Intro and Lists
The April meetup for Kings of War Wisconsin was upon us, and I had the pleasure of throwing down against Kenny Lull of the Combat Phase podcast, and my random partner from the Northwoods GT Doubles stuffs, back in February. He tends to play a lot of games, and was trying to relearn some things, and so was running his Forces of Nature list from that event, with the following:
I am a bit of a sucker for exploring armies, so I really like this list. It touches on every elemental option, tries a bit of every unit size, and even fits in three of the four Great Elementals too. Lots and lots of variety and possibilities to play around here, and see what you like, and then improve on for the future!
I brought the Undead, hoping for a smidge of atonement! In their big-game debut for 4E, back in Battle 006, I donked a lot of things up for them, but most of the rules errors revolved around the Balefire Catapults, so we’re taking those again and assuming we get the rules more correct this time, seeing what we can learn. Up to test is everything:
- Revenant Kings on Undead Giant Wyrms. 4E is a mixed bag for them. They finally got Inspiring, but accompanying that is a massive price hike, and instead of just an option, they are now paying for a non-Piercing breath attack in an army without many ranged units to assist them at range. They also take up a Warlord slot, which are in really short supply. I really want to like the Wyrm Kings, as I love how my my models turned out, but they seem dubious. A shooty list seems like the best place to try them out though, so we’ll see how they feel.
- Skeleton Archers. I went through several iterations of the list, and opted to give these another try as well. I'm not expecting much, but just really want to commit to the shooting and see what we can make happen and learn.
- Inspiring Necromancer, Blizzard, Heal. We’re taking war machines, so we’ll try Blizzard as well. It’s been used against me to great effect already, so we’ll try to see what we can do with it here. With some leftover points, I picked up Heal, as I think the Lifeleech Command plus Heal could keep the Undead unit fighting just a bit longer.
- ASB, Shroud. We’re neglecting the Tome but taking Shroud of the Saint for some Healing, which again still seems great for an Undead list. No Surge at all this game, so we’ll see how that feels. With no real hammer units, I think we’ll be ok without Surge, but we’ll see.
- Revenants with Hammer. I like the Revenants, but need them to do more than just hold firm here, so we’re trying the Hammer of Measured Force, and hoping they can grind and push back a bit during the game.
- Zombie Trolls. They have lost attacks in the Edition change, but still seem like good ways to fill up the board with decent threats. We’ll see what they can do here!
- Zombie Hordes. I wanted to try and force myself to remember Indirect ignores cover, so am taking a trio of Zombie hordes (all my current zombies!) to fill core and complicate my line of sight. We’ll see if it is a good idea or not!
- Balefire Catapults. They have indirect, which importantly combines a few older rules into one now, most-importantly, allowing them to ignore cover! We’ll see how I do for shooting lanes and prioritizing my targets.
Kenny’s excitement and enthusiasm is infectious, and it is always a pleasure to have him around. I was excited to see the full army of Elementals on the table, and learn what I could about them as well as my own list, and this seems like a wonderful clash slash grudge match for what was Team Compost.
Table and Terrain
We were out at the splendid Gamers Realm in New Berlin, WI. The shop has been amazing the last year or so, with a variety of wargaming lines, a dangerous secondhand shop, and lots and lots of board games and play space. Unfortunately, the landlord is jacking up the rent, and we were stunned to learn that the store was closing at the end of the month, rather than move again. It is an extreme bummer. If you are inn the area, stop in before May and see what goodies are around.
We were making use of the tables and terrain that remained. We had some Height 10 Forests (just the green terrain, the trees were missing), the blocking Buildings were Height 7, just playing the structure, Hills were Height 3, and we couldn't find any obstacles, so weren't using any.
