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. Rob was the only one able to make this meetup, so we reset for a rematch against his Halflings:
Being his tournament list, he changed nothing for our rematch. There was 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 continued on with the Undead. I was pretty happy with the general build, with regards for things to test, and wanted to keep that (mostly) intact, just switching out the most threatening unit to compare and contrast things. 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. They were a favorite unit of mine in 3E, and we were able to squeeze in a troop into the list see how it fares in the new edition.
- 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 looking to pressure from afar with them, and see how difficult it is to get clean charges with multiple cavalry units on the field.
- Werewolves. I love when units have the same points-cost, as it makes my weird list variations and the subsequent comparing and contrasting much easier to facilitate. Unfortunately, I wasn’t able to get in a game with these in 3E, but they’ve since had a glow-up, and we’ll see how they do in 4E! Strider is amazing, and 20 attacks is scary and most welcome… but with just CS1, these are not hammers. I still think you need to be patient with these and hunt for flanks… but no Pathfinder and no Nimble might make that more difficult, and these are very expensive and need to be impactful on the game. The glow-up is neat, and we’ll see how they do.
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 Plunder for our scenario, which is another loot token one. There are five loot tokens spread along the center line, and we'll have to fight, and grab them as the game goes on. Each token held will be worth 1 point at the end, because rereading the scenario while writing the report, we apparently forgot to nominate tokens to be promoted to 2-Pointers. I'll take the hit here. While I am a bit of a bibliophile, with the shift over to the Companion as the book of record, I have yet to pick up the physical book and wasn't reading the scenario for myself.
| View of the left. |
For deployment, Rob was cagey, and kept the Iron Beasts until very late. I expected them to all come down on the right, but they showed up on the left, with both Beasts on the line with the uninspiring Engineer, and then Grenadiers and the Harvester in reserve.
| View of the center-left. |
The center was a long unbroken line with a Rifle regiment, Grenadiers in reserve, the Inspiring Engineer, the Rifle Horde and a Regiment with Mama and Grenadiers in reserve, then the Spearspikes, Harvester, and second unit of Grenadiers.
| View of the center right. |
I had won the roll for sides, and was lazy. Left to-right for me was a horde of Zombies, a Vampire on Pegasus, more Zombies with Wraiths and the Surging ASB in reserve. Skeleton Spears held the woods, and the flying Vampire lord was nearby, with Revenant Cavalry in a lane, and Zombie Trolls and Healing ASB in reserve. More Trolls were touching the field, and we had angled Revenant Cavalry ready in another lane, and then on the right, we have Zombies and Werewolves on their own.
| And view of the right. |
With so many cheap hordes, I felt like I could be making plays for each token, and tried to go wide, keeping Wraiths, Trolls, and Werewolves for my last drops. I wanted to commit along the line, and then try to concentrate these units somewhere and punch through. I had a slight drop disadvantage though, and was caught out a bit by the Iron Beasts showing up on the left and not the right. I felt I needed to adjust, and Wraith and Trolls ended up more centrally, hoping to blunt the incoming damage, and Werewolves ended up on the far right. The general plan was to lose/delay on the left, hold the center, and try to use the Revenant Cavalry to disrupt the line and Werewolves to try and sweep the right flank and then collapse inward, since they don't care about Phalanx on the Spearspikes.
I again lost the roll for deciding turns, and again, Rob seized the initiative to get position and sacrifice a turn of short-range shooting in order to do so.
Top of Round 1: Halflings
Catching me a bit off-guard with their strong left-flank, the Halflings push out from the left. The Grenadiers fly up, and offer a charge to the flying Vampire, as to both Iron Beasts. The Harvester lurks in reserve, but the Halflings are ready to push hard over here. Eventually, the Engineer eventually makes his way over here as well, to block off a landing zone for the flying Vampire too.
| A strong and scary move out from the left! |
The center has the Rifle Regiment moving up to staying safe from the tall flying Vampire, and Grenadiers in reserve. Mama commands the horde to move faster, and they get another 2”, enough to get a Round 1 volley off against the blue flying Vampire lord, landing a strong 3 damage to start, despite a cover penalty in play too. The inspiring Engineer adds another pip, taking the Lord up to 4 damage.
| Odd angles on the right to mitigate what the flying Vampire can do. |
Mama is running out towards the right. With the last regiment of Rifles and Spearspikes repositioning, and the reserve Grenadiers out here shifting around and looking to interdict.
