Tuesday, July 21, 2026

4th Edition: Battle #044 Free Dwarfs vs Abyssal Dwarfs in Wrack and Ruin


Intro and Lists

Scheduling has been a bit difficult over the summer months in particular, but Kings of War Wisconsin is still meeting up about once a month, which I'll count as a win. We had a decent showing for July, and my first opponent was Will, and his implacable Abyssal Dwarfs:


Will has always liked his Obsidian Golems, and for 4E, he's been implementing Golekh Skinflayer's ... uh... conscripted Ratkin and the like alongside them. The Golems lost their cannon but got a height decrease, if memory serves, so currently he's playing around with Golems and some taller Chariots as some of his heavy hitters, and because he had the points, he's proxying in a troop of Grotesques as well.


I brought the (mostly) Free Dwarfs to the meetup, looking to get some more experience with them. I wanted to avoid Warlords and focus more on units and Champions, with troops of Ironclad being the quirky take this time, instead of fancier support-slot slots. Up to experiment with and discuss is everything:

  • Flame Priests. I am bullish on the Flame Priests, so we are doubling-down on them. While they can't really drop Fireball, this does synergize nicely with any shooting units, as well as the Throwing Mastiffs from the Command Orders. I think these are a decent buy, and we'll see how they perform.
  • Warsmiths. These are really useful if you have any shooting units, as the Elite Aura can be very beneficial to boosting their damage output. We have a fair amount of shooting units, so we're taking two Warsmiths, and seeing what we can accomplish.
  • Ironclad Troops. The quirky pick for this build! I few opponents have used similar units against me, so we're trying to borrow those ideas and apply them here. The hope is that they can cheaply play scenarios, or be troublesome screens for something like the Shieldbreakers. I have four troops, so we're really committing to the idea and taking them all. 
  • Ironwatch Rifle Horde. They've done fine previously, and I want a healthy shooting component right now, so we'll keep trying them out. I tend to stick they very centrally, which has not been great, so we'll try to avoid that this time.
  • Ironwatch Crossbowmen Regiment. I had an odd 125 points left, and instead of more Ironclad, opted for some Crossbows. The Ironwatch have 4+ for Melee and Defense, so they are surprisingly sticky.
  • Shieldbreaker Regiments. I've had to eat some crow, and the regiments have done quite for me as a second-line. We'll take them out again, and see if I can have any success behind the Ironclad troops.
  • Shieldbreaker Horde, Stone. We're taking a horde, and hoping to get the charge! We're trusting in the Ironclad troops, so will try to devote two troops to protecting the horde. With some extra points, we'll give them the Staying Stone, and see if they can't brawl just a little bit longer for me.
  • Ranger Regiments. These have had some tough games previously, but have still done what I needed them to do, and performed well overall. While they haven't had any breakout performances yet, I am still bullish on them, and so we're taking them to supplement the Ironwatch picks. 
  • Berserker Brock Riders. I wanted a little bit of speed to project threat, so we're taking the Brock Riders and the Boots, as one does with cavalry regiments these days. Fearless has been amazing, and they can do good work. However, they are an obvious threat, and usually need to be traded away for something. Still, these guys have really been a good distraction for the rest of the list in other games, so we'll see how they do here.

It's some Dwarf-on-Abyssal Dwarf violence! What's not to love?

Table and Terrain

We were out at Lost Trove in New Berlin, a nerdy collectables shop. They snatched up a lot of the banquet-style folding tables and even a bunch of terrain from Gamers Realm when they closed, and have been very welcoming to us. Thanks John! Check them out if you are in the area. 

Not sure of the store's terrain situation, I had brought my own mats and terrain, which we utilized today, though probably can pare a bit in the future. We had Forests with Height 10, the blocking Buildings at Height 7, Hills with Height 3, and the battlefield as Height 1 and and shallow pond as Height 0, and Obstacles as Height 2. I will note that we should probably experiment more with higher terrain, and I'll try to do that in the future, maybe with the graveyards for my spooky board.

Overview of the battlefield.

We got Wrack and Ruin for the scenario, which is a messy one, and also uses progressive scoring, which is neat, but complicated... There are two "objectives" with 12" radius scoring zones on the center line. Starting in Round 3, at the end of the Round, we check to see who controls each, using majority footprint for calculating unit strength, and thus control of the zone. The victor gets a VP for each zone held. This scoring happens at the end of Round 3, 4, and 5. These zones do not score in Round 6 or beyond. At the end of the game, (maybe in Round 6, maybe in Round 7) there is an basic Objective Marker with a 3" radius scoring zone in the exact center of the battlefield. If a player controls this at the very end of the game, again with majority footprint and unit strength, one more VP will be up for grabs.

View from the left.

Left-to-right for the deployment of the Abyssal Dwarfs we have Ratkin and Raktin on the line, with Blacksouls in reserve, and an Iron Caster with Heal, Bane Chant, and the Crown of the Wizard King overseeing things. 

View from the assorted Crossbows, to the left of center.

The center had Golems with Liliana's Tear, perpendicular Gargoyles and a Death Engine Chariot behind, then the Golems with the Blessing of the Gods with the Surging Iron Caster behind, then the Golems with the Brew of Strength, and another perpendicular Gargoyle with another Death Engine Chariot, and another angled Gargoyle. I believe he was wary of shooting, with regards to the slightly-wider Gargoyles. On the right, wary of my Brocks ending up out here, he dropped the Grotesques, as well as Golekh himself.

View on the right.

I won the roll for sides, and was lazy, as things looked very fair with the table. Left to right for the Free Dwarfs is a troop of Ironclad, Rifles on the line, a Warsmith supporting and Shieldbreakers in reserve. The center had Crossbowmen with a supporting Warsmith, and then both Ranger units. 

We then have an Ironclad Troop with Shieldbreakers behind, more Ironclad blocking for a Flame Priest and the Ironclad Horde, more Ironclad, the second Flame Priest, and finally, the Brocks were my last drop. I considered putting the Brocks behind the pond but, with the Grotesques down, opted to try and bully them with my longer charge range. 

Scout moves!

I remembered my Scout moves for the Rangers, and moved up those 4 inches, ready to take some early shoots into the Ratkin. I then luck out, winning the turn roll. Given how the scenario scores, having the bottom of the round can be very beneficial, as you can react and potentially fight your opponent off the objectives before things calculate and score. Waiting should also net me some better shots, but I was eager to fight, and went with the first turn.

Top of Round 1: Free Dwarfs

On the left, the Ironclad move ahead at the double, positioning to intercept the opposing hordes, and the Shieldbreakers do the same. The Ironwatch Rifles move up, pivot, and continue on until they are touching the obstacle, and can ignore it for determining Cover in future turns. With Reload though, they cannot fire this turn.

The Free Dwarfs grab ground while they can.

On the other side of the building, The Crossbowmen move up to join the Rangers. The need 6’s to hit the Ratkin nearer the middle of the table, but do land 2, which converts into 2 damage. The Rangers hold and take aim, though one has a cover penalty. They land a combined 8 damage, taking the Ratkin up to 10 damage.

A cautious center. We don't want to fight the Golems.

Elsewhere, the Dwarf line moves up, but only slightly. We can’t score until Round 3, and I don’t fancy my chances grinding against three Def6 regiments, so we’ll try and be patient.