After a silly amount of ties, I won the roll for placing tokens, and I aimed to throw all four of mine into corners. I’ve got a shooting list, so want to be back in my deployment zone chilling and shooting, or keeping a unit or two of my opponents back in theirs and not contributing.
| Overview of the table, plus tokens. |
Tokens, deployed, after even more ties, I win for sides, and after some measuring, am a jerk, and force the swap. The hill extends into the deployment zone, and I have enough space to drop all the catapults out there on the hill. We’re not making full use of Indirect, but should hopefully have a commanding view of the battlefield and choice of targets.
| View from the left. |
For deployment, the Forces of Nature have Forest Shamblers on the far left, a Greater Air Elemental hiding behind the building, a rough line of a Greater Earth Elemental blocking for a Water Elemental troop, Fire Elementals blocking for Greater Air Elementals, an Earth Elemental troop screening for the Gladewalker Druid with Blizzard, then the Water Elemental regiment, Greater Fire Elemental, second Gladewalker druid, more Forest Shamblers, and the second Earth Elemental troop.
| View from the center. |
For the Undead, we have Zombie Trolls and the basic Wyrm King, Zombies in reserve on a token, all the Catapults and their center points (precariously) on the hill, the Blizzard Necromancer nearby, Revenants with their Hammer, and more Zombie Trolls near the building, with the building splitting my line up. The right had a lot of Nerve, but not much else going for it. The Wyrm King with the Fire Oil was on the line, with Zombies in reserve, the ASB was hiding behind the woods, both Skeleton Archers were on the far right, and more Zombies were in reserve, on a token.
| And view from the right. |
I don’t really have hammers in the list, and wasn’t able to react super well to my opponents drops. My early drops were the Catapults and Necromancer, trying to threaten the center, and the plan is to lean into shooting and hope it works.
I don’t like the Zombie Trolls on the far left, who ended up there early and just in case. Starting out though, I like my position overall. We’re both Shambling, so there shouldn’t be many quick plays for tokens, and I deployed on two of them, while my opponent did not. He’s either going to need to back up and grab them, spending at least an additional turn to secure them, or neglect them, either of which is fine by me.
Kenny plays more than a few wargames, so we are talking things out, trying to use this to showcase both the thinking behind some moves, as well as the physical moves themselves, to better understand things and build on fundamentals. We’re talking through the scenario, and I explain why I put my tokens where I did, and why I deployed my Zombies on them.
| Ope, a technically illegal Scout move. Scouts go forward! |
For Scout moves, the Shamblers on the right move up, and the Shamblers on the left move backwards. I thought this might actually be legit, but technically, you can only issue an Advance order, moving up your speed for a Scout move. But hey, he could have deployed back anyways, and this is fine by me. He doesn’t think he can back up onto the token, so does not.
| A legal Scout move on the right. |
Scout moves over, and with another quick refresher on Loot Tokens (Speed 5, no Surge, Wind blast, or Enthrall), after even more tie rolls, Kenny wins the roll for first turn, and I definitely encourage him to take it. We’re both Shambling, but going first still gains him some ground before the catapults start flinging.
Top of Round 1: Forces of Nature
On the left, the Shamblers back up again, ending atop the token. Wary of the catapults, the Greater Wind Elemental continues hiding behind the building, but I am too busy talking to take pictures.
| The Shamblers secure a token. |
The Greater Earth Elemental lurches ahead, along with most of the rest of the line. The Glade Walker Druid keeps central, and with a cover penalty, lands 1 damage onto the Revenants. The Water Elemental troop backs up to land atop a token and pick it up too.
| The jumbled line of Elementals advance through the center of the board. |
And on the right, the Earth Elemental troop can’t quite leave the woods. The Water Elemental regiment moves up, the Shamblers adjust, and the Greater Fire Elemental and the Gladewalker Druid inch ahead, warily. On the far right, the other Earth Elemental Troop backs up, landing a top a token, and claiming a third one for the Forces of Nature.
Despite a slightly suboptimal approach, the Forces of Nature have adjusted well, and snatched up three tokens.
