Intro and Lists
I have a seemingly ever-growing list of things I want to test out in the new Edition, and was fortunate to get in some games recently involving Trevor of Data and Dice fame to help chip away at some of those ideas. The first game was a demo game for a friend of his, which was very enjoyable, but won't be reported on, as I have found the reporting and picture-taking a bit too much to juggle while answering questions, and that second focus spoils the new player experience. Demo done, they also wanted to see how a larger game actually worked, and so we obliged, with Trevor running a very slick Basilean war machine build:
It's intriguing to me, as it is a mix of war machines, which is unique and unusual. With the shooting changes, both the Arbalests and Cannons now will be hitting on 4's which is a lot of firepower to deal with, while providing some variation in Piercing and target selection. It's also neat as it is a one Battalion approach. We have the Mother of Phoenixes to lead things, and a War Priest with Blizzard and one with Bloodboil, which seems like the right approach for a shooty list, as both spells are amazingly powerful. Supporting all this are four regiments of basic Men-at-Arms for core tax and unlocks, a regiment of Paladins, two regiments of Ogre Palace Guard to smash, a troop of Elohi to pressure, and he still has the points to run two Gur Panther units too! It's a strong looking battalion!
I brought out the Abyssals again, trying to catch up on some ideas and explore some more of the army's befuddling Core options. Up to explore and comment on is everything:
- The Bloody Cardinal. I still like what he brings to the table, as a Dread bubble can be very useful, but I am not quite set on how to use him. We'll continue keeping him as a bit of a second-line fighter and opportunist, and not a front-line fighter or instigator.
- Warlocks with Bane Chant. I still quite like Warlocks, and they are our only versatile spellcasters. We are just taking Bane Chant to help out the rest of our units.
- Succubi. Every one of our Core choices has at least one big draw-back. The Succubi don't regenerate, and have terrible Defense, but Nerve 17 intrigues me. They aren't super-expensive, so we'll try them as the bulk of our Core this time, and use them to instigate and pressure.
- Hellhounds. We're going to give the Hellhounds a try here too. They don't regenerate, and don't hit particularly hard with just TC and just hitting on 4's, but I like the speed, and they might even be able to hold something up and survive. We shall see how they do.
- Gargoyles. Speaking of speed, I am very bullish on the Gargoyles. Speed 10 is harder to come by now, they are header to deal with at range, and sticky combats make them even more annoying than they were previously. We're taking three again, and seeing what mischief we can cause.
- Berserkers with items. I like the Berserkers, and their dialed down speed feels way more appropriate now, though they are still very scary, having kept their 30 attacks. I like them, and we'll try them now with items!
- Tortured Soul Regiments. We're testing out some weird stuff this time, so we'll fit these in as well! I quite like the troops, and the unit does nicely now with the extra pivot. We'll see how the regiments and their extra attacks do.
Table and Terrain
We were out at the fabulous little store known as Oddwillows, in Mukwonago, WI. While an excellent and quirky little shop, it doesn't have a lot of wargaming spots, but just needing one table, was great for our forays here. I need to do an inventory of my terrain, so brought out my desert mat and terrain box to use. We had some a trio of Northwoods Height 10 Forests, the blocking Buildings were Height 7, Hills were Height 3, and we two height 2 obstacles.
We got Plunder for our scenario, which is a 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. We will nominate two tokens to each be worth 2 points (the white tokens), and the remaining 3 black tokens will be worth one point each if held at the end of the game.
| Overview of the table. White tokens are worth 2 points. |
My opponent split his forces up. On the left we have two regiments of Men-at-Arms, the Blizzard Wizard and Ogres with the boots. The center was two cannon and an Arbalest way way back, with the second Arbalest hiding a but behind the hill. The rest of the army stacked up the right, with Panthers screening for the Bloodboil Priest and Ogres with the Brew of Sharpness, Men-at-Arms screening for the Mother of Phoenixes, Men-at-Arms in reserve due to slightly not enough room on the line, then Panthers screening for the Paladins and Elohi.
I will mention a few things about my opponent's deployment. I like that the Gur Panthers and Elohi are on the line. They are very speedy, and with sticky combats, this makes use of all that speed. Previously, he's had the Elohi in reserve, but I think they need to be on the line. Second, he deployed his war machines first. We've both often saved these until later, looking for targets, but with direct fire, I think this is wise.