The Brocks attempt to encourage the Grotesques to leave.

On the far right, the Brocks move their eight inches up and then pivot. Since we’re measuring from the nearest points for distance calculations, I am threatening a charge into the Grotesques, while being safe from the slower unit.

I think if I angled the other way I could still zone things out effectively, but this isn’t bad. I’m trying to force a decision from my opponent, and pressure him into cutting and running.

Bottom of Round 1: Abyssal Dwarfs

My opponent decides to commit on the right, tossing up Gargoyles to complicate things. I’ll need a pivot to get around them, so he then hides the Grotesques in a spot I can’t reach, while keeping Golek back and safe.

Gargoyles come to the aid of the Grotesques.

Additionally, in their cozy nook, the Grotesques gained a few inches, and being so tall, can see the Brocks and are them with a charge now, which is a good play.

The line of Golems scooch ahead.

Centrally, the Golems all scoot forward, keeping a tidy line. The Death Engines stay close behind, peering above them, and the Iron Caster keeps pace, and casts no spells.

The Ratkin are let loose in the general direction of the Free Dwarf lines.

Out on the right, my opponent opts to blitz. Both Ratkin hordes scamper out, stopping just shy of their max move, so that they can line up their front corners and prevent any larger units from getting any flanks.

The Blacksouls are hesitant to fully commit to the hill with all the shooting, and so while they have a bit of their front facing on the hill to see, their center point is not on the hill, so they’ll have cover.

Top of Round 2: Free Dwarfs

We have multiple hordes of Ratkin Slaves staring us down, but I think we have the tools to deal with this.

The Ironguard move to block-

From the far left, the Ironclad troop sprints ahead, stopping just short of the Rats and bracing themselves. The Shieldbreakers move up, and the Warsmith grants them a throwing Mastiff, which is soon tossed at the blocked horde.

The Mastiff chomps 2 damage onto the Rats, and the Warsmith’s takes aim with his Pistol, contributing 2 damage as well. The Rifles unload, and do ridiculously, landing 10 damage (6ish is expected from them, even with Elite). The Rats are fine, but suddenly, this horde is on 14 damage.

-and shooting does its thing.

The other horde starts on 10 damage. The Rangers loose, and actually underperform, landing just 8 damage instead of the expected ~11, but the Crossbowmen contribute 4, and cumulatively, this is enough to break the Ratkin horde. I was expecting a waver, but their nerve is pretty low, and the early damage from the Rangers really paid off here.

The Golems scooch ahead again, keeping a tight line.

Centrally, the Free Dwarfs continue scooching up, staying well out of charge range of the Golems. I am happy to play things slow here.

On the right, the Brocks back up and pivot a bit, getting out of charge range of the Grotesques, and trusting their brothers in arms to deal with the Gargoyles. Unfortunately, since the Ironclad only moved up 4” last turn, we are just barely out of charge range to get them in the flank. Shooting is called for.

The Brocks fall back while dogs are distributed.

Dogs are granted to the Ironclad on the hill, and the Ironclad that cannot charge. The Flame Priest in the woods holds, and has their center point in the forest. They lob a strong Fireball, landing 5 damage, and the Mastiff from the nearby troop gnaws a 2 onto them, and a waver is looking strong.

More Gargoyles dispatched.

The second Flame Priest is not actually in range, which I think is just how short dwarf legs work. I don’t think there was a way to get them in to cast. However, the Ironclad on the hill toss their Mastiff, and it’s apparently death from above, with the Mastiffs rolling blisteringly hot with 4 more damage onto the Gargoyles, devastating them, and routing them at range.

Bottom of Round 2: Abyssal Dwarfs

My opponent is on the back foot. He needs to move up to have a chance at scoring the scenario, but the early shooting has been hot.

The Grotesques try to maximize their changes here.

On the right, the Grotesques do their best, getting up by the obstacle. The Ironclad can’t reach, and the Brocks will be hindered unless they pop their boots. Golekh also stays safe, while granting the Grotesques the Last Breath Command, meaning if I break them in melee, my units will take damage.

The Golems continue trudging forward. The Iron Caster grants a Mutated Mastiff to the Death Engine, and the Ratkin eagerly fling it over the Golems and into a troop of Ironclad, landing 2 damage.

Gargoyles fly up to try to distract the shooters for a turn.

Gargoyles now fly up to gum up my Rangers, though since it kept it’s perpendicular alignment on approach, this is not a charge.

The Ironclad hold the line against the Rats.

The left is messy. Originally, the Ratkin get the Last Breath command and charge. The rule was updated, and instead of needing to survive, the unit can alternatively immediately sacrifice themselves to blow up. In the end, my opponent winds this back, choosing to Bane Chant them instead, and stick them in combat.

The Rats will cut 4 damage onto the Ironclad troop, but the troop holds. The Blacksouls stay relatively where they were, still watching and waiting, menacingly.

Top of Round 3: Free Dwarfs

On the left, we’re going with a shooting approach to try and sidestep the potential explosion from a melee. The Shieldbreakers inch up, staying more than 8” away from the Blacksouls. The Warsmith attempts to pass them a Mastiff, but fails. Ironclad troop attempt to withdraw, passes, and stagger through their comrades, wavered.

The Ironclad troop withdraws.

The Rifles fire, and land their more reasonable 6 damage into the horde, with the dogs contributing 3, and the Warsmith landing 2 damage, and the Rats are shot off.

Over here, the Rifles are actually scoring for me, as are the Crossbowmen, so it will be tough for my opponent to score this zone this round.

The Rangers prep some dogs instead.

I am measuring, and all but the golden rangers are actually safe from the Golems this round. The Rangers move back to safety, but this puts their center point outside of the terrain. The Warsmith grants them a Mastiff instead, which lands 3 damage onto the Gargoyles. The Rangers land a solid 6 damage (about as expected), and the Crossbows roll slightly hot again, landing 4 damage instead of the expected 3, and in total, this is all enough to devastate and rout the Gargoyles too.

Ironclad block in the center.

Centrally, the injured Ironclad move up, and parallel with the Shieldbreaker regiment. Against all this Def6, I really need to protect my Shieldbreakers. They are granted a Mastiff, and toss it defiantly into the Golems, but nothing lands.

On the right, I really don’t want to charge the Grotesques. Thankfully, since the Brocks have been shuffling around, they have a possible charge into the Golems near the building. Extra nice, an Ironclad troop also has a charge, and both go in, with the Brocks using their boots.

Victory for the Berserker Brocks!

The Ironclad troops should be able to block things up, so a Flame Priest approaches to grant a Bane Chant onto the Brocks.

The Shieldbreaker horde moves up, but stays out of range of the Grotesques, though there probably isn’t a way they can get in. another Ironclad troop moves up a bit, and is granted another Mastiff. We get 6 hits but only 1 damage. This Flame Priest tries to lob a Fireball into the Grotesques with a cover penalty, but lands no hits.

The charge goes well. The simple Ironclad land 1 damage, though the Bane-Chanted and Boot-wearing Brocks do the heavy-lifting, with a hot 14 damage, and we break the Golems. It’s some hot dice here – looks like the Brocks were only expected to do 10ish damage, even with the Bane-Chant, which makes sense hitting on 4’s.