Bottom of Round 1: Undead
Out on the right, we’ve got 4 tokens to contend for. My Zombies in reserve hold, picking up a token, and we’ve still got two to fight over in the midfield. Out here I unfortunately only have the Wyrm King for fighty units, so the plan is to try and bait charges with the Zombies and such, which should open the door to a flank from the Wyrm King with good positioning. If I can rinse and repeat that process, we should be able to scrap ok out here on the relative cheap, and make use of the Undead's general tenacity.
| The Undead hardly move. |
The Skeleton Archers hold, and loose, landing three damage into the Shamblers. The ASB holds (I think I forgot to move him, though there isn’t much for him to do right now). The Wyrm King here has Fire Oil and Strider, so I sidestep him into the woods for now, and the Zombies behind him stagger forward. I suppose I could have used Orders to match them up, but it didn’t seem wise to close sooner. We’ll play it slow.
| Nice and steady. |
Centrally, I don’t actually have great angles on the hill. With just two sources of Inspiring, and more tokens over then, I encouraged Kenny to more on the other side of the board as he was asking and thinking through his own deployment. With Shambling elementals, I should be good for three or four rounds, but might need to start adjusting things later on.
I consider shooting into the Shamblers in the corner and seeing if I can break it… but don’t think I can, and I think it is more worthwhile to try and make progress against something scary. Everything goes into Greater Earth Elemental. Blizzard, and three out of four Catapults connect, rocketing him up to 13 damage and Freezing him too.
| Ever so slightly more aggressive on the left. |
The Revenants and Zombie Trolls in the center move up 5 inches, keeping a flush line. The Wyrm King from the far left makes use of being a Undead without Shambling, and he zips ahead, using the building to block line of sight to him from the lurking Greater Air Elemental. With the first barrage going well, the general plan is to shoot something one turn, and then charge it with something the next turn, so the shooting can focus on something else. That seems like a sensible way to play shooting in 4E, so we’re hoping that the Revenants or more likely the Wyrm can get in against it next turn.
The Zombie Trolls move their 6” up, and the Zombies in reserve hold, grabbing a token. Ideally, the Zombie Trolls are tasked with wresting control of the token in the corner from the Forest Shamblers, but I forgot to use Command Orders before moving the Wyrm, and should have tried to shoot the Zombie Trolls up more.
Top of Round 2: Forces of Nature
On the left, after some chatting, the Shamblers turn and lurch, rather than just sidestep. With the field ahead of me, I can't effectively threaten the unit for several turns, and the pivot lets them go a bit further away. I’d definitely like to catch them, but it is very unlikely, and running away with them is wise.
| The Elementals adjust, with all the Air Elementals lurking, menacingly. |
We’re up against the Forces of Nature, and healing Def 6 is also wise. The Commands land 2 for the benefit of the Greater Earth Elemental, and the Spells lands a hot 3, taking him down to 8 damage. That’s a little more effective than I’d like!
The Greater Air Elemental continues to lurk, and with no charges, the unit does as well. The Greater Earth, Fire Elementals, and Earth Elemental troop all inch up, though only the troop is in danger, and only the Zombie Trolls can reach them, and is good use of the building, to really separate my lines.
| The Forces of Nature make it into the midfield, threatening things. |
On the right, Water Elementals move up, as do the Forest Shamblers. Together, that are protecting the Greater Fire Elemental, and the Gladewalker Druid behind them all. In the back corner, the Earth Elemental Troop also pivots and moves towards the center.
Bottom of Round 2: Undead
On the right, the ASB commands the Skeleton Archers to ignore Shambling, and they shoot forward at the double and then pivot. There isn’t anything to outride that hard though, and probably should have pivoted mid move and gotten closer. Having moved at the double, they don’t shoot.