I was at a bit of a loss how to approach the game. In the lists I tend to run, I generally think it wise to commit to about 2/3s of the table and aim for the narrow victory. That was the original intent here, wanting to play for the left side, but with sparse cover and the war machines all coming down immediately, and zoning out the left, I am struggling to formulate a game plan. We're still taking our first steps into the Abyssals, and I opt to split things up, and unwisely try to fight and play all over the place.
| Out on the left. |
On the left we have Succcubi with the Pipes, Gargoyles and Tortured Souls on the line, with a BC Warlock supporting. We've got a similarly small force opposing us, so we might be able to fight through here on the left.
| In the center. |
The center were my first drops, with two Succubi, Gargoyles hiding behind the building, and the other BC Warlock supporting. My opponent kept the center very clear, to focus on having good firing lanes, so we'll see if we can maybe blitz on through.
| View from the right. |
My right got everything else of mine, though it didn't seem to match up well against everything arrayed against them. We've got both Berserkers on the line (white weapons are the Brew of Sharpness, and the big clubs are the Brew of Strength, and they are supported by the Bloody Cardinal. The speedy Gargoyles and Hellhounds ended up on the far right, with Tortured Souls supporting. We've got a deficiency of both units and chaff over here, so unfortunately, we'll likely be playing more cagey here instead of brawling, as we don't want to risk multiple multi-charges.
Overall, the Abyssals start the game without a solid plan, but we're spread out and will have plenty of testing to do! And luck begins on our side, and with our 6 beating Trevor's 5 for determining the turn order, I'll gladly take the initiative, mitigate some shooting, and kick things off for us.
Top of Round 1: Abyssals
We’re only a few games in with the Forces of the Abyss. I don’t have a real plan here, and against shooting, we’re basically defaulting to being aggressive and just seeing how things go.
| Moving up on the left. |
On the left, we move up. The Succubi started back a bit, so can’t quite make it far enough to grab the token yet. The Gargoyles flap ahead but stay safe, and the Tortured Souls move up as well, looking to project threat. With no shooting potential, and nothing needing a Bane Chant, the Warlock just moves up, keeping pace with the group.
| Succubi running into the center. |
Centrally, I feel a bit constrained by the Gur Panthers from the right. The Gargoyles can get up and immediately threaten the war machines, but the Succubi can only go so far, and one will be exposing a flank if it moves the full 12”, so does not, saying just out of range. This might seem over-cautious, but I don’t have a lot here, and don’t want to get needlessly caught up.
| ...and some restraint out on the right. |
On the right, I feel greatly outgunned, so try to be cautious here as well. With all the speedy Panthers and Angels on the line, I feel greatly constrained. With the unit disparity here, trading any one of those to just slow up my potential reprisal charges would be worth it, so we are going to bide out time and see how things unfold.
The Berserkers move up, trying to threaten, and the Bloody Cardinal stays near them. The Gargoyles and Hounds creep up too, with the Tortured Souls in reserve.
Bottom of Round 1: Basileans
Keeping on the right, my equally speedy Gargoyles and slightly less speedy Hellhounds give my opponent pause. If I can gum something up with the Gargoyles, the Berserkers and such should be able to pick up some units and even the odds a bit, so my opponent is equally cautious on how to approach things.
| The Basileans push out. |
On the far right, the Gur Panthers move up, with the Elohi setting down nearby, and the board edge and the Panthers will protect the Elohi. The Men-at-Arms adjust near the hill, making sure to stay out of range of the Berserkers, though they can be seen. The Paladins remain in reserve, screened from sight and protected. The Bloodboil Priest, Ogres, and Mother of Phoenixes wait in reserve, and with the spacing, my Gargoyles can’t sneak in against anything. Gur Panthers are screening, and if memory serves, they are giving the Gargoyles a flank, though I can’t align. It’s very thoughtful positioning!
Shooting commences. The first Arbalest maxes out against the Gargoyles, landing 6 damage, while the other misses. A cannon deals another 7 damage to devastate the unit, opening it up to breaking. Bloodboil 13 will add another 5 damage, taking the Gargoyles up to 18 damage, and they will eventually rout. It’s overkill, but there are no other targets for Bloodboil, and my opponent way wary of the Gargoyles being insanely courageous, and then regenerating to un-devastate themselves and careen into the war machines. That outcome hadn’t even occurred to me, so kudos for planning ahead!
| The left contingent bars they way, buying time for the war machines. |
The other artillery will shoot into the nearest oncoming Succubi unit and miss, while Blizzard will hit them for 3 damage, and slow them.