In victory, I forget about the proxied chariot. The Brocks reform fine, but the Ironclad should probably be angled differently.

Bottom of Round 3: Abyssal Dwarfs

Golekh sees the time to strike, and swings around the obstacle. The Grotesques don’t like it, since the Shieldbreaker horde is right there, but they do in against the Ironclad troop, while getting another Last Breath command. They land 4 damage, and some good Nerve checks will break the troop.

The Death Engine’s cloak is active, but it will whir to life and slam into the Berserker Brocks, landing 5 damage due to some low attack dice.

The Grotesques make a charge, and win their fight.

The Golems are penned in by the Ironclad Troops, and each will charge one. The first is hindered, going into the troop trying to protect the Brocks, and will land 4 damage, and the troop will hold.

The second will make a clean charge into the troop blocking for the regiment of Shieldbreakers, though the alignment is messy due to the other combats. The screen will take 8 damage, and break, but reforms are greatly limited. Unless something got bumped, and overrun might have been possible, but they look to just change facing, wary of a rear charge from the Rangers.

The Death Engine slams in.

With the Golems lurching into combat, the other Death Engine is free to charge, and sputters ahead, slamming cleanly into the silver-helmed Rangers. Five damage lands, but we’re Inspired, and hold.

On the left, the Blacksouls can’t escape the hill, but can use it to their advantage. With their center point not on the hill, they’ll still be getting cover as they inch forward. The Iron Caster grants them a Mutated Mastiff, and it gnaws 3 more damage onto the Ironclad troop, and I believe they are wavered.

Mutated Mastiffs mangle the Ironclad troop.

At the end of the Round, there is Golekh (2), Grotesques (1), the Death Engine (2), and one unit of Golems (2) for 7 US for the Abyssal Dwarfs. The Free Dwarfs have Shieldbreakers (4), Flame Priest (1), second Flame Priest (1), Brocks (2), and Ironclad (1) for 9 US, and the Free Dwarfs score this zone.

On the left, the Abyssal Dwarfs should have the Death Engine (2) scoring, but the Free Dwarfs should have the Ironwatch Rifles (4) and Crossbows (2), so the Free Dwarfs should score this zone as well, putting me 2-0.

Top of Round 4: Free Dwarfs

On the left, I believe the Ironclad troop are wavered, but actually make a Headstrong roll to shake it off. They gather just enough of their wits to move at the double towards the dangerous Blacksouls.

The left continues to try and delay the arrival of the Blacksouls.

The Shieldbreakers are granted a Mastiff, which lands 3, with cover, the Warsmith contributes nothing, and the Rifles only land 2, taking the Blacksouls up to 5. It’s damage, but it looks like I’ll need help out here.

Everything does into the Death Engine.

Ultimately, I charge everything into the Death Engine. With the little hammer on the board, I looks like I tried a Fury of the Ancients to help the Rangers out… which would be illegal as they are keyworded for Ironcraft, and not Holdfast nor Berserker. My apologies to my opponent! This was tweaked recently, but even jumping between armies I should know better, as while the rule changed a bit, the valid targets had not. I deal 13 damage in total (looks like without the Fury, 12ish should be expected, so 4's to hold), and uninspired, the Death Engine does break. The expected outcome is still the same, but again my apologies for goofing this, as I absolutely hate making errors in my favor.

Messy reforms.

For reforms, the Crossbowmen sidestep toward the middle of the field, getting an inch. The silver-helmed Rangers sidestep towards the left to create some space, and the gold-helmed Rangers are able to change facing, to get the Golems in front arc.


Centrally, the Shieldbreakers ignore the Golems in front of them, and come to aid of the Ironclad, hitting the other unit of Golems in the Flank, with a Flame Priest landing the Bane Chant.

The Flame Priest from the far right is able to land a Fury onto the Brocks (Berserkers, a legal target!), and will also hit a Bant Chant for them too. With the command landing, the more central Flame Priest attempts and lands one on the injured Ironclad (Holdfast, also a legal target!), and lands a Bane Chant on the flanking Shieldbreakers too… Lots and lots of hot dice from me, passing a Headstrong check, three 5+ commands, and two 4+ Bane Chants.

The last positional thing is the Flame Priest on the right being able to adjust, and prevent the Shieldbreakers from sliding down and being hindered when they go in against the Grotesques.

A bit o a blurry picture, but you get the idea.

The Shieldbreakers wallop the Grotesques, and overrun, blocking Golekh out. The Berserker Brocks, with Fury and Bane Chant, land 8 damage, and will actually pick up the Death Engine, though it explores, hitting the Brocks for 6 in return.

The Ironclad are out for sweet revenge and land 3 to the Golems in front of them, and the Shieldbreakers, buffed with ancestral Fury and Bane Chant, deal 11 in the flank. On 14 damage, the Golems are found to be insane.

Bottom of Round 4: Abyssal Dwarfs

The Blacksouls get a small Heal, going down to 4, and they’ll thump an unfathomable 17 new damage onto the Ironclad troop. An overrun doesn’t do much with the table edge, so they reposition, with the Iron Caster staying safe.

The Blacksouls fell the Ironclad, and reform.

Some Golems flank the Shieldbreakers, landing a bonkers 20 damage, and will pic the regiment up and reform again, still wary of a rear charge from my Rangers, though I look super far away here. I don't know for sure what the thinking was.

The Golems smash, and then reform.

The insane Golems get a Heal 3, going down to 11, and bash the Ironclad troop away for good. They are still injured, but staring down Brocks. Still, my opponent is able to reform, and the Brocks will be forced to fight them, instead of getting a juicy rear charge into the fresh regiment.

Aftermath of the brawls on the right.

Golekh considers fleeing, but moved up so close that he cannot get away from the Shieldbreakers, so he feels forced to charge in, and he’ll land 5 damage, but the horde will hold.

On the right, the Abyssal Dwarfs have Golems (2) and Golekh (2) for 4 Unit Strength The Free Dwarfs have Brocks (2), Flame Priest (1), the Shield Breakers (4), and maybe even second Flame Priest (1), easily controlling this zone.

On the left, the Abyssal Dwarfs are not contesting, but the Free Dwarfs should have Ironwatch Rifles (4), Ironwatch Crossbows (2), and maybe a Ranger unit now as well. We win this, putting the Free Dwarfs up 4-0.

The other game is still going, so we continue on as well. Unfortunately, given that the scenario has progressive scoring, and the most my opponent can possibly score now is 3, the game is out of reach for him, which sucks all around.

Top of Round 5: Free Dwarfs

On the left, we can’t really fight the Blacksouls in melee, so are forced to offer up the Shieldbreakers as more bait. They get a Mastiff, and it will happily chomp 4 damage on them. The Warsmith’s Pistol lands 2 damage, even with cover, and the Rifles land a few as well, taking the enemy horde up to 12 damage.

More shooting into the Blacksouls.

It’s ok progress, but I am almost out of delaying units. I’m going to need more help to break the horde, so Rangers book it from the center, coming to aid the left, but cannot fire this turn.