The other regiment moves up, getting its center point into the woods, and shoots at the Shamblers, landing nothing. They land atop a token, and will pick it up. The Wyrm King adjusts, spews 2 into the Shamblers I believe, and orders the Zombie horde to ignore Shambling as well, and we use the 10 inches to block stuff up. They are Def 2, but still Inspired, so we’ll see what happens here. I probably shouldn't be eager to fight, and instead be backing up and delaying with the horde, but I am interested to see what my opponent decides to do.
| Blocking Zombies on the right. |
Centrally, I am a little more rational. I don’t want to solo-charge the Earth Elementals, even as a troop, so the Zombie Trolls inch back, and the Revenants adjust, and both more than 12 inches away from everything. I need to do more with shooting before the lines officially close.
| The Undead are retreating in the center. |
The Wyrm King moves up, nearer the building, and manages to spew 2 damage onto the Greater Earth Elemental, taking it back up to 10 damage. However Blizzard, and all four catapults contribute nothing this round. Ouch.
| And the Undead are starting to press in from the left. |
The Wyrm King is just in range to command the Zombie Trolls to ignore Shambling, and with no chance of catch the Shamblers in the back field, they pivot and march towards the center, ready to assist.
The Necromancer is just within range to command the Zombies to ignore Shambling too, and they march up. We’ll keep them in tow, and see if and how they can be useful in the coming turns.
Top of Round 3: Forces of Nature
The Shamblers continue fleeing with their token. The Greater Earth Elemental charges the Wyrm King, but 4’s are swingy, and just 1 damage makes it in. The Gladewalker Command Heals it for all 3, and then gets 3 out of 4 successes for the Spell heal, thanks to its Elemental Affinity. The Greater Golem is on just 4 damage now.
| The Elementals start to clash with the Undead. |
With my speediest thing bogged down by living rock, the Greater Wind Elemental stalks up, as does the unit. After discussing Loot tokens some more, the Water Elemental Troop drops theirs, and joins the hunt. The Shamblers should be able to pick it up in the coming turns.
The Fire Elemental step up, as do the Earth Elementals, with a kinked line.
| More clashes on the right. |
On the right, the Water Elementals and Greater Fire Elemental slam into the decaying Zombie horde. Each land 8 damage, and is able to get a little lucky and break the horde on the Inspired check. The Greater Fire Elemental sidesteps an inch, allowing the Water Elemental to reform. The reform lets them touch the token, but he declines to pick it up.
| Ah, nuts. The Zombies crumble. |
The Gladewalker over here heals up the Forest Shamblers, removing the damage caused by the Wyrm King’s halitosis, as well as grants a Striding command to the Shamblers, who charge the other horde of Zombies. Just 1 damage makes it in, but the Nerve Check is a Boxcars, and I take the full 6 extra damage here. Ouch!
Bottom of Round 3: Undead
Things are not great out on the right. As-planned, the Wyrm King had a flank into the Shamblers, which seems wise, but also risky. I was hoping for two turns of tar-pitting out of the Zombie horde, and am trying to claw my way back. Despite the sidestep, the Greater Fire Elemental is half an inch out of range of the outriding Skeleton Archers, so I can’t use them to slow it down like it’d like.
| The Undead sort of fight back. |
I’m in a rough spot. The Skeleton Archers counter charge, and are joined by the Zombie Horde, which slides down and is hindered. The unengaged Skeleton Archers stagger ahead, and I ultimately forget to move the Wyrm King, who cannot back up to escape from the Water Elementals. I also forget to Heal with the ASB. And to shoot with the breath attack, if memory serves.
The Shamblers aren’t inspired, but the Skeletons and hinders Zombies aren’t going to do anything. An astonishing 4 damage lands here, but it’s not enough. I should be moving the Zombies, and flank charging with the Wyrm King. That was the plan, and I did not follow it here.
The catapults try again, shooting into the reserve Water Elemental troop, landing 3 damage. The catapults are height 5 on the hill, which is nice, but not nearly enough for all to see past the Greater Earth Elemental and Wyrm fight to the lurking Greater Air Elemental. The troop or the Gladwalker were the only things all could see, and I went for the troop here. I forgot it has Regeneration though, and the Gladewalker, which can be wavered, might have been a better call despite the individual penalties involved. I donno. Just 3 damage makes it in from the catapults.
