Game 1: vs @Cartwright’s Brothermark in Loot
This looks like a very thematic match up. Fairly similar army compositions with brave penitents standing against and undead horde.
The phoenixes are great support and scenario pieces and the individuals look like they’ll be a thorn in my side (spoilers; both more than I anticipated).
Here’s my eventual undead list with what I have.
Zombies and skeletons gum things up while the large infantry look for opportunities to do the work.
I like skeletons thematically and would rather paint them than zombies, so I’m going to give them a try and will likely insist on using them even if they’re a sub-par as they’re made out to be.
The regiments of skeleton spearmen are there to give alpha strike pause and have the US or the infantry hordes.
The individuals have different “secondary” abilities, but the same basic role - be inspiring and have surge.
I feel that the leaders of an undead army are where the character lies (maybe not the theme though) and there are a lot of ways to run them, so heroes is where I am most likely to change things up
Deployment:
The token on the [undead’s] left is less accessible to the brothermark and the right token is less accessible to the undead.
We both deploy to go for and delay for different tokens, which puts the main fight in the middle.
The undead look spread out, because of the variety in unit value, but the main strength is in the centre and left.
Brothermark take the first turn.
Brothermark Turn 1:
The brothermark move up in general.
The archers take the hill and start putting down zombies at range.
Undead Turn 1:
The line shambles forward. On the left the werewolves take the hill and zombies trolls shamble toward their position. The plan is to smash through and let the zombies grab the loot.
Right flank is meant to delay, so the lykanis gives the units there a reason not to advance.
The right zombie horde has maybe two more turns at this rate, so surges up so that they can hopefully disrupt something in turn 3.
Brothermark Turn 2:
Which just gets the zombies in range of more shooting and routed.
Something goes wrong with the priest’s graphic, but he can still cast barkskin. Which is used to good effect all game. The units on the left (Brothermark right flank) get out of the werewolves’ charge arc or range.
The rest of the Brothermark advance carefully.
Undead Turn 2:
The centre moves up. With the wild charge aura of the Undead Standard bearer, the skeletons can threaten the penitents while being out of their charge range.
The right zombie regiment is next to try to achieve something other than catching arrows. I send a troop of wraiths to help disrupt and delay on that flank.
If I win quickly on the left, then the werewolves are fast enough to help in the middle by the end of the game. So the wraiths go to disrupt he phoenix and instigate (with help from surge).
Brothermark Turn 3:
More zombies go down. That’s a rather poor showing, De 2+ sucks.
A regiment worth of painting zombies to take one turn of shooting does not sound great TBH.
Catching arrows is a fine job for them, but the skeletons are taking shooting hits too.
The penitents are expendable and already being threatened, so they gain as much ground as they can. Making it so that I have to defeat them to get the loot.
The instigation on the left works, but I hoped that the wraiths would last a turn.
Undead Turn 3:
The infantry start fighting and the skeletons do not impress either. The necromancer helps the shooting damage and gets a lucky waver with drain life, at least.
Alternatively; I could say that the penitents hold bravely, especially against the zombie trolls.
Wanting to get things going on the left, the werewolves try their luck on the phoenix, but being hindered makes the difference. Dashing my hopes of getting the werewolves through to contribute in the centre.
The remaining zombie horde starts heading for the centre.
The lykanis spots some careless repositioning and goes for blood. The wraiths go to disrupt, with their De 6+ and life leech vs the phoenix’s regen, that’s an eternal slap fight.
Brothermark Turn 4:
The phoenixes shake off their damage.
The ogre palace guard get involved and hit like a truck (or wights, for that matter).
Speaking of wights, one of the hawks bravely disorders a horde of wights.
The other hawk also puts his slayer to work and gets the lykanis wavered.
Subtly, the monster slayer horde backs up to get the slap fight in their arc.
Undead Turn 4:
I get some damage done! The werewolves put a phoenix down, now that their charge is clean. Which opens them up to a charge from the ogres
. They might survive a turn, but need the trolls to help.
The zombie trolls do some work, but the penitents hold with insane courage.
The zombies are surged a bit, to keep the ogres busy.
The centre is less impressive, but skeletons do a bit of damage, get some back and get a waver.
The wights don’t kill, but waver the hawk. The lykanis nimbly gets away from the other hawk.
Brothermark Turn 5:
The ogres get to work, but the werewolves survive.
The penitents in the centre help clear the field of skeletons.
On the right, the monster slayers end the slap fight and the lykanis gets lucky.
Undead Turn 5:
The ogres in the centre backed up too far and left a flank open to wights, the zombie horde joins in for the movement.
The lucky lykanis tries to get a kill, but fails. Not as hard as the other werewolves though.
The werewolf horde does two damage to the ogres. One gets cancelled by barkskin and the other healed by iron resolve.
The trolls arrive too late.
The other wights finish off the penitents ahead of them
I need to try to be clever and take a risk to go for a win here.
The wights that flanked the ogres turn around to face the monster slayers.
Wights have better odds than not to survive a charge from the monster slayers or two penitents in the flank. I’d have to get unlucky to lose both (and therefore the game), so I bank on at least one surviving.
If the top wight horde rout and the Brothermark unit advances to get the loot, I flank them on turn 6 and take it back.
If the other wights rout and the unit that fought them advances then they hit the top wights before the loot (one penitent regiment in the flank isn’t likely to do it).
The hawk can do enough damage to tip the wights over the edge, so I try to waver him with drain life, but fail.
Brothermark Turn 6:
The hawk does indeed make the difference, but the top wights hold against the monster slayer horde.
The phoenixes get out of the way and grab a loot.
The field is cleared of werewolves.
Undead Turn 6:
The trolls get a flank, but only waver the ogres. Which I’m ok with.
The zombie regiment finally get there!
I don’t think that the wights can take another charge from the monster slayers, so I send in the zombie horde in a multi-charge to grab the loot token.
I use the banner to stop the zombie horde from sliding down far enough to get flanked by penitents.
Neither matter, because the monster slayer horde wavers and there is no turn 7.
Giving the undead a victory!
From a narrative perspective; I think that the Brothermark consider this a victory, unaware of the necromancer’s true objective.
After game thoughts:
For all my disappointment with the zombie’s staying power, zombies held the loot at the end.
I’ll be dropping them from the list, for now, because they are at the bottom of the painting queue (for model number reasons).
Once everything is painted, I’ll probably have at least two regiments to hold objectives in almost any list, though.
I’ll fill the points with more werewolves, because speed + nimble is nice, but also because I got load of Wrath of Kings werewolves on a clearance sale.
This was the kind of KoW game that I really enjoy. Close run, the result was in question up to the end, and with a nice narrative of brave penitents standing up to the undead hordes.