Wednesday, June 17, 2026

4th Edition: Battle #038 Free Dwarfs vs Kingdoms of Men in Hold the Line

Intro and Lists

Since it had been a month since our last meetup, I managed to convince Trevor to rerack for a second game. For the rematch, he ran the same Kingdoms of Men list as before:


As before, I like a lot of what he's doing, as the KoM have a lot of bare-bones and efficient picks. Halberdiers are a fine core option, and Militia hordes are a cheap way to put a lot of Nerve and US on the battlefield. Light Cavalry are fun and quick for positional play, Foot Guard are great second-line units, especially with the two-Handers, and Beast Knights are a great hammer if you can support them. The heroes are again the weak point in the list, as the ASB and Hero are underwhelming, but a Barkskin Wizard is great with the Militia and Halberdiers, and while it lasts, a Blizzard Wizard to go with the Cannons seems strong too! I like it, and I think there is a lot I can learn from this too.


I pressured Trevor into a rematch because I had hobbied enough over the last week to be able to try out my new Free Dwarfs! The list is essentially "what I have ready", so not really  thought through, but we need to start somewhere! We'll dump stuff on the table, see what happens, and build from there in the coming months. It is a brand new army for me, so up to discuss is everything under the sun:

  • Berserker Lord on Giant Brock. I like the model, but also really badly need the slots swaps he offers. We'll see how the big guy does!
  • Flame Priest, BC, Fireball. In theory, I really like this as a go-to support caster, as Fireball can support any Mastiff orders, but this is the first outing, so we'll see how they do!
  • Stone Priest, BC, SE. I think the Stone Priest is a great picks if you want to dabble with fancy spells from the Arcane Library. Blizzard is obviously up there right now, but we'll try to avoid it and explore other things. Scorched Earth looks good for defensively-minded Dwarfs, so we'll try that spell out here to start.
  • Warsmith. I want to take some shooting with the Dwarfs. With Auras for Elite (Ranged) and Radiance of Life for all our shooters, we'll take the Warsmith too, and really explore all of our more interesting Champion options here, and see what we like. 
  • Berserkers. I needed units, so we're taking the Berserkers for a spin! I feel like they need Bane Chant support to actually deal damage, and might struggle a bit due to hitting on 4's, but great Nerve and a lot of attacks does make them kind of attractive to try out. We'll try to lead and instigate with them, and see how that feels.
  • Ironguard Regiments. The Ironguard have not traditionally been Free Dwarf units, but I'm short on units, and as long as we're all under one roof, I do want to try them out. I like the extra attacks they got, and we'll see how they do holding the line.
  • Ranger Regiments. I uh... really want these to be good. They are expensive, but versatile, with decent stats all around. They likely have a high skill ceiling, so we'll get started on using them right away and see what we can learn.
  • Berserker Brock Riders. They received TC3 for some reason, and although they hit on 4's, they have a silly amount of attacks, and so should have great output if they hit cleanly. We'll treat them like a typical knightly hammer unit, giving them the Boots, and looking for a good fight. 
  • Iron Belcher Cannons. I want to explore shooting with the Dwarfs, and we'll give their cannons a try. I feel a little bad for running them while saying how unbalanced Cannons are... but we've only got two which seems more sporting. We'll see how they perform in our hands.

Table and Terrain

We were still at his place, still making use of his luxurious table-top setup, and home terrain. We had Forests with Height 10, the blocking Buildings at Height 7, Hills with Height 3, fallow field and shallow pond as Height 0, and Obstacles as Height 2.

An overview of the table, with my first nit deployed, apparently.

We got Hold the Line for our Scenario. At the and of the game, we create an imaginary corridor across the center of the table, 6" off the center line, thus creating a 12" corridor down the middle, in no-mans-land, and then we divide this into thirds. The left third is worth 2 points, the middle third is worth 3 points, and the right third is worth 2 points as well. Players control each zone with Unit Strength, and the majority of your units footprint needs to be in the zone to score. 

The Militia, alone.