The Necromancer is actually in charge range of the Greater Air Elemental, so is forced to move. He backs up, and I think we take a cover penalty to cast into the Earth Elemental troop, which ends the round on 2 damage.
| Charges in the center. |
The Revenants end up charging the Fire Elementals in the front, with the Zombie Trolls hitting in the flank. Things go very well in the melee, and we will devastate and rout the unit, though reforms are difficult with all of the Air Elementals lurking nearby… The Zombie Trolls are one of my only fighty units, so I don’t want to get flanked by the Earth Elementals, so I want to turn to face. This necessitates sidestepping the Revenant horde though, who has its flank threatened by the Greater Air Elemental. The Revenants are tanky, and maybe they can hold so I risk it, choosing to sidestep, and accidentally get the full 3”, so now both the Revenants and the Zombie Trolls have exposed flanks to the Greater Air Elemental.
It’s a mess. If I could have wavered the Gladewalker, things would have been easier, but fishing for 6’s on everything seemed like a bad idea.
| Oh, and the Undead manage to best some things! Huzzah! |
It’s not all bad news though. The Wyrm King reforms, letting the Zombie Trolls smash into the Greater Earth Elemental, and we’ll swing it back up to 14 damage and break it. The Wyrm backs up and the Zombie Trolls sidestep, I think.
Top of Round 4: Forces of Nature
My opponent is presented with a myriad of choices! One, or maybe both of the Air Elementals could start get into the war machines. But they have decidedly not delivered for me, so he sets his sights on sweeping through units instead of bothering with them.
| Charges for the Forces of Nature. |
The Greater Air Elemental hits the flank of the Revenants, with the Water Elemental Troop joining in the front. The Air Elemental regiment flits up and hits some Zombies Trolls in the front to tie them up, and the Earth Elementals rumble into the other unit of Zombie trolls.
As a troop, the Water Elementals struggle to hit, and the armor of the Revenants holds against the CS1 of the Greater Air Elemental. The Revenants hold on 12 damage, and I’m still in the game.
| Ah! Hot dice claim the Zombie Trolls. |
I thought the Air Elemental unit hits on 4’s, but it’s threes. I was expecting 6 damage, should really take 8, but in reality, take 12, and the Zombie Trolls are flung far and wide as the Inspired unit breaks with good checks too. In victory, they elect to stay where they are, and keep the Zombie horde in front arc. This is anticlimactic, but seems like a good call, as with Def4, the Zombies might be able to put some hurt on the unit if given a flank or rear.
The Water Elemental troop regenerates a bit, and the Gladewalker uses a Heal Spell to get them down to just 1 damage, while the heal Command goes into the Earth Elemental Troop, getting a success and them down to 1 as well, as they slam 4 damage into my Zombie Trolls.
Both the Shambler troop and the Earth Elemental troop continue staggering towards the center of the field, to pick up the token originally dropped by the Water Elementals previously.
Out on the right, my opponent is just turning the screws. Since I didn’t do anything with the Wyrm King, he’s charged by the Water Elementals, who get their striding order from the nearby Gladewalker Warlord. Thundering through the woods, 5 damage lands, but the Wyrm holds.
| Clashes on the right. |
The Greater Fire Elemental charges the Skeletons with the token. Since I forgot to Heal them last with the spells or attempted Lifeleech (though the latter is realllly optimistic), and we’ll devastated and plowed over.
| And reforms for the Greater Fire Elemental. Onward! |
After some consideration, my opponent opts to destroy the token instead of claiming it. In victory, the Fire Elemental then overruns, and the Forest Shamblers, who had caught a small spell Heal, are forced to hold since they are still engaged with the Zombie horde.
Bottom of Round 4: Undead
Things are… not great, but we are learning a lot. On the right, the hill makes it awkward, and I don’t think the Skeleton Archers can get into the rear of the forest Shamblers, but they can get into the rear of the Water Elementals, they go in, and are hindered, contributing nothing.
| Fighting on the right. |
The ASB jukes past the Greater Fire Elemental, but I forget to cast heal again, this time not into the Wyrm King. The titan will roll amazing though, and thump 8 damage into the Water Elementals, who will still hold.