In retrospect, while this approach sorta works, I don't like it. I was really trying to focus on my shooting, but I had blinders on. I'm shooting with cover penalties here, with how I've been chaffing the horde up, the Rifles are almost out of position! I should be moving and pivoting the Rifles now, taking the turn to reform, while the fighty unit does its thing. The Shieldbreakers should not be chaff here.

The Crossbowmen move towards the center.

In the center, the Golems do have a charge into the Rangers, but I don’t think I have one into them. The Crossbowmen move up to block. The Rangers fire with a cover penalty, but land nothing into the obsidian skin of the constructs.

The Brocks take their charge into the injured but insane Golems. We fail a bane Chant, but starting on 11 damage, we’ll still pick them up, and then reform, to threaten the rear of the remaining Golems.

The Brocks break a second group of Golems.

The Shieldbreakers will punch back against Golekh. Fury of the Ancients is attempted and failed by both Flame Priests here, though Bane Chant does land from the spellcaster in the forest.

The horde will thump the expected 11 damage onto the Abyssal Dwarf Warlord, but Golekh will be found to be insanely courageous, even as the rest of his army crumbles.

Bottom of Round 5: Abyssal Dwarfs

Golekh lands another 2 damage onto the Shieldbreakers, taking them to 7 damage, but they hold, as should probably be expected.

The Free Dwarfs hold against Golekh's mighty swings.

The central Iron Caster has nothing to help the Golems right now, so flees, getting out of the way. The Golems charge the Crossbowmen, landing 8 damage, but fail to break them.

The Golems fail to break the Crossbowmen.

The Blacksouls get Bane Chant, and carve 14 damage onto the Shieldbreakers, breaking them and reforming. They continue to use the hill well, keeping their center point off it for cover, and are able to reform to keep doing that here. If I was more diligent, I might have been able to position the Shieldbreakers better to prevent this, but we’re doing better than fine.

The Blacksouls claim the Shieldbreakers, and reform.

At the end of the round, the Abyssal Dwarfs have Golekh (2) on the right, while the Free Dwarfs have the Shieldbreaker horde (4), plus plenty of other things, scoring this zone for the Free Dwarfs.

On the left, the Blacksouls are still not in a position to score this, and the Free Dwarfs have this as well, putting me at 6-0.

Top of Round 6: Free Dwarfs

On the left, the Rifles are threatened, by the Blacksouls, and I think the Abyssal Dwarfs are even lined-up for a flank charge. The Rifles move up and reposition, with the Warsmith sprinting to get to safety near the building. They cannot fire, but the Warsmith grants them a Mastiff, and the Rangers take aim, but only 1 damage lands out here.

The Brocks come crashing in.

Stalled up on the Crossbows, the Golems are rear-charged by the Brocks, who hit cleanly. We fast-forward this combat, as 30ish damage is expected from the rear charge.

The Shieldbreakers end the contest on the right.

The Shieldbreakers fight on against Golekh, and will break him this round, and reform.

Bottom of Round 6: Abyssal Dwarfs

On the left, the Blacksouls are injured, but can charge the Ironwatch Rifles, getting a Bane Chant to help, from the Iron Caster. I don’t record the damage in my notes. They take a lot, but the Rifles hold, and are looking to get flanked by Rangers if there is a Round 7.

The Blacksouls fight the rifles, though the objective isn't worth anything now.

Centrally, to his credit, the Iron Caster (1) is contesting the objective, but with a small radius and just needing to touch the zone, the Brocks (2) are here as well, and will wrest control of it, should the game end here...

The Iron Caster defiantly swings his staff menacingly at the Berserker Brocks.

...and it does, making this a 7-0 win for the Free Dwarfs.

Game Conclusion

Progressive scoring is a neat idea, and in theory, can provide for a neck-and-neck game, but it can also get out of hand, and really spoil the experience if there aren’t ways to catch-up in the late game, as clearly demonstrated here. Additionally, it does create a lot of extra bookkeeping, which was a little bothersome.

My opponent absolutely played a good game. He had plans and plays for each zone, and even had a go at the center objective at the end. Blitzing with the Rats was actually a strong option, and it would have been very stressful had he gotten to go first, as he could have been threatening my scouting Rangers in Round 2! Even on the backfoot, he was able to get value out of his Blacksouls, and had good decisions and positioning calls throughout the game and across the battlefield.

My particular list, it was all about shooting and tempo. The scenario demanded movement, and the shooting definitely carried me, letting me deal with Gargoyles and such without being forced to trade units away early on. Going first was ultimately wise, and very impactful for my outcome here. It let me start to accrue damage immediately on the left, even though not everything was able to shoot; while also gaining enough ground on the right to give myself some engagement options as the game progressed. I had pretty good decisions throughout, but also better-than-average dice throughout. This plus a favorable scenario for my kind of list, led to a strong victory here.

Testing Conclusions

  • Flame Priests. A little wonky, as Fireball is so erratic, but they did great supporting the wider line, and are a nice all-rounder supporting character.
  • Warsmiths. These did well supporting all my shooters, and Elite, as-ever, was very useful. A great supporting character for the Ironwatch!
  • Ironclad Troops. I was expecting to not like these, or at least not like having four of them. With such a wide line though, all four were actually useful, and were hard for my oppoent to deal with. Shooting dealt with the opposing Gargoyles well, allowing these to really gum things up.
  • Ironwatch Rifle Horde. We had to reposition twice, and they had some cover penalties, which was not ideal. Still, they held ground, did the damage I needed from them against the Rats, and played the scenario well for me.
  • Ironwatch Crossbowmen Regiment. Surprisingly useful! A little extra shooting was very welcome against the Rats, and decent fighting stats meant they did ok all around. 
  • Shieldbreaker Horde. We got an unhindered charge off against the Grotesques, which is no easy task! They need chaff, but these were used well.
  • Shieldbreaker Regiments. They both did well, each taking up space and giving me options as the game progressed. The one on the left didn't really get to fight, but got to throw a lot of Dogs and slowed thing down for me.
  • Ranger Regiments. Still fun! Useful, but they really lucked out being against low-Nerve Rats early on.
  • Berserker Brock Riders. A charge, buffed counter-charge, and a rear charge too! They really lucked out on the first engagement, and then were able to snowball things for me. An MVP for this game, but incredibly lucky to get to that point.

It is always a pleasure to see Will. He is one of the most decisive players I have played, and I still love the look and am digging the new theme of his Abyssal Dwarfs. He’s working on a slick new Ogre army, a faction that actually doesn’t really show up too much around here. I’m looking forward to seeing those, and him again soon! Thanks for the game!

Monday, July 20, 2026

4th Edition: Battle #043 Abyssals vs Northern Alliance


Intro and Lists

Schedules aligned for a moment, and Trevor of Data and Dice and I were able to line up a solitary game. Fresh off of recapping US Masters 2026, Trevor was riffing on a Northern Alliance list inspired a bit by attendee and fellow Midwesterner Jeff Schiltgen, with the following:


Jeff's list used a quirk of the Pack Hunters to apply some disproportionate pressure at range, since the Javelin-swap actually helped their Shooting value. In games, they were on the front line along with a Lord on Frostfang, all blocking and pressuring for the very-very killy CS2 Tribesmen, with some Ice Queens supporting them. There is no Barkskin to be had here though, and Trevor has swapped out even more Tribesmen hordes for the comparably-killy-but-easier-to-position Hearthguard regiments, as well as his pet Cavern Dweller monster unit. 