Bottom of Round 1: Undead
I need to push hard on the right, and will try to. The Grenadiers are positioned very well though, and I can’t get around them safely. The Werewolves zip ahead as far as they can and pivot pretty hard, though I make sure I can still run at the double past the woods if I am not charged. I am at least demanding a decision from the Grenadiers, and with the rest of my list slower and Shambling, having the Werewolves delayed a turn would probably still be ok timing-wise.
| Werewolves being as threatening as they can. |
The Revenant Cavalry nearby just move ahead. I should be baiting a charge from the Grenadiers here too. I think the distances are such that I don’t bother to command them to ignore Shambling, and the Zombie Trolls are slowed by the field, and can’t make use of the order either.
| The undead center pushes up. |
I don’t think the central Revenant Cavalry nor the other unit of Zombie Trolls make use of the command either, but they still grab some space and protect the Vampire Lord with their height and bulk. Also centrally, the Skeleton Spears trudge through the woods, taking up space.
| The Undead left backs up, scared. |
The Zombie hordes on the left adjust, with the inner one moving up a bit, and the other one backing off the hill. With nothing to Surge, the ASB runs towards the center of the table. The Wraiths and flying Vampire adjust, looking to threaten the Halfling center next turn.
Top of Round 2: Halflings
The Grenadiers on the left are just in range of the Zombies on the far left. I forgot to measure that, and might have been able to escape it. The Grenadiers are disorientated though, and only 1 damage makes it into the Def2 Zombies.
Both Iron Beasts move up, both ending atop the obstacle and one atop a token as well, which it picks up. Both Engineers fire at the inner Zombie Horde, with 10 damage coming from the Steamcannons, a hot 7 from a Regiment. It’s withering fire, the the Nerve check is low and the horde fearless, and they stick around.
| The Iron Beasts move and lay down some fire. |
The inspiring Engineer grants a Bear Trap to the Rifle Regiment near the building, and Mama distributes one to the Horde, as well as a boost to Brutal to some Grenadiers. The Horde and other Rifles shoot into the blue flying Vampire, taking him up to 9 damage, but he miraculously holds on.
The buffed Grenadiers can spy another millimeter frontage of the central Revenant Cavalry and just have the range to get in, and will make a delaying charge. I keep getting caught out by these, and flying chaff is still very strong.
| With the Revenants delayed, the Vampire Lord takes some hot shots. |
The Spearspikes adjust on the hill. The Werewolves are too far away, so they square up to get the blue flying Vampire and other Revenant Cavalry into front-arc.
| Grenadiers on the right flee for now. |
On the far right, the Grenadiers are able to fly and evade the Werewolves. They don’t take either bait charge, but I’m ok with that since they aren’t threatening anything themselves and I should have free hand here now.
Bottom of Round 2: Undead
The Werewolves can’t charge anything yet, and much to the chagrin of my opponent, I don’t want to use them to chase the fliers down. There’s just no point. I positioned to be able to run past the woods, and so do so here, and safe from the Harvester while threatening flanks.
| Ignoring the Grenadiers. |
The ASB lets the Revenant Cavalry ignore Shambling this turn, and are able to move up past the token and similarly threaten the Spearspikes in the flank. Zombie Trolls move into threaten the front, and I’m hoping to bust this and reposition soon. The maimed Vampire Lord does fly in against the Spearspikes, looking to pin them down.