On the left, my opponent is trying to play with the woods. The Ogres stay in reserve, with the Men-at-Arms screening. Both are safe from the Succubi, and although one facing is clear, I don’t have the frontage to get both the Gargoyles and Tortured Souls in, so I don’t have any easy charge decisions next turn.
Top of Round 2: Abyssals
With no good charge options, I try to bide some time out on the left. The Succubi inch up to grab a token, while staying out of 10 inches from the Men-at-Arms. The Tortured Souls adjust on the hill, looking for an angle, and the Warlock just sits tight.
| Movement on the left, with Gargoyles hopping ahead. |
I would love to try and pick off the Blizzard Priest, but don't quite have the space to align for a legal charge. The Gargoyles instead opt to jump the line here, to threaten the war machines.
Centrally, the injured (and Frozen) Succubi move up, to threaten the war machines. The second unit wants to move at the double to do the same, but will be opening up a flank to the Gur Panthers, who have been patient. They inch up, offering the Panthers their ensnaring front, while still having an angle to threaten an Arbalest. The Warlock moves up, keeping both Succubi units Inspired, and will pick up a 1-point token.
| The Succubi press in. |
On the right, the Berserkers try to set traps, but I don’t do a great job. The one hiding behind the woods has the Brew of Strength, and is hidden from the Gur Panthers… but the angle is wrong. I will need a pivot to clear the woods, and this is just an error from me, that I did not double check as it was awkward and in the middle of the board.
The other unit is open to the Gur Panthers, which sill need to choose between them or the Succubi.
| The right gets messy. |
I move the Gargoyles up to screen for the Hellhounds, doing the same trick my opponent used last turn to protect his Elohi, as between the Gargoyles and the table edge, nothing can reach the Hounds. After some consideration and before moving to the next phase, we move this arrangement up more, to better block in the other unit of Gur Panthers.
Bottom of Round 2: Basileans
My opponent pulls the trigger on the right, sending in Gur Panthers and flanking Men-at-Arms into the Gargoyles, who will take 12 damage from the flank alone, and break. The Gur Panthers overrun to grab the attention of the Hellhounds, and the Men-at-Arms to reform. It occurs to me though that the Panthers and Gargoyles have the same frontage, and the Spears are wider than they are deep, so the Panthers would have needed to sidestep to create the reform space for the humans. We’ll blame the hill, and I don’t think this goof really changes anything – it’s be the same arrangement, just an inch or so over. All good.
| Charges from the Basileans. |
The Paladins and Elohi stay put in reserve, allowing for reforms. The Mother of Phoenixes lurks, tossing a Firball into the Hounds that results in a single point of damage. The Ogres stay back and safe as well. While I do have charge options next turn, the expendable Men-at-Arms are doing their job waiting, on the front line.
| And a victorious reform over the Gargoyles. |
The other Gur Panthers choose to go in against the Succubi, and slips 1 damage in past Ensnare.
The artillery roars again. Two volleys of Grapeshot hits the Gargoyles, taking them up to 10 damage, which is close, but not quite enough. An Arbalest shot lands another 2 into them, to devastate them, and the Gargoyles will break.
| More Gargoyles are shot off, with the Succubi shot up and delayed. |
The other Arbalest shoots at the Stealthy Succubi landing 1 damage, Blizzard will land another 1, and Bloodboil 6 will contribute 1 as well, taking them to 6 damage. They will hold, though I think I need the Inspired reroll here from the Warlock.
| The Basileans press onward. |
On the left, the Basileans have a unit advantage, and inch up to bully me. Men-at-Arms hold the front, while the Ogres wait in reserve.
Top of Round 3: Abyssals
It feels like go time. Multi-charging is usually a good idea in Kings of War, but on the left, at a unit disadvantage, I think I need to be greedy and paly risky with some solo charges.
The Succubi with the Pipes and Tortured Souls each charge a unit of Men-at-Arms, with the Warlock moving in to prevent a big slide, as I want to set up a concave here, with the Succubi and Tortured Souls protecting one another, assuming they win.
| Greedily charging in against the Men-at-Arms. |
Bane Chant into the Succubi fails, and 5 damage lands, and even a hot 9 on the check keeps them around. The Tortured Souls land a hot 10 damage, and will break their unit. Examining things, I can’t prevent the Ogres from getting into the Succubi, so the Tortured Souls overrun, hoping for something low-to-mid to get in and block up the Ogres… but they roll hot with a 5, and with the angle, end up just about touching the Ogres (with the J Boots) and giving them a flank.