The Zombies claw the Shamblers up to 5 damage, but they will hold as well.
With the fliers engaged, the Necromancer scoots out. He gets 1 success to boost Lifeleech on the Zombie Trolls, and gets them a Heal 2 as well. They’ll strike back against the Earth Elementals, slamming three damage in, and ending the round fresh. That’s great news for me, and the Zombie Trolls can still grind ok.
The Zombies scrape at the Air Elementals, but only 2 damage makes it in against them. Still, they are grounded, and I might be able to win elsewhere and support them before the game ends.
I would like to take shots at the Shamblers and their token, but the fighting titans block line of sight. It’s rough, but we fling with an Individual penalty into the Gladwalker Druid, our only target. The catapults manage 6 damage, but while my opponent is worried, the Druid is unbothered.
| And fighting on the left. |
The Wyrm King flank charges the Greater Air Elemental, while getting a massive +3 Lifeleech to the Revenants! The Wyrm lands double-digits of damage. My opponent doesn’t hear me, so we just count it as 10 damage, which actually looks like the expected outcome. I opt to split the Revenant’s attacks, 12 into the Greater Air, and 13 into the Water Elementals. Just 2 lands into the Greater, taking it to 12, and 3 hit the Water Elementals. The Nerve check on the Greater doesn’t break my way, and the Water Elementals easily hold too.
This is an error from me. I take notes, but didn’t record what the Wyrm did as I relayed that to my opponent, as I was moving onto the Revenants. We lost the result. I think the Wyrm did 12 damage, which makes my split and expected 3 damage from the Revenants a more sensible choice. It’s an ordering error here, as we discovered when the Revenants “added” their 2, that the Greater Air was untouched, as the Wyrms attacked were missed, and we had to backfill that damage. It is what it is. It looks like 10 damage is the expected output from the Wyrm, which I am happy with, but on 10 damage, I should be throwing all the Revenant attacks into the Greater Air to make sure I pick it up. Alas.
Top of Round 5: Forces of Nature
I am like, 99% sure I forgot about the Hammer of Measured force, and was insisting that the Air Elementals damage the Zombies on their pitiful 2’s instead of the 4’s that should be, as my notes have the Air Elementals whipping 15 damage onto the Zombies, and the Nerve check again breaking in favor of the Forces of Nature to scatter another horde of Zombies. This was my ideal fight for the Zombies and I donked it up! The Air Elementals don’t want to be holding a token, so this one is destroyed as well.
The Forest Shamblers make it to the center, reclaiming the token dropped by the Water Elementals.
| Oops. The Air Elementals forget the hammer and bulldoze the Zombies. |
Due to the goofs last turn, the Greater Air Elemental survives, and my opponent learns from my mistakes, with it and the Water Elemental deal a fresh 15 damage onto the Revenants, which will break them.
The Druid uses a spell heal on itself, trying to hide behind the Water Elementals still.
The Earth Elementals overperform, landing 5 onto the Zombie Trolls in that grind.
Somehow, we still have some bright spots… The Water Elementals continue fighting against the Wyrm King on the right, and the Greater Fire Elemental scooches around, and is then surged in. While I am brought to 17 damage, the Undead Warlord is not devastated, and indeed found to be Insane.
| The Wyrm King is insane! |
…this is an illegal move though. It’s been three weeks of silliness for me, and while it is nice to play games, my brain is mush. The GFE was parallel to the flank of the Zombies. As a Shambler, the GFE only gets one pivot, not the two that I distinctly remember insisting my opponent take, thinking he was shorting himself. Sorry Kenny. My brain is mush. The Greater Elemental could still move into and Surge into the Zombies, or the Necromancer, but the Wyrm should actually be safe.
We forget about the Shamblers fight with the Zombies, but catch it early on in my turn and rewind. They’ll land 4 damage.