The Kingdoms of Man had an isolated Militia horde on the far left, ready to hold that zone for very little commitment. Cannons and the Blizzard Wizard started in the forest, and then they layered up. We have Halberdiers screening for Foot Guard and the Barkskin Wizard, two regiments of Halberdiers in the pond blocking for the Beast Knights, then a front-line of Halberdiers and Militia and Foot Guard, supported by the two Light Cavalry Troops screening for Beast Knights in reserve, and the Hero and third Militia Mob supporting near the table edge. 

The rest of the Kingdoms of Men play the center and right.

It’s a bit stacked up and tight. I think I’d have put the Light Cavalry on the far left as well, to threaten outriding, and I’d put both Foot Guard in the second line, but overall I like this deployment for the Beast Knights better, and think this will be a better test for them. 

Dwarfs, in the center.

With a new army, I was rather clueless. The Militia on the left were an early drop and a tempting target to test our Rangers or Berserkers… but I figured if anything else ended up there to support the Militia I would be picked apart. With two buildings out on the left, I decided to forsake the left zone entirely. I’d need to play for the center and right, and win them both. It’s do or die for the debut of the Free Dwarfs!

And Dwarfs on the right.

I wanted to use the buildings to protect me a bit. The Stone Priest came down out here, and then we had Ironguard, ready to run up and pivot. Berserkers were behind them , and then we had Berserkers screening the Slightly offset Shieldbreakers, with the Flame Priest nearby. We’ll be trying to push in pretty hard from the left.

Trying to hid behind the hill were the Brock Riders, though the Cannons should still be able to spy them. The right continued to try and use the hill, with Ironguard and Shieldbreakers behind it, both cannons with a lane in towards the center, and then we had both Rangers, and the Warsmith here, along with the Berserker Lord on Brock, ready to shoot the gap between the woods and table edge and be annoying.

Scout moves!

I had Scout Moves, and the Rangers dutifully hopped up into the forest, getting their center points inside to ignore the terrain feature.

I won the roll for turn, and opted to take it to try and leverage some shooting.

Top of Round 1: Free Dwarfs

He’s up against an awful lot, but the Berserker Lord zips ahead, being aggressive. He’s safe from charges, and the aim is just to pressure and slow the humans down here, forcing pivots and such to protect their flanks from him and his mount.

Arrows fly, cannons roar, and the Berserkers on Brocks all zip ahead.

We’ve got a nice cluster of Ironcraft units around the Warsmith, and the Rangers join up to focus down the exposed Foot Guard on the far flank. We land 11 damage, but the Foto Guard are found to be Insane.

The Cannons roar, and roll hot, landing 9 damage into the Halberdiers in front of the Light Cavalry with some very hot dice, and we’ll get the waver here.

The Shieldbreakers inch up, and probably should have gone farther. They are Dwarfs after all and any inches you can grab early seem precious.

The Ironguard move up, taking the hill, ready to interdict for the guns.

The Brocks are Fearless, so scamper ahead very far. As with the Lord, the idea is to be threatening with them and make the stacked humans think hard before moving out.

The Berserker infantry zip ahead as well, but are slightly slower.

The infantry Berserkers both move up their 10 inches, and the Shieldbreakers and Flame Priest move their 8 here, generally keeping pace.

The Ironguard do move ahead and then pivot, using the building to protect their flank… from nothing. This was the move I had originally planned for them, and so they did it, despit nothing really threatening them out here. This isn’t a terrible move though, as it let both Berserkers max out on their respective moves, and protect threat.

We had some good ranged damage, a waver, and a lot of Dwarfs near the center line already. Exciting times!

Bottom of Round 1: Kingdoms of Men

The no-brainer move this round is the Militia on the left, moving up at the double, pivoting, and moree than ready to hold this zone.

The Militia hold down the left zone already.

Cannons and Blizzard Wizard fire into the nearest Dwarf Berserkers, rolling well with 9 damage, but the Berserkers are Fearless and don’t seem to mind the explosions or the frost.  

The Berserkers take some shots.