I think the Vampire is able to order the stalled Revenant Cavalry up to Lifeleech 3, and the reform, letting some Zombie Trolls into the fight. They both flub amazingly hard, dealing 2 damage each to the Grenadiers, who hold firmly.
| The Undead press into the center. |
The Skeleton Spears continue trudging through the woods, and the Wraiths move to screen for the Vampire Lord.
| Zombies on their last legs zip out to block the Iron Beasts. |
With both Iron Beasts in a compact left flank, the maimed Zombies have a chance to shine, and the warlord orders them to ignore Shambling, and they run up as far as they can and get in the way of all the scary Halfling contraptions.
The Surging ASB can’t help, but is very Inspiring, and inches ahead to fish for Insane Courage twice.
The remaining Zombie Horde on the left rolls well, slapping a hot 5 damage onto the Grenadiers and knocking them out of the sky. In chatting after the game, my opponent’s aim was to bring the Engineer up next turn with his healing gadgets and Radiance of Life and just tie up the Zombies indefinitely, so this is a lucky break for me!
Top of Round 3: Halflings
The scary Halflings machines are momentarily boxed in on the left. One Beast and the Harvester go into the Zombies to easily pick them up, and the Iron beast gets a massive overrun while the Harvester pivots to face the remaining Zombies.
| Charges from the Halflings. |
The Grenadiers have the inches to get into the Wraiths which surprises me, but that wasn’t really on my radar of threats to watch out for here. Flying chaff is still good!
The other Iron Beast (the one with just the base) inches ahead to shoot at the Vampire Lord. My opponent later points to this as a mistake, and he should have stayed still for the bonus to shoot, as the Beast is indeed shooting at the screened flying Vampire Lord out here. The shots are joined by the Regiment and Horde, and Engineer from the left. We’re taken up to 13 damage and wavered at range.
| The Halflings withdraw, letting the Harvester get in. |
The Spearspikes opt to withdraw, easily pass, and rocket back towards the edge of the table, putting everything into front arc. Mama hides and distributes a Bear Trap, and the nearby Regiment pivots to protect her.
| The Harvester grinds the Vampire Lord down! |
Then the Harvester charges the injured Vampire Lord, getting a +3 Brutal from Mama to get up to Brutal 4, and the Lord is ground down with ease... The Harvester then pivots, but is forced to give a flank to something, and chooses to give it to the Zombie Trolls and not the Werewolves.
The Grenadiers from the far right spin around and aim to hit the Undead from behind in the coming turns.
Bottom of Round 3: Undead
We’ve gained a lot of ground, but the right isn’t quite going as expected. The Zombies can’t reach the Grenadiers, and I just need to ignore them and hope for the best. The Zombies trudge ahead and take a token.
| Positioning on the right for the Undead. |
The Werewolves hit the front of the Spearspikes, landing 7 damage (~9 Expected), and pin them down on 9 damage, since they had gotten hit earlier.
The Revenant Cavalry hits the front of the Harvester, with the Zombie Trolls hitting the flank, and with the Trolls contributing 12 damage, we are able to easily pick the Harvester up.
| Positioning in the center for the Undead. |
The intrepid Grenadiers really need to go. My brain is a little mushy, and one of these should be able to reform and wrap around. We ultimately give the honors to the Revenant Cavalry, though I think mathing it out now, both should be able to do so. Splitting frontage, 120 and 125 against the 120 Grenadiers, both my center points should be 2.5MM past the edge of both edges of the Grenadiers here.
Just the Revenant cavalry reforms into the flank though, and we’ll roll better and pick them up this time.
| Movement on the left. |
With the Wraiths stuck and the Vampire Lord wavering, I think we need to play cagier, and not solo-charge the Spears into something while being hindered coming out of the woods. The Skeleton Spears will poke 2 against the Grenadiers as the Wraiths slide down and cut 6 more damage in, and we will break the unit. We risk a slide down from the Wraiths to try and protect the Lord from getting flank-charged, and get 1 inch.
| And positioning at the end of Round 3. |
Zombies on the far left take the hill, and then are Surged another inch or two forward as I am trying to box in and tie down the machines.