There was a mighty pull for me to run the Herd and atone for some rules goofs from our last match, but as you can see, exploring the also-new Forces of the Abyss won out. I'll try to be more diligent on these changes, particularly with the new Commands. The triumphantly returning Abyssal Guard look super-strong, gaining the ability to play as a horde, while inexplicably picking up an innate CS1 while still keeping the ability to swap to two-handers. My old pet unit unfortunately has a lot going for them now, but I couldn't noodle out a good list here, so we're running plenty of other things to explore! Just about everything here got some kind of change with the update, so up to comment on is everything:

  • Bas'su'su the Vile. We already like this Warlord. He's quick and strong, but also pretty survivable. With Fracture, he got a nice list-building buff, turning one Gargoyle Troop into a Core unit. This is weird - typically infantry-sized troops don't count as core, but given the reclassification for 40mm Large Infantry, there is a precedent for unlocking troops. I think this is mostly a nod to "Bas'su'su's Vile Brood", a unique upgrade for a unit of Gargoyles from 3E, which made them better combatants.  
  • Efreet, Talisman, Fireball, Dark Pit. I don't think the Efreet is all that strong. I think he needs to either Inspire, be able to drop the Fireball, or be moved over to something like Specialist. I really wanted to try the Dark Pit, but our spellcasters are so darn limited. I think the Warlock is by far a better choice overall here (the Warlock has Regen, better Nerve, and is not Yielding, nor an Individual), but we're giving the Efreet a chance to prove me wrong. 
  • Hellequin Blood-Masque. The newcomer! I hobbied him up just in time. With the Warlord's Gargoyle swap, I wanted to try the new Horsemen swap as well. He's a decent combatant too, and we'll see what trouble he can get up to.
  • Flame Bearers. I needed a few Core units, and went with the Flamebearers, even though, like the Efreet, I am not sold on them. They are supposed to be a mobile shooter, but their Shooting value got dinged with only a points decrease to compensate, making them really underwhelming. Depending on the match-up there might be some play with the Dark Pit and them though, which I wanted to explore. 
  • Gargoyles. With Speed 10 being rarer now, I still really like the Gargoyles, and still want to incorporate a few units whenever I can.
  • Berserkers, Brew of Strength. I do like where the Berserkers ended up - they feel like a fair unit ever since the reduction to their speed, and they are still quite useful for the army. They apparently lost Retaliate in the revamp, and do still like carrying an item, and so they got the Brew of Strength this time. 
  • Tortured Souls. The Souls were also tweaked in the revamp, losing Fly and 1 Speed; trading Fearless for Headstrong; trading CS1/TC1 for a flat TC2; and gaining Strider; all resulting in a teeny-tiny discount. Strider is always nice, but this seems like a real downgrade. The theme of the list is being open to being proven wrong though, so we're giving them a try.
  • Abyssal Horsemen. The Horsemen also got a small tweak, unfortunately trading Fearless for Headstrong, while also getting a small price hike. Booo. The switch to full TC was already tough, but a regiment of cavalry with the boots can definitely be strong, 
  • Molochs. For better or for worse, these are still essentially a staple for the Abyssals. They hit hard, and if you can support them, their high Nerve and Regeneration can work wonders in a grind. We're taking only two, and we'll see how they do.

Oof. The Abyssals are up against a shooting-heavy list while a number of my important units have lost Fearless, and my own shooting contingent was not only outclassed, but most likely going to be stuck firing into Stealthy units too. It was looking like a tough match-up. 

Table and Terrain

We were at his place, 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.

We got Loot for the scenario, and it's been a long time since we played it. We have a Loot token in the center, and two placed on the center line. All can be picked up, and all are worth a VP if held by a unit at the end of the game. Easy enough!

Overview of the table.

My opponent won the roll for tokens, placing the one nearest the building, and then won the roll for sides, forcing a switch. He played rather compactly, looking to play hard for the middle token, and what will be the token on the left for this report.

View of the left token.

Left to right, we have Pack Hunters, the Lord on Frostfang, Pack Hunters and more Pack Hunters, screening for both Hearthguard units. The Def5 Tribesmen were dead-center, supported by the Healing Ice Queen. A Cavern Dweller was on the line with the Def4 Tribesmen in reserve. Near the woods were two troops of Pack Hunters and the Blizzard Wizard, with the units juuust able to get into the terrain to see out. Snow Foxes ended up on the far right.

View of the center token.

For the Forces of the Abyss, we have angled Molochs on the far left, with the Blood Masque, and Tortured Souls screening for Gargoyles behind the hill. The woods blocked for the Gargoyles, and Abyssal Horsemen were nearby, seeing around the terrain feature into the center of the field. Centrally, we have Tortured Souls screening for Molochs, and Berserkers here too. The building split the line a little, but we have Bas'su'su, and then both Flame Bearers, the Efreet, and more Gargoyles on the far right.

View of the right token.

Jumping from army to army and list to list can make deployment difficult, but overall, I was happy with mine here. The Flame Bearers are finally not front-and-center. The Molochs are a little too spread, but within a turn that should be fixed. The hardest thing was the positioning of my heroic choices. It works, but it's a little rough, and my Inspiring coverage isn't great.

I win the roll for turn order. While sticking the Northern Alliance with a turn or two of lost shots is tempting, I have a speed advantage, and feel like I need to take ground and try to pen the tundra fighters in as much as I can. I'll kick things off for us.

Top of Round 1: Abyssals

On the right, my Gargoyles have a speed advantage against the Snow Foxes, and move up as far as we can to force some tough decisions. The Efteet isn't going to be able to do much this turn, so he too runs ahead. I suppose I could be getting a few more inches

Most of the Abyssals move up. Ba'su'su is busy directing and delagating, apparently.

I was unsure how aggressive to be with Bas'su'su, and ultimately forget to move him. I should have moved him up near the center line.

Everything else moves up, but stays a bit over 17 inches away. The Berserkers move up zone things out and force some decisions from my opponent. The Building has a bump in the footprint that I want to respect, so we pivot them slightly to clear it in a future turn. Tortured Souls move up with Molochs in tow.

Pressure applied around the other two tokens.

I think my play with Cavalry right now is to stick them in terrain to help with deployment, and then make sure I use the boots. This should give them Cover against any shooting, and make deployment a bit easier. They get into the woods, and are joined by the Gargoyles, and both should be safe from Javelins.

The Gargoyles reposition.

Tortured Souls on the left move up, basically safe from Javelins. On the left, the Molochs move up, staying safe, and the Gargoyles use their prodigious Speed to get to their left and see around them.

Technically, range is drawn from closest point, so a max move and pivot could maybe get a throw or two off down the line of battle, but all of the Abyssal units like, 12 and a half inches away, and any serious pivots could put units in danger, or really mess up the line, so overall, this feels fine for this turn.

Bottom of Round 1: Northern Alliance 

On the left, the Pack Hunters move up, and choose to keep a tidy line, and forgo any tosses. The Lord on Frostfang hangs slightly back, to prevent a wild charge out from me, which could gum up all three units.
The Northern Alliance inch up, but hold onto their javelins.