The human infantry all move up. The infantry Berserkers have Frozen, and are slowed. The humans are threatening me, but in this chilled state, I’ll need Wild Charge 2 to get in myself. The Bracing command fails, but nearest regiment also gets a Barkskin 4, helping them out. 

The Kingdoms of Men bring a lot to bear, despite a few wavering units.

The waver complicates things. Both Light Cavalry units will advance, the Halberdiers will back up, and then the Beast Knights will lumber out as best they can, threatening to avenge anything that fights the Light Cavalry. 

Out on the right, the Militia hordes both advance, though the injured Foot Guard hold, assuming a position in the second line, ready to try and help against the Berserker lord, but trying to remain safe next round and mitigate my shooting results.

Top of Round 2: Free Dwarfs

We’ve got a lot of units heading out way, and it’s a lot of pressure, but I’m very much enjoying this. I think my approach here is to move out early (done), pressure, and then give ground while shooting chips away, and then hopefully be able to press onward in the final rounds to secure the zones.

Several delaying charges come from the Dwarf lines.

On the right, things are still a little bit gummed up. A Militia horde needed to expose a flank to the Berserker Lord in order for the second horde to hop ahead and protect the Foot Guard. It is not wise, but it is fun, and the Berserker Lord goes in, and rolls hot for 15 damage (essentially 12 expected), and we pick the horde up and reform.

Remarkably, the Dwarfs are able to pick a few units up!

The Ironguard on the hill have a clean flank into one of the Light Cavalry units… but I think I need to shoot them instead, so the Ironguard go into the other Light Cavalry, in the front, and unsupported, in an effort to just gum things up.

Shieldbreakers step up, and the Warsmith grants them a Throwing Mastiff. The Cannons hold, but should have moved slightly, as we are shooting into cover by firing into the Light Cavalry. The Warsmith’s aura gives the Cannons Elite for their Grapeshots. We’re going for a waver, but between double Grapeshot, the Mastiff, and the Pistol of the Warsmith, we do devastate the Light Cavalry, and break them!

The Rangers don’t have great targets, as everything not fighting has cover. I opt to fire into the Beast Knights and try to injure them a bit. We’ve got Elite from the Warsmith here as well, manage an amazing 12 hits, but only 3 damage.

Alas, getting TC off the hill is no longer a thing. Despite bonus points for being cool, the Ironguard only manage 3 into the Light Cavalry, who hold. 

Wild Charge gets the Berserkers in.

The injured Berserkers be bold, and declare a charge into Halberdiers, and then thankfully do get the necessary Wild Charge 2 to complete it. Had they failed, they’d be moving up to block Halberdiers. Having succeeded, they can block Halberdiers while fighting!

The Brock Riders can’t really get into anything juicy, and I don’t want them getting overwhelmed by Halberdiers, so they reposition, getting behind the charging Berserkers, safe from the opposing infantry.

The Flame Priest gets a Bane Chant onto the Berserkers, but can’t get close enough to Inspire them. The Berserkers do quite well, landing 10 damage. Barskin mitigates this though, with only 6 making it through. The Halberdiers hold, but the Berserkers are in the thick of things and causing a ruckus.

The Militia watch the Dwarfs sprint ahead.

The other regiment of Berserkers runs towards the war machines. I’ll be hindered, but Fearless might help them out here to pressure the human shooting. The Stone Priest just keeps things Inspired, and Ironguard and Shieldbreakers assume potions behind the Brocks to keep the pressure on and avenge the Berserkers.

Bottom of Round 2: Kingdoms of Men

The Militia on the left … hold firm. 

Both war machines get Indomitable Will from the nearby Wizards, as the Barkskin Wizard is a bit too far to keep them Inspired, and they are staring down some Berserker infantry. The Cannons do what they can to help elsewhere, and land 5 into the Brock Riders. Blizzard has a hot 7 hits, but only 2 damage into the crazed dwarven cavalry.

Many multi-charges from the Kingdoms of Men...