Top of Round 4: Halflings
My contain isn’t going well against all these striding machines. The Harvester hits the Zombies on the left, one Beast hits the Wraiths, and one hits the Skeleton Spear horde.
| Charges from the Halflings. |
Meanwhile, the Rifles will take shots at the remaining Vampire Lord, though with cover, many shots go wide, and a volley from the horde is needed to put the damage past devastating to rout him. The inspiring Engineer grants a Bear Trap to the regiment near the building, and Mama Grands one to the horde.
| And the Halfling victories really start adding up. |
Other rifles move up to block the Zombie Trolls on the hill, pausing to fire their weapons and landing 2 damage.
| Righting on the right. |
The Spearspikes poke back against the Werewolves, with the Grenadiers hitting them from the flank. The Grenadiers start in the woods and should be hindered, and only 4 damage lands when the dust settles.
Bottom of Round 4: Undead
The Zombies on the right start making their way towards the next token, playing the scenario like they should.
| Charges from the Undead. |
I make it out of the moment phase before I realize that I didn’t move the Revenants on the hill, and my opponent graciously lets me rewind to flank the Grenadiers flanking my Werewolves. The Cavalry will pick the Grenadiers up, but the Werewolves flub again, landing just 6 damage into the Spearspikes and they stick around.
| And reforms. Darned Werewolves and their bad dice. |
Zombie Trolls hit the front of the Rifles, with more Zombie Trolls hitting their flank, and we do take the unit out on the hill, and then reform.
| Charges from the Undead. |
I choose to send the Revenant Cavalry in to help the Skeleton Spears. I consider the Cavalry and Zombie Trolls in, but if the Skeletons Reform at all one unit would be hindered, and I am trying to roll up the right. In retrospect, trying to go for the kill against the Iron Beast probably would be the better call, since I won't get a better shot at it. The Trolls would be hindered but not the Revenant Cavalry, and that’s probably enough damage to break it, or at least get very close.
Revenant Cavalry in cleanly, the Skeletons Withdraw. I don’t think I can break the Beast, so want to get the other in front arc of the Skeletons.
On the left, the Zombies with a Lifeleech +1 and claw 2 back against the Harvester to make use of the command, and will go down to 6 damage themselves.
Top of Round 5: Halflings
The Engineer on the left uses Radiance of Life and commands to top off the Harvester, but it is gummed up, landing just 4 new damage onto the Zombies and taking them up to 10 damage. They hold. The Engineer then steps up taking a pot shot at the Surging ASB, dealing 1 damage.
| More victories for the Halflings. |
The Iron Beast charges into the Skeleton Spears, striding through the forest. A hot 15 hits translate into 12 damage, and with bonuses to Brutal from the commands of the Engineer, the horde is picked up, as they are just slightly out of Inspiring range. Ouch.
The other Iron Beast reforms to face and grind against the Revenant Cavalry, will land a more average 6 damage, but then spike the check to remove this unit as well, and just like that, the Undead center has disappeared.
| A clash is coming in the center... |
A rifle Regiment moves up to secure a second token for the Halflings, making this 2-1 in their favor. They shoot into the Zombie Trolls on the hill, and the horde of Rifles pivots and shoots as well, taking them up to 9 damage, with more and more hot shooting dice.
The Spearspikes poke the Werewolves up to 5 damage, and while they are uninspired, thankfully they do hold for me.
Bottom of Round 5: Undead
It’s been an incremental game, and I was feeling ok until this last turn. Not much you can do against hot dice though, and we’ll just need to persevere! On the right, the ASB moves to let the Zombies ignore Shambling for the turn, and although the Zombies are dealing with an obstacle, they are able to move around it to touch the token to claim it and tie the game up for me.