The reserve Hearthguard mostly keep pace, keeping room to pivot too, in case the need to reposition arises. Centrally, the other Pack Hunters move up and keep pace, and the Cavern Dweller moves up as well, blocking for the Tribesmen hordes. If memory serves, I have solo charges into the Pack Hunters or Cavern Dweller, but my opponent is very keen to prevent any multi-charges yet.

More advancing Pack Hunters, plus a Cavern Dweller!

The troops of Pack Hunters enter the woods, and prepare to camp out for a bit. The Blizzard Wizard enters as well, and with her center point in the terrain to ignore it, attempts a Blizzard into the inner unit of Flame Bearers, but no hits land.

The Snow Foxes choose to retreat.

The Snow Foxes are able to cleverly back up, and be out of range of the Gargoyles, while still covering just beyond the token with their own charge range.

Top of Round 2: Abyssals

I've still got the charge range advantage out here, and am ok with slowly shooing the Foxes away. The Gargoyles again fly up to threaten the Foxes, while staying safe from them. The Efreet hops up and hides behind the hill, and summons a Dark Pit near the Ice Queen, and Cloak of Death is able to hit her, both troops, and the 2H Tribesmen in reserve.

The Abyssals press ahead.

The Flame Bearers don't need to move, so don't, and fling into the inner troop of Pack Hunters. I'm still tossing into Stealthy and Cover, so need 6's, but am able to land 4 damage with my shooters, and even get a waver, thanks to Dread, courtesy of the Dark Pit. 

I remember Bas'su'su this time, and get him up nearer to where he should have been last turn. We're running a turn behind with him, and it would be nice to have jumped the hill this turn, but it's fine. We're just being cautious...

A standoff is forming over these two tokens.

Centrally, I am safe from charges, and with staring down so many combat units, I am not eager to fight in the slightest. Javelins are going to do what they're going to do, and I just need to endure for now, and see what happens. 

The Berserkers and Tortured Souls inch ahead while staying safe from charges, and the Berserkers get a Fireball 3 from a Command. I think they landed 1 damage into the Troop of Pack Hunters, but do not recall exactly. The Horsemen likewise inch up through the woods. The Lord actually has a charge into them, but that doesn't seem like a good play for him, so I risk it. The Gargoyles will inch back to stay safe though.

The Gargoyles reposition again.

After a lot of hemming and hawing, the Tortured Souls get the Betrayal Command and move up, daring a charge from the Pack Hunters and opposing Lord. If things fight them, one opposing unit will be using my Melee score and CS. This screening move lets the Molochs move up a bit, and the Blood-Masque can get into the hill.

On the far left, the Gargoyles again use their speed to reposition, now threatening to jump the building, or flank charge some Pack Hunters if they get aggressive.

Bottom of Round 2: Northern Alliance 

The reservist Hearthguard are wary of the Gargoyles jumping the lines, and will pivot and move to block this off. A 20 inch fly will land atop the infantry, and I don't think I can draw line of sight to the unit to just charge them. 

Javelins fly!

The Pack Hunters near the Lord hold, and toss into the Tortured Souls, landing 11 damage. I am Inspired, but they do get the waver, and we'll be forced to hope for Headstrong next turn. 

The center regiment inches up and tosses into the Tortured Souls, but scores no damage. The Cavern Dweller sidesteps towards the left table edge, again, trying to make charges awkward. Had the Dweller not moved, my Horsemen had a flank, and things could reach the horde of Tribesmen, but now I am again presented with Pack Hunters of the Cavern Dweller to fight. 

More impactful shooting out on the right.

On the right, the wavering Pack Hunter Troop gets the Tactical Retreat order, and gets out of the forest, and they get a small Heal from the other Ice Queen too, going from 5 down to 3 damage. The remaining troop holds, and tosses into Ba'su'su', landing 3 damage against the Individual, with the Blizzard Wizard landing 3 as well. My Warlord is Frozen, but holds.

On the far right, the Foxes decide to force the issue. They cannot charge, but scamper ahead, seeing around the hill to threaten the Efreet, and a decision from me.

Top of Round 3: Abyssals

Thankfully, I have the little corner undo markers, but I probably spend a good 20 to 30 minutes trying to decide stuff, and fortune punishes the shrewd. The easy play is Ba'su'su into the Snow Foxes. He'll Regenerate 2, getting down to 4, but only lands 3 damage into the Def2 Foxes, which looks about right, math-wise, but feels bad. 

A 10 inch fly from the Gargoyles can't clear the Foxes, so they fly 20 inches ahead, to force a reaction from my opponent. The Gargoyles aren't going to pick anything up, but can stick it up for a combat. In retrospect, I probably should have joined Ba'su'su in the charge. I forgot about the second pivot on the move, but another option would have been getting by the hill for a Command Fireball. Oh well, the pressure still seems ok. 

Charges against the Cavern Dweller.

The Efreet jumps the hill, and we try a Dark Pit at the far edge of the woods, to hit everything again, as well as the Cavern Dweller, but the spell fizzles.

The Flame Bearers hold, and toss into the other troop of Pack Hunters. We're fishing for 6's again, and again land 4 damage, but we do not get the waver here this time.

The Tortured Souls don't shake it off.

Centrally, if I am clever and lucky, I could actually fight several things, though I ultimately choose not to. The central Tortured Souls and Horsemen can get in against the Cavern Dweller, and do so. Berserkers could get in against the nearby Pack Hunters, but with Hearthguard and Tribesmen on standby, that doesn't seem like a wise play, and so the Berserkers and the Molochs reposition, staying out of charge range of all the Tribesmen units, though that means I cannot pick the token up yet.

The Cavern Dweller falls!

Hoping to buy time, the Blood-Masque needs to reposition for a command, but fails to land the Betrayal one on the Gargoyles as they charge out of the woods into the Pack Hunters, with the goal being to protect the Horsemen. Hindered, the Gargoyles will claw just 2 damage onto the Hunters, but are still taking up the space I need them to.

The Cavern Dweller is just barely not Inspired, and the Souls will land 3 damage thanks to Striding, with the Horsemen contributing 10 on their clean charge, thanks to the Boots. We didn't get the Dark Pit like I had hoped for the Cloak and Dread, but do manage to luck out and break the Dweller before it can contribute to the game, which feels amazing. 

The victorious Abyssal Horsemen back up an inch, and reviewing thing, the Tortured Souls just hold, as nothing can get in against the Horsemen, which is the goal for these reforms.

Headstrong fails on the wavering Tortured Souls, and so they just slightly change facing, allowing the Molochs to gain a few more inches of ground. The Blood Masque needed to get out and risk a charge from the Lord to get the command off, but that seems ok.

Positioning on the left, with the Gargoyles adjusting yet again.

The Gargoyles on the left are sorely tempted to flank charge the inner Pack Hunters. They would tie them up, and block up the Lord on Frostfang, but that doesn't quite seem worth it, so they just inch ahead, safe from the Hearthguard, any maybe out of arc of the Pack Hunters near the building, but still threatening a fly over and good pressure.