The Berserkers take hindered Foot Guard in the front, Halberdiers counter-charging in the front, and more Halberdiers in the rear. Starting the turn on 9 damage, they are easily dispatched, but reforms are somewhat difficult.

The Foot Guard overrun, rolling up a hot 6 and getting in the face of the shot-up Brock Riders. The injured Halberdiers rotate, as do the flanking regiment, now blocking for the Beast Knights.

The Kingdoms of Men win their fights. All of them.

Centrally, the Light Cavalry use Feint to safely withdraw from the Ironguard, who are then charged by Halberdiers and Beast Knights. The Halberdiers land 3 damage (2 expected), and eager to make up for the previous game, the Beast Knights maul the Ironguard for 15 (~9 expected)! The Ironguard fall. 

The victorious Halberdiers overrun, and things are tight, but the Beast Knights do get a small pivot. 

The ASB supervises the right, watching on from the hill, tending to the injured Halberdiers nearby, and keeping everything Inspired.

Even the Berserker Lord is not spared from the rabble.

The Berserker Lord get charged by the Militia, and them my opponent realizes he can fir the Foto Guard in as well, so the Lord takes a multi-charge. Both (slightly) overperform, with the Militia landing 5 damage (4 expected) and the Foot Guard landing 9 damage (~8 expected), but on 14 damage, it doesn’t take much to scare the Lord away, and he unfortunately breaks.

Looking at the pictures, I don’t think there was a way to really prevent the multi-charge. The Lord is tall, and a little too far away from the table edge to be tricky with positioning. I was hoping to take down the Foot Guard before he fell, but so it goes. 

Top of Round 3: Free Dwarfs

The Rangers hold, and loose into the Militia. We still have elite, but apparently roll rather hot, landing 15 damage (12 expected), and getting the waver here. The Warsmith probably should have gone into the woods and shot at the Militia, but I think he needed to keep the Shieldbreakers Inspired, just in case, and make too shots at something, though my notes don’t have him doing any damage this turn.

Dwarven combined arms starts to synchronize.

The Shieldbreakers charge out, and even get to use their TC to add some damage against the Beast Knights, which are taken up to 8 damage. 

The Dwarves are able to pick up multiple units, and waver a horde too!

The other Shieldbreakers have a flank charge into the leading unit of Halberdiers. It is tempting, but I feel like I must protect my Brock riders. Instead of charging, the Shieldbreakers get a Mastiff, and move up to protect the Brock Riders. They toss into the Halberdiers, but the dogs contribute nothing. The Cannons are able to move up and Grapeshot into the same unit, and the cacophony is joined by a massive blasting Fireball as well. Elite does help for the Grapeshot, and we greatly overperform, and are able to devastate and rout the Halberdiers, instead of the waver I was shooting for..

Brocks charge their only target, and Ironguard hit the Foot Guard in the flank for good measure. Victorious, the Brocks back up, and the Ironguard overrun, seeking to block for the cavalry, but end up exposing a flank to some injured Halberdiers.

The hindered Berserkers crush one war machine.

The Berserkers charge a cannon, and get a Bane Chant from the Stone Priest. It’s dicey, but the Nerve Checks are good, and we are able to break the machine and reform.

Bottom of Round 3: Kingdoms of Men

My opponent considers marching the Militia on the left towards the center to help reinforce, but with the goofy buildings, they cannot fit, and their isn’t really time to get all the way around everything to help control the center. They are scoring for the scenario, but are stuck watching things unfold.

The Militia are forced to watch.

The remaining Cannon gets Indomitable Will for safety, and blasts the Berserkers for 5 damage, and the Blizzard Wizard hits them for 4, but the Berserkers are Fearless and just don’t care.

Many more multi-charges. Trevor is quite good at setting these up.

The humans try to blunt the offensive. Halberdiers take that hindered charge into the Ironguard, and are joined by a hindered charge into the front of the unit by the Light Cavalry. I believe the Wizard is forced to Bane Chant the cavalry due to line of sight, but in all, only 4 damage lands, and the Ironguard hold firmly for me.

