to 8 damage, and as the unit is savaged, they’ll end on 5 damage. In victory, I think the Lord holds, and the Trolls will reform to face the remaining Rifle units.

    Positioning on the left, trying to contain the Iron Beasts.

    The horde of Spears moves up to block and delay, as a charge should expose their flank to the Harvester, which seems like a bad plan. The ASB is nearby, and we’ll keep them inspired for now.

    Out on the left, the Revenant Cavalry can’t do any Surge tricks, and are forced to slam into the front of the Iron Beast, and will land a surprise 6 damage. The Surging ASB and Zombies creep up, looking to support, but it’s pretty tight fits here.

    Top of Round 4: Halflings

    On the left, the Grenadiers get a boost to Brutal, and descend upon the engaged Revenant Cavalry. They’ll land 0 damage, and despite rolling up max attacks, the Iron Beast sputters heavily, landing just 3 damage into the armored, but decaying knightly unit. The Engineer brings Radiance of Life and a heal to the Iron Beast, and partially on the hill, takes a shot into the maimed Zombie Trolls in the midfield.

    Charges and positioning on the left, with the Iron Beast seizing up.

    Mama gives the Harvester a Brutal 2 bump, and it joins the Iron Beast with a charge into the Skeleton Spears. Phalanx only hinders Cavalry, Large Cavalry and Fly, so doesn’t interact with the TC from the Chariot-based Harvester. Each contraption rolls great, each landing 7 damage, along with the Brutal 2 from the Harvester, and although I am Inspired, it’s just 6’s to hold against the mechanical onslaught, and the Spears break, with the Harvester claiming the token in victory, and backing up, allowing the Iron Beast to more gently adjust its facing.

    The Skeleton Spears scatter.

    The Engineer from the left took a shot into the maimed Trolls, as does the horde, and regiment, and a fresh 9 lands, taking them up to 14, but again, we are fearless and do not care about shooting.

    With the large building, and the Grenadiers hiding behind it, I forgot to account for them while reforming, and my flying Vampire is again just within range and they can definitely spy me. The flying vampire takes a rear-charge from the Grenadiers, though only 3 damage lands. The lurking Harvester  can't charge anything, so again repositions, and the Spearspikes poke back, landing 3 into the Zombie Trolls.

    Bottom of Round 4: Undead

    On the right, the Zombie horde and their token continues trudging ahead towards the corner, because why not. The Zombies Trolls grind against the Spearspikes, landing 5 damage, which is slightly underperforming, and the phalanx holds. The Warlord lands a +3 Lifeleech on the Trolls though, who end the turn fresh, with the Spears in double-digits of damage now.

    Several Zombie hordes trudge ahead.

    The Vampire Lord holds, and throws his attacks into the Grenadiers. I was originally going to come to his aid, but ultimately could not, and I think he should have reformed to spin around. It won’t stop the flanking Harvester, but would limit the attacks of the Grenadiers next turn. I just forgot.

    We get a good multi-charge into the horde of Riflemen.

    Instead of helping the beleaguered Vampire Lord, the other horde of Zombies moves up to create space, which allows the Revenant Cavalry the space to pivot and charge the Rifle Horde, which do not have Bear Traps this turn, as Mama was distributing Brutal. I am able to ignore the maimed Zombie Trolls who are joining in, and the yielding Healing ASB just inches up to prevent a hindered slide down from the cavalry. He lands a Lifeleech +1 into the Revenant Cavalry, since the Trolls seemed doomed staring down both the Harvester and Iron Beast. I luck out, with the Trolls landing a hot 9 damage, and the Revenants contributing 8 against the horde of Rifles, and we do break the unit and reform. The maimed Trolls are still holding a token though, which I probably should have dropped before charging, as things are not looking good for them.

    Zombies join in against the Iron Beast.

    On the left, positioning is funky. I think technically I could pivot the Zombies hard, and then get Surged into the flank of the Iron Beast, but I’d be sliding over and atop an obstacle. A clean front charge or a hindered flank charge is statistically the same, and I opt for the front after we noodle out how far the Revenant Cavalry can do. The goal here is to try and pop the Grenadiers and then wrap around next turn with the cavalry. The Revenants gets a hot Lifeleech +2 from the ASB, but deal just 3 damage to the Grenadiers, who hold. The Zombies claw at the Iron beast, landing 1, and taking it back up to 5 damage, which is about as expected against Def6.

    Top of Round 5: Halflings

    The Grenadiers get a bump to Brutal, and the grind continues on the left. The Iron Beast rolls up max attacks, and lands a hot 8 damage, with the Grenadiers contributing 1, but also a Brutal 4, and the cavalry crumble. The Iron Beast is engaged still, but the Grenadiers are free of the combat now, and reform to spy the flank of the Zombies.

    The Revenant Cavalry break.

    The Harvester and Iron Beast slam into the maimed Trolls, both in the front, but will easily pick them up since they are do grievously injured already. The Iron Beast takes the token, now holding 2, and the contraptions start side-stepping to try and get over the line, but only go one inch.

    The Undead center starts to crumble.

    The regiment of Rifles charge the Revenant Cavalry. The cavalry are on 2, and the Rifles boop them for an additional 1 damage to take them up to 3, and then a doomed boxcar result adds another 6 damage onto them when they are unbothered. Sheesh.

    The Harvester has options, and it looks like it could hit the ASB and overrun 2 into the flank of the Revenant cavalry… but it takes the sure thing into the flank of the grounded Vampire Lord. The Harvester rolls hot, hitting 14 times, which translates into 8 damage, and the Grenadiers in the rear contribute a hot new 5, plus some additional variable Brutal, and the Lord is not found to be insane.