Bottom of Round 5: Undead
The Zombies take the Shamblers up to 7 damage now, but the Shamblers hold.
The Wyrm and Skeletons struggle on, but can only take the Water Elementals from 4 up to 7 damage total, the regiment of watery nature things holds firmly too.
| Still fighting, but to no effect. |
The Zombie Trolls are able to take the Earth Elementals up to 7 damage, and we’ll get lucky here and break them.
The Wyrm King is still flanking the Greater Air Elemental, and will best it this time. We’re fresh, and will pivot, getting both the Water Elemental troop and Air Elemental regiment into front arc.
| We take the Greater Air Elemental out, but that doesn't feel like it will be enough. |
The catapults have got line of sight into the Shamblers with two tokens, we get two misses, two misses, one hit blasting into 2 hits into 2 damage thanks to vicious, and two misses. Yuck.
Top of Round 6: Forces of Nature
In the back field, the Shamblers hold two tokens, and the Earth Elementals one. One is unclaimed. Two of mine have been destroyed in combat, and now the Undead only hold one token. It’s a grim outlook.
The Air Elemental Regiment crashes into the Wyrm King on the left, taking him up to 5 damage with their fluttering.
| The Forces of Nature block up Undead units to protect their tokens. |
The Water Elemental Troop moves to protect the Gladewalker Druid as it retreats, while healing the Shamblers up a bit.
| The Undead can't even get these Elementals into double digits of damage. |
On the right, the Greater Fire Elemental is forces to fight the insane Wyrm, but I am not lucky a second time, and bested. The Water Elementals throw everything behind them into the Skeleton Archers, and will take them up to 7 damage. Unengaged, the Fire Elemental will spin to face the flank of the Zombies, and my last remaining token.
The Shamblers get a Command Heal and a Spell Heal, and continue fighting the Zombies.
Bottom of Round 6: Undead
The Zombies struggle on, and can’t break the Shamblers. The ASB has kept them in the fight with Lifeleech commands and heals, but this is just a slap fight from both sides. I’m still holding a token though, so we got that going for me.
| The Undead sort of hold on? |
The Zombie Trolls can’t reach the Druid, but can aid the Wyrm King, who gives them a boon of greater Lifeleech. Probably? The angle looks a little tight in the photos. We’ll pick the regiment up, and the Wyrm King and Trolls will pivot to face the Shamblers in the back field.
| We best the Air Elementals, but I don't know if we have it in us here. |
The Necromancer can’t get good line of sight, so uses Heal on the Zombie Trolls, who will end the round fresh. Well, as fresh as Zombie Trolls can be.
The Balefire Catapults again try to hit the Shamblers, but everything will miss.
It’s still 3 : 1 in favor of the Forces of Nature, but we do roll up a Round 7 to drive the point home…
Top of Round 7: Forces of Nature
The Shamblers are on 2 damage and technically injured. They drop their tokens and move up to block up the Wyrm King and prevent a meaningful charge.
| The Forces of Nature delay, looking for the win. |
The Druid Surges the Water Elemental Troop into the Flank of the Zombie Trolls, taking them up to 7 damage, and out of meaningful fights as well.
The Earth Elementals pick up the dropped tokens, and are now holding 3.
| The last Zombies fall on the right. |
The Zombies get flanked by the striding Greater Fire Elemental, and are burned from existence, with the Shamblers finally claiming that token, and making this 4:0 in favor of the Forces of Nature.
Bottom of Round 7: Undead
It’s clearly a lost cause, but it’s like a 2 minute turn for me, so we’ll try to narrow the margin of defeat, for science.
| A last desperate, and ineffectual, salvo from the Undead. |
The Wyrm King moves up, and with cover, spews into the Earth Elementals, landing nothing. Blizzard, and all 4 Catapults land a combined 5 damage, and the Earth Elementals are fearless and unbothered.
The Zombie Trolls fight, but barely touch the Water Elemental troop.
A 4:0 win to the Forces of Nature!