Uh-oh. More dwarves fall...

The Shieldbreakers on the left take a charge from the Beast Knights and some Halberdiers. The Beast Knights get 17 hits but only 11 damage, but the Halberdiers contribute 5 to really tip the scales. The victorious Beast Knights are a bit boxed in, but the Halberdiers overrun, for a single inch. 

Beast Knights and more Halberdiers fight the other unit of Shieldbreakers on my right, dealing similar amounts of damage, and will break this dwarven unit as well. The Beast Knights back up an inch, wounded and wary of Grapeshot, while the Halberdiers overrun towards the dwarven firing positions.

The ASB descents the hill, keeping an eye on things. The wavering Militia pivot, ready to rumble, and the Foot Guard ready-up behind them.

Top of Round 4: Free Dwarfs

The pressure is on. We've lost a number of units already, but it’s just Round 4 and I think we’re doing ok? Shooting and wavering has been very effective for the tempo this game, and I’m trying to keep that up.

The Rangers on the far right have a flank into the injured Halberdiers, and I think I need to take that and start transitioning towards plays for the center, so we’ll charge in fire. 

The Cannons have Unit Strength, and start inching ahead. The Beast Knights have 8 damage to start, and the pair of elite cannons add 6 more via Grapeshot, which is much more reasonable than the previous volley. Fireball from the Flame Priest adds 2 more, and the Warsmith takes aim and lands a hot 3 damage to take them to 19 and remove them instead of wavering them like I had been hoping for.

The Dwarfs pounce.

The other Rangers loose into the Militia, looking for a waver here as well, but we’re rolling hot, and land another 7 damage against them, devastating and routing them instead. 

The flanking Rangers are hindered, but the Halberdiers start on 9 damage, and are taken off as well. Without the Beast Knights to worry about, they Rangers spin around, ready to fight the Foot Guard.

And the Dwarfs clean up a lot of units.

We’ve done a good job at protecting the Brock Riders. The Beast Knights are wider than the Brocks, so we’ll get a clean charge in against them, and land 11 damage, they are Inspired and manage to hold, this was good stuff from the Brocks. 

On the left, I need to remove more Unit Strength. Instead of the war machines, the Berserkers try to relieve the Ironguard, and flank charge the Halberdiers, letting the Ironguard fight on against the Light Cavalry. There is a chance for Fury of the Ancients for the Ironguard, but the command fails.

The Berserkers are hindered, but really want this, landing 13 damage in the flank, with Bane Chant from the Stone Priest helping out. This regiment took the charge from the first Berserker unit, and is already wounded, and will pop. The Ironguard fight against the Light Cavalry, who are also injured, and brought up to 7 damage. The Nerve Checks here break my way.

The Berserkers spin around to try and deal with the Cannon again, and the Ironguard sidestep, looking to threaten a flank into the Beast Knights.

Bottom of Round 4: Kingdoms of Men

The Militia on the left continue to hold. The Cannon gets another Indomitable Will, and fires Grapeshot into the Berserkers, along with a blast from the Blizzard Wizard. We’re brought up to 17 damage, which isn’t enough to devastate them, and they’ll obstinately refuse to leave the field, and be staring down the shooters still. 

The human units are much fewer in number now, but still fighting hard.

The Beast Knights fight back against the Brocks, and Halberdiers join in the flank, making sure to remove the unit strength. It’s a pretty sure-thing, so the Halberdiers get Barkskin 2 for later.

The Brocks will fall, but they did well overall. The victorious Beast Knights reform to face the Ironguard, and the Halberdiers look to Ignore the yielding heroes and try to engage the war machines and keep them from the scoring zones.

The lone Hero charges a Cannon, also trying to keep the war machines out, but the Dwarven Iron Belcher Cannons are tough, and only 3 damage lands. 

Aftermath of Round 4.

It is a little rough, but the Foot Guard are forced into a hindered charge against the golden Rangers, landing 5 damage. The ASB hits them in the flank, preventing a Withdraw move, but contributes nothing to the combat results.