I then remember that the Succubi have the Pipes with Brutal, so we actually do break the uninspired unit, and my opponent obliges. We’re now trying to protect the Tortures Souls and while we overrun 6 and are doing the same, with the angles, the Ogres can still get into their flank, due to some overhang. The left is a dumpster fire now. We were playing and discussing like we normally do, while fielding questions from the demoee, and some passersby in the shop, which did a number on my focus and memory. I had a ok plan here, great luck, and then donked it all up.
| A double victory, followed by miserable reforms after some mental whoopsies. |
Centrally, the blasting units have done a number on my Gargoyles. The unengaged Succubi are free but Frozen, and can only reach the Arbalist by the building. We’ll take that charge, land good damage, pick the war machine up, and threaten the rest.
The other Succubi slam 10 damage back into the Gur Panthers, and then overrun, looking to help on the right, as I don’t have the inches to threaten any war machines next turn.
| The Succubi rack up two more small wins. |
We’re going in across the board, and make a series of charges on the right as well. The angles are a little rough, and I don’t think I can multi-charge much, if anything. Given the donk up with the Berserkers and the woods, they just move and use their two pivots to get clear of the woods and into a supporting position.
The Cardinal moves up, brining Dread to some of the combats. The Berserkers with Sharpness charge Men-at-Arms in the center of the line, the Tortured Souls charge out into the other unit, and the Hellhounds charge Gur Panthers, and will slide down, ending atop a 2-pointer, and will pick it up.
| Three more brawls on the right. |
The slaughter continues. Dread lets the Tortured Souls pick up the Men-at-Arms, the Berserkers and the Brew of Sharpness are able to hew through the Men-at-Arms, and the Hellhounds chomp down on the smaller unit of Gur Panthers. Reforms here are funky too, as I think I rolled the combats in a poor order, going Hellhounds, Berserkers, and Souls. The Tortured Souls end up overrunning, and everything else is unfortunately a bit bummed gummed up. I really wanted to be backing up with the Berserkers and minimizing what can get into them next round, but I don't think far enough ahead to let that happen.
| Three more wins, but three more doofy reforms. |
The flanks are messy, but we are holding 4 points worth of tokens, and have hewn through all four Men-at-Arms regiments, both Gur Panthers, and an Arbalest this turn, which all feels good.
Bottom of Round 3: Basileans
The feeling will not last though. On the right, with my bad reforms, the Berserkers are exposed, and the Elohi and Paladins are able to get in with a multi-charge. The hit dice are crazy, with only 2 misses between the duo, and while not devastated, the Berserkers are easily routed here. Checking the math, the damage dice skewed in the other direction, but still resulted in the expected 13 damage. I was right to want to protect the Berserkers, but couldn’t cut it here due to my reform errors.
The Ogres on the right here have the Brew of Sharpness, and on 2’s and 2’s, will carve 14 damage into the Souls, and best them.
| The Basileans push back with gusto. |
The Mother of Phoenixes will fly up to block up the Berserkers with the Brew of Strength, and will toss a Fireball on them for good measure, resulting in just 2 damage.
| Succubi are shot off. |
The remaining war machines shoot into the nearest Succubi, who start on 6 damage. The cannons are in arc and range for Grapeshot, and 6 damage lands from that, with Blizzard landing another 2 damage. The Bloodboil Priest adds another 9 to take them up to 23 damage, and the Succubi fall! Stealthy is nice, but with all these shooters hitting on 4’s and having Piercing, Defense 3 is just too much of a liability.
| A flank charge with the J Boots will easily break the Tortured Souls. |
On the left, the Ogres use their boots, and land 19 damage into the flank of the Tortured Souls, will break them, and reform to face the Succubi.
Top of Round 4: Abyssals
My reform errors from the previous round have caught up with me, and I am feeling on the back foot on all fronts.
On the left, our only option is to make a hindered charge into the Ogres, and the Succubi drop their token and then do so. Due to our goofy overruns, we’re fighting in the woods, and while Bane Chant lands, just 5 damage makes it in, which is Iron Resolved down to 4. Not knowing what else to do, the Warlock runs up to grab the token.
| The Succubi go in, to little avail. |
I can’t threaten the artillery pieces anymore, so just need to try and avoid them now.