Game Conclusions
About Round 2 I was struggling to think of a worse match up for my approach here. Lots of cavalry or multiple small flying units maybe? In any event, this was an incredibly tough game. We were up against a varied but generally sturdy list, with no real hammer units ourselves to try and crack it. We had shooting but it was against a nearly entirely Fearless army, so we couldn’t tap and waver and move on like I was hoping to do. Our shooting was also mainly on 5’s, which as demonstrated here, was worse than swingy, clearly inconsistent, and woefully inadequate against multiple instances of even small heals. Still, damage isn't everything. Kings of War is a scenario-based game, and we made it a pretty close for a while there! Had I had the presence of mind to catch those few rules goofs that came up this game, we might have been able to make something happen.
Testing Conclusions
- Revenant Kings on Undead Giant Wyrms. They are definitely a bit of pet unit for me, and I still liked them. They were fun to use, and decently effective on the table... but their points just seem unreasonable from a competitive perspective. The Breath Attack is nice and fluffy, but extremely unlikely to be used, let alone be impactful in a game, and the ~50% price hike for 4E is just too much. Alongside a bunch of fighty units (Trolls, Wights, etc), I could see these doing ok, but they are not an efficient beater, and they couldn't quite hard-carry for us here.
- ASB with Heal. When I actually remembered to cast the spell it felt good, and I still think this plus the Tome are probably the best items for Undead ASBs. The Wand and Hex might be worth exploring too. I missed having access to Surge, but without Hammers (Revenant Cavalry, Wights, more Zombie Trolls) to try and push into places, Surge was not really missed.
- Inspiring Necromancer with Blizzard and Heal. Blizzard was neat, but not impactful for me against all the High Defense. It’s a busted spell, but I was not able to leverage it here. I liked Heal though, and this kit with the Inspiring Talisman plus a few spells seems good. As much as I like my Undead Titans, I think an Inspiring Necromancer and a few ASBs seem like a more sensible way to run the Undead, as you can take even more units, which I think is where the army shines.
- Revenants with Hammer. They held firm and hit back well enough! Not a bad item for them by any means, and had we not goofed that combat math, I think these would have been MVPs. Expensive (for the Undead), but a great unit for holding the line.
- Skeleton Archers. I am 100% sure I played their Melee value as 5+. These are just not a good unit, and I don’t think I like them at any size, as you are paying more for the bows than you would a normal skeleton unit. Unless you are fighting against walls of Goblins or Zombies, they just aren’t going to do anything at range or in melee, and you have plenty of cheaper and more-effective options to hold ground. Fine to test out again to make sure, but these not worth it.
- Zombie Trolls. They did ok, and are still a fine generalist unit for the Undead. They were unfortunately the top-end of my threats this game though, and can’t carry a list as just a pair! A fine fighting unit, but you want to charge this in alongside something else.
- Zombie Hordes. Without Surge, I think maybe grabbing tokens with the other units and being more aggressive with the Zombie hordes might have been a more interesting line of play. They did fine for me here though, taking up a lot of space and doing well overall.
- Balefire Catapults. Oof. After the barrages I took in the previous game the previous day from opposing war machines, I was hoping for more from them. It seemed like we had a lot of cold dice for them, but we were also hitting on 5’s, and had less Piercing than the Basilean cannons. These arguably probably statistically should have done more for me, but so it goes. It was a very tough match-up, up against both Heals and high Defense.
- Undead Shooting. I think the list was spread a little too thin. Two very expensive warlords was a bit too much to add on top of ~400 pts of war machines. I think if you want to run Balefires, you need to have more fighty units than I had, so that you could maim something, and then let some something charge it next turn while the war machines targeted something else. Maybe Zombies + Revenant Cavalry + Balefires is a better starting point for a list like this? I think the Wyrms and Archers can be left at home.
It was an incredibly tough match for me, but it resulted in lots to learn from and consider! Playing with or against Kenny is always an exciting time, and I enjoyed the day immensely. Thanks Kenny!