Top of Round 5: Free Dwarfs

I active the Warsmith and move him up, getting Radiance of Life on the injured Cannon as well as the Rangers. 

The flanking Rangers are hindered, and struggle, landing just 3 damage with some bad dice. We try to get Fury of the Ancients for the other unit of Rangers, but the command fails. The beleaguered Rangers still land 5 damage, taking the Foot Guard up to 19 damage… but they are found to be Insane.

I choose to try and withdraw with the injured war machine, but fail the Inspired checks, and break instead. In retrospect, I don’t like this move. The Hero is engaged, and that is good enough. 

A rear charge from the Ironguard!

Instead of the Beast Knights, the Ironguard make a hindered charge into the rear of the Halberdiers, thinking I have better chances to pick them up here and waver the Beast Knights. Barkskin absorbs a few damage, but the hindered Ironguard do fine, sticking 12 damage onto the Halberdiers, and the checks do break my way, and the victorious Ironguard then turn to face the Beast Knights.

The Flame Priest tries a Fireball to add some Shattering… but unfortunately lands no damage into the Beast Knights. The Warsmith lines it up with 4 hits but no damage either. The Cannon moves up to Grapeshot… and lands 1 damage. On 12 damage, we do get the waver though, so things work out ok. 

Fights for the Dwarfs.

The Berserkers make yet another hindered charge, this time into the enemy Cannon. We’ll get Bane chant from the Stone Priest again, land a nice 10 damage, and manage to pick the unit up.

Bottom of Round 5: Kingdoms of Men

The Militia continue to hold the left, maximizing the options for the Kingdoms of Men to achieve victory as the game really starts winding up now.

The Blizzard Wizard adjusts to fight the Berserkers, and … the spell lands nothing into the frothing crazies. Ouch.

Aftermath of Round 5.

The Barkskin Wizard also adjusts, and gets Indomitable Will onto the Bear Cavalry, who do have the front of the Ironguard in their front arc. I forgot about this! The Command grants Headstrong, but the 4+ is failed. They are holding the center though, and get Barkskin 1 to try and hold on just a little longer.

The now-free Hero charges another Cannon, lands 4 damage, but doesn’t pick this one up either.

The Rangers continue against the insane Foot Guard, who roll out of their minds to land 11 new damage onto Rangers, who are routed. …and welp, it looks like we played this wrong. The Foot Guard are on 19 damage and devastated, and we should be halving their attacks. Oops. It’s been a long day for us.

Top of Round 6: Free Dwarfs

The Rangers continue on, and pick up the Insane Foot Guard. I think they overrun, trying to get out of the woods, but they probably should have changed facing, and readied for awkward shots in a potential Round 7.

Again, I try to disengage with the Cannon, and do succeed on the Inspired check, and we Grapeshot into the Hero, fishing for a waver I guess, landing 2 damage. The Warsmith shoots the individual as well, landing 2 more damage, but he is resolute. 

The Dwarfs end their Round 6.

Again, I don’t like my choice to try the Withdraw move. With more Cannons or Dogs, yeah, this might be a good idea sometimes, but the move last round cost me the Cannon while freeing up the Hero, and this round I did get some damage in, but I think we actually take the cannon out of scoring range.

Part of reasoning for the Withdraw was laziness. I did not want to look up how a war machine fights in melee. With a fresh brain, I don’t have a Melee value, so I cannot fight back. I’d just be holding, which would definitely have been the preferred action both times.

I believe the Flame Priest fails to Bane Chant the Ironguard, so the Stone Priest steps up to get the spell off, to help that fight. The Ironguard flub, and land just 2 damage, but having accrued 12 damage already, the Beast Knights break.

The Berserkers fight the Blizzard Wizard, and manage 8 damage, and will get the rout, and the Overrun. They are not scoring, but I think can make it to the center zone in a Round 7.

Bottom of Round 6: Kingdoms of Men

I plopped down rulers on each end, but they are approximate. 

The Militia hold the left, resolutely and reliably, giving 2 VP for the Kingdoms of Men.