Bottom of Round 3: Northern Alliance 

On the left, the Hearthguard decide to ignore the Gargoyles, and turn their attention back towards the center of the field, and the tokens. They position behind the building, and are able to get out of line of sight of the pesky Gargoyles.

Charges from the Northern Alliance!

The Lord on Frostfang does take the charge into the Blood-Masque, and will land 2 damage. The Pack Hunters pounce on the wavering Souls. One is Hindered, but the other gets a Vicious command, and they will easily devastate and rout the troop of spirits, as is proper. The goal is to overrun with the outer unit, and on a 2+, my Molochs will be boxed in and unable to pivot past to flank the Lord on Frostfang. They get the successes needed, and bump into my monstrous infantry unit, and the other will back up.

The Northern Alliance commit hard to removing chaff while they can.

Centrally, the Def5 Tribesmen reposition, and Hearthguard charge in to help the Pack Hunters against the Gargoyles, who are obliterated. The 2H horde of Tribesmen make a hindered charge into the Tortured Souls. They have Elite and get a Vicious command, and the Souls take a ridiculous 19 damage, and are devastated and routed, as proper.

Reforms for the Northern Alliance.

Reforms are a little rough though. The Hearthguard hold, wary of the Molochs. Pack Hunters overrun, bumping up against the Abyssal Horsemen. They are offering up a flank to me now, but I also can't pivot past and will be stuck fighting them. The horde reforms a bit, trying to ensure that the Berserkers will be hindered, should they charge in. 

The outflanking Gargoyles are shot off.

Out on the right, the Snow Foxes claw 2 damage onto Ba'su'su, taking him back up to 6 damage, though my Warlord does hold.

Both Troops and the Blizzard Wizard turn to face the outflanking Gargoyles. The troops land 7 apiece, and a nice 5 damage from Blizzard will devastate the Gargoyles, and they break. 

Top of Round 4: Abyssals

We've claimed some units, and really just lost chaff so far, so things are not too bad? I still have a lot of very scary units in front of me though, and I am still hesitant to commit to any big fights.

On the right, Ba'su'su fights on against the Foxes, and will land another 3 damage, and will manage to pick them up this time. He regenerates 2, and will sidestep to his left, trying to get closer to the real fights. I see an opening, so one Flame Bearer unit wades out of the pond and towards the token, and the other moves ahead at the double, ready to offer itself up as a sacrifice later. 

The Berserkers make a cheeky charge.

The opening is a rear charge into the Blizzard Wizard from the Berserkers. That seems like a good idea, and the Efreet takes the hill to gain some ground and land a Dark Pit in the woods for good measure, pinging the Tribesmen, both troops of Pack Hunters, and the Ice Queen too. Things are damaged already, and 25 new damage is expected, so my opponent offers to fast-forward things here, since we have spent a lot of time thinking and talking in the early turns. The Ice Queen is no insane, and the Berserkers need less than an inch to connect with the rear of a Pack Hunter troop, and with similar expected results, the Hunters are also not found to be insane, with the Berserkers now spinning around to keep the remaining troop in front arc, and threaten some other nasty charges if they decline to fight.

Reforms, after besting a few units.

The Abyssal Horsemen take the flank charge, which we agree is their only option. We'll land 22 damage, but they are found to be insanely courageous. The Horsement are going to be in for a rough time, but were going to be in this position anyways, so it's not terrible.

The Molochs could get in hindered against the Hearthguard or hindered against the 2H horde of Tribesmen, and neither option is appealing. With the Berserkers breaking out, they inch back, getting out of charge range of the Hearthguard.

The flanked Pack Hunters are found to be insanely courageous...

Out on the left, I feel like my patience has somewhat paid off. The Gargoyles have a clean flank charge into the Pack Hunters, and take it, while getting the Betrayal Command from the Blood-Masque, who fights the Lord on Frostfang. The Molochs also luck out with a clean frontal charge into the other Pack Hunters.

The Abyssals push back on the left, with the patient Gargoyles taking a flank charge.

The Gargoyles land 11 damage, and will shred the Hunters and reform. The Molochs underperform with land 9 damage into the Pack Hunters, but also luck out on the Nerve Check and break them. In victory, they sidestep to get out of the way of the obstacle.

Reforms for the Abyssals.

We had to look up the rules for Duelist, as neither of us have encountered it before. Apparently it was changed, targeting "Heroes" now, which is a unit super-type, I guess. Ba'su'su is a Hero (Infantry), and the Lord of Frostfang is a Hero (Large Cavalry), so it looks like it triggers, and I must say, I like this change. Fighting already, I've lost TC, and the extra attacks don't amount to much, with the Blood-Masque regenerating nothing, and only landing 2 damage against the Lord on Frostfang.

Bottom of Round 4: Northern Alliance 

Wary of the Molochs again, the Lord on Frostfang decides to withdraw, after we determine he won't hit the Gargoyles. He passes, but only rolls up 4 inches. It could be worse though, as he does make it into the field, gets the nearby Molochs in front arc, and will be forcing hindered charges, and the other Molochs are too far away.

A tiny, but successful Withdraw move. It could be worse.

The Hearthguard go in against the Gargoyles, and the Ultimate Betrayal hits them... The Hearthguard are hindered, and forced to use the Gargoyle's stats for the fight, and just 2 damage lands. The Nerve check is a warm 8 though, which unfortunately is still enough to break my troop, and the Hearthguard will reform, keeping slightly in the field to force a hindered charge into them.

The other Hearthguard move up, and then think better of it, as they can't keep a Moloch unit out of their flank, and they end up holding. 

Meanwhile, the upstart Abyssal Horsemen are assailed from every direction, with Tribesmen hindered and in the rear, in the flank cleanly, and with devastated Pack Hunters continuing on from the front. While I am curious if we could break the damage record of 61 (looks like 50+ damage is expected, though this could be pushed higher with Vicious Commands or a Bane Chant), my opponent opts to fast forward the combat when I offer, and the Horsemen are bested.

The Horsemen are quickly bested.

Reforms again prove tricky. I belive the flanking horde backs up, while the hindered horde in the rear reforms. The insane Pack Hunters hold.

The Pack Hunter troop fights to delay the Berserkers.

Out on the right, the Pack Hunters do their duty and charge the Berserkers, landing 2 damage, and commanding their attention.

Top of Round 5: Abyssals

Out on the right, the Flame Bearers happily grab a token, putting me in the lead for VP. Ba'su'su flies 20" while regenerating another 2 to get down to just 2 damage. He's had a slow start, but is poised to be a hassle in the late game.

The Flame Bearers grab a token or get in the way, while the Berserkers brawl.

The Berserkers will fight the troop, break them with ease, and then victoriously sidestep, getting out of arc of the horde of Tribesmen in the woods. The other regiment of Flame Bearers will run their 5 inches up, and box them in while bein ready to throw.

The Molochs are still safe, and get a Fireball order from the Efreet for Fireball 4, and we have three units staring down the insane Pack Hunters... The Molochs hold, and throw, landing 1 hit, which blasts into 1, which results in 1 damage, and on 23 damage, the Pack Hunters are considered dealt with. 

The Flame Bearers toss into the Tribesmen Horde in front of them. They are Def4 with the two-handers, but we only manage 1 damage. Wanting to actually try and cast something other than the Dark Pit, the Efreet does try his Fireball 7 into the horde, taking a cover penalty. We get 1 hit, blasting into 1, which fails to wound. Ouch.