On the third try the Werewolves get actually achieve their expected damage output, and we will finally pick the Spearspikes up.
| The Undead push in. |
The injured unit of Zombie Trolls charges the injured Iron Beast, and we take it from 5 damage up to 9 while blocking the Beast from easily getting the token.
The Revenant Cavalry and other unit of Zombie Trolls multi-charge the horde of Rifles, and although the charge is clean, they both flub hard and only 10 damage lands. The horde holds and things take another bad turn for the Undead.
| The Zombies continue clawing. |
On the left, the ASB flubs his orders, not granting any additional Lifeleech. The Horde claws in another damage or two, while eventually getting down to 9 damage themselves. It’s not bad against Def6, but I am for sure losing the damage race here. These are just Zombies.
Top of Round 6: Halflings
The Engineer stays nearby to Radiance of Life the Harvester, but it is still struggling, and grinds just 3 new damage onto the Zombies, taking them up to 12 damage, and they hold on.
| The Harvester spins its wheels again. |
The angles are spot on for the Halflings though. With the horde of Rifles bravely holding, the Iron Beast in the woods can see and hit the flank of that untouched Zombie Troll unit. The Beast rolls ok, and lands 12 damage into them. The Rifles smack 4 damage back into the Revenant Cavalry, but they hold and then the Zombie Trolls are found to be insane! The Beast needed to just sidestep and inch to claim the center token, but cannot.
| Some big charges from the Iron Beasts! |
The other Iron Beast grinds against the other Zombie Trolls. Mama grants them a Brutal 2, and with the Beast taking them up to 12 damage as well, these Zombie Trolls to have the courtesy to break.
| ...but the Insane Zombie Trolls hold and the center token remains unclaimed! |
The Overrun from the victorious Iron Beast is a hot 6 inches, but it is still not enough, and the second Beast cannot take the center token.
Bottom of Round 6: Undead
The Zombies on the right just shuffle. No need to put them in danger and they've done a great job with the scenario here.
| It's Def6, but still a 40-attack flank charge. |
The Revenant Cavalry and Trolls fight
against the Rifles again, though the Trolls may have split attacks
between the Rifles and the flanking Beast, if memory serves. I should
have pivoted the now-free Revenant Cavalry, just in case, but don’t. I think my brain just gave out and gave up trying to figure out contingencies. I think the plan it to bully the Rifles in a round 7, but a victorious change facing would let me do that while giving me some other options.
| The Werewolves get a flank charge, and take the token, despite the picture. Silly hill. |
I’m burying the lede here though, and it is time for the Werewolves to shine! The come in and hit the flank of the Iron Beast flanking my insane Zombie Trolls. They land atop the token while doing so, and claim it for the Undead, and taking the lead this game!
Unfortunately, they only contribute 7 damage as I recall, and the Trolls should take that up to 9 damage total. It’s Def6 and Nerve 18, and yeah, I do not break it.
| Aftermath of all the combats. |
On the left, the Zombies claw a few more damage onto the Harvester, but it keeps getting healed, and he’s stuck hovering around 4 damage while accruing a little more and more onto us.
With the Undead seizing the lead in the Bottom of Round 6 … I of course roll up a Round 7 for us, and it was my roll, so I have no one to blame but myself!
Top of Round 7: Halflings
On the left, the Harvester struggles, landing just 2 new damage into the Zombies, and on 14 damage total, the Zombies continue to hold. It doesn't matter at all for the scenario, but it's just nice to see the unit doing well.
| Yay! The tar pit is doing its job. |
In the center, Radiance of Life and a command heal gets both Iron Beasts down to 7 damage.
| The Halflings get to safety. |
One fights the insane Zombie Trolls and grinds them down, and the second flank charges the surprised Werewolves and shreds them as well, stealing their token. The flank charge opens a lane for the Halfling Rifles to really book it out of there, and everything is safe in the flank of my poor Revenant Cavalry.