In the center, the Stone Priest (1), Ironguard (2), and Flame Priest (1) hold it for the Dwarfs against the Barkskin Wizard (1) for 3 VP for the Dwarfs.

On the right, I do not recall if the Cannon is actually scoring or not, but with the Warsmith (1) and Rangers (2) holding this for the Dwarfs, against the Hero (1) and ASB (1), the Dwarfs are holding this for 2 VP as well.

Even if the Cannon is not scoring and the Barkskin Wizard gets over to contest the right, it’s still a 3:2 Dwarf victory. He’d need to fight and remove the Warsmith, which doesn’t seem likely, and if the Cannon is scoring, he’d be fighting to contest. It's been a long day, and my opponent taps out.

Game Conclusions

Well, I will happily take a win for the Free Dwarfs on their first-ever outing! I think we played well, hunkering down in the deployment phase and just accepting that we won’t play at all for the left zone, while focusing intently on the other two. Protecting the Brocks was an important call, and while it was very difficult to juggle, we did a good job of picking which units to fight and which to shoot to try and control the tempo of the game. We definitely lucked out a fair bit for this win, but that's gaming. 

Testing Conclusions

  • Berserker Lord on Giant Brock. Well, I kind of tossed him away, but he did manage to claim a horde before falling, which isn’t terrible from the Unit Strength perspective. Still, I can’t really argue that he was used well, and we’ll try better next time.
  • Flame Priest, BC, Fireball. I liked the Flame Priest. Fireball was an ok support spell here, if a little swingy. Positioning could probably be better with the Champions / individuals, but we’re still learning and Speed 4 is really unforgiving.
  • Stone Priest, BC, SE. He did ok, though I didn’t get to use Scorched Earth at all. It’s not a bad spell, but I’m not sure the list really works with it – Ironclad Hordes and such would get more mileage out of it. I still think he is a great avenue for exploring fancy Arcane Library Spells though, and we’ll keep exploring, while trying to avoid Blizzard.
  • Warsmith. We were able to have a set up a nice little cluster of Ironcraft units, so were able to get some good use out of his abilities, with Elite really helping things out at range. I like him, and he is indeed a great pick to support Ironcraft stuff (go figure).
  • Berserkers. One unit struggled, but still did a great job blocking and instigating and tanking some shots before going down. And all those efforts let the other really go ham, breaking two cannons, a spellcaster, and relieving the Ironguard of their Halberdier problem, all while being hindered! That unit had a great, but statistically unlikely game, and taken together, these paid for themselves. They want / need support with Bane Chants and such, but the Berserkers exceeded my expectations. We’ll try them again sometime for sure!
  • Ironguard Regiments. They took hits and brawled well! I can see why these have been so popular... Defense 6 is strong, and the extra attacks felt great. Even if they didn't deal a lot of damage, the Ironguard really felt like an elite, defensive unit and the design feel is hitting it out of the park here. 
  • Ranger Regiments. They were little unlucky at the end there, but they did good work all game, and really tore things up at range thanks to the Warsmith and all the low defense units across from me. A neat unit, and we’re off to an ok start with learning them!
  • Berserker Brock Riders. We actually did not need the Boots here, which was surprising. I think I used them well enough? I prioritized protecting them to give me a better shot at breaking the Beast Knights, and that proved to be wise. They did not survive the game, but did enough to put me in a good position through trades and positioning.
  • Iron Belcher Cannon. They did fine early game, but we botched it at the end with a lack of experience. Even though I had good chances to survive both times, Withdrawing from an Individual is not a great choice unless you have stuff to punish them. In the late game, just staying engaged, even if you can’t attack, seemed like the better play in both instances.

This was a much better showing for the Kingdoms of Men and their Beast Knights, and a good debut for the Dwarfs, though there is much to learn from and improve upon. I really like the approach here with Halberdiers, Militia, and Barkskin, and it was wonderful to get these games in. A huge thank you to Trevor of DataandDice for the games, and especially for hosting!

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