Reforms, after another cheeky charge into an unexpected unit.

On the left, I still feel like I need to be cagey. Any charge into the Lord on Frostfang will likely be fighting both him and at least one unit of Hearthguard. I can manage a strong multicharge against the Hearthguard by the building, and so forgo the token to fight them instead, with the Blood-Masque taking the hindered charge by the field, allowing the Molochs to hit cleanly. 

I forgot all about it, but we could be using the Blessing of the Dark Gods for Elite and Vicious, but don't. The Molochs land 11 damage, with the hindered Masque contributing 2, and we'll manage to pick the Hearthguard up. We luck out further, as both units are out of arc of the other Hearthguard unit. We've done a surprisingly good job at hitting the Northern Alliance from odd angles. For reforms, the Molochs pivot 90 degrees to threaten the token - anything wanting to pick it up will be threatened. The Masque is very close to the Lord on Frostfang, so just also pivots 90 degrees, eyeing up the center token with a charge.

Bottom of Round 5: Northern Alliance 

The Hearthguard get into the field, threatening things, while the Lord on Frostfang grabs the token, and positions to force a hindered charge from the Molochs.

The Northern Alliance secure two tokens.

The Berserkers are causing a headache. The Ice Queen moves to prevent good alignment into the rear of the Def5 horde of Tribesmen as they run ahead to grab the middle token, and put my opponent in the lead. 

The Northern Alliance struggle to defend the center.

The horde with two-handers makes a hindered charge into the Flame Bearers, which getting a Vicious Command and a Heal spell. They'll carve 13 damage onto my shooters, and then pivot, to get the Berserkers in front arc, and better protect the rear of the other horde.

Low on units and options, the Northern Alliance mange to take the lead!

Top of Round 6: Abyssals

The Abyssals also do not have a lot of units or options at this point, and are now playing catch-up. 

The Berserkers need to play for a Round 7. They don't have the inches to reach the rear of the Hearthguard, and we agreed that the Ice Queen and the Hearthguard prevent a proper alignment into the rear of the Tribesmen with the token. So, the Berserkers make a hindered charge into the Queen.

Big charges and a Dark Pit from the Abyssals!

The Queen didn't move far, and was able to present the front facing. After charging, I remember that the Queen has Ensnare, and suddenly my Berserkers are fishing for 6's. I get four hits, and manage just 1 damage. It's an underperformance, but it is what it is, and it is not the important combat.

The Efreet moves in close, and is able to land a Dark Pit at the edge of the field, hitting the Lord of Frostfang, Hearthguard, and Tribesmen with the token.

The Molochs charge the Def5 Tribesmen in the front, with Ba'su'su hitting them in the rear. I again forget about the Dark Gods. The Ice Queen has been Healing well, and Cloak of Death is the only damage on them as combat starts. The Molochs swing hard, landing 12 damage, but the Individual Ba'su'su flubs, contributing just 1, and even with Dread, the horde holds with ease, and I'd need a Round 7 to try and wrest this away.

The Blood-Masque gets in the face of the Hearthguard, but doesn't charge, as the Molochs take their hindered charge into the Lord on Frostfang. We neglect the Dark Gods here as well, due to forgetfulness. The Molochs flub, landing 5 damage to take the Lord up to just 8 damage. Dread is in play, but we fail to remove this unit too, and firmly need a Round 7 to win.

Bottom of Round 6: Northern Alliance 

The Hearthguard make their hindered charge into the Blood-Masque. Vicious fails, but they will still deal 11 damage, pick the unit up and reform. We're talking it out, and we think it is best for them to mostly spin around, as this will again prevent the Beserkers from being able to align into the Tribesmen with the token.

Very strong rebuttals from the Northern Alliance as they defend their positions!

The Lord on Frostfang defends his token, slashing 3 damage into the Molochs, but they hold.

A horde of Tribesmen spins around to protect and potentially avenge their comrades, but the horde is able to defend their token as well, getting a Vicous order, and carving 14 damage onto the Molochs, and besting them in one fight. Ba'su'su is still engaged with them, so no reform, but it seems unlikely he'll be able to break them by himself. 

We do not roll up a Round 7, and this is a well-deserved win for the Northern Alliance!

Game Conclusions

It was a loss for the Abyssals, but I can't complain in the slightest. It was a very tough match-up, but we had a pretty clean game with our decisions, and really made Trevor work for this. As a plus, we got to explore a lot of stuff from the update as well! The Dark Pit is inconsistent but amazingly fun, and there are some neat options here for builds.

Testing Conclusions

  • Bas'su'su the Vile. He had a slow start due to my forgetfulness. His output wasn't great, but you can't really carry as an individual, and he still got around and was disruptive, which is that you want from him. He's still fun, and the Gargoyles slot swap seems very useful.
  • Efreet, Talisman, Fireball, Dark Pit. The Dark Pit was a LOT of fun, if a little unreliable on two dice. Fireball was used just once, but was a dud due to dice, which happens. The Efreet themselves were just ok. We had good mobility with them, but I'd still like it if they were innately inspiring; had Fireball as an option; or were in a different slot. 
  • Hellequin Blood-Masque. Duelist is a neat change, but my Inspiring coverage and Command coverage was very taxed this game, and the new Blood-Masque was just ok as well. 
  • Flame Bearers. It was a stark comparison to see them across from the Pack Hunters, but we still managed to get some great use out of them. There was some play with the Pit, and I think I will try mass Flame Bearers at some point, but I just don't think the output is going to be there when you are hitting on 5's innately, and being a middle Circle unit, we don't have much synergy with the Commands.
  • Gargoyles. Overall, they did great. They ultimately all broke, but did so while delaying things and forcing some weird angles from my opponent, which is what you want from chaff. 
  • Berserkers. I will still praise the speed change, and these had a nice game, and both the Brew of Strength and Brew of Sharpness are great on them. 
  • Tortured Souls. They downgrades work nicely with the Betrayal Command, but that's about the only nice thing I can say. We got some use out of them, but the stat changes are rough, and eating up a precious Specialist slot now instead of just being a troop is also a bit of a bummer. I think Regiments might be the way to play these now, but I think you'd end up with a very elite list, and 
  • Abyssal Horsemen. In terms of damage-dealt, they did amazingly! They found an insane unit, but we had offered them up to die and delay, so that discovery wasn't too bad. The 4E and Fracture changes are a bummer, but they only had Fury for a long while, so the downgrade from Fearless to Headstrong isn't outrageous or anything. It is however a big step down with regards to game mechanics. As a more normal cavalry unit right now, their utility in the new Edition is likely going to be much more limited. 
  • Molochs. Overall, I did well to protect them, and they entered Round 6 completely healthy. Unfortunately for me a fighty horde beats a fighty regiment it seems! Without the old upgrade for Brutal and Vicious, they output has suffered a bit, and we didn't have Bane Chant to help with the Def5 either. Still a decent brawler, and cheaper now, but perhaps not as potent as they once were for the army.
It's been a busy summer, but I'm immeasurably glad that my opponent and I have still been able to make some time for games. A big thanks to my opponent for this one, and for hosting!