    The Zombies are still around on the right though. And one of them has a token!

    The Engineers gets a Radiance of Life onto the Grenadiers, and I think a Heal 2 from a command as well, freshening them up, and they will spin around.

    The Spears poke back against the Zombie Trolls, rolling very well and landing 5 damage into them. Sensing that things might not go well for them next turn, they drop the token.

    Bottom of Round 5: Undead

    The wheels are coming off for me. On the right, the Zombies continue to move into the corner out of habit, and my opponent goes shucks, as the Grenadiers had a flank into them if I had gotten lazy here, and I didn't even see that. The other Zombie horde cannot help anywhere, so backs up and pivots, trying to create space for the future.

    Zombies aimlessly shuffling around...

    The Zombie Trolls slam back against the Spearspikes. The spears start on 11 damage, and the Trolls slam a hot new 9 into them, breaking them, but can’t claim the token, as the Halflings had wisely dropped it last turn.

    The Undead claim a few units, but it is a little late.

    The revenant Cavalry don’t have Thunderous Charge, but are able to land 6 damage, taking the regiment of Rifles up to 11 damage total, and we will get the rout.

    The Zombies wrap around!

    On the left, the Zombie horde reforms, wrapping around the flank of the Iron Beast, though we’re still up against Def6, and we only scuff the paint with just 2 damage here. This Iron Beast is on 6 damage, but that not going to last long with the Engineer here, and I have nothing to actually threaten things here anymore.

    Top of Round 6: Halflings

    The Grenadiers and Iron Beast grind 8 damage into the Zombies, but they hold for now.

    The Halflings grind on the left.

    The Iron Beast drops its second token, and then it and the Harvester continue their tandem charges, and pick up the doomed Revenant cavalry. The Grenadiers that had rear-charged the Vampire are able to fly over to pick up the dropped token.

    And the Halflings reposition on the right.

    The Harvester that bested the flying Vampire now charges the remaining Zombie Trolls, trying to keep them off the token, and taking them up to 7 damage.

    Bottom of Round 6: Undead

    The Zombies in the back corner are holding a token, but that’s about it for me! I am out of steam.

    The Zombie Trolls struggle against the Harvester, land just 4 damage, and don’t budge it, so cannot overrun to fight for the token dropped by the Spearspikes.

    Final moves for the Undead.

    On the left the Zombies scratch 3 onto the Grenadiers, but they stick around with what looks like for 4 damage and a 4 on the Nerve check. Ouch.

    The Undead are really far behind, and I have no way to catch up. While there could be a Round 7, I’ll concede here so we are sure to have the time to get in a second practice game.

    A strong victory to the Halflings!

    Game Conclusions

    I really only had the Soul Reaver Cavalry to deal with Def6, and struggled to realize that and property protect them. Once they were gone it was hard for the undead to really genuinely compete in combat, but mishaps aside it was still good to be back playing the Undead again! They are just such a fun and classic fantasy army. We’re still very much exploring things though in the new edition, and need to take our licks, though I’m happy enough with my performance.

    Testing Conclusions

    • Vampires on Undead Pegasi. Smaller fliers can be a lot of fun, but it’s been a while since I’ve used them. Neither were used particularly well. Dread is nice, but wasn’t able to swing anything for me in this game. These fliers felt overpriced in 3E and seem worse off in 4E with even just that small price hike, as with no wavering in melee, they really need to rout what they fight in one go. They are expensive but not strong enough to be real hammers, and need more support than what I was able to give them here.
    • Undead ASBs. They did ok? Heal never really landed hard, but a pip plus Lifeleech is ok to have around. Surge felt really underwhelming though. Zuinok is the only big Surge Caster in the roster, and with everything else topping out at Surge 5, and with the price hike on heroes… I’m struggling to get much use out of Surge. More testing is needed.
    • Zombie Hordes x3. They are just lowly zombies. They take a lot of damage quickly, but still held on fine. Overall, they did a fine job here.
    • Skeleton Spears. They did ok, but are honestly a bit disappointing. Phalanx doesn’t interact with much nowadays, and only does so on the charge, so these might be more of a niche pick now. More testing is needed to see if these are worth it.
    • Wraiths. The unit is unchanged, so the hike seems to stem from the overall changes to game mechanics though, rather than the unit itself. They (still) can’t be wavered at range, but need a lot to devastate them and remove them at range, so keeping them Inspired isn’t as important and they can still be threatening. I tried using them more as chaff here, and they did ok, but that was not a good role for them. Something more like some of the Abyssal Tortured Souls lists from 3E, with multiple units pressuring multiple angles along a line and hard choices from an opponent on what and how to engage seems like a better way to run these. One troop is not enough!
    • Revenant Cavalry. Like I stated at the top, since the hit on 4’s with just TC2 they are not hammers. Getting lands and clean charges wasn’t as hard as I was thinking, but they still struggle.
    • Zombie Trolls. As mentioned before, 4E lowering their attacks to 16 is noticeable. They can do fine still, but aren’t the efficient all-comers unit I was hoping for. With the new edition they need to be part of a line, so are fine to fill up extra slots with though.
    • Soul Reaver Cavalry. They exposed a millimeter and got tied up, so were not used well. I also forgot about Vicious, though that didn’t much matter this time since they really didn’t get to fight. I think they really need additional hammers in the list to do well. Being the scariest thing in the list and also relying on TC to do the damage is not a recipe for success. We’ll give them another try sometime.

    The Halflings have changed a lot but are still versatile and hard to engage well, especially against since a competent opponent. Thanks for the game!

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