I got in a fun game last night vs @TastyBagel and tested the following:
The Order of the Brothermark [2300]
Villein Penitents (Infantry) Regiment (20) [75]
Villein Penitents (Infantry) Regiment (20) [75]
Villein Penitents (Infantry) Regiment (20) [75]
Villein Penitents (Infantry) Regiment (20) [75]
Paladin Monster Slayers (Infantry) Horde (40) [255]
Villein Bowmen (Infantry) Horde (40) [170]
Fire-Oil [5]
Order of the Abyssal Hunt (Cavalry) Regiment (10) [240]
Blade of Slashing [5]
Order of the Abyssal Hunt (Cavalry) Regiment (10) [240]
Mace of Crushing [5]
Villein Skirmishers (Cavalry) Troop (5) [95]
Villein Skirmishers (Cavalry) Troop (5) [95]
Villein Siege Artillery (War Engine) 1 [90]
Villein Siege Artillery (War Engine) 1 [90]
Villein Siege Artillery (War Engine) 1 [90]
Exemplar Chaplain (Hero (Infantry)) 1 [65]
Battle Hymns [5]
Exemplar Hunter (Hero (Infantry)) 1 [130]
Order of the Hawk [15]
Exemplar Hunter (Hero (Infantry)) 1 [130]
Order of the Lone Wolf [15]
Dictator (Hero (Infantry)) 1 [115]
Wings of Honeymaze [40]
Priest (Hero (Cavalry)) 1 [120]
Horse Mount [25]
Heal (3) [0]
Bane Chant (2) [20]
Priest (Hero (Infantry)) 1 [75]
Heal (3) [0]
I’m sure he’ll have another great battle report up soon, but a few quick notes:
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Bowmen don’t look great on paper, but they’re surprisingly effective. 20 attacks hitting on 5s is going to be putting out a couple of wounds per turn. It’s a big block of cheap nerve and US that can hurt over time (20+ wounds over a game if you ignore them). But taking them out isn’t as easy as it should be for a def 3 unit because they have phalanx, so your traditional cav/flyer to disorder isn’t super effective. E.g., charging a 30-attack horde of Frostfangs hindered into phalanx where you waste the crushing against low defense is going to land 5 wounds or so a turn . . . which means you probably have to charge for three turns before you kill it. Too annoying to ignore, too big to kill easily, too difficult to readily disorder, and pretty inexpensive to boot.
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My siege artillery managed 27 wounds over the course of the game. Initially this seemed high, but when I did the math I figured they should actually be around 30-35 wounds if they have targets each turn. They’re a nightmare to h4 and bigger units because they can’t hide behind hills and avoid the fire.
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For the Paladin Monster Slayers, I ditched the two-handed weapons (cs1) and bumped defense to 5+. As to whether that was a good decision or a poor one, you’ll have to wait for the battle report to come out.