The Succubi were eyeing up the Bloodboil Priest, but they are just in range of the Ogres, and will take that flank charge to tie them up. The Warlock enters the woods, but Bane Chant fails here. They’ll land 9 damage, but can’t break the Ogres.
| No successes on the right either. |
The Berserkers with the Brew charge the Mother of Phoenixes, underperforming a bit, but still managing 8 damage. We fail the check by 1, I remember Dread a few moments later, which would have made that a rout, but she does hold with the reroll anyways.
The Bloody Cardinal has options, but I felt it important to bring Dread to all of these fights instead of flanking the Elohi or trying to delay the Paladins. I think that’s the right call, unfortunately nothing broke my way.
The Hellhounds are forced to charge the Elohi. It’s clean, but their stats aren’t the best against armor. The expected 6 damage lands, and the Elohi (unsurprisingly) hold. I’m running out of steam.
Bottom of Round 4: Basileans
The Elohi and Paladins will put down the Hellhounds, with the Paladins grabbing the token in victory, and both will reform to face the remaining Abyssal units.
The Ogres Reform, landing 8 new damage onto the Ensnaring Succubi, who will hold.
| The Abyssal units continue to fall on the right. |
The Mother of Phoenixes will regenerate some, Radiance of Life herself, and ends the round on just 5 damage, while dealing 1 damage back into the Berserkers, who end the turn on 3 damage.
The Warlock is in the terrain, but cannons still land 4 damage at range, Bloodboil contributes 2 more, and Shattering 3 leads to a poor waver for me.
The Blizzard Priest makes his way towards the token instead of shooting at the Warlock. This is a small error. The new FAQ prevents individuals from picking up tokens.
| A bit unexpectedly, the Succubi fall on the left. |
Ensnared, the Ogres on the left still manage to overperform, landing 10 damage, plus Brutal 1, and the Inspired checks break for the Basileans. The Succubi rout, the Warlock is exposed, and the Ogres overrun to keep the pressure on.
Top of Round 5: Abyssals
The wheels have just about come off, but Kings of War is a scenario-based game, so we’ll keep on trying. After all, we are still technically winning 3-2 right now.
On the left, the sole-surviving Warlock pivots moves and pivots, getting out of arc of the Ogres, and the artillery while still jealously guarding his token.
| The Warlock dodge, ducks, dips, dives, and dodges. |
I have nothing in the center, and the wavering Warlock can’t cast Bane Chant to help out on the right. He pivots to face the artillery, and then backs up, getting out of the woods while landing atop another 1-pointer for me.
| Charges on the right. |
Hemming and hawing, I could toss the Bloody Cardinal away with a delaying charge. Into the Paladins is the high-risk play. If the Succibi and Berserkers can best their units, the Paladins will be stuck, and the ELohi can only stop one of them. However, without Bane Chant, he’ll ultimately join the Succubi with a flank charge into the Ogres, improving my chances of picking them up, and I do, but it is still close. The Succubi reform, as does the Cardinal, though we can’t really mitigate much coming our way.
| Reforms on the right. |
The Berserkers make up for their slight underperformance last turn, landing a hot and fresh 14 damage into the Mother of Phoenixes, routing her. They still lack good reforms. Backing up will get the Paladins out of range, but keep the Elohi in their flank, so I choose to change facing and see what happens. Maybe we’ll get to make use of Retaliate?
Bottom of Round 5: Basileans
Seeking to protect the token, the Paladins decline to fight. They pivot and back up, getting off the hill and using it to block sight from the Succubi.
The Elohi go in against the Berserkers, some damage will stick, but they’ll hold.
| Positioning for the Basileans. And a missing Warlock. |
Centrally, an Arbalest moves to line up a future shot into the fleeing Warlock on the far left.
The cannons just barely have sight to the other fleeing Warlock on my right. They’ll land a combined 7 damage, Blizzard will go 4/4 and blast into 11 hits, and ultimately the Warlock is blasted to smithereens, dropping his tokens.
| Positioning on the left. |
On the left, the Blizzard Priest moves to grab a token, and we realize he cannot. My opponent had been considering using the Ogres to try and chase down the Warlock on the left, but this revelation changes that approach, and instead they’ll start moving out of the woods, intending to grab the 2-pointer out here in Round 6.