Bottom of Round 7: Undead
Because I didn’t reform the Revenant Cavalry last turn, I don’t have another straightforward chance at victory. It’s a bummer, but the math isn’t on my side either. Against Def6, I should deal between 4-5 damage on average, kicking a Beast up to 11-12 damage, which is doable, but still not in my favor as the Beasts are Inspiring.
I do have Surge though... and while the Revenant Cavalry can get close enough to just need 1 success from the spell... they are juuuust over 12 inches away from the ASB, and even doing a pivot with the hero to try and get that little bit closer. doesn't quite get me there.
Since no tokens were promoted to 2-pointers, it’s just a 3-2 victory to the Halflings, but a victory nonetheless. Congrats!
Game Conclusions
Like the previous game, we were struggling against Def6 throughout, but I’m still generally pleased with our performance. Mistakes abound (as always!) but we made good use of our limited commands and good use of our units to play a competitive game, right up to the end.
Testing Conclusions
- Vampires on Undead Pegasi. They were a little expensive for what you got in 3E, and although their points weren’t hiked up too much higher with 4E, between that and the demand of a Warlord slot, these are hard to utilize. They aren’t true hammers themselves, and I didn’t have anything to really help them out. They probably need dedicated Wights or Werewolves (or Soul Reaver Cavalry) working nearby to really get the best use out of them.
- Undead ASBs. Again Heal never really spiked any rolls but was still ok to have alongside Lifeleech, and nice along the variable Lifeleech some of our units can get. Surge is still feeling pretty bad though, as we don’t have the heroes to chain it, or spell power to push something forward solo to make use of it in later turns. With Surge, you want to hunt for sneaky flanks, but that seems harder to do now.
- Zombie Hordes x3. Again, they took up space for cheap and managed to do well. I was very surprised the Harvester couldn’t get through the one on the far left, but that’s just getting lucky I think. The Zombies are nice, cheap tar-pits to have around.
- Skeleton Spears. Again, Phalanx doesn’t interact with nearly as much anymore, and only then interacts on the charge, which is rough. It is feeling more and more situational, especially if your units are hitting on 5’s to start. My personal collection of Skeletons are in a bit of a rough spot, having committed so hard to two-handers in 3E, so we’ll see how much play Spears specifically and Skeletons generally get in me Undead forays coming up.
- Wraiths. With Def6 they can take a fait bit of damage, and are incredibly hard to remove at range without a ridiculous investment from the other side of the table. My one unit got relegated to more of a desperate screening role though, which was not the best use of them. I think multiples would be the way to run these in the future.
- Revenant Cavalry. We were able to find some good lanes to fight in, but they repeatedly underdelivered with cold dice. They aren’t big, or reliable, damage-dealers, but seem ok to instigate piece trading. Troops might be even better in this regard though, especially if you are going with a single battalion, or sturdier all-Skeletons approach.
- Zombie Trolls. Again with the fewer attacks in the new edition, these are not the under-costed, arguably spammable power-houses they were previously. They do feel fine as decent, generalist unit though, and seem like a great pick to round out an Undead list.
- Werewolves. I used them relatively well, getting into a threatening position quickly, and while potential early flank charges were deflected by my opponent, being aggressive them then and not chasing Grenadiers was still the clear call. Unfortunately, in four rounds of combat, only once was their damage as expected, so while we can blame the dice, they didn’t have a fantastic showing. They are still quick and maneuverable though, and did well as that pressure piece, demanding attention. While the Brew of Strength would help them out a lot, that doesn’t quite feel worth it to me as it is just so darned expensive, and you’d really be relying on that singular unit an awful a lot. Perhaps smaller troops would be the way to go with Werewolves, and lean more into the go-wide strategy the Undead typically employ.
We goofed the scenario a bit, but it worked out for both balance and great game still. The Halflings have changed a lot with the new edition, but are still a force to be reckoned with in Rob’s hands, even if he isn’t quite satisfied with where the list is at right now! These were both very fun, and we’ll wish him the best of luck at Adepticon this weekend!
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