Top of Round 6: Abyssals
On the left, the Warlock hides behind the woods. He’s got a token, and is doing great, but he’ll toss some Firebolts into the Ogres, looking for a waver. He’ll land a hot 3, taking them to 7 damage, but they’ll hold, and Iron Resolve down to 6.
| The Warlock fishes for a waver with some Firebolts. |
The Berserkers fight the Elohi, will luck out and break them, and then reform, looking to pick up the two tokens dropped by the Warlock nearby.
| The Abyssals need a Round 7 now... |
The Succubi don’t have a charge, but will move to threaten the flank of the Paladins, and the Bloody Cardinal charges in to tie them up. He’ll land 2 damage, with will Iron Resolve down to just 1. We’re down now, and hoping for a Round 7.
Bottom of Round 6: Basileans
My notes get fuzzy here, and it looks like I failed to take pictures. I know the cannons can just spy the Berserkers, and with cover penalties, will contribute 6 more damage onto them. Blizzard lands 2 more, taking them up to 13, and they are wavered.
I believe Bloodboil is blazing hot, landing all 8 possible into the Succubi, who don’t break, but regardless of the new damage incurred, are wavered as well by shooting.
I believe the Cardinal is dispatched by the Paladins. His Nerve and Defense is not great, and the Paladins hits were hot all game.
The Ogres on the left do move out to grab the second 2-pointer, making this 4 points for the Basileans, and just 1 for the Abyssals.
We do actually get the Round 7, but with the Basileans wavering everything with hot shooting, we can’t make use of it to battle on, and I concede.
Game Conclusions
My most grievous errors were the poor combat reforms, due to lapsing memory on the left, and a poor order of rolling the combats on the right. Zooming in, these cost me the game, although wow, we scrapped hard and it was very close all the way to the end.
Zooming out, I don’t think I approached this wisely, though it is awkward. I had a drop disadvantage, and my opponent was wise to drop the war machines first, exacerbating it. Plunder incentivizes you to spread out, and I felt I needed to so, so he didn’t completely overload a flank, but I think my list would have done better with a 2/3rds of the board approach. Against shooting, that can be a bit rough, but generally, I think this list would benefit from layering up more, using the Succubi to instigate and have scary things supporting them.
- The Bloody Cardinal. I think the approach of using him a second-line opportunist seems to work well. Dread is just too helpful to risk. Keep him back from the initial fights!
- Warlocks with Bane Chant. I still like Warlocks, and I think this game was a good showcase of their versatility. They cast some Bane Chants, flung some Firebolts, and played the scenario well enough, all while keeping things Inspired. They are still a good pick for Abyssal players.
- Succubi. They actually seem ok as core, but I think they are going to function similarly to my opponent's Men-at-Arms here: and just be the expendable front-line with some layered threats behind them. Ensnare and Stealthy are nice, but Def 3 is indeed a huuuge liability.
- Hellhounds. I like their speed, and that's a lot of attacks, but they are rather expensive for what you get overall. They don't have regeneration, and with TC being what it is, you probaly need several units working together to make these worthwhile, breaking opposing units in one go. With slots now, a one-of regiment might see play pressuring and slowing things down, but troops seem outclassed by Gargoyles most of the time. The Hellhounds have uses, but are really expensive.
- Gargoyles. I kinda just trickled them in against the war machines, which doesn't seem wise, as they just got blown up one at a time. However, it felt necessary to draw fire for the opening turns, and they each took most of a full volley on the approach, saving other things. The jury is out on if that was worthwhile or not, but the unit on the right was used very well to block things up and give my fighting units a fighting chance. These are still a great auxiliary pick for the Abyssals.
- Berserkers with items. I liked them and the loadouts here, but did not use them to their full potential, or protect them very well. For heavy-hitters in the specialist slot, these did very well.
- Tortured Soul Regiments. I was surprised, but in-game I liked these too. However, they both overperformed in their combats, and then got lucky with the checks to eat those regiments, and then could not survive the counterpunch themselves. In short, they are not hammers. They are probably best in a build with more threats, so they can support and aim for flanks and such, instead of charging right into the thick of things. With Fearless, these might do well against shooters, and I'd definitely run the regiments again, though probably won't prioritize them over something like the Berserkers.
As-ever, this was a great game with a lot to learn from and consider, and a surprisingly amount of back-and-forth swings! The preceding demo game was equally enjoyable. Thanks for arranging this Trevor!
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